Listento what people are saying! Listen, and stop making this ARK with ships. It's pretty much everything I read on here from people. We don't want ARK with ships, it's not why people started playing the game, it's not what people thought the game would be. The reason? Because you guys called it a game about pirates and ships and war at sea.
I just don't get the disconnect. Seriously, I just don't understand it. I imagine developer meetings and any other meetings in this company to be like a landfill of ideas. There's some really good stuff in there, but it's a pile of steaming trash and that is why the developer updates don't make any damn sense.
Exploring islands is more fun when they aren't walled off. I think an unofficial that made everything on land, PVE, and everything at sea, PvP, and PvP if you like, on power stone islands, etc...would be more fun. Too much focus on base building, and not enough on sea battles, exploring, etc... I would rather be able to pull into a realistic port, and see many other people's ships there, and have actual things to do while there, in those NPC towns.
Honestly, I think this set up would make a great single player game. You start out with a raft, and move up to a sloop, then to a schooner, then Brig, and then Galleon, with more and more crew. And have a quest story lines that you follow, similar to Skyrim's method. The game just gets boring when it's all the same thing...build a base, build ships, fight, rinse and repeat. I love the fighting, but I want the game world I do it in to be more realistic. The walled off islands, port defenses always shooting, etc...just took a lot away from the game. The fact that you can know exactly who is in the same server, without even seeing them, that also kills it. I wish game servers stopped reporting this info.
Your completely right, i was hoping they would stop going in the direction they where. After i see the update i am pretty sure i wont return to the game. If i wanted to play ark again i can install it. There is so much potential to make a real pirate game without massive pve content. Some yes, building trees etc but this is the same setup as ARK and if these guys dont do it someone else will. We lost way to many, that didn't like the grinding to pvp. Cant say anymore on it, pretty much what you said is true.
Aren't all games? Most games we see are just the exact same thing with some new scenery.. There are some pretty nice brand new games coming out on steam, from india devs, which exceptional graphics, intelligent survival games, and offer a unique flavour to various niche game types. Many new games are stepping away from pvp environments into coop play etc.
But the last decade it's mostly, buy this, version 2, buy this version 3.. 4..10.. and so on. Ark with all it's expansions is really just Ark 1 - 5 etc. Atlas is just Ark on the Sea.. Cowboys is Atlas with guns in a desert and no ships.
The improvements in atlas are there's substantially less grind, the skills are grouped together so you get more content for less experience etc. In Ark you have to learn each item of a suit of cloth or hide or metal armour, in atlas you get them all on one skill and so on. Atlas is a huge improvement over Ark in terms of graphic and server lag, although initally not so much, but in general atlas is a much improved ark 2.0 more like an Ark 10.0 Maybe the cowboys will see a vast improvement still. Which is usually the opposite of why we accuse companies of being cowboys..
As for selling more copies of the same/similar design, that's more of a publisher issue usually, than a developer one, maybe it's snail pushing that ethos more, than grapheshot, maybe not.. until more info is known on who exactly is heading things up in each company we can make an informed decision etc. But selling more stuff.. that's the idea of any business.
Any time one reads "people want/don't want x" on a gaming forum, it should always be read as "I want/don't want x" and nothing more. The notion that any one person knows for certain what a majority of players wants in any game with more than a dozen people they know personally is an absurd one. Even if what they are saying is reflected by a majority of posters to that same forum, it is not even close to a majority of players as typically around 10 percent or less of a game's playerbase posts to forums.
Before the game started I rolled for the Musician Terror and took Fatigue on 2 of my 6 units. I drew an event in my opening hand that triggered the Rough Seas effect which gives a +1 penalty to all Initial Shots on cannons for the rest of the game. Both our ships were basically gunships so this was a major event!
With four hits on my Sloop of War, I failed all 4 Saves but spent a Fortune to re-roll the Militia Save and ended up saving 1. Bit of a waste of a Fortune but I had to keep up morale at the opening of a battle!
My Militia kept up a pretty constant rate of fire. While we were further apart in these first turn, I did some Drilled shots to make my fire effective, and through the rest of the game I tried to activate them on a Club so I could fire and fully reload.
I had pushed my Sea Dogs hard the previous turn to reload as quickly as possible and I had another Broadside ready midway through turn 5. Three of my cannons made contact and started to tear the Frigate apart. I think I got mostly hits on 9 dice which reduced the Frigate down to 2 Fortitude and gave it another Critical Hit and a Lucky Hit.
The Critical Hit came up as a 10, Catastrophic Damage! The Frigate took a Leak marker and then rolled again on the Critical hit table for the Catastrophic Damage. Another 10! The powder magazine exploded, destroying the entire ship and sending all the pious Spanish home to their Maker. What a dramatic ending!
Blood & Pigment creates pirate wargaming content for Blood & Plunder, a 28mm skirmish game in the Golden Age of Piracy by Firelock Games. We also produce and contribute to the design and research for Blood & Plunder expansions. Our mission is to support and grow the Blood & Plunder community with resources for new and veteran players.
We both played low clubs and I unexpectedly took the first action of turn 3. I paddled some canoa closer while backing the floundering Boucaniers up a little bit (hoping to avoid getting rammed) and used my commander to fire three units in a coordinated hail of lead trying to suppress the crew in the flagship.
On the following turn I was able to get my Flibustiers grappled and charge into the melee. The Flibustiers with Brace of Pistols hit a lot harder than the Engages and the charge forced the English commander to fall back to the front deck of the ship with one remaining Sea Dog and 3 Fatigue.
As our game time ran down Kevin made a desperate and dangerous move. His second Bark was in a perfect position for a raking shot on his own flagship. With more enemies on his ship than friends, he took the shot, hoping that lucky Saves could win the day!
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