my team just lost 67 sealeds to a revive bug, trash update
I have to say, water poisoning had to be the single largest barrier to enjoying the Dark Sea, because when a mountain island spawns I almost feel like thereâs no point in trying to explore because if itâs tall enough then you might never actually reach the top before needing to jump back downâŚ
And the reward is usually more sealed chests than you can actually carry, because only 1/3 of your squad actually managed to make it all the way up.
Please let us throw Dark Sealed Chests off of cliffsâźď¸
I think the new jewels are really nice in the variations of build they allow but i do think substat farming on the jewels needs to be easier, itâs not fun farming for rare gems and rare reagents just to get a 6% boost. Maybe have some way to reroll substats using 1 of the same reagent.
I think there should be a bigger indicator that you have gotten rain poisoned, it is sometimes hard to notice your health is going down while in the middle of controlling your ship and fighting enemy ships. Maybe have the pop-up that appears when the status appears be scaled to a set size on your screen so it is visible even when fully scrolled out on your shipâs wheel. (PS. all status pop-ups should probably be expanded to be larger so you know when you yourself has a status and also when a opponent you are fighting has gotten a status.)
It does obstruct your view fairly well but using a clearsight 5 potion makes it a lot easier to see, so as long as people know about the potion it should be fine if left as is.
I hope itâs fine I didnât reply to every question, most of them would just be me saying âyeah this is a good thing as isâ without adding anything to the topic.
TL;DR
Somewhat? Iâm not really sure if it impacted build diversity massively, but the addition of new moves + the change in stat scaling is good. Iâm not well versed in the metagame so I canât really speak on this. Powercreep is starting to set in tho, will say that.
Refer to above.
Feels about the same to me, but I do feel like I have a reason to up my jewelcrafting skill now.
If one has the brig, then the danger from rough seas are a non-issue, however the rough seas have a tendency to flood the brig nearly the entire time while in the dark sea, making it slightly annoying to use the facilities within imo.
ANNOYING. Donât get me wrong, I understand why itâs there- to make micromanaging harder and to keep you on your toes. The dark sea isnât safe after all. But rain-poisoning absolutely needs to not happen mid-fight, as it can screw you over against atlanteans. It also needs a better indicator of when itâs happening before half of my healthbar is gone. Speaking of atlanteans-
Got destroyed. Havenât killed a single one yet at the time of posting this. But thatâs just my experience, theyâre meant to be hard and strong and iâm cool with that. Nothings cooler than testing your mettle against a strong npcâŚbut the weapon-user Atlanteans can rot for all I care, nerf those atlanteans specifically if possible
Have yet to find any.
Full-stop, the brig is the best boat in the game both in stats and design. I love all of the mini-features added to it and it feels like a mobile home. That being said, it is Absolutely Necessary for the dark sea, mainly because of the wash-bin cleaning mechanic from rain. You could run in with a ketch if youâre skilled, but say goodbye to your ships hp in long expeditions. My only gripe with the brig is that it is difficult to see in front of it.
YES. The dark sea is very long and I think the whole community would appreciate it if layers 0-2 were tightened up, with an increased Atlantean ship and island spawn rate. Make them closer together too. âShort rangeâ journeyâs into the dark sea can easily become an hour+ long endeavour sailing to and back into whats considered âNot even deep.â Some of us do not have that much time to sink into the dark sea, what if something irl pops up that we have no control over and we have to log off? Anyways, Layers 3+ can stay spread out and long, as thatâs meant for more endgame ships that we do not have yet.
Refer to above, they do not. I went a whole range without encountering a single island. First island I encountered was a small snow island with few chests and a ghost. Some forumers here have encountered islands that become mountainous towers for no reason that would take years to climb. Not fun for a solo player.
Slightly. 40min-1hr expiditions for 4 dark sealed chests isnât all that worth it unless you get one of the new items that were added in this update. At the end of it all, your brig will be low and it will cost around 1.7k to repair it. Net loss of galleons. However, if ranges 0-2 were tightened up a bit, then my opinion on this would change.
Yes.
All that aside, this update is amazing and the dark sea is only going to get better with time
Slightly. There is a breadth of newer options, but the majority Iâve seen in the first couple Dark Sea ranges so far are still overshadowed by Bronze Sea boss drops.
Insanity gear is interesting, but having one or even two stat bonuses barely makes it worth the annoying effects, and most boss gear still seems to be a notch above in raw stats from what Iâve seen.
