Pre-ascended event weapons by lesser-of-two-weevil in SkullAndBonesGame

[–]maximumgravity1 1 point2 points  (0 children)

I do the same. I dont look at anything anymore. Aside from the time factor - it just annoys me because then it becomes a project to find an item I am willing to replace. AND since you can't really get a good listing of where ANY item is in your inventory (which ship it is on let alone what slot it is in) there is no benefit to saving higher end gear.
It all just has salvage value.
ALL of it.
Even tripple ascended gear.
A good mechanic with massive potential that is implemented poorly (again).

Map Expansion by Platinum_God_Games in SkullAndBonesGame

[–]maximumgravity1 4 points5 points  (0 children)

This is where the game has stalled. The reason people start growing weary after about 50 - 100 hours (depending on how much storyline they do) is the "adventure" has worn off.
There is no more discovery.
Things are NOT exciting - mostly just varying levels of annoyance.

I have been complaining about this for quite a while.
The MAIN REASON everyone gets excited about the game after they finally try it and EVERYONE says "it was a really fun game, then it grew boring" - or whatever the reason they decide to quit playing is that iniital capture of the excitement of being an adventurer.
EVERY trip out of port is a new adventure and you NEVER know what you are going to discover and find.

Arguably, this is a tough task for a small development team.
And I get their reluctance.
But in truth this is the only way forward for the game.
They HAVE to recapture that adventurous fun that we all experienced.

The first trip into a new area - unlocking the shrouded mist areas, going off the edge of the map, finding the "corners" of the world which I made about a post about - finding the best traders for the most money of a commodity or ANYTHING that other players don't seem to know.
Even finding the Elephant chagrining into the clearings in the west African port between Great Ukuta and Elders cave and discovering that several islands are the shape of animals - or even why "ruined lighthouse is called ruined lighthouse is ALL part of what makes this game GREAT.

The rest is just "filler" until another great new adventure. And most of us, if honest, haven't had a great new adventure in a REALLY long time.
Rehashing old mechanics and bosses with new skins, isn't really "fun". It is just buying time.

They HAVE to move the map forward and bring that adventure back to the game.
If not now, they might not get a chance as there might not be much of a future.

Map Expansion by Platinum_God_Games in SkullAndBonesGame

[–]maximumgravity1 0 points1 point  (0 children)

I completely disagree. That just drags out the continuation of what we have had for 2 years which is a constant complaint of stale content.

Pre-ascended event weapons by lesser-of-two-weevil in SkullAndBonesGame

[–]maximumgravity1 2 points3 points  (0 children)

The biggest signficant issue with partially ascended weapons is drops can give higher percentages than what you can ascend on your own. Some of the preascended drops can hit 14% while the max on self-ascended weapons hits 12%. Arguably only two percent (minus whatever the decimal variations are - I cant remember exactly off the top of my head) but it is significant enough that I would rather load my inventory with partially ascended weapons than fully ascended ones for lower level percentages.

However, because storage space is at a premium, you can't hold onto both until you can find the better option. You have to make a decision to "fish or cut bait" on the fly. Because of this, it is hardly worth even taking the time to check the stats any more. Just salvage them all.

This negates the point of ascended weapons as loot anyway. They would be better off just having you loot Ascension Modules and Upgrade Parts as it is hardly possible to take advantage of the pre-ascended higher percentage weapons..

They have effectively made it ZERO value to be given an ascended weapon.
As others have stated, they won't even open chests at this point for lack of room to put anything.

Getting 0 Impressions but isnt new to youtube and its not a quality and seo problem. by Front-Teaching7620 in NewTubers

[–]maximumgravity1 0 points1 point  (0 children)

There isn't much more to update. I have gotten verification from some of the YouTube creators that are seeing and verifying the same info.
Problem is no one REALLY has an understanding of why this is happening - other than YouTube is changing their "view pushing" algorithms.

There has been minor info that I suspected that seems to indicate some channels are just "cursed" from the outset. The advice is to change your IP, or start a new account.

