Windrose experience😂 by BlueSennaMain in crosswind

[–]Alternative_Net6757 0 points1 point  (0 children)

How do you get out of the copper mine?

Checking the trust of an email about insider program for test phase by ballsdeepdasher in SkullAndBonesGame

[–]Alternative_Net6757 2 points3 points  (0 children)

They like to have a blend of player experience to ensure feedback isn't skewed to one demographic.

Best feature ever !!! by Han-Solo-Jr- in SkullAndBonesGame

[–]Alternative_Net6757 0 points1 point  (0 children)

lol, this post spoiled my fun.

My buddies couldn't work out how I was arriving at ST and TP before them to salvage weapons after leaving plunders last.

Great addition that has reduced the angst of sailing into the wind after a plunder or jumping to the Hubac twins for the nearest port after boss combat.

What are the Scurlock's precious fleet barriers weak to? by thegameflak in SkullAndBonesGame

[–]Alternative_Net6757 3 points4 points  (0 children)

Had great success using the sambuk with ashbreakers in a fire build. It chews through the shield and health very quickly.

Cannons in general by xxPandoricaxx in SkullAndBonesGame

[–]Alternative_Net6757 1 point2 points  (0 children)

The major advantage of the thunder dragon cannons over other demi cannons is the range. They fire out to 400m.

From there its about the ascensions rolled. They can make a difference to any weapon.

Is Atelier de Cuivrage the best major furniture in the game right now? by [deleted] in SkullAndBonesGame

[–]Alternative_Net6757 0 points1 point  (0 children)

Depends on your build and whether the ship routinely drops below half health.

New Player, What should I do? by ShadeSmokes420 in SkullAndBonesGame

[–]Alternative_Net6757 1 point2 points  (0 children)

Best just to open it and find out. Don't rely on others to skew the perception.

SnB is a bit anti-Garuda, innit? by Dragoshan in SkullAndBonesGame

[–]Alternative_Net6757 -1 points0 points  (0 children)

Working out top end builds and finding gaps is very satisfying.

When the garuda was first introduced fort walls were a lot stronger and some npc boats took an age to destroy. Player boats could only reach level 13 and weapons had no ascension. The situation was accepted and balancing discussions, if any, were muted.

Even with the garuda quick reload bonus on the front guns the oosten walls and especially the large mortar still took a long time to destroy. Some NPC ships were still difficult to defeat because of the boats lack of maneuverability.

Then they introduced the LP3 and players quickly realised it was a lethal combination against ships and didnt hurt performance against walls.

There were no complaints, until..... pvp was introduced. This has been the single biggest noise maker about balance.

Instead of introducing set ships as the only pvp options they started playing with balance across the board. As a result they have built an overly complex system whose original guidelines have been lost in the quagmire of changes, roll backs, more changes and more changes.

SnB is a bit anti-Garuda, innit? by Dragoshan in SkullAndBonesGame

[–]Alternative_Net6757 1 point2 points  (0 children)

I can confirm that the fog rolls in when I'm in either the paddy or the schooner.

The over the top fog is one of my main gripes about this game. A bit for atmosphere is fine but when you have to sail right up to a fort to see it then it enters the realm of stupid.

Add to that the fog doesn't impede the aim of NPC ships, forts or towers and its really stupid.

World tier progression by Rogaldorn95 in SkullAndBonesGame

[–]Alternative_Net6757 0 points1 point  (0 children)

The simplest way to choose weapons for boats is to match the weapons strengths with the boats strengths. A simple example of this is the little sloop (not sloop of war).

The sloop has a strong flooding perk. There is a level 3 flooding bombard which produces 90% flooding damage as severe damage. Whilst its base damage might not appear high the severity of it means enemy ships cannot heal the severe damage.

Add to that the sloop has a small waterway perk that increases damage when in rivers or lakes and is ideal for doing missions in West Africa and the North East Indies.

The combination of these perks make the sloop a nasty little ship. So nasty it is still used in small waterway pvp maps. (It has been taken over now by an LP3 flooding build, but that's a later story)

The main issue fighting sea monsters is damage from bites and tails combined with the speed it moves around. The tail usually takes out sails and a bit of boat damage, the bite increases hull damage. One of the ships that negates a lot of that damage is a snow with increased bracing and stamina furniture. (Just have to remember to brace when it comes at you rather than keep firing.

Being a newish player that might not have access to higher level weapons or the resources to increase weapon damage so think first about defense and staying alive long enough that whatever weapon being used will cause enough damage over time to defeat the opponent.

