Luthius has unveiled a comprehensive overhaul to the Naval system! Read more about it below:
Hello folks! The day is finally here, and the long-rumored Ship Overhaul Patch is now up on the Test Center for players to test!
This patch contains a LOT of changes to ships, with two overarching goals in the changes within: Reign in Inbalances and Increase Play Diversity
Currently, there are a large number of significant imbalances in the ship system, both in terms of PvM and PvP gameplay. The three biggest factors contributing inbalances, both for PvM and PvM, come from:
1) Too many players fighting on board the same ship (many of which are Alts or even potentially VPN charcters)
2) Too large of bonuses to certain ship stats, such as Speed and Crew/Cannon Damage, causing imbalances between player “investment” levels
3) Pet Abilities that inflict AoE damage
We feel that the changes listed below will go a long way to rebalancing the ship system to a more approachable level for the majority of the ocean-fairing playerbase
Additionally, a large number of new Upgrades, Abilities, Factions, Themes, Crewmembers, and other features will provide much more options for players to pursue and keep things fresh and diverse in the coming months and years
As with all of our Test Center Patches, it is not guaranteed that all or even any of the features will make it to the LIVE server, or in the exact numbers/form you see here. So keep that in mind when giving us feedback, and try to keep it civil
Any feedback can be send directly to me (Luthius) on Discord or can be replied directly to this Forum post. Please be patient if I dont immediately respond to your message(s): typically we get a LOT of feedback on these and it takes a while to go through it all
For testing, players can use the Green Statue in Prevalia’s Main bank to set their Carpentry Skill to 120 and then use the Gold Statue to create Ship Crafting ingredients (Board Commodities are spawning on the ground). Players can use the Ship Editor statue to create any Ship Upgrade or Crewmember type they wish, as well as spawn Doubloon Checks in their bank box
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Firing Angles
Ship Speeds
Baseline Ship Speeds
Baseline Ship Speeds have been adjusted as such (smaller numbers represent faster speeds)
Small Ship / Small Dragon Ship: 0.1 Speed (previously was 0.15)
Medium Ship / Medium Dragon Ship: 0.125 Speed (previously was 0.175)
Large Ship / Large Dragon Ship: 0.15 Speed (prevously was 0.2)
Carrack: 0.175 Speed (previously was 0.225)
Galleon: 0.2 Speed (previously was 0.25)
Speed Bonuses
The speed bonus amounts granted from Ship Crewmembers and Ship Upgrades have been reduced to 50% of their previous amounts
Ships can only have one Speed Increase Ability in effect at any given time
Combat Speeds
Ability Speed Effects
Sail Damage Speed Effect
Ship Upgrades and Crew Bonuses
Reductions
Ship Bonuses from Ship Upgrades and Crewmembers for the following Bonus Types have been reduced to 50% of their previous base amounts:
Crew Attack / Crew Stop
Players now have two new options that give them better control over which ships their Crewmembers will fight against: Crew Attack and Crew Stop
Players can select a ship for their crewmembers to attack via the following methods:
Clicking the Crew Attack button on the main ship page
Clicking the Bullseye + Axe + Crew icons in any of the hotbars
Saying “Crew Attack” or “Crew Target” out loud
Typing [CrewAttack or [CrewTarget
Players can tell their crewmembers to stop fighting their current target via the following methods:
Clicking the Crew Stop button on the main ship page
Clicking the Red X + Crew icons in any of the hotbars
Saying “Crew Stop” or “Crew Halt” out loud
Typing [CrewStop or [CrewHalt
Ship’s Wake
Baseline Ship Wake values are as follows
Small Ship / Small Dragon Ship: 100% Wake
Medium Ship / Medium Dragon Ship: 125% Wake
Large Ship / Large Dragon Ship: 150% Wake
Carrack: 175% Wake
Galleon: 200% Wake
Tracking
A 50% Wake represents a 0.5x multiplier to search range against this ship
A 100% Wake represents a 1.0x multiplier to search range against this ship (i.e. no change)
A 150% Wake represents a 1.5x multiplier to search range against this ship
A 200% Wake represents a 2.0x multiplier to search range against this ship
For example:
Escaping
Tethering
Pursuit
For example:
Player Combat
Fighting Party
Begging Motivation