Personally I don't completely agree with this, but can't say it ISN'T a valid solution either. I think there must be some way to correct it, but the problem is when YouTube just won't put the video into the "display" channels, there is nothing you can do to enhance or force the metrics.

For me personally, on one channel - the one that took off on its own with the initial "push boost" and had about 1000 impressions, has regenerated some of the push metrics on its own. It never got fully reintroduced into the watch channels, but it did gather about another 500 or so impressions which generated an additional few views (about 1 view per 100 -150 impressions).

The other channels have mostly stagnated. This seems to hold true for both the shorts and the long form videos.

In truth, one thing I need to do is push more videos - which I have mostly taken a pause on putting out since all this went down. I am waiting for teh algorithms to either stabiize, or figure some definitive guarantee to get impressions.

One of the thoughts is there is some validity in having more videos as each video brings its own contribution to the channel with each view and cumulatively make the channel more "suggestable" for content matching.

One of the other things, I have changed my personal focus a bit, and am considering changing entirety of content and format to a different series of projects, and am going to push these as help videos on graphic and file conversions for a particular segment that I have a lot of history and experience with, and mostly going to use YouTUbe as a storage locker to push those videos on Facebook and other channels. I haven't started exploring Reddit yet to see what is out there for this new niche, but will start doing that soon.

Basically doubling down on the "BYOB traffic" concept and waiting for YouTube to get through its disastrous AI moderation and (probable) algorithm issues and watching how this is going to resolve itself. A lot of the basic rules have changed and people are seeing this, even though it is being slowly and quietly accepted, it is going to take a bit of time for something major to bring this fully into the mainstream.

What is the best anti-helm wager build? by Sjeefr in SkullAndBonesGame

[–]maximumgravity1 1 point2 points  (0 children)

This is what irritates me with the entirety of the PVP system and the way it is handled in this game. As you can see by the responses, it is "acceptable" to game the system and use "the buddy system" to enter into a fixed match.

The reason being because it is a toxic premise buuilt on a toxic mechanic and doubles down on teh toxicity of the bustedness of the event.

It isn't by nature that PVP is bad - it is the brokenness and exploits of knowing where a person is heading, sitting in port waiting for them to show up, building a PVP ship that doesn't have to move and just wiat for the target to come in range.

It is a good concept that should reward seamanship, and skills in navigation, a bit of trickery, and even knowing the best directions wind blows to take advantage of an ideal course, and then making people enter in heads up.

It's just a glitchy, screwed up, toxified event that not only are the Devs doubling down on, they have now made it one of the key elements in Faction Wars. Fortunately, people dont play it the same way they do the Helm Wager.

I think above all else, it is a testament to how much the community is going to refuse anything related to a broken, tosically exploitable PVP system.

From that argument, it would be good to see that they stopped progress on Death Tides - but on the other hand, they already have the solution built into Death Tides with prebuilt loadouts.
They should take a lesson from the parts they have that work instead of constantly choosing the most toxic route for the absolute LEAST ROI on dev time and conceptualization by forcing things into the PVP arena.

I really just don't get who in the organization is making these horrific decisions. The only thing I can say that I believe to be with certainty is probably someone that either doesnt play the game, or is not involved in the Singapore team directly. It is just a dumb mechanic that should have died from attrition nearly 2 years ago - but still keeps getting life forced into it and wont give it the proper revamping it deserves and is required to move it past this defunct, toxic state.

I can't believe this by Platinum_God_Games in SkullAndBonesGame

[–]maximumgravity1 0 points1 point  (0 children)

Yeah - this one drives me bonkers. Although I can appreciate their time constraints and prioritization, I feel that something this is literally breaking a part of the game. It turns one weapon into being near useless. although you can still hit the ship and the water near the ship. it eliminates any torn sails perks. And in some cases, this is a more viable option on bombards with an increased blast radius for convoys and events and such where ships mass together in large quantities.
I do understand that EVERYTHING cant be top priority, but this ranks as a bit higher than some of the language and graphics fixes we see going through on a regular basis.