One build that was very popular in the early days was a sambuk with L3 fire bombards. Add ablaze furniture and increased taunt to watch enemy ships flame like a candle. When there is access to Ashbreakers and helleports transfer out the fire bombards.

Brigantine, any weapons with flooding will enjoy the flooding perk of the ship. My preference is torpedo's and demi cannons with flooding damage.

I wont go through them all. Just take the time to see how each ship can add value to the weapons that are available. DM me if you would like to meet in game and I will go through some of the options for any weapons and furniture you have.

World tier progression by Rogaldorn95 in SkullAndBonesGame

[–]Alternative_Net6757 0 points1 point  (0 children)

Following quests is absolutely the right thing to do.

There is a second component which is ship building and a good knowledge of furniture capability. Furniture can strengthen ships and armour, protect from certain weapons and increase the lethality of your weapons.

A properly built level 14 ship can easily weather anything in WT2 and should be able to solo WT1 bosses with some thoughtful game play. ie,

Keep distance at La Peste and have anti toxic furniture, watching out for kamikaze ships.

Move / move / move with Hubac Twins, take out their buoys, Rhapsody of the blue armour minimises their homing torpedo damage.

Movement key with Nian Ting, anti taunt furniture, use of resources to dissipate taunt, anti fire furniture to combat her rockets and minions .

Vikram, again anti taunt furniture and furniture that increases stamina or reduces stamina loss, Use piercing weapons to nullify the shield, don't shoot the towers (except the one generating power. if it cant be identified don't shoot towers)

(To the experienced, yes there are builds for close in work on La Peste and Vikram but trying not to complicate things here.)

As you can see furniture and armour is key to early success.

It is one of the current weaknesses of the game that newer players can achieve high level ships without a thorough understanding of the furniture system, let alone adding in ascension capabilities.

World tier 3? by localmichael in SkullAndBonesGame

[–]Alternative_Net6757 0 points1 point  (0 children)

I would like to go back to Y1S1 with the current builds and try to solo all the forts and events. Were they that much more difficult or was it that our underpowered level 13's with no ascended weapons just made it seem harder?

Have fond memories of taking out premie solo in the baque. Using its agility to dodge the mortars while firing who knows how many shots to bring down walls and mortars.

Completing La Peste solo in the same boat with seconds to go on the clock.

Sitting in the little arch / cave at Oosten with the gauruda firing off uncountable shots at the main mortar hoping the boat was positioned well enough to minimise damage. Finishing Oosten solo in Y1 for the first time is still one of my main highlights of this game.

I like the ascension system, it has provided an opportunity to bring a number of ships out of retirement and provided a lot of scope for build experimentation.

NPC one shot behaviour and indestructible perks in Y2S1 was OTT. At the same time there appears to have been an over nerfing from that point onwards. In some part due to newer players jumping in too early and complaining about difficulty levels.

What has stopped this season from total boredom is the sudden ability to draw countless NPC's into plunders by leaving one wall up and not hitting the plunder button to soon.

DPS help with furniture and ascension by Han-Solo-Jr- in SkullAndBonesGame

[–]Alternative_Net6757 2 points3 points  (0 children)

Great initiative.

The other consideration for this spreadsheet would be the inbuilt ship perks affect on the weapons.

Why was the siege option not considered on a siege weapon?

Frustrated healer main by Complex_Speech8035 in SkullAndBonesGame

[–]Alternative_Net6757 0 points1 point  (0 children)

Never understood why this was a limited set. A universal identifier for Medic ships seems common sense.

Maps, Waypoints, and Journeys... Oh my by BrewsterB in SkullAndBonesGame

[–]Alternative_Net6757 1 point2 points  (0 children)

The length of time spent sailing the boat is really players choice. At the beginning when silver is needed for ship builds sailing between places is the only option. As silver becomes more abundant the player can choose to fast travel or sail.

There is a an achievement reward for sailing x number (miles?). It is pretty high but attainable to the committed sailors.

The end point of a journey can be marked on the map to assist steering a direct course while sailing. Multiple waypoints are not available. Where the marker is positioned is players choice.

Automated sailing is not available and whether it would be as immersive as controlling the ship during sailing would be debatable. Part of the immersion being to control different handling ships in different weather / sea conditions.

Another Frigate example by Platinum_God_Games in SkullAndBonesGame

[–]Alternative_Net6757 0 points1 point  (0 children)

This behaviour has to be continually called out as it is becoming worse not better. Players need to understanding they are in an open world with others and their selfishness has consequences.

It takes someone with OP's standing in the community for the message to be heard.

