Jump to content

mechamonkey

Members
  • Content Count

    10,180
  • Joined

  • Last visited

Everything posted by mechamonkey

  1. mechamonkey

    Sea of Thieves

    By Rare Official Site Release Date: TBA ABOUT IMAGES - VIDEOS For new or returning players here is a great link to what's changed If you're having trouble finding a decent crew I highly recommend joining the official discord which can be found HERE
  2. mechamonkey

    Sea of Thieves

    Well it's taken me since launch day but
  3. mechamonkey

    Monster Hunter: World

    Holy crap Ancient Leshen (Witcher Monster) is difficult, like Extreme Behemoth difficult. I don't think I'll be beating that in a hurry as most SOS squadmates die within seconds and there is no way I am (or anyone for that matter) going to solo it.
  4. mechamonkey

    Monster Hunter: World

    Which format are you guys playing on? my PS4 character is decked out in top gear (Rank 225 ish) but I also have a n00b just hit high rank on Xbox. in other news still no Minds Eye decoration despite now having 9 attack decos! Argh.
  5. mechamonkey

    Monster Hunter: World

    Mega tip for Diablos, when he buries and charges, don't side dodge, either roll backwards or do the "superman", if you don't know what that is you RUN directly away from the creature and roll, which should put you into a dive onto the ground, this makes you pretty much indestructible to attacks
  6. mechamonkey

    Monster Hunter: World

    I definitely took up GunLance or normal lance on Diablos! it's a good time to learn them!
  7. mechamonkey

    Xbox One X

    Posted this in the Sea of Thieves thread yesterday. After a little rest away from the power lead, unplugging usb leads and Ethernet then a lot of power button clicking and holding of sync/eject I finally got it to this screen which it stayed on the rest of the day. Eventually pulled the plug again and it booted back to system restore, which was fine as everything is stored on an external drive, it lives again. New system update today btw. "Improved 4K visual performance in games." sounds a bit vague.
  8. mechamonkey

    Sea of Thieves

    It was stuck on that reboot screen all day. By the power of Greyskull I have resurrected it Disconnected from the power for about half an hour, disconnected Ethernet and bravely powered it off/on again. It's done a restore from usb drive now and I'm back up and running. Originally it wouldn't even turn on let alone boot. I think I'll be taking it apart to fiddle with the thermal paste and maybe replace the drive soon, I do have a backup (this one is my original Scorpio) so not too fussed if I bork it. This should be in the Xbox thread I suppose sorry.
  9. mechamonkey

    Sea of Thieves

  10. mechamonkey

    Sea of Thieves

    Also it appears my xbox had bloody died again.
  11. mechamonkey

    Sea of Thieves

    There's half of it on Huldera's Twitch but that cut out too (I am quite glad lol), I didnt bother as you two were streaming
  12. mechamonkey

    Sea of Thieves

    It's basically me talking absolute non stop embarassing shite for two hours while titanically drunk.... Highlights include Many "fashion off's" Kareoke ship Allying with a sloop for a fort, while I steal all their supplies as they complete the fort for us, then we steal everything of value from thier ship and replace it with garbage Guilded Athena! Getting chased by a brig and doing a drive by sell at the outpost to sell our THREE chests, panic when Kine confesses to not knowing how to actually sell one.... your heroic save of the final skull before they sank us! Hide and Seek The Bob Ross Soul band. Rocket boat Rowboat vs skeleton ship Surfing on top of a Meg That will take some beating!
  13. mechamonkey

    Sea of Thieves

    I have never had to have a couple of days off a game before because I hurt from it, my face and sides felt like I'd had a kicking, Absolute madness ;p Profitable too!
  14. mechamonkey

    Sea of Thieves

  15. mechamonkey

    Monster Hunter: World

    The Witcher collaboration quest is proper brilliant, I highly recommend jumping back in for it, there is more to do than you think I wont spoil any of it but this is probably the best quest yet, it adds quite a lot of narrative and Feels so good with Witcher style dialogue and mew combat. absolutely ace, oh and you can get an attack deco from one of the side quests! Getting the palico Nekker(?) set took some working out. That one is a separate thing entirely from the main quest. really looking forward to the next part on 15th. In in other news AT Lavisoth is still horrible :p (but gives great decoration rewards)
  16. mechamonkey

