War Seas Highways: When sailing takes too long

War Seas Highways: When sailing takes too long https://forum.arcaneodyssey.dev/uploads/default/original/4X/d/8/a/d8a0eccce2470690d751e9fa98acebce230e2307.jpeg
effort 5.0 3 quality 3.666666666666667 3 reasonability 4.5 4

“Recently”, a change has been made to ships, where not having your cannons armed speeds you up. Thank you, Vetex, this was a very good change. Still, people keep finding transportation between islands to be lenghty and boring (despite underwater structures and sea monsters being a thing, idk what is wrong with those people), and I admit - Nimbus Sea especially is too vast. So, here’s an idea: War Seas Highways!

This is a discussion topic I held before making this suggestion. People mostly had good opinions on where the Highways should be, thanks for that. So, about the feature itself.


War Seas Highways are a series of currents flowing between islands that give ships a speed boost about thrice as potent as a fully upgraded Navigator deckhand’s ability (if X is base ship speed and Y is the added speed of Navigator, then currents make the ship move at X + 3xY, not (X+Y)x3). Going against the current will instead slow the ship down by the Navigator’s added speed amount (X-Y). Sailing across a current or anchoring on it will slowly push the ship into the current’s direction (at the speed of Y).

Two states: A Highway can be active or inactive - more on that later. Inactive currents do nothing, and are seen by a tiny ripple on the water - still noticeable enough to tell that a current might appear here at some point. Active currents are much more visible, about whirlpool levels of visible. When talking about Highways’ functionality, I will only mean active currents, since inactive, as I said, do nothing.

Using the currents: If your ship is anchored on a Highway, it will be slowly pushed off of it, so you can’t block the path for everybody else. The width of a current is about 1.5 times the lenght of a Brig, so you can maneuver and pass slower ships on it. You’re freely able to enter and exit a Highway at any point, just turn your ship and sail off. The current won’t turn your ship by itself, so if you don’t want to be thrown out on the nearest roundabout, you better still be paying attention when driving.

NPC ships: To remove clutter due to NPC’s bad AI, their ships will try to avoid sailing into a current when near it. They will still be carried by it if they get into one, but they will attempt exiting it as soon as possible and returning to the place they were at when they entered the Highway. NPC ships will prioritise exiting a current over fighting other ships, even players, so your Truthseeker won’t be flushed across half of the Nimbus Sea - it will even attempt to return to you! If an NPC ship is pursuing a player who sails across the current, however, it will continue the chase and cross it as well.

Logbook entry: When a player enters a current for the first time, a logbook entry explaining them will be unlocked. It is always good to provide your players with information.


Highway locations:

So this is the map we assembled in the discussion topic. Looks bad? Yeah, it kinda is, I’m not that good at drawing. Therefore, to not force you to break your eyes deciphering this, I’ll link every individual post where these routes originated from.

You might have noticed that they are coloured differently, and there is a reason for that. The locations of the Highways will be random.

Daily rotation: Every in-game day, at the time Agora publishes their newest issue, the game will roll for one of each coloured currents and make it active, while the rest will become inactive. Therefore, one black, green, red, yellow and blue currents will be flowing across the Bronze and Nimbus seas (4 for Bronze, 5 for Nimbus, since only it has a blue current). Whether or not they should be syncronised between servers, I can’t tell - I don’t know how that would work, and this isn’t even that necessary.

Constant currents: On the Nimbus Sea’s map, there is a noticeable oddity in how currents are placed - there is only one red and blue Highway. This is done on purpose - everybody in the discussion topic has agreed upon a current existing at the Vents of Aeolus, flowing south to the Ice Mines, so variety wasn’t necessary - this is a perfect placement of it. This and the blue one will always be active and won’t be rolled for each day. As for the blue, this has more of a lore purpose, as Makrinaos was made to be hard to find and reach, hence why the Veiling Storms were created. So, why not there also be a current blocking the path? Don’t worry, though - sailing across it, as I mentioned before, isn’t much of an issue.

Similarity to a different suggestion:

This is the Dark Sea Highways suggestion. Yes, the feature of it is very alike to mine, and the purpose is almost the same, but they do fulfill different roles, so they would coexist nicely together. I have taken inspiration from this topic, great suggestion overall :+1: .

Aight, this should be it. Go discuss now what yall think of this. One note, though - this was made before the locations of certain Nimbus Sea islands were revealed, so they aren’t accounted for. Not to worry - it can easily be altered later.