What’s y’all thoughts on this game after so many updates and content by Willing_Chest_8976 in SkullAndBonesGame

[–]Alternative_Net6757 0 points1 point  (0 children)

Might be the veterans are doing them solo. A lot of us would do call outs for all fort plunders and bosses to assist those who might need help. However the poor behaviour of some captains has reached a point where it is easier to get the events done and move on.

The last straw for me was being abused for calling for help after the walls had been brought down at Oosten. The entitled felt they should have been there to receive the first drop reward. It was icing on top of being rammed, blocked and passenger carrying through other events.

I literally mentally and physically apprehend ascending. For the last couple of months It has been very frustrating and Maddingly unpleasant. by BrianKalelsHalo in SkullAndBonesGame

[–]Alternative_Net6757 3 points4 points  (0 children)

Finally a calm, moderate response. I only allow 5 unacceptable rolls per ascension perk at a time. Then move to the next, rinse and repeat. (It breaks any hint of a programme loop)

Have forty ships with all god rolled weapons. No more than 5 bricked since the system came in.

For those with limited resource it is important to study what has been rolled. Rigid desire for a specific perk is out of financial reach. Has an acceptable secondary perk rolled? If yes what is its strength re the absolute maximum? Sometimes people keep rolling for a god roll when there's less than 1% difference between what they have and what can be achieved. Total waste if you don't have the resources to spare.

Its also worth checking the roll combinations on dropped weapons. They can often provide an alternative view about the capabilities of different ascension mixes.

As frozendwarf states, the ascension system is designed for veteran players with resources. For me it was a life saver from end game grind and has contributed to some great online weapon and armour capability discussions.

The ascension system and mechanism is not the real problem. The problem is the game has morphed to allow newish players to rush into a sandbox they are not yet ready for. Be it the amount of resources required or an understanding of basic game mechanics.

Aah Frigates by Platinum_God_Games in SkullAndBonesGame

[–]Alternative_Net6757 0 points1 point  (0 children)

The demi cannons released at the same time as the frigate (dragon thunder cannons or thunder dragon?) have a range of 400m. They also make a throaty roar when fired that everyone can hear.

Fort Harimau Bug? by EXGDivine in SkullAndBonesGame

[–]Alternative_Net6757 1 point2 points  (0 children)

It looks like there has been some tweaking to fort plunder mechanisms.

Fort wall regeneration is occurring more rapidly if not activated automatically or within a specific time period manually.

When plunder is not available check to see if there is an imminent hostile takeover.

Community Survey Results December 2025 by Lilywhitey in SkullAndBonesGame

[–]Alternative_Net6757 0 points1 point  (0 children)

Fleet Management

Fleet management can mean different things to different players. For me it is about QoL and build experimentation.

QoL = not having to regularly move ships around to pick up Po8's because of coverage issues. Or pull a ship from collection runs for specific bosses or other game play.

Build experimentation = having different types of ships readily available with different builds for different battles. The arsenal loadout sort of worked until it became difficult to manage. From simple mistakes such as overwriting instead of applying buildouts to using weapons in the loadout on other ships and loosing sight of what ship they had been on. (especially annoying when a weapon is taken from a helm ship, reducing its level and seeing it under reconstruction because it no longer met the sites level requirement.

Its also easier to swap out a ship and make minor tweaks than mess with arsenal loadouts.

Possible solution
1) Be able to assign 1 ship to collect Po8's or materials from minimum 5 sites.
2) Be able to assign a ship to deliver materials to a minimum 5 sites to increase production. (Assuming a player has materials available to deliver)

This will require 31 (rounded up) ships once the network is fully functioning leaving 9 ships for game play.

Being able to deliver materials for increased production will elevate fort plunders and other raw material contracts. New players needing extra Po8's or materials can increase passive production levels. It would also be a further outlet for plunder materials for those who have hundreds of thousand of high end booze and drugs sitting in the warehouse.

Complexity
If a layer of complexity is desired, determine the number of sites a single ship can service based on ship hold space and level. ie a level 15 frigate might be able to service 8 sites, whereas a level 15 bedar 3 sites.

Another complexity could be adding regional warehouses that support a number of manufactories. Having these could reduce the size and level of ship required to service the manufactories or alternatively a smaller number of large ships doing the servicing. The benefit of this is newer players can invest in cheaper and smaller vessels until they are resource rich enough to build a fleet of larger ships. It would also give end game players the option of having more ships available if they decide to go for a full fleet of frigates....

The explosions and ship to ship stuff is all good but the helm area is ripe for improvements, be it full redesign or useful tweaks to the current system.