Why I love the new ship AI

the loot from killing stuff is really really bad atm i have killed level 48 ships (with less then 10 sailing) and gotten 1 cargo crate...
 
the loot from killing stuff is really really bad atm i have killed level 48 ships (with less then 10 sailing) and gotten 1 cargo crate...
I fully agree. Obviously not a big deal at the moment and im not one to complain about a free game made by volunteers. I just remember getting tons of royals when i would go out and now im lucky to get one and maybe 2 treasure chests. Im sure it will be adjusted eventually but it should be low on the priority list. Right now the only frustration I have is my broadsides nearly always miss unless i barrel stuff them. However i am truelly enjoying the game a lot!
 
I fully agree. Obviously not a big deal at the moment and im not one to complain about a free game made by volunteers. I just remember getting tons of royals when i would go out and now im lucky to get one and maybe 2 treasure chests. Im sure it will be adjusted eventually but it should be low on the priority list. Right now the only frustration I have is my broadsides nearly always miss unless i barrel stuff them. However i am truelly enjoying the game a lot!
yeah cause the ship ai is so fast the broadsides where not made for that speed also not a huge deal but it is frustrating when you get great loot and then crash but oh well.
 
I never sat atop the sailing leader board in PoTCO, but I was a fair hand at sinking enemies.

Last night I made a fresh pirate. Got to Gibbs' quest to sink a Ferret. Went out and found one that was fairly isolated from other ships. I started the battle, trying to learn new correct timing and aiming given the increased speed and new sailing patterns of the AI ships. Before I gave up and ran I had managed to sink 2 Ferrets and a Bulwark...but I was surrounded by 2 more Ferrets (sailing inside each other), 2 Bulwarks, a Panther, a Sea Viper and a Centurion (of all things! Have no idea where he came from). It was a madhouse - my compass looked like someone had bled all over it. 7 enemies, only 1 of which (one of the Bulwarks) I'd intentionally engaged. I finally had to tuck my tail and split.

When you're a level 5 pirate, with level 2 sailing rep, in a light sloop, with no skill points to beef up broadsides (I'd gained at least one point but couldn't take a second to spend it safely), absolutely no pretties like Come About, Take Cover or even Full Sail to help you out, you're going to have a bad day on the seas at the moment. Makes it difficult to level up so you can actually get some of those shiny skills you need to survive.

I agree with others - rain on the earlier TLOPO Beta AI where the ships just sat there like lumps. That was zero fun. Maybe we could find a happy medium between original PoTCO AI ship speed and what we have now. And dial back the agro by a lot.
 
> An enemy ship should never attack you first, you should have to attack it first

That's not what 'enemy' means. You're an infamous pirate ship flying the Jolly Roger, of course Naval vessels are going to come after you. Avoiding adds in combat and picking a route around blockades and escorts is part of the strategy. What online games do you play where no NPCs have an aggro range?

Actually, in the later days of POTCO when first setting sail you were 'neutral' and could actually get close to Navy/EiTC ships without being identified as a hostile and fired upon. It wasn't until you opened fire on a Navy/EiTC ship that you were acknowledged as a pirate vessel and they would open fire first if you approached. It was a cool effect of the whole 'Scourge of the Seas' addition to sailing. Though the Skeleton Ships gladly engaged you regardless of pirating status. :p

While this point is moot once you have opened fire, it would be cool if/when they bring the Scourge of the Seas system and you can launch as a neutral vessel again (until you open fire on that hapless Man-O-War over there anyway.)
 
Just to chime in here, I do remember a lot of the POTCO AI. Much of the current AI is like POTCO, only much more active and aggressive. Some things need to be tweaked:

- Lower the aggressiveness. Last night I had 15 ships (yes I counted) chasing me by the time I got from Cuba to Padres. It looked like a long conga line. And when I launched again, it was a huge and angry traffic jam. Fix please.

- The initial AI when you hit a ship looks ok, but the ship speed is too high. There should be time to hit and drop all the sails with a cannon, and then sink the ship. Solo or two aboard should have little problems with appropriately sized ships.

- The payouts have been too low. I solo almost all the time. If I get surprised by a super aggressive Dreadnaught or something, I can sink. The risk reward ratio is not quite as good as it should be. And where are the items / loot? All I have gotten from sinking a bunch of ships is gold. I need some good items!!

Overall, I am pleased with the AI, it just needs tweaking. I was really, really hoping this release would give us more of a sailing challenge, and I am glad it has.
 
I think they should not make level 1-25 ships too aggressive for low levels who may be new also can you make it so the land enemies jump around you when you attack? Just kidding..
 