Drawback gear is arguably suicidal in both PVE & PVP, taking quarter or half health after only slinging your main attack pattern once is extraordinarily punishing. The pressure on every attack becomes magnified when you take damage whether it hits or not, it forces you to naturally play slower or shred yourself before your enemy has even touched you. And in a game where speed wins fights, itâs a massive detriment.
The other issue with Drawback gear I thought of is the audial cue of damage when you make an attack, I donât know if itâs server or client side but if itâs serversided then itâs a massive detriment in PVP because players will have a reactional edge over you from the self-damage sound.
It becomes worse yet in the Dark Sea when Acid Rain is introduced, the possibility of tick damage at any moment compounded with the damage youâre taking from a fight makes it completely unviable, I found myself cowering in the brig quarters at 900 health constantly, having to rely on grapple moves that gave me I-frames just to stand a chance. Perhaps itâs supposed to only be used by Vitality players, but if thatâs the case then it goes against the idea of diversity.
Clutches also become impossible with Drawback gear, somebody on 50 health will simply die if they attack, so at a certain health percentage you become locked into purely evasive play; which is usually a death sentence in a game with massive AoE attacks like this one.
Painite seems completely useless to me as well, the Drawback/Defense ratio doesnât seem worth it at all, especially since Defense only equates to extra health. If it equated to damage resistance, there could be an argument for it, but raw health at the cost of losing health per attack wouldnât be worth it unless it gave you 250-300 extra health, and even then itâs a gamble. The only nice thing about Painite would be the extra health regeneration from the defense, but the damage you take still beats out any advantage.
Warding gear feels pretty ugly, you get 3 gem slots but gems donât currently carry enough stats to actually make viable gear out of solely them, and it also basically means trading your actual build for convenience in the Dark Sea. I rolled a Warding torso with Painite to try and eek out some kind of defense, but quickly regretted it as the Drawback made my offensive capabilities plummet. Warding Potions basically make up for this, but itâs painful to see the gear be practically useless in most scenarios just because it tries to replace your actual gear.
It feels like the system would be better if you could âblessâ your current gear to have natural 0.5 Warding by itself, instead of specific Warding gear. Reminds me of the annoying system in Terraria where you have to constantly swap armor sets to get specific niche bonuses because of how many different things there are to do in the game, it feels tacked on instead of properly enmeshed with everything.
I havenât seen or played with any of the new weapons, but new weapons will almost always help diversify the game so Iâm all for them. Well, either that or some kind of system that lets you modify your weapons beyond enchanting.
I find myself constantly having to chug potions & buff up with high quality food just to survive out as a solo in the Dark Sea, the amount of preparation it requires is extreme and I canât see how somebody could get away with not min-maxing in an average 2 hour Dark Sea voyage, or at any point in the Insanity 2 & beyond ranges.
If you want to see islands, ships & avoid ALL obstacles, you have to chug Clearsight potions or youâll be basically blind, if you want to actually get every bit of loot without wasting excessive time looking youâll have to chug Revealing potions to show the tiny little ingredients scattered around, if you want to survive particularly nasty fights & climb obscenely tall islands without taking a long time youâll have to eat high quality food, maybe chug an Ironskin if youâre fighting hyper-mobile Sirens.
I havenât tried it, but Iâd imagine Agility is helpful for chest-moving, Sharkrepel can possibly save a voyage if timed right, and Luck potions are a godsend when finally giving your extremely well-earned chests to the Shipwright.
Now, when it comes to Gear itself, Iâm personally a Warrior running arguably non-meta PVE or even PVP weapons (Kai Sabre, Bronze Musket, Ravenna Shield) and , along with a cheeky 23 Vitality, and see relative success (my second voyage ended with 19 chests), so I feel like you donât have to be hardcore meta just to get by, but it obviously helps & in Insanity 2 & beyond stages it probably is mandatory, ESPECIALLY IF YOUâRE SOLO! The brigs you encounter later on have ruthless enemies.
I will say I donât like the fact that my build got hit with Jewel nerfs right before an update where I need every little bit of power I can get, but the triple-slot items somewhat make up for it. The mechanic itself was clearly improved by Exotic gems having double stats, and interest will obviously rise now that Jewels have deeper specialization pathways in return for lesser overall stats.
This is something Iâll argue comes with the territory, yes theyâre annoying and can cause visual oddities but any other way of doing the seas would likely be too resource intensive or too time-consuming to implement, and their current form definitely sells the Dark Seas as an intense place.