Boarding Parties
Boarding Damage Bonus
Crew Hit Points Bonus
Crew Healing Bonus
Readying Crew / Sending Crew Below Decks
Misc Stats
Area-of-Effect Mechanics
Ship Salvage
Doubloons
Doubloon values for sinking NPC ships have been adjusted as follows:
Small Ship / Small Dragon Ship: 2000 Doubloons
Medium Ship / Medium Dragon Ship: 3000 Doubloons (previously was 2000)
Large Ship / Large Dragon Ship: 4000 Doubloons (previously was 6000)
Carrack: 5000 Doubloons (previously was 8000)
Galleon: 6000 Doubloons (previously was 10000)
Ship Themes
Derelict Theme
Sorcerous Theme
Slime Theme
Ancient Theme
Gore Theme
Overgrown Theme
Tradesman Theme
Submerged Theme
Ship Abilities
Lesser Abilities
Powder Mishap
Targets the nearest other ship within 25 tiles that is currently reloading their cannons
Adds 30 seconds to the target ship’s reloading time, deals 150 Gun damage per cannon on ship side, and deals 75 damage to each target on board (ability cannot be stacked)
Sea Change
Cancels all negative status effects (such as Slowed, Reduced Cannon Accuracy, etc) on the ship and cures poison for all targets on board
Depth Charges
Deploys 1 depth charge per cannon on each side of the ship in a formation in the water behind the tillerman
Any ship moving over a depth charge will detonate it and take 150 Hull damage
Depth charges last 60 seconds
Regular Abilities
Razorwire
For next 180 seconds, anyone boarding this ship takes 33% of their total hit points as Bleed damage over 15 seconds (ability cannot be stacked)
Grenades
Targets the nearest other ship within 25 tiles
Each crewmember onboard throws a grenade at the target ship that deals 100 Hull damage and 25 damage to crewmembers within 2 tiles
Bad Rations
Targets the nearest other ship within 25 tiles
Reduces the Accuracy and Defense of each target onboard the target ship by 15% for 30 seconds (ability cannot be stacked)
Greater Abilities
Eye of the Storm
Targets the nearest other ship within 25 tiles
Spawns a Storm Eye lasting 30 seconds, that follows the target ship and activates every 5 seconds
Each activation inflicts 150 Sail damage to the target ship and strikes at a random location, dealing 25 damage to all targets within 1 tile of that location (ability cannot be stacked)
Low Profile
Reduces the ship’s Wake Scalar by 50% for 120 seconds
Sargasso
Targets the nearest other ship within 25 tiles
Spawns a formation of Sargasso seaweed tiles around the target ship lasting 60 seconds
Any ship that moves over a Sargasso tile will have its movement speed reduced by 75% for 5 seconds
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Ship Upgrades
Outfitting Upgrades
Special Item Upgrades
Crew Item Upgrades
Ship Crewmembers
New Crewmembers
Hedge Mage
Low Health, Average Damage, Low Wrestling, Low Armor
Ship Upgrades: Wake, Crew Health, Greater Ability Cooldown
Ability: Curse
Paviseman
Low Health, Average Damage, Average Wrestling, High Armor
Ship Upgrades: Crew Health, Cannon Accuracy, Doubloons Earned
Spy
Low Health, Average Damage, High Wrestling, Average Armor
Ship Upgrades: Wake, Hold Capacity, Lesser Ability Cooldown
Ability: Poisoned Weapons
Pilgrim
Low Health, Low Damage, Low Wrestling, Low Armor
Ship Upgrades: Wake, Fishing Skill, Movement Speed
Ability: Prayer
Powder Monkey
Average Health, Average Damage, Low Wrestling, Low Armor
Ship Upgrades: Cannon Reload Time, Cannon Damage, Regular Ability Cooldown
Ability: Powderkeg
Crewmember Abilities
Crewmember Abilities are as follows:
Carpenter
Maintenance: Every 30-60 seconds will repair a randomized ship damage type (1% for Hull, 2% for Sails and Guns)
Cook
Food Ration: Every 30-60 seconds in combat will randomly provide a 10% Wrestling and 10% Damage bonus to another random Crewmember for 30 seconds
Medic
First Aid: Every 30-60 seconds will heal another random Crewmember for 10% Health
Engineer
Tinker: Every 30-60 seconds will reduce a random ability cooldown by 10 sconds
Fisherman
Net: Every 30-60 seconds will Hinder their current combat target for 5 seconds (will not stack with existing Hinter)
Spy
Poisoned Weapons: Has a 25% chance on Weapon hits to inflict Deadly Poison
Powder Monkey
Powderkeg: Improves the damage of any Ship Bombs placed by players from this ship by 20%
Hedge Mage
Curse: Every 30-60 seconds will apply a 25% Damage penalty to their current combat target for 30 seconds (effect will not stack)
Pilgrim
