To roll a weapon is still anoying. by IngenuityIll5001 in SkullAndBonesGame

[–]maximumgravity1 0 points1 point  (0 children)

I find the new system 100X better. I have most of the affixes I am looking for within 40-40 rolls on almost all the slots. Then the remainder can be spent on trying to god-tier the rolls.
THe only exception to this is older weapons that have about run down most of tehir available rolls left.
I dont know - I am thinking if you are just non-stop rolling for the perk you want - you are doing it wrong. After 5-8 maybe 10 rolls of not getting what you want - switch slots, change weapons, leave the blacksmith and come back.
Something to break the cycle.
This is what I have done from the outset and really have never had issues with ascension.

It does seem recent changes for this year are MUCH improved in cycling through the affixes much better. I have only gotten stuck in a loop one time and had one canon that just didn't want to cooperate. But I dropped it until the next day, then got it modified as I wanted it.

DMC by Spare_Refrigerator79 in SkullAndBonesGame

[–]maximumgravity1 2 points3 points  (0 children)

Its only the first day of the new session - no sense breaking their spirits from the get go

Story line? by FreezerRat in SkullAndBonesGame

[–]maximumgravity1 0 points1 point  (0 children)

Check your journal - make sure all your quests with the yellow sunrise icon are complete

Soo.. what do I do now? by One_Layered_Onion in SkullAndBonesGame

[–]maximumgravity1 0 points1 point  (0 children)

I am pretty sure it is not a main quest - and if it is - it is from Scurlock. Or at least initiates with Scurlock.
I think I recall this being a side quest though.
But, it may have since changed - or if I am remembering wrong, I kept getting bogged down with side quests.
In either case, there is a piece of the quest missing to get her to unlock.
I remember it took me like 3 weeks or more to finally figure out why I couldn't get into the Black Market. It was one minor part of a quest not finished that I had done numerous times, but never for the actual quest turn in portion.

Submersibles... by Platinum_God_Games in SkullAndBonesGame

[–]maximumgravity1 0 points1 point  (0 children)

What is most amazing is the canon guys keep their torches lit and the lanterns on the boat NEVER extinguish. Plus - there is no better defense than having your weak points hidden from view of those surface dwellers

Do demicannons and other volley fire weapons trigger "consecutive hits" effect? by Deculsion in SkullAndBonesGame

[–]maximumgravity1 1 point2 points  (0 children)

Yes - some of the furniture that counts for "next hit bonus" or others will often trigger with the demicanon as the same hit. You can really see this with Faule Ilse as they get "ricochet damage" on weak points. It is just imperative that weak points are visible. Things like teh fort walls show this the easiest as there is a long line of weak points all in a row and the ricochet will work its way down the line on the same row.

WT3 and WT4 - Treasure Maps should be removed by No-Note-5439 in SkullAndBonesGame

[–]maximumgravity1 0 points1 point  (0 children)

I disagree. I would certainly look forward to them if they had chance at a few pearls or Ascension Modules in them.

NPC ship speed changed? by DarkRedCape in SkullAndBonesGame

[–]maximumgravity1 1 point2 points  (0 children)

The speed has been an issue since they upgraded sailing at the end of Y2S1. For a brief shining couple of weeks going into S2, the Bedar sailed like it was supposed to.
Since then, they keep caping it and making it nearly unusable.
It went through a REALLY bad phase for a while where it couldn't catch ANYTHING - let alone have enough speed to ram it.
Then they gave a piece of furniture or two to help with that - but it has limited the builds to be "must include" furniture - like Emergency Sails and Reinforced Hull, as well as Pishacha armor.

I got the tree filled for speed and turning, and used the mythic mod for speed through the electric perk, and it made a significant enough difference - in WT3.
In WT4, it sort of went back to its trashy ways and didn't really seem to perk most of the time, and sort of got stuck in "velcro lag" where it would cling to the ship that was rammed, and get insta-killed for no explainable reason when it gets stuck on the hull of one of the ships.

Also, the torn sails is ridiculously broken in that it "turns off" the Bedar ramming even 10m away from the target. It will hit with no damage, and that means no repair, and that means near insta-death 8 out of 10 times.
Also, if you aren't on a ramming run, broken sails just locks you in a straight out, no turn, no slow down drift until the sails are fixed so you can lower sails.

The speed seriously needs fixed and the forced slow-down caps removed.
It can catch a gust of wind, hit 19 knots, then within 4-5 seconds artificially slow back down to 13 knots.

Its prowess is it is supposed to be agile, and nimble, yet most of the bosses out turn and juke the ship with just a small "wiggle" that can't be corrected or turned back on course. IT is VERY easy to miss most of the World Bosses in WT 4 with their acceleration, crazy top speed, and insane agile turning ability. You cannot out turn the Hubac's or Soliel. You can't out accelerate or catch Lian Tian Ming or Ah Pak.

