#Over-simplified sailing mechanics (The "Assassin’s Creed" effect)

1 messages · Page 1 of 1 (latest)

shy vault
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Currently, the sailing system feels overly streamlined and lacks the depth expected from a maritime-focused game. At the moment, navigation feels more like "driving a car" than commanding a vessel. The physics of the wind and the management of the sails feel secondary or even non-existent.

Key Issues:

Lack of Physics: The boat seems to maintain a constant speed regardless of wind direction (tacking and jibing are missing).

Over-Simplified Controls: Pressing a single button to "auto-speed" removes the skill gap and the satisfaction of mastering the sea.

Visual & Functional Feedback: There is no clear way to see or manually adjust the trim of the sails, whether on a small rowboat or a large ship.

The "Arcade" Feel: The current system feels very similar to Assassin’s Creed IV: Black Flag, where the complexity is sacrificed for accessibility. This makes all ships feel identical and shallow.

Suggested Improvements:

Manual Sail Trimming: Allow players to adjust the angle of the sails to catch the wind correctly.

Wind Influence: Speed should be significantly affected by the "Point of Sail" (angle relative to the wind). Heading directly into the wind should stop the vessel.

UI/UX Overhaul: Add a clearer wind indicator and manual controls for raising/lowering sails in stages (e.g., Reefed, Half, Full).

Ship Differentiation: A large galleon should feel heavy and complex to maneuver compared to a nimble small boat.

Final Note:
I really hope the current system is just a placeholder. For a game with this potential, deepening the sailing mechanics would transform "travel time" into an engaging gameplay loop rather than a boring "point A to point B" transition.

If the game is called Windrose , well I expected that the wind to play a significant role in the gameplay and not none .

jaunty raft
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I think what you're looking for is a bit excessive for my taste. It sounds like it'll put realism before gameplay for the majority of the audience which wouldn't really be appreciated. But I agree it feels too much like a car with poor handling rather than a uniquely boat-sailing experience. I think it shouldn't get incredibly technical, but should feel like an entry level simulation for people who haven't experienced realistic sailing before.

icy glacier
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I was thinking the same about naval battles. Compared to sword, pistol, or musket combat, it feels very flat—basically just a clear DPS/tank dynamic. On foot, you can use different weapons and skills, as well as dodge or block. On a ship, you can mostly just shoot faster or tank more damage. Positioning doesn’t really matter, since every ship turns easily and the cannons have a wide firing angle. Enemies only miss when waves get in the line of sight.

All ships behave very similarly, regardless of their size. You can’t really outmaneuver a larger ship with a smaller one, because speed and turning rates are almost identical.

It feels like it doesn’t have to be overly complicated, but adding elements that require more skill—like meaningful ship positioning, wind direction, or varied turning speeds—would give it more depth. Something similar to Sea of Thieves.

open orchid
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I don't mind the streamlined ship battles in this game. There is some positioning strategy too