To all those commenting on the bugs such as no items, please keep in mind that this is a beta, and bugs can take some time to fix. It's only been 3 days since the re-opening, patience is key ;)

Also, you may wish to give yourselves more time to adjust to the new AI before deciding what needs to be changed. It's hard to give an accurate judgement after playing something for only a few days.

And please keep in mind, the purpose of this thread was for someone to say why they liked the AI, not for people to voice their complaints about it! Let's give some respect to the OP, please.
 
Last night I made a fresh pirate. Got to Gibbs' quest to sink a Ferret. Went out and found one that was fairly isolated from other ships. I started the battle, trying to learn new correct timing and aiming given the increased speed and new sailing patterns of the AI ships. Before I gave up and ran I had managed to sink 2 Ferrets and a Bulwark...but I was surrounded by 2 more Ferrets (sailing inside each other), 2 Bulwarks, a Panther, a Sea Viper and a Centurion (of all things! Have no idea where he came from). It was a madhouse - my compass looked like someone had bled all over it. 7 enemies, only 1 of which (one of the Bulwarks) I'd intentionally engaged. I finally had to tuck my tail and split.

Isn't a lot of this caused by the long distance rendering problem with ships suddenly popping into view, and/or dodgy respawn mechanics?

Actually, in the later days of POTCO when first setting sail you were 'neutral' and could actually get close to Navy/EiTC ships without being identified as a hostile and fired upon. It wasn't until you opened fire on a Navy/EiTC ship that you were acknowledged as a pirate vessel and they would open fire first if you approached. It was a cool effect of the whole 'Scourge of the Seas' addition to sailing. Though the Skeleton Ships gladly engaged you regardless of pirating status. :p

While this point is moot once you have opened fire, it would be cool if/when they bring the Scourge of the Seas system and you can launch as a neutral vessel again (until you open fire on that hapless Man-O-War over there anyway.)

That's interesting, but seems a bit unreasonable once you've sunk a dozen innocent merchants in your highly customised hull with painted sails and a giant personal logo. Maybe aggro range should vary by notoriety.
 
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Isn't a lot of this caused by the long distance rendering problem with ships suddenly popping into view, and/or dodgy respawn mechanics?



That's interesting, but seems a bit unreasonable once you've sunk a dozen innocent merchants in your highly customised hull with painted sails and a giant personal logo. Maybe aggro range should vary by notoriety.

Oh I think I worded it poorly. Once you opened fire on a navy/EiTC ship, you were 'flying the Jolly Roger' and for the rest of your voyage you were identified as a pirate across the sea. Navy ships would Aggro and chase you if you got close any time and anywhere after first firing on a non-Skeleton ship.

Basically only as long as you never fired at a navy/EiTC ship once in your voyage you could sail right by them freely as a neutral vessel. But even a single hit and boom, you're a notorious pirate ship for the rest of your voyage.

It was a nice mechanic for people who just want to sail straight to an island with no hassle and worry about damage.
 
That is a good match for the tone of the movies, but it seems a little... naive on the Navy's part to base their reaction entirely on the pennant when a ship has giant black sails with a scorpion motif, a hull studded with trophies and a longer list of confirmed kills than the ocean herself. What if naval aggro was a reaction to the ship rather than its captain, so we could sneak around the authorities by boarding that fast, unassuming sloop we reserve for 'legitimate business' voyages?

FWIW I just rolled a level nuthin' test character and checked out the introductory combat, it all seemed pretty forgiving. Light sloops are fast and agile enough to control the engagement with low level ships around Devil's Anvil, the cannons are accurate if you fire as the enemy is turning in toward you, and their shots shouldn't even reach you if you keep it moving. Levelled up sailing after three fights without a scratch. Maybe someone's been helpfully drawing aggro trains into the starting area?
 
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> An enemy ship should never attack you first, you should have to attack it first

That's not what 'enemy' means. You're an infamous pirate ship flying the Jolly Roger, of course Naval vessels are going to come after you. Avoiding adds in combat and picking a route around blockades and escorts is part of the strategy. What online games do you play where no NPCs have an aggro range?
I feel as if this was directed at my earlier comment, regarding my opinion on the combat with ships. If so, please quote it next time.

Anyways, when out at sea, not everyone wants to loot ships. Why have enemies auto aggro when you don't even want to fight them? Pirates are the ones initiating the attack. Without orders from officials, Navy and EITC ships shouldn't attack you for no reason. The only ships that should be coming after you without you attacking it are bounty hunters, and they only come when loot is filled.
 