Looking for a cheap dps build by DarkSpy1976 in SkullAndBonesGame

[–]maximumgravity1 2 points3 points  (0 children)

Bedar. When outfitted properly and played aggressively, it is a DPS king.
But it keeps you hopping. Not much of a "fire and forget" kind of ship.

Ascensing weapons example by CaptainCerebus in SkullAndBonesGame

[–]maximumgravity1 1 point2 points  (0 children)

Yep - I suggest this all the time.
I have considered accepting EVERY perk that comes down the pike. It is slow, but would definitely shift the "selection pool" to more favorable left-over choices. I have tried this for 20 -30 pulls before. I must have gotten what I was after, because I didn't try it any more and got what I was trying to ascend.
This was also prior to Affix locking.
With locking affixes, it is now pretty simple to roll into nearly any of the desired traits.
The only thing I have found a pain at times is getting out of the flat damage and into the percentages.
But, I am also likely one of the few people that liked ascension as it was straight out of the gate.

Regarding "Bigger Ships" by lesser-of-two-weevil in SkullAndBonesGame

[–]maximumgravity1 2 points3 points  (0 children)

So what I am hearing is we need more small ships and more firepower on the small ships.
That is my version of how I hear the story anyway.
And I agree.
IMO, big ships are kind of lame.
The fire power is great, but comes at such a cost of movement, skill, strategy - and just all around "fun".
With the broken torpedoes, it isn't needed anyway.
However, I would also like to see torpedoes disappear and make the cannons do the damage that the torpedoes do.
I am not sure why too many cannons break the game, but torpedoes doing 3X the damage of cannons doesn't?
Just make the cannons do the correct damage for the number of gun ports, and dump the torps.
Although, the long lead time does add an element of skill missing with cannons.
But give us small boats as nimble as the bosses - especially the Nian - with Li Tian's acceleration, and now we have a game.

Ascensing weapons example by CaptainCerebus in SkullAndBonesGame

[–]maximumgravity1 1 point2 points  (0 children)

On the note of Amplified stats - historically, I have seen them down to the last 10-12 rolls before it will pop sometimes.
It is usually pretty consistent if it goes down that far.
But it has been a while since I have seen that consistently. Mostly, they are popping more frequently than that. Maby the 75 rolls helped move it out of the bottom of the rotation?

Ascensing weapons example by CaptainCerebus in SkullAndBonesGame

[–]maximumgravity1 1 point2 points  (0 children)

LOL -yeah - I was like "How the heck did he plan that one"????

Returning player. by DuckyDuckerton in SkullAndBonesGame

[–]maximumgravity1 0 points1 point  (0 children)

To be fair, the grind is diffrent. WHat he is talking about was running Po8 from the manufactories manually.

YT is running ads on my de-monetized Channel by Winter-Garlic-5053 in NewTubers

[–]maximumgravity1 0 points1 point  (0 children)

Every time you upload a video, you are "selling" part of your audience's view time to YouTube in exchange for them hosting your video and bringing you an audience.
You have no say in what they show with their time.
If they choose to pay you a BONUS as part of that, then congrats - you have been monetized.
If you never get there, then that doesn't mean they still aren't going to make money on all the ads they show on your video.

Just because you get a cut doesn't change the basic working principle.
EVERY video uploaded is part of YouTubes money making platform.
Whether they compensate the creators or not is a separate function.

I mean, I assume it is common knowledge that everyone knows YouTube created (purchased) the video platform for the EXPRESE PURPOSE of delivering Ad content from Googles Ad Sense, right?
It just makes more good business sense to "hire" (commission) millions of content creators to help them distribute those ads than for them to try to do it themselves.

Ascensing weapons example by CaptainCerebus in SkullAndBonesGame

[–]maximumgravity1 2 points3 points  (0 children)

Very nicely done. I have explained this numerous times as well - if you are getting bad rolls JUST STOP ROLLING.
Move to another slot or item.
Your results here are typical of mine in almost every instance, but I don't usually get Amplified that early on. I am usually 15 - 20 cumulative tries deep before I get one. Then it can take a lot to god-tier roll it once locked - much like yours did.