Prayer: Every 30-60 seconds will heal all other Crewmembers for 2% Health
NPC Ships
Vile Faction
Tradesman Faction
Tidecaller Faction
Submerged Faction
Ossuarian Faction
Lizardman Faction
Druidic Faction
Daemon Faction
Ship Spawns
Society Jobs
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What’s Next
A number of other Ocean-related systems are currently in the works, with some being fairly far along, but we have decided to wait and finish the Ship Overhaul testing before we push those to the Test Center. Ideally they should be in testing form within the next few weeks. They include the following:
IP Restriction
While we have added the “Fighting Party” mechanic to reign in the number of players who can effectively fight from a single ship, there still exists the potential for a player to place their Alt characters on other ships. To combat this, we are considering adding an IP restriction to ships, thereby limiting accounts on the same IP to be ONLY be allowed to be on board the same ship and no others. MAH Multiuser Account Households would have an exemption, similar to dungeons
The Shelter Sea
One of our new mechanics intended to help out players new to Ocean content is creation of something called “The Shelter Sea”. A large area of ocean surrounding Shelter Island will be marked off with Buoys, and while a player ship is inside that boundary, they cannot initiate any ship-based attacks against any other player ships. If a player ship is attacked outside the Shelter Sea, they will NOT receive any protection from this mechanic even if they do sail into the boundary (2 minutes without combat must pass for them to be considered “out of combat” and protected by the Shelter Sea)
Only Small NPC ships will spawn within the Shelter Sea, allowing new players the opportunity to cut their teeth on manageable ship content without worry of being attacked by veteran player ships
Shipbreaker Beach
Shipbreaker Beach is a new system, similar to Shrine Corruptions, in that they will occur twice per day at random times. The idea will be that a large beach fortification will spawn that will defend itself from players. Players will earn points by damaging and blowing up the fortifications from their ships. NPC ships may spawn and try to support the fort, and players will earn points for damaging and sinking them as well. Player will unable to land on the beach and cannot recall/teleport/gate to the island
Fishing Overhaul
Our current plan is to overhaul Fishing to seperate out “Land Fishing” from “Ocean” fishing. To accomplish this, we will be removing the bulk of the rewards from “Land” fishing but also do away with the Captcha for fishing on land as well, thereby allowing players to macro the skill up similarly to Anatomy, Magery, etc. Fishing for any sort of “yields” will now primarily be performed for via Ship on the sea, or via Resource Maps on land
Catch of the Week
Catch of the Week is a new system that will most likely replace Fishing Society jobs or at least alter their mechanics in a fashion
Each week players will have a collection of new fish to catch, and players will be rewarded by turning in “bundles” of these fish (usually in a randomized of 3 Fish)
A rather large number of special ocean fish will be added to the potential fishing drops, which will be used in the Catch of the Week System
Any “Special” fish caught must be placed and held in an aquarium; if they spend more than 6 hours outside of an aquarium after being caught, they will “dry out” and not be valid for turning in for rewards
All existing Aquariums in game currently will now support our new Aquarium Menu, where players can add and store fish in them (and can also choose from several Aquarium Backgrounds and move fish within the Aquarium)
Players will be able to encounter Fish Bait, potentially as drops in land-based Resource Maps and a few other sources
Players on the ocean will be able to apply Fish Bait to their Fishing Poles and select a target fish type. For 60 minutes after applying Fish Bait, that player will have a much, much better chance of catching that particular fish type when they haul in a Special fish (when selecting a Fish Type players will be notified that the Fish belongs to the
Players compete to see whom can turn in the most Bundles of the current Catch of the Week fish, with players earning different rewards based on how they perform (rewards still to be determined)