Now, I would say it would be extremely cool if there were significant height changes like radical drops & bends from the seas themselves with more natural wave progressions instead of the current double-layer & slightly wavier one we have right now - but that likely wouldnât mesh well with gameplay and would be even more annoying to deal with (unless itâs only to mark changes between Dark Sea stages, then it could sell that a whole lot better).
I donât understand why rain poisoning exists, it grinds gameplay to a halt, barely makes any sense, and feels like a tacked on insult to the playerâs time in a place where it already takes a genuinely mind-boggling amount of time to do everything there is to do (notably in the context of a Roblox game that could crash at any moment).
There are a multitude of better ways to add challenge to the player without resorting to cheap gimmicks like Rain Poisoning, and I think Rain Poisoning itself should only be delegated to specific magic-rain patches that you can clearly see & avoid. Magic Hail storms already exist, so I donât understand how Rain Poisoning got through but Magic Rain didnât.
Iâd be perfectly fine with it if a Magic Rain storm was rolling in and I could clearly react to it, but as it stands Rain Poisoning is a constant in a sea of non-constants, which ironically causes it to make even less sense in the context of the Dark Sea.
I love the designs, and most of them feel like fair fights!
Most. Because of the constant Soaking status effect the Dark Sea gives, the RNG magic system can either bless or curse you based on the enemies you get. Most arenât a problem, but god forbid you run into a Snow or Ice Magic user. You will be frozen in place constantly as you try to rush to your bathtub mid-fight to get Rain Poisoning off, you will be frozen mid-grapple attempts, and you will be frozen just for looking at them funny. Snow & Ice magic users cause an extremely unfair difficulty spike that seems clearly unplanned for, while Sand & Fire users would likely be looked upon as not challenging enough.
I believe that if youâre going to keep the 24/7 storm effects around in the Dark Sea, you should split hotter & colder magic users based on Dark Sea Stage, itâd make sense from a logical perspective that the Atlanteans deeper into the Dark Sea would know to take advantage of the environmental effects and youâd avoid rampant difficulty spikes.
The other thing Iâd like to mention that seems to just be a general problem in the game but gets horribly amplified in the Dark Sea, is the fact that NPCs arenât near as disadvantaged as players are when it comes to visual noise via magic or FX spam. The AI doesnât have to worry about Screen Shake, Smoke Clouds, any kind of lag, giant material orbs, or anything that obscures their âvisionâ, because they donât have vision; they just lock on.
This makes or breaks fights, and is particularly prominent when fighting on a comparatively small Brig, the FX spam can grind your game to a halt and massively restrict your vision, while the AI doesnât have vision to restrict or FPS to worry about.
Why canât AI get natural accuracy debuffs when slinging around massive smoke clouds or non-transparent material clumps? It should be detrimental to both sides like in PVP, but simply isnât. It feels like a massively missed opportunity in a game where somebody creating visual noise can be genuinely helpful in player fights, and a game where literal smoke bombs exist.
Yes, Revealing potions exist, but the 2-buff limit and the fact that youâll usually have at least Clearsight or Warding on due to all the other crap happening in the Dark Sea means that you wont be able to pop the buffs that actually matter.
The content simply doesnât mesh well together, and combat potions get horribly blindsided by âexplorativeâ utility potions when youâd think both would naturally be separate from each-other, much like the way Warding hijacks your actual stat gear.
I do hope that Alchemy specializers will be able to later on combine potion effects much like the way Cooks can combine food effects, to allow at-least quad buff setups that offset these annoying issues. How about potions that can only work properly within the magic-rich environment of the Dark Sea? It means quad-potions canât be abused in general sea PVP.
Being able to make potions with special vial colors that allow them to be even more specific seems a natural next step in Alchemy.
Sirens are a piece of content that I love interacting with, itâs clever in that youâll never miss them when they spawn and you donât have to rely on potions to find them, a great mechanic that perfectly plays into rewarding the player with better & easier to find loot for venturing further into the Dark Sea. More of this would be great for other loot types, as most of the time you again have to rely on the Clearsight potions & dumb luck just to see half the things that spawn around you.
The NPCs themselves also feel very balanced, I donât know if they do it on purpose but most of the ones I have met use blinding magic, which plays very well into their archetype of wanting to capture sailors & their loot without excessive collateral damage. It couldâve been easy to make them use any magic, but the decision to make them use these kinds of magic along with being hyper-fast but with just enough health to reliably take out makes them much better than the tanky, random-magic Atlanteans IMO.
