Open Sea Adventures/saved posts
Hello everyone, I'm pleased to announce that the first phase of Open Sea Adventures is nearing release. Here is a bit of a primer on what all will be offered.
We're currently in ALPHA testing on the TEST server. If you'd like to participate there are PORTMASTERS in The Landing at the docks, Solhaven, River's Rest, and Teras. Talk to them with some silver to get to the new port, Kraken's Fall. There is some information available on the wiki pages below. Most of the communication thus far has been in discord, if you'd like to participate, please join us there.
We'll move to BETA testing on the PLATINUM server once most of the remaining items are finished with QC.
Take sail on the Great Western Sea and into the new Tenebrous Cauldron. Gather your friends and set sail on an adventure as you work to raise your reputation and notoriety. Purchase one of 6 ships: Sloop, Brigantine, Carrack, Frigate, Galleon, or Man O’ War. Fight Krolvin Pirates, Ethereal Pirates, and the Dreaded Dark Pirates with the life of you and your crew on the line. Launch your ship into a vast ocean with your crew as you brave the perils of the sea. Will you set sail in a perilous circle, or journey from Darkstone Bay to Kraken’s Fall? Will you cast your lines and take your friends out and avoid all enemy ships? Will you attempt to be the most notorious Captain or Swashbuckler?
OSA - OSA specific functions for players
Ship - Ship specific functions for players
Reputation - New Reputation Verb that links back to systems that have reputation.
Open Sea Adventures Specific Systems
Navigate a massive new ocean with dynamic weather messaging and rooms.
New Reputation: Kraken’s Fall
New Merchants with Reputation gated wares based on your reputation.
New Task System
Mechanical Upgrades for your ships.
-Increase your speed.
-Increase the number of cannons on the deck to load and fire.
-Increase the health of your ship.
-Increase the amount of wood and cannonballs your ship can carry.
Ship Specific Roles to provide you with more of an edge on the ocean.
-The jack of all trades.
-A highly repair-centric role.
-Faster interaction with all navigation related objects on the ship.
-Bonuses against ship-specific maneuvers while on board. The swashbuckler also has a slight bonus to cannon damage.
-Bonuses to accuracy and damage against your enemies with cannons.
Test your mettle in ship versus ship combat. Fire your cannons, repair your ship, or flee from your enemies!
All new ship boarding. Fight waves of enemies aboard your ship as you attempt to come out victorious. Defeat them all, take their treasure, and raze their ship!
Lost at sea? Lose your crew and your morale? There is a new rescue system to help you get back to port should you face total defeat on the high seas.
Ships with full cosmetic customization
- Try your luck with the official ship name randomizer. Will you be the Aggressive Mauve Carrot, or the Vile Ebon Voyager?
Mess Hall Furniture
Mess Hall Food Selection
-5 Different types!
-Change the style of the crew quarters.
-Change the style of your chambers.
Charter a captain and a sloop in a new port-specific travel system that allows for expedited, schedule-free travel between the towns connected to the new ocean. These chartered voyages cost 25k-50k silvers per person.
New, fully-featured town: Kraken’s Fall
-Hunting grounds for levels 1-20
-Bandits will be available for all levels
-13 ship shops
-2 Inns complete with tables and rooms.
-Assorted hangouts, bars, and restaurants.
>Are the crews for your ship other players or NPCs? - JTU
Players, there are no NPCs you can hire at this time.
Ships are unrelated to any other system. You can own 1 of each ship and whatever else at this time.
If you do are you granted the pre-name title Commodore?
There are a collection of titles that will be available.
Is the "travel" apart from the "confront stuff", or are the inextricably linked?
There is a random chance for an encounter hitting periodically. You can just sail away from the encounter and suffer some damage from cannon fire. So you don't have to battle as you journey across the ocena.
Is your role in the crew set by SHIP that you are on, or is based on the CHARACTER?
It is based on the character, you declare yourself in the town hall. So you'd have to return to the town hall to change it. You cannot change this mid journey.