    Sea of Thieves

    More details on the combat changes: Hi everyone, Along with the ‘Friends Play Free’ update for Sea of Thieves released today, we’ve taken a first step in rebalancing weapons and addressing some of the issues that have caused frustration for players. While Drew gave an overview of our overall approach in this week’s update video, I’d like to spend some time going into more detail about the specific changes and why we’ve made them. When it comes to the vision for combat in Sea of Thieves, some of the most important aspects for us are maintaining a first person perspective, not having any excessive UI elements and most importantly, the need for combat to handle all the varieties of encounters that can occur while sailing around in the world – 1v1, 2v5, 3v3 etc. This is also alongside the types of locations combat can occur in, such as within cramped decks, on large islands, as well as the interplay between fighting skeletons, before then immediately switching to fighting other players. Even though the ideal scenario we want to cater for is about picking the right weapon for the job at hand, the game is unpredictable and players frequently have to adjust to different combat scenarios. Since we launched the game, we’ve been adding new experiences and features for players with the larger updates, but now with the Arena on the horizon, we’ve been taking a look at combat in detail again, with today’s update the first of what we expect to be several that aim to improve the overall combat experience in the game. It’s important that we don’t make these changes all at once, but rather release a smaller set of tweaks and then assess how it changes the experience, shown both in your feedback and the data we receive from the game, before we then rollout further changes. Here’s a breakdown of the changes that we be live following today’s update: Preventing the Double Gun Exploit The ‘double gun’ is a non-intended exploit that has recently gained traction in the community. It’s essentially the result of the wield animations for each of the weapons being too brief. Up until now, equipping a weapon has played a basic wield animation that finished extremely quickly, and what this means in the case of a gun is that it can go from unequipped to being ready to fire in a short space of time. This has led to scenarios where some players are exploiting the fact that two guns can be swapped between extremely quickly, allowing two shots to be fired in quick succession that can then easily overpower their target. Traditionally, most first person experiences have a more elaborate wield animation to allow for a short ready time before any shot can be fired, preventing any exploits around wielding weapons. Rather than add an arbitrary delay, from the gameplay perspective, it will always ‘feel’ better to have a wield animation where the gun animates to the screen, comes to a natural rest, and the moment the animation looks like its finished, the gun will be ready to fire. As part of this, all weapons have new wield animations as part of an inbuilt delay when equipping weapons. We’re confident this will reduce the effectiveness of this exploit. As a nice side effect, the new wield animations look much nicer than the ones we launched the game with! Reload Improvements This relates to a change recently made to the Eye of Reach, but now rolled out to all weapons. It ensures that a gun is reloaded the moment the hammer is pulled, rather than when the full reload animation is finished. This resolves issues where players reload a weapon and think that the reload has been finished, so go into a sprint or change their weapons, before then frustratingly seeing that the animation for their weapon is restarted when then wield it. It’s been so easy to be caught out by this in combat or high pressure situations, but should now function as players expect. More Fluid Swordplay As part of ensuring that swordplay between players remained super accessible, but also has a layer of depth, we originally launched with an enforced slowdown on the player when performing cutlass attacks. This was particularly frustrating in situations where a swing didn’t connect, leading to situations where control felt like it was being momentarily taken away. While it did lead to some tactics around timing swings, after revaluating this, we believe that removing the slowdown and prioritising more fluid attacks, feels like the better approach. Nothing captured the frustration quite like missing a swing against a skeleton, to then see it back up while chomping on a banana, but being temporarily slowed down and unable to close the distance. It’s gone! Increased Projectile Speeds As part of having a nod to period weaponry, as well as adding additional strategy, gunshots have a natural ‘time of flight’ and ‘drop off’ before they hit a target, presented as the visual tracers of each pellet. This is demonstrated most critically with the Eye of Reach, with players having to adjust their aim based on the expected distance of the target. With this change, we’ve increased the projectile speeds of both the Eye of Reach and the Blunderbuss. With the Eye of Reach, this means that it’ll be easier to land shots at distance and with the Blunderbuss, it just makes the weapon feel more powerful when fired. While the damage from the Blunderbuss felt right at close range, the feedback from the tracers now more appropriately matches this. Removed Scaling Damage Distance For many players, this has probably gone unnoticed, instead being perceived as lag or server issues. Up until this update, we’ve actually been scaling the damage on projectiles, with longer range shots inflicting less damage on a target. While physically more accurate, it leads to more frustration and we’ve decided to remove it in favour of a more solid feeling overall experience. If you’re lucky enough to land that awesome shot between two moving ships, we’ll short change you no longer! Eye of Reach Damage Reduction As part of the two above improvements, the Eye of Reach is now a more effective tool when used for what it was designed to do, which was hit targets at long range. With this in mind, we’ve slightly reduced the damage caused by an Eye of Reach from 80 to 70. This reduction still makes it effective in the right hands but prevents it from feeling too overpowered now shots move faster and hit with consistent damage. Increased Hip Firing inaccuracy with the Eye of Reach As part of each weapon having a defined role, we’ve made hip fired shots, or shots made without aiming down the sights, to be wildly inaccurate when using the Eye of Reach. This is largely based on some players exploiting it, but also due to the fact that it makes little sense to reward the hip firing of a long range weapon. While it would have been easier to just remove hip firing from the Eye of Reach, we always strive to make mechanics just work as you expect, therefore we always want the fire button to do something, rather than just taking that ability away. Under pressure, you can still get lucky with a hip fired Eye of Reach shot, but it now functions less like a mini shotgun at close range. Weapon Knockback Swords and guns have all been able to knockback players, leading to fun situations where players can be knocked off ships, but also pushing two players apart, potentially allowing time for other strategies. We believe however that having this across all the weapons strayed too far into making combat feel less solid and dare I say it, a bit goofy. With this change, a cutlass and a blunderbuss will each still cause knockback, but its been removed from the Flintlock Pistol and the Eye of Reach. The same change also applies to skeletons, but we’ve taken the additional step of also taking knockback off the Blunderbuss when it comes to skeletons to further reduce frustration. As mentioned previously, this is the first step in a re-evaluation of combat and we’re keen to assess the impact of these changes in this latest release. There are more changes planned… both for player AND ship combat, all with the goal of improving the combat experience across Adventure and Arena. Your feedback and thoughts as ever are greatly appreciated. -Mike
  17. mechamonkey

