This game is just a copy/paste from the ship gameplay/mechanics from AC3, Black Flag & Rogue. It is like 100% exactly the same thing.. They just copied and pasted it right there in that game, well whatever you wanna call it. It plays and looks the same as in those AC games.. And when people say that CoD is one of the worst copy/paste games ever, well you're wrong, this is.
Oh well any more then €/$20 is a rip-off. Just my opinion .
Blackwake sees some success.. and what do you see magically pop up ? Sea of Thieves ( shameless attempt at doing the exact same thing as Blackwake ) and this piece of crap which reeks of Assassin's Creed.
They even felt compelled to clarify "this is not Black Flag 2.0"
R5 5600X - 3070FE - 16GB DDR4 3600 - Asus B550 TUF Gaming Plus - BeQuiet Straight Power 11 750W - Pure Base 500DX
*Any resemblance to pirates, rum, lost treasures is purely coincidental in our transparent and blatant attempt to separate you from your money by making the least amount of effort in creating a pirate themed game.
Yeah, this isn't exactly what everyone wanted back when everyone finished Black Flag... this feels more like a fucking World of Tank/War Thunder esque shitfest...
most likely the same slapped on online.only thing like or Hodor
Yup, I don't expect to see anything meaningful or particularly rewarding here either. Just the usual gimmicky "hey men wait, we got a campaign too!" which is a useful tool for marketing reasons despite being a shallow rinse and repeat of already stale mechanics imported 1:1 from the previous games, only with the addition of visceral cutscenes™ in an online e̶n̶v̶i̶r̶o̶n̶m̶e̶n̶t̶ DRM.
le Ubi way: recycling and rebranding what you have with the least possible amount of efforts, killing two birds with one stone of glorious laziness
u can change full sail colors at the push of a button, but rendering holes in the ships sails or torn ropes , nah thats to much to ask .. fuck offf arcade shit, empire total war did ship battles better then this lol , and thats what 8 years ago?
And I didn't see this in the thread but it's been delayed until 2019-2020. I guess Ubisoft Singapore couldn't rise to the occasion with Skull & Bones being their first own project.
According to VGC, the game is now intended to tell an ongoing story influenced by the actions of its players, with a shifting cast of quests and characters and a greater emphasis on co-operative play.
boundle (thoughts on cracking AITD) wrote:
i guess thouth if without a legit key the installation was rolling back we are all fucking then
The publisher announced the delay on Tuesday as part of its latest earnings results, confirming that the game is now scheduled for release during its next fiscal year beginning in April 2022.
I do enjoy a good Ubisoft game, and I know this forum isn't exactly the definitive yardstick, but 1 year, 6 months, 18 months, 10 months between posts for this game doesn't bode well in terms of how excited people are for this game. Surprising considering how many posts you see from people reminiscing about Black Flag in AC threads.
They just don't know what to do with this game. I remember playing this at Gamescom years ago! While it was at no means great, they should have just released it and then iterated with new ideas in sequels.
“The only way to deal with an unfree world is to become so absolutely free that your very existence is an act of rebellion.”
- Albert Camus
According to a source familiar with inner workings at Ubisoft who has asked not to be identified, the ship combat adventure title Skull & Bones had to restart development from scratch a second time just a few months ago.
According to three sources, the project has already cost Ubisoft more than $120 million, with that number continuing to balloon as hundreds of developers from other Ubisoft studios continue pitching in to try and ship the game without any more delays.
But Skull & Bones was so in the hole, sources told Kotaku, that the project had to undergo a financial write-off internally for its developers to still have a shot at any sort of payout
But three sources also told Kotaku that a deal with the Singapore government requires releasing it.
“Just having people working for four or five years on something that doesn’t move forward, that destroys anyone,” said one former developer.
Skull & Bones has been a lot of things in the years since it entered pre-production, developers told Kotaku. At one point, it was set in the Caribbean. Later, it moved to the Indian Ocean. One version was inspired by Sid Meier’s Pirates! and played out in a fantastical world called Hyperborea through branching multiplayer campaigns that lasted weeks. Another revolved around an elaborate floating base called Libertalia—a “cathedral on water,” as one developer described it—inspired by the mythical pirate colony of the same name. Most of these ideas never made it past the prototyping phase...
By 2017, the studio tried to reign in its ambitions to focus on ship combat, and Skull & Bones was once again reborn, this time as a session-based shooter modeled after Rainbow Six Siege but with boats.