If there are a party of 7 people on the ship and the owner has set one person in each of the 5 roles, what happens when one of those disconnects/leaves the game? Is there provision for "this is the queue for RoleX" so that when Swashbuckler Ardwen leaves, Roblar automatically steps up to fill that role?
Roles are declared by the character, but by the ship owner. You get to do what you want to do and don't have to do anything. There can be more than one of one role on a ship.
Is the system going to cope with a CHE/MHO taking its fleet of 6 ships and 30 characters cruising? Can there be meaningful fleet activity or would they be on 6 different hunts? Will it cause HoA in Reim style havoc on the rest of the game?
Right now, fleet activity is not really a thing. Players cannot interact with another player ship, damage it, or help them if they're sunk. It is ship-by-ship. The combat is handled on each ship like a private instance. This system has all the checks and balances that have been worked up over time for Reim with creature creation and handling. Right now, we're testing to see how and what impact it has.
Hello everyone, Open Sea Adventures & Kraken's Fall is now LIVE! This is the base system for the first phase of OSA. We will discuss the later phases RSN. This is partially a re-post of the beta/testing information, but with some added details. This system is not 100% complete. We’re releasing what is finished as of this point. We plan to add more to it in a phased approach. If you would like to know what is upcoming for this system please visit the OSA channel on the discord. There is a lot to this system and all its subsystems. I will not be able to fit it all in a primer, but here are a bunch of words for you to read. First, the wikis. There is a lot of information here and it is probably a good idea to dig into it. https://gswiki.play.net/Open_Sea_Adventures https://gswiki.play.net/Kraken%27s_Fall Take sail on the Great Western Sea and into the new Tenebrous Cauldron. Gather your friends and set sail on an adventure as you work to raise your reputation and notoriety. Purchase one of 6 ships: Sloop, Brigantine, Carrack, Frigate, Galleon, or Man O’ War. Fight Krolvin Pirates, Ethereal Pirates, and the Dreaded Pirates with the life of you and your crew on the line. Launch your ship into a vast ocean with your crew as you brave the perils of the sea. Will you set sail in a perilous circle, or journey from Darkstone Bay to Kraken’s Fall? Will you cast your lines and take your friends out and avoid all enemy ships? Will you attempt to be the most notorious Captain or Swashbuckler? Check the document for more information with the primer. https://docs.google.com/document/d/1amHeEKDD5PwkuAg0wodY5CkGv1rBGa5nLvQsRILBWT0/edit?usp=sharing How do I reach Kraken’s Fall? Charter a Voyage Hire a Captain at one of the following locations to take you and your friends for 50,000 silvers each to the new island. [Wehnimer's, Middle Dock] [Copper Avenue, West Docks] [Marshtown, Fewr's Pier] [River's Rest, Underbridge] Return Trip: [Kraken's Fall, First Pier] Premium (Platinum) Portals Purchase a portal pass in your local premium hall. There is a new direction, DOWN, to reach the Kraken’s Fall portal. Sorcerer Rifts Sorcerer Rifts will be available after your first visit with Runes. ChronoMage Orbs Chronomages will be available at some time. The following is information available via the SHIP HELP or OSA HELP command in game. Ships & Purchasing. To buy a ship you need to visit Chip n' Dwight's on Deadeye's Road in Kraken's Fall. When first starting on your career as a captain you will only have access to the sloop. To earn access to the larger ships you will need to earn reputation with the town of Kraken's Fall. You can do so by performing tasks or hunting down pirate ships out on our beloved ocean, the Tenebrous Cauldron. Ships are a one-time purchase and can never be re-sold or transferred. Sloop - Single mast Classification - Light Players: 3 Starting Speed: 7 Starting Cannons per side: 2 Starting Cargo Hold: 2 Max Supplies 40 Starting Hull Strength: 1 Cost: 5 Million Brigantine - Double mast Classification - Medium Players: 5 Starting Speed: Starting Cannons per side: 4 Starting Cargo Hold: 3 Max Supplies: 60 Starting Hull Strength: 2 Cost: 50 million Carrack - Triple Mast Classification - Medium Players: 8 Starting Speed: 6 Starting Cannons per side: 4 Starting