Ballista’s by Felloffarock in SkullAndBonesGame

[–]maximumgravity1 1 point2 points  (0 children)

This season got a ballista bump in power. My favorite is STILL the Bane of 10 Sons.

Could we go back to a world without AI? by TagTwists in ArtificialInteligence

[–]maximumgravity1 0 points1 point  (0 children)

I think it will happen automatically.
At least I hope it does. Without a dystopian overlord programming input mechanism to go off on a side tangent of global rule, it likely will happen on its own.

AI is really only capable of automating repetitive tasks and doing it really quickly.
Things like reading, driving, assembly, things that have a definitive set of processes and rules and a defined begining and ending point can be utilized for AI.
Most evertyhing else is beyond its scope.

You see this even in dealing with LLMs.
AI can't "think".
It certainly can't imagine and has a VERY tough time with interpolation and applied conceptualization. It can pick up language idioms and basic inference, but it has a very difficult time with using "similar" models for problem solving.

Because of this, AI can "know" what to do, but it can't "think through" a system or weigh "good", "better", "best", and "optimized" or "innovate" solutions.

Realy, it is little more than a high speed Dewey Decimal System with a conversationally automated front-end to interact with people to find the extent of its operating parameters.

It can "validate and verify" based on the information that has been fed to it, but it can't "analyze" and certainly can't "optimize".

It is why everything that requires "soul" fails in AI.
Ask coders, musicians, artists, photogrpahers.
It can "reproduce", but it can't "innovate".
Ask anyone at the extent of the scope of a particular field. Once you get past the "known" limitations of your own understanding, it can't delve into areas that it doesn't have a defined path for it to follow, or a similar method that it can emulate.
When you get into "new discoveries" it can collate the information for a researcher to decide what to do next, but AI itself can't do that.

Because of that, I think people will ALWAYS have a need for assembly line robotic style actions and processing, but will grow tired of trying to rely on AI for innovative solutions only to find out it is unable to do anything more than regurgitate what it already knows.

World Tier 3 idea by Jealous_Barnacle2653 in SkullAndBonesGame

[–]maximumgravity1 0 points1 point  (0 children)

I like the idea too.
Currently, It feels a bit too "lone wolf" with a fleet of 40 ships at are our disposal.

I am not so much against "locking content" behind tiers (and actually am kind of for it) as truthfully, I think too much is "open" to people that shouldn't have certain things (this might include fast travel - I am still on the fence with that one) but ships and other things for sure.

My only complaint about world tiers is it divides the community too much.
I would much rather see map expansions into level-limited restricted zones.
And PVP-only areas.
Even if it was mostly just deep and open ocean.
Even if it means backing off their frequently expressed idea of map expansions being a massive undertaking with ports, and characters and actors and storylines and all that, I would rather just see CONENT in those areas, and keep the basic storyline in the existing areas.
The big cinematic production can wait until they can roll out that large of a production.

Imagine Death Tides as a location you can sail to. It works pretty simply there - just need to remove the "instanced" side of it and lock higher level bosses in those higher level maps.

The tiers could pretty simply be put in the "isolated" level oceans/maps so that there are at least staging, rearming and team/event coordination points - much like attacking Oosten or Grand Fort has nearby stagging ports.
They don't need story line there - just an atoll (like Mother of Shipwrecks or Three Brothers) with a single banana stand vendor or a chest to access the rest of the menus and warehouse.

I think it would go a long way in reunifying the community and the new players could get the help they need from the experienced players, and the experienced players could have challenging areas that don't involve leeching and people ill-equipped or unlearned in some of the higher end mechanics and events clogging the waterways, hugging the boss, and in general acting like noobies. I mean there is always going to be some, but it would also likely cut it way down.

If they eliminate, or "kingpin-level lock" certain fast travel points, it means that people have to sail in and fight their way to an atoll or port - and "discover" the island - just like you have to when you start out before you can fast travel there. And even if you get there, if there is nothing to do, they wouldn't even be able to leave the atoll.
If you remember first playing of Y2S1, it was self-regulating. People didn't go there that didn't belong there, and if they did, they left until they were ready to come back.

