Shoeshine Posted February 24, 2016 Posted February 24, 2016 (edited) As it is now it boring, silly and predictable when the wind moves counter clockwise. Put in a random wind system in open world as well. Would make open world travel and chases etc more fun. Should be a easy and fun thing to implement to the game. Edited March 6, 2016 by Shoeshine 4
Chandler Latham Posted February 24, 2016 Posted February 24, 2016 +1 I've seen some comments in PvE NA British national chat suggesting the wind is randomized, but I've yet to see it. Every time I'm on the OS, it always seems to shift in a continuous counterclockwise direction.
Mrdoomed Posted February 24, 2016 Posted February 24, 2016 Wow im dense. Almost a month of playing and i never noticed it was a pattern lol. :/ then again as a kos pirate i am constantly scanning in circles around my ship to look for guys after me flag. Thats probably another reason i dont find the OW boring, im usually butt clenched the entire time scared im gonna get jumped.
John Quilliam Posted February 24, 2016 Posted February 24, 2016 It seems to be randomized in the direction I want to go... resulting in zig zagging to my missions all the time 1
Capt. Rice Posted February 24, 2016 Posted February 24, 2016 As it is now the wind takes one complete hour to rotate 360° counter clock wise.
Eldberg Posted February 24, 2016 Posted February 24, 2016 Using unity it is actually relatively easy to create a randomised global wind system. As long as the wind variables are not static and do not inherit from monobehavoir (otherwise this would create a unique wind system per player as opposed to globally) you can create a seemingly random wind system.Anyway, I won't go in to detail, I'm sure the developers know exactly what they are doing. It is most likely on their list of things to do.
edwardseamans Posted February 24, 2016 Posted February 24, 2016 Real wind actually does cycle as high and low pressure cells move across the world. Real life wind is not random. The current model is simplistic but closer to reality than random wind would be. In the northern hemisphere, low pressure cells have generally counter-clockwise air movement, and high pressure cells have clockwise air movement. These cells as 'units' generally move from west to east, so your perception of the wind from a stationary observer (or one at sailing speeds) would show a procession either clockwise or counter-clockwise, depending on whether the cell moving through the region was a low or high pressure cell. I would imagine that the developers put in the simple circular model in order to build a framework for later refinement of the wind system, which would probably include more local variation in low pressure cyclone masses (i.e. storms) and also maybe some calculation that handles effects from sustained atmospheric motion (e.g. trade winds) and also some seasonal variation. The general predictability of wind patterns (again, general predictability) is what led to the Age of Sail in the first place. Quite frankly, I was surprised that the game handled wind the way it does because it really shows that the designers have a high level of insight into real life sailing. 4
ObiQuiet Posted February 24, 2016 Posted February 24, 2016 I like the idea of a variable rate. I'd also suggest a change in direction at midnight, maybe, to keep us on our toes. Still not realistic, but more interesting. I agree with the developer points that realistic fickle and contrary winds will frustrate us more than they are worth in realism.
maturin Posted February 24, 2016 Posted February 24, 2016 Since wind is global in-game, the most realistic pattern would be easterly most of the time. 2
Shoeshine Posted February 24, 2016 Author Posted February 24, 2016 (edited) Real wind actually does cycle as high and low pressure cells move across the world. Real life wind is not random. The current model is simplistic but closer to reality than random wind would be. In the northern hemisphere, low pressure cells have generally counter-clockwise air movement, and high pressure cells have clockwise air movement. These cells as 'units' generally move from west to east, so your perception of the wind from a stationary observer (or one at sailing speeds) would show a procession either clockwise or counter-clockwise, depending on whether the cell moving through the region was a low or high pressure cell. I would imagine that the developers put in the simple circular model in order to build a framework for later refinement of the wind system, which would probably include more local variation in low pressure cyclone masses (i.e. storms) and also maybe some calculation that handles effects from sustained atmospheric motion (e.g. trade winds) and also some seasonal variation. The general predictability of wind patterns (again, general predictability) is what led to the Age of Sail in the first place. Quite frankly, I was surprised that the game handled wind the way it does because it really shows that the designers have a high level of insight into real life sailing. "Wind direction changes often accompany changes in the weather. The air flows cyclonically around low pressure systems. If the wind changes direction in a cyclonic fashion it often means a low pressure or front is influencing the forecast area. A wind shifting from the south often means warmer air is approaching and a wind from the north often means cooler air is approaching. When the wind changes abruptly it could be a frontal passage or wind direction change caused by thunderstorm outflow.When the wind speeds are light then a change in wind direction is not as significant. You may have heard the phrase "winds will be light and variable". When the winds are light it indicates there is not much of a steering current to move the wind. When winds are light, mesoscale influences will tend to start influencing wind direction. The winds can continue shifting from a variety of directions when winds are light." To me it sure sounds like the wind can change direction quite often depending on the weather etc in real life... Edited March 6, 2016 by Shoeshine
akd Posted February 24, 2016 Posted February 24, 2016 Wind direction should tend toward constant in the short-term and random in the long-term. That would translate into 1-4 in-game days (randomized, but weighted toward 2-3 days) of wind coming from one direction with random minor changes +/- (no more than 15-30°) from that direction, then a chance of a major shift. This would provide more consistency for the typical trip within a region, prevent some port-to-port trips always having bad wind (as would be the case with a prevailing direction), and add an element of uncertainty that would have to be accounted for in planning port attacks. 5
Admiral 8Q Posted February 24, 2016 Posted February 24, 2016 I think for fair gameplay, the wind direction is fine the way it is set up. I thought originally more random wind would be better, but after talking to some playtesters, found that it messed things up more then a regular counter-clockwise wind. 1
Captain Boneboys Posted February 24, 2016 Posted February 24, 2016 Go to the web site and click on next / previous, no idea what it means but is quite impressive... 1
worst2first Posted February 24, 2016 Posted February 24, 2016 I would like the wind to be as realistic as possible. I understand that there may be design and hardware limitations though.