Cargo Hold: 2 Max Supplies 60 Starting Hull Strength: 3 Cost: 100 million Galleon - Triple Mast Classification - Heavy Players: 12 Starting Speed: 5 Starting Cannons per side: 10 Starting Cargo Hold: 6 Max Supplies: 100 Starting Hull Strength: 7 Cost: 200 million Frigate - Triple Mast Classification - Heavy Players: 14 Starting Speed: 6 Starting Cannons per side: 8 Starting Cargo Hold: 12 Max Supplies: 100 Starting Hull Strength: 6 Cost: 250 million Man O war - Triple Mast Classification - Heavy Players: 20 Starting Speed: 3 Starting Cannons per side: 14 Starting Cargo Hold: 12 Max Supplies: 150 Starting Hull Strength: 8 Cost: 400 million Upgrading & Cosmetics You can upgrade your ship by visiting one of the many merchants around Kraken's Fall. Each merchant has a specialty in a service they can provide. Functional upgrades offer mechanical gains to make your ship stronger. Cosmetic upgrades are to personalize your ship in how it looks. Functional Upgrades Sails - Upgrading your sails will make your ship sail faster. Location: Yardarm's Skirt on Deadeye's Road. Hull Strength - Upgrading your hull strength will make your ship able to withstand more damage. Location: Swabbing Starts on Siphon Street. Cannons - Upgrading your cannons increases the total number of cannons on each side of your ship. Location: Maritime Defenses on South Arm Road. Cargo Hold - Increases the amount of cargo in the form of wood and cannon balls a ship can hold. Location: Lean-To on Deadeye's Road. Cosmetic Upgrades Sails - Yardarm's Skirt on Deadeye's Road. Hull - Swabbing Starts on Siphon Street. Wheel - Fighting the Helm on Deadeye's Road. Cannons - Maritime Defenses on South Arm Road. Mess Hall - Grub, Gruel, and Grog on South Arm Road. Crew Quarters - All Hands on South Arm Road. Flags - Vexillology Visions on South Arm Road. Captains Quarters - Sailors Solace on Siphon Street. Figureheads - Bowsprits Maiden on Cranial Crawl. Gangplanks - Swabbing Starts on Siphon Street. Ship Roles Ship roles will provide you with bonuses as you level them up. You will need to declare your role before taking part in a journey. These bonuses can range from more damage when firing a cannon to faster interactions with navigation. To declare your role, you will need to visit the NPC in Kraken's Fall. He is located at the Town Hall, the Inking Den, in the Office of Employment. Each role has some specialties that pertain to its title. You can look at the SHIP ROLE command to see your current status. Repairing & Fees As you sail your ship it may incur damage that must be repaired. To repair your ship after it is destroyed or damaged you will need to visit the boatswain. You can find him at the Academy of the Bos'n on Deadeye's Road. You may also find yourself with fines due to services provided by the town while out on the open sea or trapped in a back alley. You will need to pay these off at the local debt collector. Having debts in either form will prevent you from launching your ship again. Basics To launch your ship, you will need to find the dock handler outside the pier on Deadeye's Road. After you have successfully retrieved your ship you can find it out on the pier. The handler will tell you which space on the pier your ship occupies. You should also ask the dock handler to STOCK your ship with wood and cannonballs before any voyage. Failing to do this will leave you ill prepared for combat should you find yourself attacked. Once you reach your ship you can GO SHIP (Sloop, Brigantine, etc) to have the gangplank deployed. Once on your ship you can either PULL GANGPLANK or PUSH GANGPLANK to deploy or retract it. It is best to familiarize yourself with the layout of your ship prior to embarking on your journey. Below deck in the cargo hold you can find wood and cannon balls. The wood is used to FIX rooms that have taken damage from cannon fire. To make a repair you must take a wooden plank to the appropriate room and FIX the damage. You can ASSESS your ship to get a feel for the overall condition of your ship. To use the cannons in defense of your ship you must carry cannon balls from the cargo hold to the cannon and LOAD each one. You can then FIRE the cannons at your opponent. You may preload one or all of the cannons, but the cannon balls will become unusable after 10 minutes. To prepare for departure you must PULL the gangplank in and PUSH the capstan to raise the anchor, you may then