Vigilance wrote:i feel like almost all of the people that make suggestions against teleporting with knarrs because they want people to be able to get waylaid and beat up in the ocean have literally never played the game as a raider and do not understand that no human being wants to aimlessly boat around the ocean waiting for other boaters to try to mug. the only time that strategy is ever viable is right now in the world where we've got 4 digits of players in decent hours
I get more interactions here in the ranodm wilderness than I have in lowsec EVE sometimes. Not often, but it's been known to happen. At least here, it's not shoot on sight.
Vigilance wrote:also knarr vs knarr combat is terrible, boat "CHASES" are boring, and in general this content is a colossal waste of time beyond a fantasy and a cool concept.
I won't disagree because I have no basis for it. I've avoided knarrs so far because there hasn't been a need. Now... Hard to say. And yeah, boat chases are boring. There's little way to end them short of someone being stupid due to the movement speed. usually it's someone's misclick. They make horrible videos, horrible streams, and horrible gameplay.
Otherwise, I'd love to see some balanced boat fighting and a means for piracy on the open waters once the game supports it properly.
Lunarius_Haberdash wrote:ALSO - IF you add this fix, allow the seller to 'Lock' the Knarr while underway so people can't randomly load goods into the Knarr to prevent it from porting home. It must be lockable/unlockable so the 'Captain' can determine whether or not he's taking aboard goods.
I do like that in YPP: the captain decides who and what comes aboard.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.