Their lairs are admittedly annoying to loot, but still arenât as bad as some of the random-gen skyscraper islands Iâll get to later. I think an openable gate or something, or a way to blow up the loot room and expose it to the outside quickly for any class after dispatching the sirens would be very much appreciated by all.
The brig is genuinely my favorite thing added to the update, and Iâm a sucker for the epic magic weather that the Dark Sea has in droves, which should really say something. Being able to command a ship that is as much of a power house as the brig while also having the ability to customize it so extensively, AND finally having everything inside of your boat without having to go anywhere after using the comparatively dinky Ketch for so long is an unmatched catharsis that Iâd imagine most Arcane Odyssey players would agree with.
My favorite part of this game is the ship-to-ship combat, and my least favorite part is the PVP for predominantly personal & semi-balance reasons. With the Ketch, I felt like any single player still reigned supreme when it came to power, and I could do little to combat somebody who just wanted to gank me & ignore ship combat by min-maxing an extremely speedy Caravel or Ketch.
But with the Brig? If you even want to get close to a brig, youâre in for hell. Siege weapons will constantly bombard you, 13 cannons on each side will change every moment into a chess move that can easily spell âCheckmateâ if you screw up even once, front-facing cannons will constantly keep you on your toes, and the Ram will make those stupid Caravels finally think twice before nosediving into short-ranged combat. I didnât even mention the near 20-thousand health an average Brig might have, or the fact that it can also be decked out like mad with even more powerful armaments & upgrades from the Dark Sea. I can confidently say that almost any player would not want to solo a semi-reliable brig captain with their magic alone. And for that, I love it! Finally, a way that forces decent ship-to-ship combat before moving onto a regular fight, and the first ship that truly makes me feel like a captain with its size.
Now, in the context of a clan with 4 or 5 brigs coming to gank you, yeah⌠thatâs terrifying. Time to start throwing Tide & Blood Supernova potions!
The one thing I will say is that itâs still extremely dumb that you (2000 health player) dying once in the Dark Sea means your 16000-21000 health Brig is now rendered null & void. I get it in one way, but in another way it feels really stupid to 100% punish a player who can keep their brig in tip top shape but then suffer unfortunate circumstances to lightning or a particularly bad fight and lose it all.
Some kind of pity system that lets you mark at least some of the crap on your ship to keep/lock on player death based on how high health it is would be nice and make sense, in the form of the crew being able to protect it with a perfectly usable ship.
As for if itâs mandatory, possibly. A solid 2-4 man party with a high-Turn & Stability Ketch or even Caravel and cargo stacks will see great success in the Insanity 0-1 ranges, but beyond that youâre seriously pushing your luck without a Brig. One advantage is that youâre a smaller target, and can avoid waves easier - but the lack of stability & speed will screw you if you let it.
The Dark Sea is incredibly time-consuming, and this is bad and slightly good for a variety of reasons, but Iâll state the less obvious and probably worst reason: Robloxâs Servers.
Any long-time Roblox player would know, the longer you spend doing something that canât be saved without travel time, the longer your worry grows. ID=17 Errors and random disconnects are notorious for ruining hour-long god/grinding sessions in games that wipe your progress when you leave or force you to travel to save like Survival 303, Lumber Tycoon 2, or pretty much any Tycoon without saving. So when it comes to The Dark Sea, you can bet that my very first worry will be that the Roblox servers will have a 5-second oopsie that shatters dozens of hours of progress. It hasnât happened YET, but the worry will always be in the back of my head.
Some kind, ANY kind of pitstop that would let you save your brig with the chests on it but keep a relatively samey position in the dark sea would be great. It could be a specific structure, a potion, anything. When sessions get this long, itâs natural for modern games to have checkpoints. Also in-case you need a real life break, or something.
However, I donât want to just lower Layer Length itself, because even if time alone is a semi-lazy way to naturally gate content & introduce artificial scarcity/rarity, itâs the only thing we have right now. Some way to keep your progress or a portion of it safe is paramount though, otherwise players will commonly end up with situations that feel downright insulting to their time & effort with 0 payback.
Now, onto what actually makes it time-consuming! Time itself is annoying to deal with in any game, and what tends to cause the most time-loss can vary, but in this game it seems to be mostly logistics. Logistics of moving chests, how fast you can loot islands, how efficiently you can kill enemies, and how quickly your ship can move from point-to-point (which is also impacted by how high you can keep the health).
Every single one of these seem tied to how many players you have rolling with you, as they all slow down or become faster based on this factor. I forgot if players share lootable chests or not in parties, but if they do then going with party members is easily the best way to play the Dark Sea, to the point where Solo players become severely disadvantaged for no particular reason.