Almost a perfect suggestion up until the part where highway locations are randomized. Why???

We actually went over that in the discussion topic. Problem with the established current locations was that they would get crowded fast and overcentralised transportation around themselves. Want to get somewhere? You get into a traffic jam. Nobody would travel anywhere else. Besides, these pathways being established in one place would make those awful beings gankers’ job a whole lot easier, which we don’t want to happen.

Then it’s better to just let the game randomly inconvenience players through arbitrary RNG that they have no control over? And what if a current does become active? There’s still the possibility of a jam happening anyway. It’s not like you often find many players sailing the seas within close proximity of each other. Why not just split each current into two that divert from each other before merging at the end point?

As a means against countering gankers, it’s still flawed for the same reason I’ve mentioned earlier. If they’re chasing you through a current, you’d also get the speed boost from it, right? If your ship’s slower, they’d have an advantage anyway regardless if there’s a current active or not. Most players play with PvP toggled off anyway, so the game shouldn’t be randomly deciding whether the nearest current should become active or not just to address this minor problem.

the only current i have a problem with is the one that goes around in front of dawn island between it and redwake (it would need to be an incredibly weak current to not screw up new files when that one happens to be active, or people just riding the highway and running over/pushing da poor rowboats)

Well, yeah, the randomness emerged also due to nobody being able to agree on the placements, not only bc having them established brings problems.

When I mentioned gankers, I meant them camping the destination point of the current, as it is near an island people want to get to. And yes, this is a very minor problem.

Look, everybody wants to get to everywhere, but we can’t just flood the entire sea with Highways, so there can’t be many. Therefore, we can rotate between them.

YES. I told those people in the discussion topic, that a placement here is very stupid and it shouldn’t be there at all, but they don’t listen.

I think you meant width?

Still remember how surprised I was when I discovered that “strenght” isn’t the right way to spell that word. My brain is locked onto the -ght- pattern, so when I see at least two letters somewhat resembling it, my brain constructs it on the spot.

Maybe they’re just not fit for actually designing the game and giving good feedback. Same with the problem of nobody wanting to agree on the placements.

The random people visiting my pre-suggestion threads are all I got. What credibility could my suggestions have, if I am the only one involved in making them?

Why not just decide based on what you want, what you think is best, instead of relying on the opinions of others for once? Especially on this shitty platform.

I want the devs to see the community working on how to improve the game they love, instead of dime-a-dozen individual suggestors. Sure, most people aren’t exactly “helping” in my suggestion threads, but that is why I exist there - to help them, to correct them, and to expand their ideas onto something greater.

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currents make sense to be added since theyre a thing IRL, unlike the current wind system which just.. slows you down untill you hit 100% resilience, from where you just have a permanent static speed

the randomization aspect is a little over the top though, i would say highways should exist primarily for atleast long range travel, or even just specifically for inter-sea travel to make a trip from bronze to chimera faster (we’re here for the immersion, not main menu teleporting!!)

Quite the opposite - since the menu teleport button already exists for travelling between seas, the Highways then should be made for the purpose of in-sea sailing.

i drew that one, and yes i specified many times that it would be a weak current to introduce new players to them

originally this wasnt even a thing in the discussion until Waping came in and said

i dont think it addressed every issue he had but after that we had the idea of having them be randomized currents from a pre-set list (because randomized in general would be awful to deal with as well as just unrealistic), i was okay with the idea because logically it makes sense considering sea currents do shift little by little each day

well when its a huge feature that changes sea-travel forever its pretty hard to make it work properly, there’s a lot of issues you have to think about, you can go read the discussion post if you want to see

when the performance of your suggestion depends on other people’s opinions, its better to lean into an opinion that everyone accepts

like you can’t just make a suggestion to add spinnable races to AO because a lot of people wouldnt want that lol

Either the sea needs more content that appears more frequently and you can actually engage with (so none of that tornado bullshit) or there needs to be a hell of a lot less sea. Stop encouraging vetex to add bandaid fixes that do not resolve the issue at its core.

Regardless of that, cool suggestion and I appreciate that at least people are trying to do something about how time-wasting sailing is.

Well, if you would be more familiar with my previous work, I actually did address the issue at its core before - I brought up the tornado bs and pushed forth a solution. Check my other suggestions, I made a lot of them, and I mostly didn’t take on things as minor as the Highways until all the major problems were solved in my threads.

Maybe, in the future, I will make a suggestion about new things to encounter in the sea, so sailing would be less boring.