Anyways, when out at sea, not everyone wants to loot ships. Why have enemies auto aggro when you don't even want to fight them?

From a game design perspective, to add different areas of challenge and risk/reward balance to the map. If ships don't see you as a threat and react to your approach then they're just meaningless decoration/loot piñatas.* You'd be able to pull up right alongside a target, open up with all guns and sink them in seconds with no reaction from the surrounding flotilla.

If you're not looking for a fight, give them a wide berth. Nothing has stunlock powers, so it's easy to disengage and sail away from anything you don't feel like dealing with.

Pirates are the ones initiating the attack. Without orders from officials, Navy and EITC ships shouldn't attack you for no reason. The only ships that should be coming after you without you attacking it are bounty hunters, and they only come when loot is filled.

Given the quest chain I've been following, it seems perfectly reasonable for these groups to have standing orders to fire at will. There's been some discussion of ways this could be toned down a bit for new characters that don't have quite such a dramatic criminal record.

* I have no idea why this is a hyperlink
 
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I think the new AI is perfectly fine. But like others have said, the only issue is that the ships now intend to sneak up on you slowly and begin to fire, even when you're sailing away from the enemy. For example, an EITC Behemoth was still following our ship even when we were just chilling by Padres and waiting for a player to return before porting. Personally that doesn't bother me, but this is definitely an issue for those that are steering the ship and have to go afk for a short period of time. Surely there are a few tweaks that the staff may have in mind to make the new AI even better.

Maybe implement the new AI for Bounty Hunters, Warships, Treasure Fleets, and Special ships and use the old AI for normal ships?
Mate, the Bounty Hunters and Warships already chase you no matter what. It would also be extremely tedious for a single player ship to handle the Treasure Fleets slowly following them. Once you fire towards one ship of the fleet, they all attack.
 
From a game design perspective, to add different areas of challenge and risk/reward balance to the map. If ships don't see you as a threat and react to your approach then they're just meaningless decoration/loot piñatas.* If you're not looking for a fight, give them a wide berth. Nothing has stunlock powers, so it's easy to disengage and sail away from anything you don't feel like dealing with.



Given the quest chain I've been following, it seems perfectly reasonable for these groups to have standing orders to fire at will. There's been some discussion of ways this could be toned down a bit for new characters that don't have quite such a dramatic criminal record.

* I have no idea why this is a hyperlink
This game has no challenge mate. This is why this thread exists in the first place. A lot of people don't like the new AI because of how they remembered it being back in POTCO. Easy. And I stated that the ships fight back,(they're not piñatas) but don't fight first, as in they only retaliate once threatened. And you shouldn't have to "disengage" from a fight you didn't even want to start. As for "criminal records", that's something that isn't in the game yet. I'm not sure you really understand what you're talking about here.
 
They're videogame bad guys. Videogame bad guys have aggro ranges in order to treat being approached as a threat. Without that they'd just stand there like idiots while players rock up and unload their most powerful attacks point blank, winning the fight before it even starts.

I'm not theorising here, this was my actual experience of the alpha. Not really a vast amount of fun, this new system is so much more engaging. Sure it needs some balance tweaks, but I cannot understand why anyone would want to go back.
 
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Theres a difference between a challenge and then EITC Ironwalls taking my War Brig with Copperhead hull to half hp just trying to point the big thing at it to begin with, broadsides missing nearly everytime and passing faster then I can rush to a cannon.

A challenge would be a ship with big damage and meant to be hard, not entry level ships doing doughnuts around me


This is simply a bug.


And like John Foulroberts and everyone else has told us it will be like the original POTCO so no need to worry
 
If its intended which I doubt it is then its an awful idea and I prefer what the game originally was.

You won't be able to kill ships without taking massive damage unless you have a 3 times upgraded hull which is kind of ridiculous.


It also creates bugs with the broadsides locking onto the target and firing but being very shifted off to the sides (as i've experienced many times) as well as them not locking on and just firing randomly everywhere even when you are directly facing them and not moving your ship at all.


I think the only people who vouch for how the ships are right now are people who either haven't been able to log into game and sail with a war tier ship or only for a short while or people who are sadists.
 
It is not bugged, so there is nothing to fix, I suggest gathering a crew together to tackle the seas until you get the hang of it ;)





This would be a bug by the sounds of it, it will be fixed in the future. :)



Please remember everyone, this is a beta. Report any odd occurrences or behaviors you experience like a lack of ships, they may just be bugs! You can do so with "Submit Feedback" in-game, or on the forums under "Bugs and Glitches".

Fair winds everyone!
Oh, then I rest my case.
 
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