    Sea of Thieves

    https://www.seaofthieves.com/forum/topic/80555/patch-notes-discussion-1-4-3 Release Notes - 1.4.3 Ahoy pirates! It’s time for another update. This one brings your maiden Mercenary Voyage, seeking the treasure and tipple of the Rum Runner! That’s not all, there’s a trove of performance improvements and bug fixes so you can enjoy some smooth sailing. MERCENARY VOYAGE OF THE RUM RUNNER Duke’s in the tavern, offering a lucrative voyage for would-be mercenaries. Recruit some new pirates for your crew and start grabbing loot! New Mercenary Voyage – Purchasable from Duke for the low price of five Doubloons, this voyage challenges pirates to seek out the stash of a notorious rum runner, collecting rewards valuable to all the Trading Companies. This voyage can be repeated to your heart's content once completed, just purchase another from Duke! Loyal to the Coin – A new 'Mercenary Voyage' section has been added to the Reputation tab along with our first commendation - 'Loyal to the Coin'. Completing this Mercenary Voyage will unlock this commendation, rewarding 50 Doubloons. Time-Limited Mercenary Cosmetics – Complete a Mercenary Voyage from Duke and you’ll be able to obtain the Mercenary Sail, Hull and Flag for your ship. These won't be available forever, so buy them while you can! Combat Balancing Improvements Double-Gun Switching – The Flintlock, Blunderbuss and Eye of Reach have new wield animations and enforce a delay when equipping and switching between these weapons. Fluid Swordplay – Missing a Cutlass swing no longer slows player movement down, ensuring a more fluid swordplay experience. Eye of Reach Hipfire – Reduced accuracy when hipfiring the Eye of Reach. Under pressure you can still get lucky with a Hip-Fired Eye of Reach shot, however at mid to long range this is significantly reduced. Weapon Knock back – Flintlock & Eye of Reach shots will no longer apply knockback to enemies hit, Cutlass and Blunderbuss however will still retain their ability knock back players. Skeletons wielding Pistol, Blunderbuss & Eye of Reach have also had their ability to knock back players removed. Weapon Reload Improvements – Following the recent change to the Eye of Reach, now both the Flintlock & Blunderbuss reload the moment the hammer is pulled. This allows players to sprint sooner when reloading without restarting the animation. Bullet Projectile Speed – Bullets fired from a Blunderbuss or Eye of Reach now travel faster through the air, providing more predictable accuracy at range. Weapon Damage Falloff – Bullet damage no longer decreases over distance. Eye of Reach Damage – Reduced Eye of Reach Damage by a small amount to ensure this weapon's damage is balanced following the improvements to bullet speed and damage falloff. Updates Game Repackaging - Sea of Thieves has now been repackaged to give a smaller install size, leaving your device with some extra room! This means that you'll need to reinstall the game for this update, at the new smaller size. New Player Onboarding - New pirates joining Sea of Thieves will be greeted with a new onboarding flow, this now takes players through a range of new activities before leaving the Outpost - they even get some rewards for their troubles! Show Nameplates Above Other Crews - New settings option allows players to hide the nameplates of any non-crew members they meet, reducing the opportunity for Stream Sniping. Keybinding for ‘Toggle HUD’ - Players can now assign a keybind for the Toggle HUD option to give you fast access to remove the UI for those beautiful screenshots. The FPS, Ping & Player Chat indicators are also correctly hidden when activating. Ocean Crawler Cannons - Improved the layout of the Ocean Crawler Cannons to improve the Line of Sight while using in combat. Floating Treasure - Significantly increased the speed that treasure floats to the surface after being released in deep water. What's that Whisper? - You can now hear stationary Bounty skulls when they’re close by. Calming the Kraken - The Kraken has learnt to pick on someone her own size and will now take it easier on Sloops and Brigantines. Tentacle wraps that block access to lower levels have been significantly reduced. A Ghost on the Waves - Rumours of a pale beast in the waves have been circulating heavily, with sightings becomes slightly more frequent as it’s grown in its infamy. Message in a Bottle Cargo Runs - Cargo Runs can now be found inside Messages in a Bottle. Skeleton Ship Encounter Range - Skelly Ships will wait until you’re further away before they consider returning to the depths. Cannonball Impact Audio - Cannonballs hitting rock and wood now sound even better. You’ll also be able to hear the difference between a cannonball hitting you above or below deck. Particle Quality Slider - Players can control particle quality using a new slider in the Video settings (Windows 10). Triple