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I like the changes, and I did listen and start a new game. Starting a new game doesn't delete your old one, you can always still load that save. I didn't want to have to play through the intro yet again, but it seemed fast enough as long as i skipped cutscenes.
That said. I understand your feedback and appreciate it! The exploration part is more locked now as you point out, and I will try to work more on that for the next major update "Fortress & Exploration". Not sure if I managed to meet your expectations and everyone else, but if you continue to give feedback I will at least have a good chance to get some of what you need.
Now, it feels I'm being very forced into the battles which - don't get me wrong - I have been doing, I have better ships.
I really don't see why this change would have anything to do with making enlarging the map easier. It's not that people can build their own island...
But...
I will give a fresh restart a try and see if the changes actually contribute towards the battling progress system.
Maybe it could be an option to have the player choose between a battle or a grind/fetch/slaughter quest line? That way, more people with different play styles could enjoy this game.
The priority is battle and ship expansion first. But I think a more peaceful solution will come closer to 1.0 when the content is larger so I can play around with more items/crafting elements, main story, and "faction relations" that I hope to implement at some point.
This also takes the overall gameplay into an FTL direction which is a very good thing in my book.
If a player wants a linear path of scaling difficulty in a game like this then that’s what a main quest is for, or hell, I thought the bounties did a pretty good job of that since they got progressively harder and as you bulked up to challenge each one.
I do get your reasoning and the upsides to what you’ve done, but the thing is, a big appeal to sailing even in real life is the freedom and adventure that travelling and exploring the open ocean brings. That’s the problem here, the pieces you’ve chopped the world into are way too small, restrictive, disconnected compared to what was there before, and the prior version’s emersion/genre appeal suffers grievously as a result.
A compromise I’d offer though is that you ought to have had less but larger cells or again kept the original map largely as is BUT THEN added extra areas as separate maps all for the reasons you’ve laid out. Also, maybe not have every area have a challenge mode to unlock them, because why am I fighting the red navy to get to the red navy capital when the red navy is neutral and doesn’t bother me unless I attack them?
No matter what you do however, since we’re talking shop, I would highly suggest making transitioning to a new area dependent on which part of the map boundary you contacted (NW to go to the battlefield, E to go to Red Nation, etc). Having the map screen come up no matter where I go is extremely jarring, and makes everything feel all that more disconnected.
I don’t know if you’re familiar with a game called Underrail, but it’s an RPG whose massive map is composed of hundreds of smaller cells with no open world connecting them. However, it never actually feels small and restrictive because travelling from one cell to the next is near seamless, and you’re only rarely gated off from certain areas that require you to hit some progression markers.
In the end, I truly hope you don’t take any of this the wrong way, because I really liked what I saw when I played the prior version, and I want more games like it out there and finding success. Again however, I just have some pretty humungous gripes with how things have changed, and honestly to me it feels like a downgrade; not nearly as good of an impression as the prior version gave me.
The enemies had 7-8 crews include the wizards that almost casts spell from the start..... Might be because I am a noob but this is too much....lol
Also I don't really like how when you retreat from a challenge you take a hit to crew morale. That leaves us with two bad options if the challenge ends up being too hard.
Option 1: Retreat and lose crew morale
Option 2: Die
Thankfully I haven't noticed any real penalty to dying besides having to restart at home.