Even having one extra friend means your ship doesnât have to take damage while youâre busy looting, since itâll be mobile and defended instead of stationary & vulnerable, it means having someone to repair the ship while another drives, it means being able to have one person constantly on lookout & driving while the other bathes away their Rain Poisoning, and it means the difference between 1V2âing an Atlantean shipâs co & main captain, or having 2 1V1 sessions between both players & NPCâs.
All this extra time & amplified risk, but no extra payout just because you donât have anyone to bring along or donât want to? Thatâs ridiculous!
One answer here may be to make your crew, deckhands & quartermasters actually smart, being able to tell your crew to raid an island and shift all of its Dark Chests onto the ship, pick any alchemical ingredients, and rally up for any possible fights would be incredibly fun to do, and a godsend that would make solo & party play more enjoyable. Being able to tell the quartermaster to keep the ship mobile while you busy yourself with a fight would be invaluable, and being able to tell your deckhands to join your party and fight alongside you would be great.
Youâre all in this together, and the crew seems to currently act like it in chat, but as it stands they do basically nothing. I know itâs a planned feature for them to at least be able to fight, but I think they should be able to do so much more and make you truly feel like a captain of a ship instead of some dude surrounded by people that give you morale buffs and occasionally help in a scrap.
I donât know how hard itâd be to code crew members to seek, quartermasters to drive, and for deckhands to destroy, but itâd totally be worth the effort, and would make these logistical problems fade away for all players, save tons of time, and make the game way more fun & immersive to play.
Finally, the other thing that causes the most time loss, simply going from Point A to Point B. Going to Layers and back is dependent on Ship Speed and if the wind hates you or not that particular day, and while itâs relatively ok to do it once, having to double back is a massive pain that really shouldnât be a thing. There should be a way to quickly get back to the Bronze Sea after you feel like youâve done about everything you can in the Dark Sea, and there are a few ways I can think of this.
The first idea, a semi-rare weather phenomenon that lets your ship get shot far up into the sky, normally itâd be incredibly damaging - but with some special parts you (hopefully) got after raiding the Dark Sea the first few times, you can either convert your ship with Skyship tech, or turn it into a make-shift blimp that would allow you to drop yourself either close or back into the Bronze Sea, and sail above the storm so you can actually plot where youâre trying to go.
The second idea, a randomized current that can spawn in Insanity 1 or above ranges which allows your ship to go extremely fast in a direction that always flows into the Bronze Sea, but locks turning capabilities till youâre out of the current. This would make sense from a logical perspective, as the brutal Dark Sea currents always end up flowing into the calmer Bronze Sea and cause storms. Travel Currents could also be an extremely useful system to travel to other seas later down the line, like the Nimbus Sea or onwards.
Either of these would cut down on travel time and always be a convenient âoh crap I need to get out for X, Y or Z reasonâ thing that should only take around 5 or 10 minutes to locate. Yes, itâd make the Dark Sea slightly easier, but you could also make them guarded by hard NPCs or weather phenomena for a final challenge/alternative to players that would rather not sail for half an hour and want to end their Dark Sea voyage with a bang.
Islands feel finnicky in the early stages, in that they can spawn a lot or very little, and some of them feel alright to loot while others expect you to shift four Dark Chests down a cliffside taller than Mount Othrys. Overall, theyâre relatively fun to loot and offer a nice break from the constant sea-travel, but there isnât much to say about them beyond that - they donât really have any unique bearing on the sea itself beyond just being a pitstop that happens to sit there.
The phantom NPCs that can give lore from kingdoms probably 10s of thousands of years old, act extremely confused, or call you a fool for venturing outwards are quite spine chilling though, and really sells & immerses the player within the hopelessness & oddity of the Dark Sea itself.
It makes me almost glad Magic isnât a thing in our world, as if it could imbue itself into the weather, twist time, stomp over all natural laws, and act as a window to the past, present & future like it can in this game then itâd be horrifying.
Itâs the antithesis of the general glorification of magic you see in the majority of fiction, and feels like what would probably actually happen if a random, uncaring, and wildly volatile but sometimes stable force like it existed in our universe.
Now, what I will say is that itâs a bit dumb that your ship can be assaulted while youâre trying to loot an island. Itâs another example of the systems not meshing well together, and I remember having a particularly painful experience when trying to take out a Siren Island, had just fended off an Atlantean Brig and was in the middle of killing its captain, only for another Atlantean Brig to roll up and smash my Brig down from 16K health to 0 against the island with its rammer in a matter of actual seconds. This was after an hour plus of travel time, and many chests looted, truly agonizing. I logged off bitter as ever.