Buffering - On Windows 10, a new video option allows players to enable Triple Buffering, which will improve the ‘VSync’ option’s performance. Island Shadows - When set to Legendary or Mythical settings, Islands now cast a shadow on the ocean. Company Reputation - Entering each of the company commendation screen now plays a sound effect that's relevant to the company. Did you hear that? - Barrels and rowboats now make a noise when you hit them with your ship. Kitchen Delivery - The Shipwrights have fitted new Stoves and Roasting Pans to Sloop, Brig and Galleons. We weren't expecting delivery so soon, who signed for this order? Streamlined Hulls - The shipwrights have been busy streamlining the hulls on the Sloop, Brig & Galleons. They all now have strange cutouts near the bow, they've said this is more streamlined - we're yet to be convinced... Fortress Under Construction - We've seen the skeletons have been constructing a new Fort inside the Devil's Roar. You can visit Molten Sands Fortress, however due to challenging conditions this Fort is still under construction and isn't active, yet... Performance & Stability Improvements Reduced loading time for 'Enlisting Pirate' step when skipping the Title Screen Animation. Resolved stuttering on Title Screen Animation. When running a multi-monitor setup with different refresh rates, the main monitor will no longer assume the refresh rate of the lowest monitor. Resolved potential crash when navigating the Bilge Rats Reputation Pages Game chat has been upgraded, resolving several game chat & audio related crash & stability issues. We are constantly reviewing the performance and stability of each patch and providing performance optimisations and stability improvements. Fixed Issues Gameplay Emoting while picking up a chest no longer causes the chest to disappear into the body. After being drowned by a Kraken, Players returning from the Ferry of the Damned should no longer have their camera locked in position. Recent Players list now correctly update when you see another player in the world. Treasure onboard a rowboat that is subsequently destroyed while on land can still be collected by players. Players affected by Snake Venom can now correctly interact with barrels. Removed chest hiding spot on Galleon's outer left-hand side of the hull. Players can now light the lantern in the Galleon's brig. Rowboats can now be rowed slowly in Kraken Ink. Pigs can now be fed correctly after Migrating with the Ship. Snakes inside baskets should now correctly agitate and attack players after migrating with your ship. Snakes now correctly take damage from being shot in the head. Sound & Visuals Resolved Rendering issues on NVidia GPU’s when High Model Quality was selected. Voice Chat no longer queues up during the load screen and playback on first entry into the game. Resolved issue with hair clipping through the Ghost Jacket. Adjusted Skelly Fort wave horn volume. When a storm covers an island, bells inside buildings no longer sound like they are affected by storm conditions. Rum bottle crates now playing appropriate smash SFX. Snakes placed in basket no longer clip through the bottom of the basket. UI All NPC’s now use the same consistent interaction button. Using Resource Crates should no longer cause other game tooltips to show the incorrect button prompt. After handing in a chest, bringing up the pirate chat radial will provide the correct phrase options. Fixed inconsistent layouts in Map Radial icons Resolved issue navigating a 2-page Barrel inventory with a mouse. Pirate Chat messages should no longer appear in the incorrect order in the Chat Window. Slider settings can no longer be set to an unsupported value. French text has been corrected for Shrouded Spoils Commendations. Russian captain names are now in Russian. Resolved issue where the red damage vignette would persist onscreen after a player has died. Environment There are no longer floating rocks by Devil's Ridge. Prevented players from getting underneath Lone Cove Island. Removed the chance for players to get stuck inside Gold Hoarder's flagpole at Outposts. Removed the chance for players to get stuck in the branches of the withered tree on Morrow’s Peak Outpost. Reduced chance for items dropped into moving bushes to be seen floating in the air. Eruption VFX and/or super-heated water effects no longer appear intermittently after server migrations. Removed hole in textures on Snake Island. Torches should no longer have missing VFX. Known Issues Barrel Interaction - Players are unable to interact with barrels while drowning. Chest Of Sorrows - Placing a Chest of Sorrow on a rowboat that is docked to your ship, then undocking the rowboat will still cause the ship to fill with water. We are working on fixes for both of these issues for a coming update. Download size: Xbox One: 10GB Xbox One X: 27GB Windows 10: 27GB
  18. mechamonkey