So in 2018, Skull & Bones returned to E3 with a PVE free roam mode called “Hunting Grounds.” Here, similar to The Division’s “Dark Zones,” players could loot hideouts, fight one another, or work together to take on more powerful AI opponents.
by 2019, survival games like Rust and Ark: Survival Evolved became Skull & Bones’ new guiding stars. In addition to the sailing, fighting, and looting, there would be resource management elements like crafting and trading. There would also be harsher stakes for dying, adding a roguelike-lite edge to the pirate fantasy. It was a particularly messy change in direction, according to five current and former developers
By 2020, direction had shifted yet again, four current and former developers told Kotaku. The latest build of Skull & Bones will be different still, though many remain unsure what shape the finished game will ultimately take. It’s not just that it isn’t close to the finish line yet; it’s still not even clear where the finish line is.
“Every time we got feedback from Paris they would just freak out and change everything, and then change the people working on it, and that happened multiple times,” said one former developer. Each new regime would try to put its own mark on the project beyond staffing but would eventually relearn the same hard lessons as earlier groups. Fundamental questions like, “Do you play as a pirate or do you play as a boat?” were constantly closed and reopened. At E3 2017 and 2018, it was the latter, but after Pellen took over, the team was tasked with letting players go ashore to explore islands on foot. The existing tools and asset pipelines were for ships on water. Land locomotion would require new ones. According to three current and former developers, Skull & Bones lost six months to a year on issues like these alone.
Production was moving ahead, but the designs were regressing. “They started asking the whole team for the first 2016 design documents because that’s what they wanted to do again,” said one former developer. “We went full circle just plus a giant layer of crafting.”
“It’s a classic case of mismanagement for eight years,” said one former developer. “Instead of adding layers of value we kept running around in a loop.”
“Whenever the game shape pivoted, the requirements, the progression, and the economy and the player motivation would also have to pivot,” said one former developer. “In the session-based shooter version of the game, pretty much all you care about is maybe ammunition, how good you are at turning, and what your level is. Maybe when you become a survival game, you need to care about things like how big is my hold? How many bananas can I carry? How do I maximize my profits by selling this stuff?
“It’s one of the only projects I’ve seen where as we were going, the team became more and more junior because all the talent and all the experience would leave constantly,” said one former developer. “People would learn about the project, see how it works and everything around it, and then leave. It was constant.” While some people bailed because the project kept stalling, others were poached by Riot, Tencent, and global tech giants like Facebook with lots of open roles in growing offices around the region. Not only did these places pay much better, several former developers told Kotaku, they were also less dysfunctional.
In #SkullAndBones, there are 5 tiers of ships (small, medium, large etc.) and are categorized into three different categories. Cargo, Combat, and Exploration. Unlocking different ships are tied to blueprints, which you can buy at different settlements.
Buying a blueprint isn't the only hurdle though, as you'll need the right amount of resources such as wood, metal and fibre to build your ship. A bigger ship doesn't mean a better ship either, as smaller ships are more nimble and can go where bigger ships can't.
An example given was that a smaller ship might outrun a bigger ship by staying close to the shore or going up a river because the bigger ships would get beached on the bottom of shallow waters.
Every ship has a pre-determined amount of cannons, but other weaponry can be added/upgraded to put on your ship. Cannons, Ballistas, Flame Throwers, Mortars and more can be attached to your ship in addition to different ammo types (chain-linked cannon balls for example).
You can upgrade your ship at any time, granted you have the money to do so. Adding extra armor, adding smelteries, storage boxes to carry more inventory etc. is all possible. There's a lot of customization options also, including changing your sail, wheel, shanties etc.
The game is open world and seems to be set in the Indian Ocean with the fictional pirate haven being based on Madagascar.
The "Coast of Azania" (Mozambique) is a location on the map.
You start the game as a nobody, building a raft and then eventually a small fishing boat, where you can then explore the open sea. You collect quests, increase your pirate rep and collect resources to get your first pirate ship.
Player progression is currently tracked by the amount of money you earn via doing jobs, raiding other ships, plundering settlements, raiding fortresses, and doing cargo runs.
The more money you make as a pirate, the more powerful you become.
Ship perspective is pretty similar to 2018 gameplay, just with small changes.
While on land, it's in third-person and you can only walk on foot in safe havens and hideouts. There is no combat, parkour, or anything special to walking as the captain other than to go meet NPCs.
Overall, the game isn't "near completion" but is reported to be in a decent spot with a lot of good combat.
The middle of the map is a big open sea and it can take some "good afk time" to sail across - I'll try and get specifics as to how long that actually is.
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