I meant it goes around the other side of Frostmill too Palo (passing Limestone Key as well).
cernunno is hardly ever there in the first place and we don’t get exact time framings of when the forest was colonized by them
okay fine then if you want to be pedantic then its purely for maximized player convenience
we don’t know how much land is in the bronze sea considering islands pop up randomly time to time (development), and there are plenty of habitable islands that haven’t been colonized so clearly there must not be that big of a demand for land
still an issue nevertheless
no
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because its the main route players will take when playing the game and it still serves purpose after the story since it goes between major places
yeahhh idk about you but nobody ive seen does this, they follow the markers for the story and then explore after they catch up, plus the currents still pass by most of the islands so they can make a detour if they really want to
depends on how they’re implemented, they wouldn’t need over the top vfx and apart from that its a simple stat change while being in it
was a bit of a rhetorical question, i know you didnt come up with them i just said that because you’re implementing a lot of subjective and arbitrary rules (like only 4 currents, limiting their size, deciding how they’d work) before the discussion even began (not saying this to be mean just something i didnt really like and thus ignored all of the rules lol)
yeah thats the idea, nothing that’ll like make it impossible but either strong currents in 1 direction or alternating currents throughout the storm so you’d have to keep sailing against them, maybe there could be a new quest at makrinaos that gives you some kind of ship upgrade that lets you ignore currents like i mentioned before (would be useful if you want to fight near them too) but thats just an idea, don’t want it to be too annoying for assassin members or people going back and forth for charts, maybe just normal or weak currents that’ll slowly change the direction you’re facing so you have to straighten yourself out idk im just spitballing ideas
aw man
maybe once your sails are off you are slowly moved to the side of the current but still remain in it, just out of range of anyone sailing on it, or just if you have pvp off you phase through player ships while riding the current, again just spitballing ideas
i dont think they specified combat or not, thats just if you had your weapons unarmed, and it also has a cap and is intended for early game ships rather than max brigs with a lot of speed already
speaking of which, vetex genuinely thinks that current max speed brigs are already too fast, so he’d probably scoff at this suggestion sadly, maybe with enough community input he’ll realize that sailing is current really slow and boring and fix it (or he wouldnt mind since its not pure ship speed and instead pre-set routes)
it was less of if you sail against it, this was in response to sailing across currents, like perpendicularly, and the way i worded this was intended to be the opposite, the currents effect on you would decrease if you aren’t sailing in its direction, so you wouldnt really feel its strength much if youre sailing across it
i don’t really see a point in doing so, it does the same exact thing other than arbitrarily deciding that new players (who need the currents the most since they have bad ships) shouldn’t be introduced to it the second they sail for the first time
the highways are meant to start and end close to each other because they’d connect in a circle as i mentioned, unless youre talking about the inter-sea highways which i dont see a problem with
you wouldn’t be pulled onto the inter-sea highways while on the route, if you’re just letting it “autopilot” then you’ll stay in the circle, you can only get onto the inter-sea highways if you explicitly pull out onto them
well obviously i had that at first but i changed it for a reason, with this direction you’re helping the players progressing through the game, whereas if you turn it counter clockwise you’re greatly impeding those progressing just so that the players at the end of the game can save a little bit more time, in my opinion it doesnt matter too much which way they go but i feel like its better to help the players who need the currents more
too much mechanically or like too overpowered? i could see the latter but if you meant the former then this system would be easier to implement than the original system
no, as i said earlier, if you’re sailing across a current and not facing in its direction then you would hardly feel its effects, you can only get onto a current if you enter its area and face the way its flowing
if theres 2 currents going north and south side by side, if you turn 90 degrees off the north one and pass into the south one it wouldn’t immediately snap you onto the south current, it would move you a little but not enough to completely pull you onto it
as for npcs, there are a lot of issues involving them and currents, what if an npc ship sinks on a currents, what if it sinks in the path of a current? it’ll block the whole channel, i think the best thing to do is to simply make it so npcs can’t take currents (that is, randomly spawning npcs, there could be some npcs that are placed purposefully on/near them for story-telling purposes, like how ruby rogers and clark silvers have their brig situated near tidecliff iykwim), and if they sink near a current then they’re pushed away from its borders, npcs simply make too many problems to let them ride the currents
This is actually a really cool idea for worldbuilding and player convenience. Merchant ships could situate themselves near the highway to showcase their wares to passing ships. It’s very similar to how in African countries like Ghana people are just waiting by the highway and during red lights they go onto it to show what they are selling (I’ve experience it first hand on my vacation there this year). Ships that situate themselves on the highway might also be stronger than normal ships (like the higher tier ships of that sea) so that they aren’t hunted down by pirate or assassin boats.
Some base had to be established. If I told you “here’s the map, go draw high-speed currents”, nobody would know what to do and be confused.
Huh, I could later develop that into a suggestion…
Yes, sure.
You could make them such, but they would crumble at any signs of return fire, either Atlanteans or regular npc ships. The rough waves will also eat that ship alive. So yeah, you could craft a lightning fast brig, but that ship isn’t going anywhere.
Heh, not the first time. I’ve produced a lot of suggestions, knowing they won’t be read. I only keep some hope for the may-be miracle.