    Sea of Thieves

  19. mechamonkey

    Sea of Thieves

    lol so much stupid in that stream it was glorious, I was laughing my head off. "The Battleship", "You shall not pass", the carousel, "Last one to vomit on the loot is a bummer", The Hurdy Gurdy while you were digging up chests, You being marooned, me spawning in on an island miles away, so much fun, nothing comes close to how much this makes me laugh. Lest us not forget "The dream":
  20. mechamonkey

    Sea of Thieves

    Just checked and mine came up with it as an update (27Gb'ish) I just watched the trailer for the Friends play free feature, listen to the shanty at 30 secs, that sounds very banjo to me! fingers crossed!
  21. mechamonkey

    Sea of Thieves

    REMINDER: Today's patch is the full game client re-download 27Gb on PC not checked Xbox yet.
  22. mechamonkey

    Sea of Thieves

    on PC, I watched your stream then launched the Game Bar thing (Win+G) and recorded it off that then used movie maker, I am a complete n00b at this ;p @Boothjan's stream of the voyage of drink https://mixer.com/Boothjan?vod=83180448
  23. mechamonkey

    Sea of Thieves

    I was watching the stream back this morning @Boothjan, crying laughing. So much fun, thanks for letting me freeload ;p Ronald McDonald Cosplay awaits!
  24. mechamonkey

    Sea of Thieves

    This is why I play this game.
  25. mechamonkey

    Sea of Thieves

    Just checked and it is 10pm, Looks like you can get an Onyx Compass for watching too.
×

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Use of this website is subject to our Privacy Policy, Terms of Use, and Guidelines.