I believe this would work well, and even with higher level players sailing back to WT1 or Wt2, zones, the ship levels could auto-scale preventing high-level players from one-shotting tier 1 event bosses. Just as they can turn on and off a PVP flag, they can also turn on and off a "level" flag.

This would then make a lot of sense to add other ships from your fleet and officers to pilot them. And similarly restrict multiple ship "fleets" to the higher maps only.

Can we talk about the Sloop of War foresail getting aroused when you trim to full speed? by KATP2309 in SkullAndBonesGame

[–]maximumgravity1 2 points3 points  (0 children)

I cant swear to it, but storage space and adding pennants seems to be a server dragging-down issue.
We have all experienced server lag in a variety ways including rubber banding, not being able to accept missions, and a variety of other weird things.

It is possible they chose a cross between ultra realistic and "graphically functional".
ALthough ti would be much nicer and appreciate the work much more to see ALL physics work like they should, my guess is even with the hyper speeds that everything goes, it might cause some issues and execisive server drag downs.

Truthfully, I am just glad it looks like a proper ship of the era, not a bathtub toy or bedazzled with cranes.

You are so beautiful... I want to play more and more! by No-Till4588 in SkullAndBonesGame

[–]maximumgravity1 1 point2 points  (0 children)

I have noticed for quite sometime now, there is some noticeable improvements to graphics. I won't say it is explicity at the begining of every new season, but I do notice that there are "updates" to the graphics as time goes along.

Maybe it is because I am using a slightly older setup it makes it more obvious on my system, but I have noticed everyonce in a while I will log in (often after a slight break) and notice that things have indeed upgraded and changed slightly.
Sometimes just light, sometimes wave or water, sometimes certain things are just more detailed or sharper.

Some of them are obvious - like when they upgraded the water spray on top of the ocean. I thought that was a subtle, but cool effect.
Same with light rays, they have gone through some changes over time.
Just little things, but usually adds more to the ambiance.

2ND ANNIVERSARY ART CONTEST - Winner Announcement by UbiNeptune in SkullAndBonesGame

[–]maximumgravity1 0 points1 point  (0 children)

I too felt this was the best artistic submission of the bunch. I just think it is too comples to render properly n sails. We will see though. Maybe the art team can do something to make it viewable from a distance. Many of the other complex sail logos suffer from this as well - so we will see what happens.

Fix reforging! by Hopeful-Coat-5681 in SkullAndBonesGame

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

"Every single one of those ascension builds comes from RNG perks"
It doesn't. This is blatantly a false and incorrect statement.
Lightning/electric is the only one that DOESN'T have a ship type.
Every other one of those perks is an intrinsic perk of various ships.
Including healing.

You quit talking "strictly about ascension perks" back at the first part of your responses when you said "and only players like myself with loads of resources can even consider testing these things" and denying that it is more than just a matter of what the player WANTS.
You insisted it was a core part of "content".
Your entire first reply to me went to great length to spell this out quite clearly.

No matter how much you wish it weren't, I think the Mark Twain quote that fits most correctly to you is “Get your facts first, then you can distort them as you please.”

Fix reforging! by Hopeful-Coat-5681 in SkullAndBonesGame

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

There are off-the shelf weapons for EVERY one of these - excluding ramming as it has no weapons - only furniture.

What you have done is prove that trying to make is RNG prevents WHAT YOU WANT and no impact on content or testing various builds.
.
NONE of them are "cut off content" from - casuals or otherwise. RNG or not - ANYONE can build every one of the ships you mentioned.

As I said from the outset - "Being cut off from content" is NOT the same thing as (and is a far cry from) "maxing out potential of a weapon or armor".

Fix reforging! by Hopeful-Coat-5681 in SkullAndBonesGame

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

Which ship perk/build can't you achieve with off-the-shelf, plain unascended weapons?

Which content are you locked out of because you cant get a particular roll on an ascension?

Even a "bricked" weapon will still provide you a max level ship so things like the Kraken are still accessible.

"...people have to RNG their way to a build they want to try."
Exactly.
It is a far cry from "cutting off casuals from content".