You’ll just get lightly pushed in the direction of the Highway.
First, these new players have their starting area consisting of islands extremely close to eachother, they aren’t gonna sail far from it anyway, and even if they would, thats the place they’ll meet the currents. Also, putting a current on the way to Redwake would only contribute to the feature bloat their minds are going through at the moment. They have so much to understand already about the game, no need to clutter it even more.
I often patrol near the northern side of Nimbus, since many ships tend to group there. I could get sucked into the teleport while doing so.
But I put a current from Claw to Sameria right there, shouldn’t it help?
Too overpowered.
I’ll explain those in the suggestion thread, since this one was made only to establish the locations of the Highways.
what i mean is like
if youre on auto-pilot on the highway (meaning you have willingly gotten onto the highway and are now letting it pull you) then it’ll teleport you hands-off so you dont get launched into the dark sea
well what about sameria to mistral and back? to westerpath? again it doesnt matter too much but since these are both in the lower half of the sea it makes sense that you’d be going down rather than up and then down
yeah thats fine and all but wouldve been better if we first decided on how they’d work and then with that knowledge started out on the maps
i like this a lot
So someone can get to a location safely. Either take the slow and safe way or the fast and dangerous way.
Cmon man I said this already in the previous sentence in the same paragraph ![]()
Just for clarification.
The yellow highway is the 1st highway
The pink highway is the 2nd highway
The orange highway is the 3rd highway
New players will not be venturing into the dark sea anytime soon so they will mostly be taking the yellow highway, which leads to the easy Frostmill/exploration tasks/low level quests/Edward Kenton sets of islands. There are other islands in that clump as well so it’s not totally useless for higher level players.
Not sure which one you’re referring to but the 3rd only exists on the borders of the west, east, and south dark sea borders, and under Pelion Rift. So it really can’t get in the way of the other 2 by design.
I felt like I had to clarify, since before you said that the auto-pilot prevents someone from exiting in case they want to attack a ship. Which in the quote was me saying that you can in fact leave the highway early
I’m a little confused by what you’re talking about.
You expect too much cooperation from random forumers who occasionally visit my threads
I like how in this discussion of slipstream highways became a topic of debate of whether it would benefit long term or freshies just starting the game, while also keeping in mind the lore reason and also practicality of it. A lot of the points I skimmed through in the convo’s imo are very true ngl. Although limiting to 4 slipstreams is a little to less, more like 5 depending on which sea.
With how the feature shifted from mildly convenient to essential when sailing, the number won’t be limited to four
I don’t hate the idea, I was into it at first.
BUT… the more I think about slipstreams, and the more I see that they really just push everyone to always take the same path, every time, consistently, if you want to be optimal. It’s a bit lame.
Like, boring optimized players already make grinding routes between islands and that’s fine. But here? That’s not just a niche suggestion or a personal preference. That’s the game actively pushing you and rewarding you to take its own specific routes.
It doesn’t encourage exploration or making your own choices. It just plainly tells you: go in this direction like every other sheep and you’ll be objectively faster. Atp it feels less like being clever and more like you are getting punished if you do anything else, once you are used to the increased speed.
…At least, I think that’s how it’d feel to me. Kinda like getting used to 300 agility in early patches. Using less afterwards feels like a punishment.
Just make slipstreams a random event that constantly change position per server
Adds something new while keeping it grounded and realistic
its a hard balance because its a widely known issue that sailing is one of the worst parts of the game since its mind-numbingly boring and slow, but yeah you bring an interesting perspective
only real fix to this issue i guess would be to make sailing not boring, since vetex seems against making it too fast (though, i wouldnt mind a fast travel system maybe requiring island exploration to incentivize that system too, but that also kind of makes it so you would never go out sailing other than to fight or dive)
Indeed, that is why I think we should go with my idea of just making it a slow, easy, lazy, auto-pilot mode. juxtaposed with free sailing which is faster and more dangerous.
Perfect dynamic.
The forums does have a bit of problem when it comes to game design. They are not experienced so they’ll over-correct one flaw and create new design problems in the process.
Like blasting a mosquito with a shotgun.
Seems like the bigger issue is that sailing is just mechanically boring. Though that’s gonna take a lot of time to rectify.
If they were randomized in some way, at least they’d force you to improvise and only use slipstreams when convenient, rather than always having the same permanent path. That’d fix most of my issues here.
either this or they swap between a handful of set paths every now and then so its not always the same path but they won’t be random
my only worry with random is them either being useless (like one pushing you right into dark sea) or straight up detrimental like pushing against a heavily trafficked area which will add to the feature just being there to annoy you sometimes (since i’d imagine it would be somewhat annoying to have them be truly random)
the former would also make sense considering i believe currents do move a little in real life
In my opinion, a random small weather event would be cool like bonus 5% speed from increased wind, it would help a lot in a small way.
Yeah, that is one of the reasons I made them not that necessary for travels.
Hm, might be a valid argument. Maybe making multiple currents that randomly spawn and despawn could be a way to counter this? Once you sail near Cernunno, nothing’s there, the other time - a current to Shell and Blackreach, the third time - to Harvest?
Yep, just what I thought