r/crosswind

Now that the game has been out for a bit, what is everyone's feeling on what they'd like from a potential endgame content addition?

Or some people may be content and feel like they're satisfied and don't want any form of any end game content loop at all, which is fine and I'd be curious to see how popular that opinion is, too.

Early on I was a proponent of a PvP element added, an opt-in setting where you could allow other players to invade your world by spawning in on their ship where they attempt to hunt down you or your base for some kind of objective. The mention of PvP at all is a sore spot for a lot of people here, and while I still think that would be a fun addition, I'd also like co-op endgame loops.

The thing I desire most in games like this is having my base raided, BUT with base raid mechanics that don't steer players in a direction of making their base some hyper-optimized death cube that's easier to defend. Think how 7 Days to Die horde bases are. Or how V Rising meta is people creating an entire floor of honeycombed walls with nothing else on the first floor of their castle but walls. It's ugly, it's tedious, it doesn't feel immersive.

But I still think there's something to it that can be refined. In Windrose it could be called a Blood Tide or something like that, an event where all manner of horrors rise from the ocean, and ghost ships arrive at your shores to storm your base to reclaim the mysterious artifact that has allowed you to live when all others are doomed to death.

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u/MonsutaReipu — 1 day ago

finished storyline 6/10

The game was overall fun. Our initial attempt to play it with my cousins failed miserably. It is hard to get into as coop experience. Also, sharing a campfire and letting coop players build together would be good idea.

u/sinanata — 1 day ago

Triangular Floor (Marble) missing?

I have purchased all blueprints available from the faction vendors (faction lvl 4). One of the blueprints included 2 floor tile pieces, one large, one small, that are Marble.

I watched a video of Chiselchip's where he was building a lighthouse and doing so with a triangular marble floor tile. When comparing my build menu to his, I am missing the marble triangular piece. He also has another triangular floor tile (Mahogany I think) that I do not have unlocked.

I have a couple wooden floor tile triangular pieces but not the marble or mahagony. Was the triangular floor (marble) piece removed from the game or do these pieces become unlocked elsewhere? I am currently in the swamp biome and not finished with it yet but have completed the other 2 biomes.

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▲ 603 r/crosswind

Port Piastre (Update): What happens when you spend 5 months waiting for Ashlands

u/R00nah — 2 days ago

Rapier of Devastation

Hi there!

Just wanted to ask/confirm the rapier of Devastation is craftable? If so, would someone mind me quickly touching theirs so I can grab the blueprint

*Sorry if this post isnt allowed!

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u/Gem_Brilliant — 2 days ago

Will using mods ruin my map for others?

I want to start using the better building mod. My concern is that I often have guests in my map. If I build a bunch of elaborate stuff with that mod, will it impact my ability to have guests? I don't know what other mods are out there, but I may start using others. Are there any things to watch out for? I still want to be able to have other players visit my map and be able to openly serve games. Any tips or pointers would be appreciated, as would advice on pitfalls that should be avoided.

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u/CLockWreck — 3 days ago

Infinite enemy respawns

I think you should be able to take over a ship without doing the "press space to board" by just killing everybody onboard.

I mean it just feels ridiculous to be able to hop on the enemy ship and kill 40 pirates and three Stede Bonnets and absolutely nothing happens so you have to just jump into the sea and drown yourself.

And even if you do board the "right" way it's dumb that the enemy pirates keep on spawning from thin air and overwhelming you while your own crew is a set number of guys.

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u/Own-Addendum-7582 — 4 days ago

Will they get rid of the MMO level system or is that set?

Played it, loved it but the MMO level system is a game breaker for me personally. I don't like that the same enemy NPC model, e.g. "half naked pirate guy", comes in different levels, dictating if I can beat him or not. No matter the weapon or skill.

I understand that the game was a MMO previously but did they ever announce if they will drop that and make it a true open world?

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u/IAmTrying-Ok — 4 days ago
▲ 76 r/crosswind+1 crossposts

Anybody else catch this thing!?!? 1st time player here...I was so confused.

u/KingKali74 — 6 days ago

Tortuga dc issue

Been having a persistent intermittent issue with the game freezing up when traveling to Tortuga via bell. Only way to unfreeze is to restart my computer. It seems to happen just for Tortuga and happens for either of us on my hosted game. We’ve lost Guinea and Piestra when this happens.

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u/ChoptailtheSquirrel — 5 days ago

Feature Requests, Conversation Starters

Hey Folks- I’m not a newer player by this point, but I’m an enthusiastic one, dragged in by my cousins and a friend from Holland. One of my favorite past-times is sharing feedback for games I enjoy and discussing directions and specific systems and how they turn a ‘meh’ game into one that forms core memories in their respective communities. I put together a laundry list of comments, requests, and questions that I thought I’d toss to the internet for its consideration;

-Shanties. We all love them. Please continue expanding the playlist. I’ve already hooked two other friends on this game with a short snippet of sailing, shanty, and a boarding. As a stretch goal, some frantic combat-enabled versions of certain appropriate shanties would be awesome as well.

-Fast Travel Enabled within a Bonfire Radius  with a Fast Travel Point while not in Combat. Quality of Life adjustment lifted straight out of Palworld.