I will say that islands having protective fields around them seems a bit much, but some kind of system that keeps your ship relatively safe while youâre interacting with one type of content is ideal. Ship Combat/Ship Exploration/Player Combat/Player Exploration systems donât feel designed to interact with each other, because when they do it becomes unmanageable & unplayable; particularly if youâre solo.
How do you expect a player to realistically stave off acid rain, grab their loot before it despawns, defend their ship from an attacking NPC, maneuver their ship away from weather, fight back an enemy ship and watch for possible PVPâers all at once? This is why I need to constantly chug potions & down food itemsâŚ
The rewards are pretty much randomized, so for some people it may, but others could also just get sail pattern spam. So far, Iâve been on the luckier side and gotten a respectable amount of (relatively unusable) gear, some special gems, and a few decent ship upgrades. I think something bigger to work towards that stayed consistent (like Enizorâs quest) would be nice, since the chests themselves wont always give everything youâd want from a voyage.
What I will say though, itâs absolutely not sufficient when it comes to Galleon, Food & Potion cost. Losing a Brig to the Dark Sea sets you back at least 1000 Galleons, which is insanity when even the Dark Sealed Chests you get tend to only net you around 70 per, and while the gold/silver crafting spots can help make more powerful items, it doesnât alleviate their cost and there arenât item alternatives to every important potion you need in the Dark Sea. The way Golden Petals and Warding potions work is how every other âDark Sea Essentialâ potion should work, notably Clearsight and possibly Revealing potions.
Youâre basically trading 1000s of galleons, high quality potions, and high quality food items to have a chance at getting better ship parts and unique gear that may or may not even be better than what you have (and it usually isnât for the min-maxxer who can actually come out of the higher echelons of Dark Sea).
As it stands, if a player ONLY wants to run the Dark Sea then theyâd quickly be forced back into farming in the Bronze Sea for a multitude of things that would make the experience bearable, which is kind of ridiculous when itâs supposed to be the premier endgame content that everybody will be regularly running.
I havenât even had 10 expeditions into the dark sea, and am already dangerously low on quality food I acquired after 40+ hours of fishing, and have to go smash up rocks for half an hour to get Clearstone almost every time I feel like going into it now.
If I donât prepare or donât get these items, then I risk losing upwards of 3 hours of work because I didnât have them in a particularly crap situation, and even with them itâs still a challenge, which makes it feel really annoying when you just want to explore Dark Sea content.
In short, Iâm gated to upwards of 10 hours of farming to run a handful of Dark Sea expeditions, and the Dark Sea itself isnât nice when it comes to giving back at least a portion of what you spend if you see success.
I think the regular chests dotted around the Dark Sea should really be able to give a lot more of the stuff you use to explore it and an extremely higher amount of Galleons if you want to make trips be able to fund trips.
You can see through the rain, but having it go on 24/7 feels a tad much. Feels like it hurts my eyes for no good reason other than to try and sell that âyes, a storm is in fact happeningâ when the ludicrous magic weather all around me has already not just validated, but absolutely hammered that fact into me.
The fog is the sole reason I have to spend a ridiculous amount of time farming Clearsight potions every time I want to venture into the Dark Sea. If I donât, then I risk missing islands, dead ships, cargo, and will definitely miss a lot of weather hazards and amplify the damage my ship takes. I get it, but I think it should be more localized and random, much like the Rain Poisoning and maybe even the storm in general.
A sea that is always intense becomes mundane, a sea that can go from 0 to 100 in the span of seconds is utterly terrifying, and would probably fit the bill better when trying to drive home the volatility of the Dark Sea. Just my two cents.
Apologies for the 300 line text vomit, I felt like I just had to get my opinions off my chest after getting struck by lightning with perfect comedic timing for the first time in my 120 hours and dying directly after just winning a fight from 200 health against a dual Snow/Poison Atlantean ship in Insanity 1. For the love of god, let us install a Lightning Rod on our ship.
The update is damn good, and with some tweaks & a more robust ship design system to let you tackle the many challenges the Dark Sea introduces, better ratios of getting back what you put in, and a long look at the systems & how they interact with eachother, I think it could truly shine later on.
Iâll give my honest opinions and how I would change them, if applicable on the question.
The dark sea itself is alright.
Iâll elaborate more on this later when itâs more appropriate.
Dodge reflexes are also really cool and fun to use. I mostly forget theyâre there.