R3apz Posted February 26, 2016 Posted February 26, 2016 I don't think random winds are a bad idea, but how would that fix the annoyance and boredom in circular wind patterns? A circular wind pattern allows you to schedule your sailing days wherever you want to go. It would probably be harder to implement as well, not only that it doesn't really optimize your sailing in any way However, it would be nice to have it as a more... realistic approach to the game. It would have it's pros and cons.
Fluffy Fishy Posted February 26, 2016 Posted February 26, 2016 I'm not too fussed about the current wind in the OW im more frustrated by the relatively unchanging wind in battles, I would like to see it a bit more randomised to make it more responsive to players, there should be light winds to heavy gales in battle with more weighting to a more standardised middle ground weather. Light winds should offer slow speed and make manoeuvrability much more important where as heavy gales should require you to run your ship at half or below sails to prevent huge sweeps in wind rocking the ship too much to engage easily in battle. Both enhancing the feel and realism of the game 1
ObiQuiet Posted February 26, 2016 Posted February 26, 2016 I'm not too fussed about the current wind in the OW im more frustrated by the relatively unchanging wind in battles, I would like to see it a bit more randomised to make it more responsive to players, there should be light winds to heavy gales in battle with more weighting to a more standardised middle ground weather. Light winds should offer slow speed and make manoeuvrability much more important where as heavy gales should require you to run your ship at half or below sails to prevent huge sweeps in wind rocking the ship too much to engage easily in battle. Both enhancing the feel and realism of the game You're right. Search youtube for "naval action storm battle"
Aetrion Posted February 26, 2016 Posted February 26, 2016 I would support the direction the wind is shifting in changing every so often at random, but not wind actually full on randomly changing direction, because that is neither realistic, nor productive to the game. The skill that makes you good at maneuvering in this game is foresight. Thinking ahead. If the wind shifts direction completely unpredictably in an instant it reduces the ability to leverage that skill, making the game less skill based. 1
Admiral 8Q Posted February 26, 2016 Posted February 26, 2016 (edited) For fair gameplay, I prefer the wind mechanics the way it is on OW.Otherwises it would look something like this for a short period of time and always be changing if it was truly realistic.For simplicity, this is in arrows:Mountains, hills, islands, land temperature and foliage, or lack of it, like sand or rocks, would have an effect on the wind also:I uploaded this current real time image of the wind in the Caribbean now. Of course it's outdated by the time I post this. Edited February 26, 2016 by Admiral 8Q 3
Fluffy Fishy Posted February 26, 2016 Posted February 26, 2016 You're right. Search youtube for "naval action storm battle" I know, I've taken part in a couple of storm battles, the only difference I can tell is that the waves are slightly higher so low cannons become a pain and thst viability is poor which only really hurts people using long guns. The wind difference is poor and putting full sails up in that kind of weather would toss you about all over the place, possibly even capsizing you 1
Ghroznak Posted February 26, 2016 Posted February 26, 2016 The wind isn't random at all. No matter when... no matter where... no matter which way I try to sail... THE WIND IS IN MY FACE! Someone (Lytse Pier) picked up on this in the Tavern under the meme thread. 2
Wolfar Posted February 26, 2016 Posted February 26, 2016 As it is now the wind takes one complete hour to rotate 360° counter clock wise. Hit the NAIL on the head! 1
Ghroznak Posted February 27, 2016 Posted February 27, 2016 I was told it took 24 minutes to travel 180 degrees, thus 48 minutes for full 360. I could be misinformed though...
Wolfar Posted February 28, 2016 Posted February 28, 2016 I was told it took 24 minutes to travel 180 degrees, thus 48 minutes for full 360. I could be misinformed though... Well someone would actually have to time it. I think this is darn close though for discussion purposes.
SeaMist Posted February 29, 2016 Posted February 29, 2016 I prefer it predictable. Where I live the only randomness is the rate. N or N/W to W S/W sometimes S rarely S/E. If a front comes through the change N/W to S S/W is sudden. Wind patterns are predictable usually. I think it's the coriolus effect. Apparently the Caribbean is in the horse latitudes. Refer below https://en.m.wikipedia.org/wiki/Global_wind_patterns
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