Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Fulings are manageable except if it's a berzerker, but that one atleast can't fly on you when near shore.
Landing a boat in mistlands is past of the journey/exploration. You can't tell ppl not to do it especially if they are new and don't have any clue or can't access mistlands from land cause their seed may be bad.
As for storage, again being in a single ship with your party is part of the co-op exploration and by the time you get to mistlands (over 5900m from spawn) you are closing to the edge of the world and the distance from your base may be too long, so having more space would lessen the unecessary trips back and forth which is not very fun to run the same trip like 10 times just to transport non-portable items.
Landing on a fuling village would probably be impossible to focus on keeping yourself alive and the boat that you crashed said village with. Experienced players would find a better spot to settle their boat and perhaps destroy it after setting up a portal - such a decision is based on what you *see* so going into MISTlands one would assume that end game players would know that it's better to find a better spot to dock.
My example with the karve was after doing a scouting journey on land and spotting said dverger fortress on a distant island. I did prep work before going in with a very weak boat. If people want to ram their longboat or karve into Mistlands they can do so and learn from the experience that harder areas are more hostile and dangerous to venture in.
https://www.youtube.com/watch?v=PycE-BxG4Cc
OK, you are trolling for sure since you skip my points completely. Landing somewhere has nothing to do with a dedicated attack on fuling camp. Also, i assume you wouldn't like a ship update at all and ride dev's laziness.
From the stickied Ocean/Ships suggestion MegaThread: https://steamcommunity.com/app/892970/discussions/2/3409804177172542648/?ctp=5
I posted -
It is currently the last comment, but this is the bulk of the idea.
My point is that one should land in a generally safe spot or deal with the risk that is involved should enemies or the environment be hostile. That video shows the group ramming their boat into the ground by a village making it difficult / impossible to retreat in due time as opposed to landing off shore a slight distance away from said village.
This is the same with Mistlands where if I see a misty spot before me I won't ram my boat into it looking for landfall because I have no idea what is inside said mists. If I see enemies in mistlands like seekers, soldiers or the flying fart bag I would obviously not land my boat in that area.
If people choose to land their boat in dangerous territory and they end up dying and losing the boat / whatever that is part of the game when it comes to learning from mistakes.
Multiplayer wise you only need the resources for upgrading couldron, workbench and forge some of which can be brought in via portals. After that you can just fill the boat up and player inventory with metal and if you want just have a person be 100% full of metal and be over encumbered which in single player you cannot do. I've done this before and you can also technically put carts on boats as well though that is a bit more finicky.
In my single player run I had to relocated to a plains near a large mistlands which had a black forest nearby so I knew that copper / tin and black metal wouldn't be that much of a problem so my boat was mostly full of iron and like 2 stacks of silver and black metal. So in that instance it's good to know the surroundings of where you are going just in case you need to go out and mine some more metal to make up for said lack of storage and prioritizing certain metals over others + mistlands also had a lot of copper scrap and iron scrap that I could've gone for but didn't need.
edit: Also Multiplayer having multiple people with ships is also a solution. If you want to have an entire party of people in 1 boat that is a sacrifice that was made by the parties decision and even then you could have 1 person carry 100% metal.
I think your ideas are pretty interesting. I like the idea of the sailing skill making exploration better. Increased speed or better angle for catching wind would negate the dangers of coming across a sea serpent and hopefully future ocean creatures.
Also the variants of different ships having pros and cons is interesting. Making more use of trophies is also nice - something that I am glad that the fishing update involved.
I dont really like doing it either, but its entirely feasible.
Nice ideas, had similar thoughts.
100%! The point of any game having in-game systems and mechanics is to drive the EXPERIENCE. I don't know why so many commenters on all these threads "explain to OP how to manage the current game" instead of understanding that there are clear lines of good game design that need to be supported by developement.
Your point is completely valid. Currently Ships get wrecked by all the Mistlands mobs (I've lost 3 longships and atleast 4 carves) The mobs also prioritize attacking player structures so much that if you try and kyte them away from the base they will sometimes lose track of you and immediately attack the base. (this is fine)...
... But that includes boats (which is not fine) because your boat breaks in 1 hit from a Soldier's Ground Slam (Their priority attack), 2-3 of any other mob attack, and then the materials sink into the abyss because the steepness of the Mistlands biome means shallow waters are very very rare and very very thin when present. (Another reason "just break your boat" is typically a crap shoot - outside being terrible gameplay)
The reason better boats is important is that as a Dev Team - You want to make a game that delivers the experience you're looking for. Having boats have durability and be an attack target is GREAT because you should be worried about them when you land in new frontiers... having the mechanics tuned so harshly that a majority of players DESTROY THEIR OWN STUFF to avoid the risk, precisely because its such a prominent and risky gamble, means retuning of the system is needed.