DEPART on your voyage. RAISE and LOWER the sail to change speed and TURN the wheel to navigate. You may TURN the wheel in any of the cardinal directions or towards a port if one is nearby. There is a map in the Captain's Quarters that you can look at to get your bearings out on the ocean. You may also LOOK OCEAN to see what is around your ship or WATCH OCEAN. If you encounter an aggressive vessel while sailing, you may choose to keep at range and fire your cannons or you can TURN WHEEL SHIP to attempt a boarding action. If you choose the latter, you will need to wait until the two ships come together then PUSH the gangplank across to the other ship. A brutal melee is likely to ensue but there is treasure to be won. Once you have decided to return to port you will need to navigate back and TURN WHEEL PORT once a port is in sight. Once the workers have you moored securely, you may PUSH the gangplank out and be on your way. If your ship has been damaged you will need to see the Boatswain for repairs or the dock handler if you wish to have your vessel stored. Quick Command List: PUSH/PULL GANGPLANK to extend or draw in the gangplank. RAISE/LOWER SAIL to adjust speed. TURN WHEEL any cardinal direction for normal travel. TURN WHEEL PORT to steer the ship at a port in the same room as your ship. TURN WHEEL SHIP to start a boarding action when an enemy is present. PUSH/KICK CAPSTAN to raise and lower anchor. LOAD CANNON while holding a cannon ball to load your cannons. FIRE CANNON to fire a cannon at an enemy ship when engaged. LOOK <OBJECT> has some information for some of the objects on your ship if you get confused. FIX damage in appropriate rooms. LOOK MAP for a general readout of where you are. DEPART to set sail once your gangplank is retracted and anchor is up. ASSESS to determine the condition of the room you are in and health. LOOK OCEAN to take a quick look at the sea your ship is in. WATCH OCEAN to keep a continuous eye on the ocean. This will display in your familiar window. OBSERVE will let you check the status of the weather on the ocean. PEER will let you look at the ocean in the directions provided. If you are in the crow's nest you will be able to peer an extra room out. JUMP can be used from the main deck where the gangplank resides to dive into the water. From there you can climb back onto the ship. RAZE is used on the enemy ship when all enemies are gone. LISTEN is used on the enemy ship to get an idea of how many units are left. Ship Combat While sailing you have a random chance to be attacked by an enemy ship. The enemy ship is private and spawned specifically for you and your crew. Once engaged, you can follow the above outlined combat for general boarding. Once boarded, creatures spawn in waves for everyone on board at the level of those gathered. If you manage to deplete the enemy ship of units a boss will spawn that must be defeated. If you defeat the boss, you can SEARCH the treasure pile on their ship for boxes. Death and Sinking Should you sink or all players die on your boat, you’ll eventually return to the ocean. Once there, a rescue or ransom boat will be sent to pick you up. They will raise you, stop any bleeding wounds, and fine/ransom you back to the town. Retser, SGM
There is now a new command live that I hinted at earlier. You can now use SHIP FLAG on your ship. If you're not the Captain, this only displays which flag the captain is flying. The Captain has to go to the Crow's nest to use this command. This flag is for mechanical use only.
White flag 20% chance.
No Flag: 30% chance.
Black flag: 40% Chance.
White flag 5 minute encounter immunity after sinking an enemy ship.
No Flag 4 minute encounter immunity after sinking an enemy ship.
Black Flag 3 minute encounter immunity after sinking an enemy ship.
The command has a 15 minute cooldown per use.
HEAVY/STORMY weather will now impact your ship in a few ways.
First, crew members have a chance to experience some maneuvers if they're out on the deck during a storm.
Second, the storm can cause your ship to misbehave. Things such as, steering your ship in a different direction. Increasing the time it takes to reach a new area.
Third, enemy ships are also more dangerous in a storm. You will face ships potentially out of your league and more difficult ships more often.
Before setting sail, ask the handler about WEATHER to get an idea of which oceans to steer clear of or toward!