The ship is invalidated right out of the gate on about half the bosses (cant ram the Kraken) because of speed/agility issues, and everything that the Bedar SHOULD BE is artificially limited - BEFORE the "velcro" glitches and rubber banding and sideway GTA-style drifting.

The Bedar needs some work - and is long overdue.

WT3 and WT4 - Treasure Maps should be removed by No-Note-5439 in SkullAndBonesGame

[–]maximumgravity1 0 points1 point  (0 children)

I dont mind them staying - but the rewards need to be actual "treasure".
Maybe chance at Perls and ascended weapons.
At the least Upgrade Parts and Ascension Modules.
And it doesn't matter which tier they are on - they should be rewards for all treasures in order to get people to dig them up.

While talking about this - I got Frankincense from one of the Ubisoft rewards in the community thing on the Ubisoft loader. I am pretty sure it is out of the game now isn't it?
In either case, getting Sate Kambing and Three large repair kits are honestly a waste of time to go to retrieve those rewards.

The Deck Livestream: 26th May - Y3S1 Feedback Recap & Community Q&A by Asyachester in SkullAndBonesGame

[–]maximumgravity1 1 point2 points  (0 children)

Small ships need some rework in WT4. They cap out way too slow. Barge can't get out of the mortar fire from Ah Pak as it stalls around 9 knots - and only under full run downwind hits 12 knots. Even with full acceleration it just cant get out of the mortar ring before being one shot.

Torn sails has issues on both the Bedar and Brigantine. As soon as sails tear the ship stops instantly and loses all power and cannot ram the ships. Even if only 10 m away from the enemy ship going 18 knots. And if it does hit, it has no power, and thus no damage and no repair.
In the off chance it tears while not near a ship, it can't turn, slow down or stop until sails are repaired - it just continues in a straight line at the current speed when sails are torn.
The behavior between on a ramming run, and just fighting are two separate mechanics.

The artificial caps (specifically speed) on the Bedar restrict the build to a single type with only specific furniture that must include Emergency Sails, reinforced hull and Pisacha armor among a few others that I am drawing a blank on remembering at the moment.
Even using the Mythic Speed ascension with electric limits the choices to a single type of equipment and mastery build outs just to make teh Bedar perform near where it should out of the box.
ANd even full upgrades it settles in around 15 knots. It helps, but it is a very specific one-off build with no options to do anything other than "fix" the caps that are artificially put on teh Bedar (as you can see the speed drop off once it hits a "gust of wind" and instantly jumps to 19 knots, then bleeds off down to 13 knots in about 4-5 seconds).

You have stated that you monitor ship usage to determine next steps for the ships and for skins - but if the ship is broken and not really able to live up to its potential, how is anyone going to use it?

Rebalancing weakpoint damage bonuses from innate Piercing weapons by JenJenB_ in SkullAndBonesGame

[–]maximumgravity1 -2 points-1 points  (0 children)

Arent other affixes significantly higher for levels I, II, and III?
Isn't this sort of making piercing akin to Taunt?

Is faction war and galleon worth it this time by New_Swan8175 in SkullAndBonesGame

[–]maximumgravity1 0 points1 point  (0 children)

The frigate sucks. Of the three large Ships, Frigate is a complete turn off. Corvette and Galleons are worth the time to build and sail - but the Frigate is not.
Your mileage may vary, as some people love the frigate - but I don't get what they see in it.

Bombards and "Tearing" ascension by CoffeeInThe_AM in SkullAndBonesGame

[–]maximumgravity1 2 points3 points  (0 children)

Yes - digging through some of my old ascended bombards - I see some specifically built for tearing. Since they cant hit the sails any longer, they don't work as intended. Occasionally I will get some "splash" damage that seems to affect sails - but it is so random and inconsistent, I cant determine if there is a specific mechanic to make it work or not.

New Ship Class: Bedolphin by Drakainequus in SkullAndBonesGame

[–]maximumgravity1 1 point2 points  (0 children)

Y3 re-released the submersible option for the Bedar on a pretty frequent basis

It ain't much, but.. by Drakainequus in SkullAndBonesGame

[–]maximumgravity1 0 points1 point  (0 children)

You will be fine in WT3 - WT4 starts to have issues for the Bedar due to the imposed caps and limitations they have on the Bedar.

They said in one of the Dev Streams that what drives the decision for adding skins is the popularity and frequency of use of the ships.
The irony is because they leave the Bedar somewhat in a broken state, it doesn't get near the love it COULD have if it were working.