Climbing is very tedious now though. I run a lot more agility with nimble Elius chest and an ability amulet to make climbing easier.
A little bit, but not much.
Ship combat is way too easy now thanks to the brigâs sheer firepower between having a mortar and cannons to wipe out half of a regular boatâs hp in one fell swoop. Then the crew is a little annoying to take down now since stats got nerfed.
Other than that, havenât really seen much so I need to play more.
They are a little annoying when trying to find a cargo crate from a ghost ship, but other than that not much to be said here.
Make them lower and closer to the regular sea.
Itâs too strong for what it does imo.
It also isnât noticeable enough, I nearly lost a run to it just for dipping into the second range for a few seconds.
Said run:
Honestly just make water poisoning deal less damage, and have it be more noticeable when it does show up.
Pretty fair and frankly very fun enemies to fight! Iâve only seen two types myself (lesser mutated Atlanteans and mutated Atlanteans) and they just sell this amazing and intimidating vibe. I got a close look at one on an island and those red eyes paired with the fact that they have tentacles for arms sometimes really works!
Nothing to be said on how to change them yet.
Sadly they fight just like big rival npcs though.
STOP. POSTING. ABOUT. SIRENS!!!
IM TIRED OF SEEING IT!
ON TIK TOK ITâS (siren singing) ON DISCORD ITS FREAKING
(More singing)
I WAS IN A SERVER, RIGHT? AND ALLLLLLL OF THE CHANNELS ARE JUST PEOPLE IN SIREN CLOTHES!!!
I SHOWED MY CHARACTERâS COSTUME TO MY GIRLFRIEND! IT WAS ALL WHITE, SO I SAID âHEY BABE, WHEN THE SIRENS ARE SUS!!!â HAHA, OOOOAAAAOOOOAAAAAHHHAAAAAAAHHHHHHHHH!!!
But in all honesty, have not seen siren rocks yet.
Very mandatory honestly.
Itâs really the only boat that can survive repeated hits from the massive waves and dangerous weather of the dark seas imo. Even if you can make it into the insanity ranges without a brig, get water poisoning once and you die.
Yes, pretty time consuming for what it does.
Normally on islands you find one dark sealed chest, but I have seen islands back to back with 0 chests on them.
There should be a spot that always has a dark sealed on it, honestly.
Nope. Pretty sure I went ten minutes without finding a single dark sea island or structure.
A little. In the far reaches, itâs not worth risking going there when you have super strong Atlanteans on islands easily able to kill you, and the weather is much more harsh and as such damages your boat much quicker. Havenât even mentioned the Atlantean ships (which I havenât seen yet)
Also you can get softlocked on abandoned ships with the brig too. Lost a run in that way.
I would suggest removing collision on the brigâs front pole and reducing damage from the red lightning. Atlanteans are fun though, donât change them.
From my experience yesterday, not very much at all.
Still got to see fine.
A little too much. I feel like itâs so easy to miss these things in the water that would otherwise be easy to spot.
Maybe make the regular fog screen lighter so it becomes easier to see through.
yeah sorry Iâve just been kinda lurking around here lol
they are the easiest island to find for me, since you can hear them
Alr iâll wear headphones next time. Their audio cue is directional right?
thisâŚ
mabey strength buids could carry 2 chest due to being âstronkâ
magic users could levitate the 2nd chest using their magic
vitatly would just deal with it cuz they are fine with being slowly crushed to death
weapon users just get a delivery cannon that shoots sealed chest to their ship
i just kinda wish they raised the level cap by 130
The problem with brigs is that the jibboom part is very long and glitchy that you can get stuck in a structure and never able to get out
Sirens are pretty difficult to find, or ig because islands are just harder to find in general
Giant White Eyes spawn way too much in the first 2 ranges
Already takes forever to get to the second range, and because of how lower health makes your boat slower (which makes NO SENSE AT ALL), the return trip takes around twice as long.
Bug where certain people canât bathe themselves on certain peopleâs brigs even when in a party has existed since the first release and still hasnât been patched
EDIT: New patch dropped and fixed this one, YIPEEEE!
âClimbing Islandsâ are absolutely never worth it, because you canât drop dark sealed chests from great heights. They only take unnecessary time to climb and split up groups of players depending on how fast they can climb. Sometimes thereâs differences in height on certain parts of these islands that prevent you from jumping back up with a sealed chest in your hands.
Iâm loving the update but these are the main thorns in my side.