The dock handler says, "Based on recent weather reports, here is what the ocean is lookin' like as of right now."
The Tenebrous Cauldron:
North Blue: Light winds with partial clouds
South Blue: Light winds with partial clouds
West Blue: Heavy winds and rain with dark skies
East Blue: Light winds with partial clouds
The Great Western Sea
Obsidian Trench: Heavy winds and rain with dark skies
Obsidian Sea: Calm seas and blue skies
Sea Of Lazuli: Light winds with partial clouds
Solhaven Bay: Calm seas and blue skies
South of Cobalt Depths: Calm seas and blue skies
Darkstone Bay: Light winds with partial clouds
Cobalt Depths: Light winds with partial clouds
Kestral Sea: Heavy winds and rain with dark skies
South of Sea of Lazuli: Light winds with partial clouds
South Kestral Sea: Calm seas and blue skies
1. The rooms now have ENEMY SHIP in their room name. That should help.
2. You can use your cargo hold and upgrade it to hold more treasure. I would suggest stowing stuff away, things aren't safe on the ground, not even for a second!
3. Yes, one box = one movement like "Your ship heads north".
4. Sails have no impact on the initial boarding RNG. It will however impact how fast your ship accelerates into boarding.
5. The number of enemies on the enemy ship are based on the size of it. You hit it on the head!
I've added in a new perk for Master Captain and Veteran and up Boatswains. You can now get a readout of all damage to each room of the ship.
You take a moment to assess the structural integrity of this part of the ship. You cannot seem to find any damage.
Main Deck: You cannot seem to find any damage.
Helm: You cannot seem to find any damage.
Cargo Hold: You cannot seem to find any damage.
Captain's Quarters: You cannot seem to find any damage.
Crow's Nest: You cannot seem to find any damage.
Mess Hall: You cannot seem to find any damage.
Crew Quarters: You cannot seem to find any damage.
Main Deck: You cannot seem to find any damage.
Bow: You cannot seem to find any damage.
Social Room: You cannot seem to find any damage.
[Health of your ship: 800/800]
Roundtime: 2 sec.
Fix RT without any damage was increased to 4 seconds up from 2.
Adjusted article/adj handling for ships upon launching.
Creature Spawn Rates
The rate at which creatures spawn when boarded is now directly impacted by the flag. Black Flag is the fastest, no flag/neutral is medium rate, white flag is the slowest. This is to further allow adjustment of the difficulty of your adventure. You will probably not notice much of a difference if you were already running a black flag. The top end will be slightly lower.
Ambush traps will no longer trigger when leaving a room or if attempting to go in a direction that is not available.
The ambushes on the ships will now be slightly lower chance to happen and will now be randomed between 1 and X for the number of units.
Man O War 1-6
The Captain Door will now block you if you try to enter after RAZING the ship to help prevent mistakes.
Once you reach over 1000 rep you will no longer see the "self destruct" messages. (That doesn't mean that the blocking is removed) This is to help cut back on screen clutter.
- [Please note that the supplies retrieved are not meant to leave the Open Sea Adventures area. They will self destruct within 10 minutes of being retrieved.]
- [This crate will self destruct in 10 minutes.]
The Ship Wheel will now stop you if you're already turning in a direction. This is to prevent people from turning in the same direction over and over on accident, or on purpose.
turn wheel port
You grab hold of the maple wheel and do your best to steer the ship toward the bustling port.
turn wheel port
The maple wheel is already turned that way!
Treasure pile is now a 3-5 second search down from 5-10
The OSA Board will now ABANDON with the hyperlink.
New OSA CREW command. It gives you a readout of everyone and their roles.
Displaying crew aboard the The Brave Jet Black Rat:
Captain Retser the Master Navigator
Rester the Rookie Swashbuckler
I've adjusted the messaging on the "movement" of the ship to indicate the state of the sails. This is to help identify if you forgot to handle your sails.
No Sails, The man o' war drifts slowly north, its sails fully raised.
Other sails, The man o' war cuts through the ocean, heading north.
Full sails, The man o' war cuts through the ocean, heading north at full speed.