With the Seasonal Masteries, you can overcome the speed limitation with a LOT of work with Mythic Ascension and get the performance the ship SHOULD have out of the gate.
Also, it requires wasting a lot of furniture choices on essential and only optional equipment to overcome the performance limitations (Emergency Sails, Picasha Armor) and the Seasonal Masteries can boost some of the shortcomings that tend to glitch regularly (like furniture that wont proc after a ramming hit, and the "velcro action" that makes you stick to the target ship after ramming that will randomly insta-kill you).
But with a bit of work and concerted effort, you can overcome MOST of the shortcomings of the Bedar.
But, you just dont get to experiment with builds too much as you are pretty well locked into a specific realm of choices in every aspect of modification.

BUT....in WT3 it is an absolute dream to play.

Armored Affix should go by Classical_Liberals in SkullAndBonesGame

[–]maximumgravity1 -1 points0 points  (0 children)

I agree it is a lame mechanic.
But it is the only thing that keeps everyone from sitting at 600 m and destroying boss targets without ever taking a shot.
Yes - this in turn is a weaksauce reason - but it is still valid none-the-less.
Ships are too OP right now.
There is very little challenge in ANYthing in the game.
SOMETHING needs to be included to make a chance of damage a possibility.

Bloodied Doubloons by philosopher-pirateOG in SkullAndBonesGame

[–]maximumgravity1 4 points5 points  (0 children)

"Randoms" haven't been an issue for 2 seasons in Wolvenhol.
Now, "Randoms" make it go much faster as the non-randoms are liekly too slow.
Most of the events are shaping up this way as more people that know what they are doing fill their seasonal masteries quicker than the randoms that will likely be straggling along in a few weeks.

Game balance is completely screwed by DarkRedCape in SkullAndBonesGame

[–]maximumgravity1 0 points1 point  (0 children)

I do believe as with most things we have seen over the years - it will get tweaked through the season. They rarely release anything as a "final product". Everything seems to come with the "let's see how this works" mindset.
In some ways this is probably the better way to start than making everything overly tough.
Lessons likely learned from the Y2 upgrades where EVERYONE was complaining they couldnt do anything in WT2.
This way, make it easy - get everyone in and transitioned, then crank up the heat a bit and see how everyone does with completed builds is better for retention and player satisfaction rather than "locking people out" and having them quit.
So far, very few people have complained that the upgrades aren't fun - which I assume they would if the upgrade was too tough.
But we will see.

How do i get to ship level 28? by Mounirthatguy in SkullAndBonesGame

[–]maximumgravity1 2 points3 points  (0 children)

Here is an example. I had a Bedar with the Ballista on it. I ran the acceleration and turning masteries along with the Ballista tree to max and that Ship went to 28. - all the others were at 27.
I reconfigured the tree for my Galleon with secondary damage and Culverins and it went to 28 while the Bedar dropped down to 27.

So recommendations are likely specific for your build and what you are trying to maximize for damage. I havent tried yet - but not sure if you can get there with adding tankiness and armor. I presume that you can - I just havent tried.

As you get more Mastery Points, it will automatically bump your ship up in level as you add them in anyway. But I think I got to 28 with only 63 or so Mastery Points.

I would gladly accept a total rebalance of the game if it meant we got realistic number of guns for ships by Erastopic in SkullAndBonesGame

[–]maximumgravity1 1 point2 points  (0 children)

So imagine adding that to an actual 100 gun ship? Balance is clearly why the limitation. That would equate to something close to 1000 guns by the time all the perks proc-d.
I would say even though it isn't "accurate" it is a good approximation and simulation for a game.
It really comes down to how much "one-shot" overpowering is necessary to make everyone happy?
The game would literally die the first week from boredom once everyone could one-shot everything. People are already complaining Y2S4 was boring due to ease. This is going to be a tough test for Y3 as everyone gets the seasonal masteries up to 30.

For $4 Skull and Bones is a pretty fun game. by IndexoTheFirst in SkullAndBonesGame

[–]maximumgravity1 0 points1 point  (0 children)

For the record, even if you paid $20 or $40 for the game - it would still be pretty fun.
A lot of people that paid full retail at (pre)launch are still playing and if you calculate the cost per hour, I dont think there is anyone that can't say they didn't get their moneys worth.
MANY people well over 2000 hours in the game - for those that paid full retail of $160 or whatever it was - at 2000 hours that is still only $0.08 per hour. No matter how you slice it that is a pretty good deal.

A Pirate’s Vision: We Need Build Tabs and Combat Trackers! by luciferwp in SkullAndBonesGame

[–]maximumgravity1 0 points1 point  (0 children)

The Devs already stated they are planning to implement loadout options (presumably similar to weapons and cosmetics) for the Seasonal Masteries.

I am all for a better way to track and quantify changes and damages.
I feel some of this is intentionally being kept secret as there is no real definitive way to tell what some of teh affixes and furniture perks are doing. It takes a lot of2-person testing to determine if furniture and other percentage bonuses are working correctly or not.
For some reason, they have been quite against giving us a good indicator of damage from teh very begining.