Iâve been in love with this update since yesterday, but there are some small tweaks I would request to bring it up to that âperfectâ level. First though, Iâll go through some of the questions and try to answer then objectively as I can. The problem with something randomly generated like the dark sea is- everyones experience is unreliable. Someone who comments next might run into 6 islands without even needing to hit the second range and stack their ship full of loot. Someone else might get nothing and end up in the 2nd range before they find an island. Important to keep in mind this wild disparity of experience
Yes. Undoubtedly. Agility was granted a unique mechanic that made building high into the stat incredibly rewarding, whilst power and defense were toned back to encourage people to run different stats.
The only stat I would say right now that needs love is Intensity- the stat has no real identity. It does a few things rather averagely instead of being a strong and defined stat for one thing, and I hope its next on the block for a total rework.
This I am kinda ehhh on. I run a balanced build on my main, and min max for fun on my alts, but right now I am hoping, that I wonât need to pour all my effort into relatively few stats.
Yes, but jewelcrafting will always be sorta-niche. In that I mean, itâs preferable for most people to pay someone else to make the gems for you instead of trying to grind out for âtruly perfect gemsâ Especially with the rarity of the new exotic gems.
Partially. Itâs not the worst thing in the world but finding lost cargo is incredibly difficult if the waves are pretty rough. Iâm sure Iâve passed by dozens of crates without ever knowing.
This is a good mechanical idea- I think it needs some tweaking in execution. My main problem is that there is no clear indicator of when is âtoo longâ to be in the rain. Make the captains room a âsafe zoneâ, and maybe add some sort of visual indicator on your screen, or a status counting down to when you get water poisoning.
This adds to some micro decision making. You could go fight the atlantean ship, but your pretty close to water poisoning and if it comes up at a bad time then that could kill you- having people think about more things can lead to an added feeling of danger in the Dark sea, yet donât make it a chore.
As well, maybe having some sort of portable cleansing item for exploring large islands?
Fucking awesome. Got to have a peek at them on the patreon and Iâve been enamored ever since. Creepy, big, imposing, but BALANCED. A solo player can fight them, but they can still do some decent damage to groups. The stronger ones are tough fights- Iâd recommend against trying to solo them, but my encounters were simply when I was in a position I unfortunately couldnât flee. With how open the dark sea is, you can always run from something thatâs too much for you.
[Skipping Siren question, still havenât seen the elusive buggers]
Yes and no. Because of the ârandomized natureâ, Iâve seen people go into the dark sea on Caravels and come out with plenty of loot in just the first range. The only thing the Brig really ahs is the stability and health to take more punishment in terms of exploring. Going deeper isnât exactly necessary unless you are atlantean hunting.
I⌠might get some hate for this but yes, kinda. The FIRST layer should be smaller, if thats possible. See, trying to get to the second range, at least when I was new with my friends, was actually pretty time consuming. If youâre stopping for islands and ships every few minutes then you might not see the second range for a long while.
The islands have been the highlight of this update. I once found an island that stretched almost as high as the stepstones and scaled it with my friends to find a WEALTH of chests at the top. Iâve seen great swampy forests formed like a crecent moon. Iâve found small alcoves with trees that stretch to the sky. Or mountainous islands where the trees dissapear into the clouds.
They are gorgeous, Iâve seen no noticeable generation issues yet, and though they donât always have worthwhile loot, they are at very least, fun to explore due to their everchanging nature.
Yeah, Iâd say so. Thereâll be more down the line so this is perfect âentry levelâ gear for starting dark sea content Iâd say.
Iâll tackle this together- the fog and rain are actually more tolerable then the fog and rain in the bronze sea. By nature the dark sea requires you to have a decent heads up in all directions so you can properly react to incoming waves.
Overall, the updates fantastic, and well worth the wait- but due to the randomized nature of the content, some people might have skewed opinions either by running into too much danger and no reward, too little danger or reward, or too much reward and no danger. Of course everyones experience in everything varies wildly, but here due to the rougelike nature of the dark sea, it might be hard to get really useful data off of something so fundamentally random.
yup
Obligated to look under the waves to see a whirlpool
Can be a bit too punishing
I played 4h and a half and Iâve never saw them
I travelled with some friends for 12 minutes in the insanity one range without entering the second one (we were directly towards it)
I think they spawn enough, but
Climbing for 40 minutes an island, and obtaining 1 dark sealed chest isnât what I would call âfunâ
Without clearsight you literally canât see things right next your boat
it can be very hard to impossible to aim cannons because of the rough seas
Can we please get the option to change the block key?