-Separate Cooldowns for my Dinghy and my Flagship, or the option to summon both simultaneously. I don’t like waiting for the cooldown to roll so i can ride my dingy to my deeper-water Frigate.

-Dinghy Customization Options. Love on the smallest, most personal of your transport vessels. Especially if there are some useful perks like ‘Kickoff: after summoning your boat, boarding within 10 seconds grants 5 seconds of acceleration’

-A Plant-and-Replace function for farming. For reference, this is a function that immediately re-plants and replaces the seeds you just received into the same spot and orientation of the plant you just harvested. Convenient for homesteaders farming materials in a dense setting, or for folks who have their base established in just the way they like it.

-Decorations placeable outside bonfire range. Bonfire-only range is needlessly restrictive and provides useless friction against the cosmetic/expressive of the game, which has shown to have the most longevity of any part (just check this subreddit- it’s mostly people showing off their builds and aesthetics).

-Roads. Windrose has a fantastic habit of making things both aesthetically appealing and mechanically beneficial/satisfying, and roads are a perfect next step. Reducing or removing sprint stamina usage while on a road, as well as providing a movespeed buff (doubled when out of combat) encourages players to build up their bases, outposts, and towns, and makes the time in base more comfortable/pleasant in general.

-Porter and Quartermaster NPC’s. The NPC system in this game, as simplistic as it is, has absolutely fantastic bones. It animates bases and makes them feel lived in, it provides a worthwhile mechanical bonus that doesn’t trivialize the game but provides enough value to the player to merit investment, and it does so in a mostly unobtrusive way (as long as you have 2+ doorways to your buildings). That said, inventory management and upkeep is not one of the most fun parts of the genre. To kill two birds with one stone, i’d like to request two NPC types; the Quartermaster and the Porter. The Quartermaster is the genre’s classic ‘find in base’ feature. Talk to him, he gives you a list of all items in a storage unit in your base, and you can pick them up from him. Very straightforward. Porters in my vision, however, are more complicated. Porters are a passive inventory management system (credit to Planet Crafter for the inspiration). When you hire a porter, you are allowed to mark a box for ‘output’. Anything you put in this box will be moved to an existing stack somewhere in your base already, or a storage location marked/corresponding to the type of item it is. For instance, you come back from a loot excursion, you drop everything in the ‘output’ chest. Over time, the fiber in the chest will stack on an existing, non-maxed fiber stack in storage elsewhere in your base. The raw iron you received will be moved to any chests you have marked with a ‘mining’ sign. Any deposited gunpowder into the chests marked ‘weapons’. Of note, i was anticipating the drop off function to have a bit of a cooldown, about 1 stack/inventory slot per minute, and it begins when you first close the chest, rather than when you’re still actively using it. Hire more porters to speed up the dropoff function, and potentially add more specific controls, such as being able to ‘lock’ an inventory slot in a chest, where it will move items from elsewhere in storage to that specific spot (for instance, you can have a ‘expedition’ chest that has gunpowder, ammo, your preferred food all as locked slots, and it will refill when you’re gone, so you don’t have to manually prepare each expedition independently) or increase the number of ‘output’ chests you can have total in your base (put the spares next to your crafting stations, perhaps?), or have a function to unload your ships’ cargo holds automatically when theyre within a wharf’s sphere of influence and you aren’t steering the craft. There are many helpful, convenient opportunities with Porters, and it livens up the docks tremendously.

-Operable Static Defense and Guard NPC’s. This has been HEAVILY requested, but i’d like to add my voice to the chorus for a functioning, man-able cannon/mortar emplacements to ward off enemy pirate vessels. This would also open up a new category of hire-able NPC’s that can use emplacements when you aren’t, or are otherwise unoccupied. Works very well to roll guard duty in for a ‘Mercenary’ class of NPC.

-Upgradeable Gunpowder Bag+Ammo Slot.

An upgrade slot that makes sense and is relevant to a number of playstyles. In addition to larger gunpowder and bullet storage, you can do things like has been done with tempered, devastating, or perfectly ordered cannons. Give me more marginal or convenient upgrades to sink my time and resources into.

-Boarding Upgrades. Currently the only ship slot without an upgrade, i’d love some utility or convenience boosters such as increased range on initiating boarding, themed weapon/attack crewmates, or a short speed/ acceleration boost for my ship upon first getting in it after summoning it.

-Unique and Regional harvesting tools. There is an immense opportunity to improve survival and gathering side of the game with unique or regional gathering tools. For instance, i’m amazed there is no Plague Axe that applies a DoT to a tree you chop, enabling a player to mark a bunch of trees once, and 15 seconds later they topple to clear-cut a large area potentially converting some of the wood into plague wood, or a stacking debuff to an ore node for a plague pickaxe that exchanges a portion of the ore drops for Essence of Arboreum.

-Craftable Toolkits. In the same vein, completing both axe and pickaxe can be crafted with each other and a holster so both fit in the same item slot, can be switched between in the same way the shovel switches modes, and provides some passive benefit, likely playing into the regional gear’s special effect.

-Repeatable Missions for Factions. Factions are a moderately underdeveloped part of the game, and there is an opportunity for repeatable loops of primary parts of the game that otherwise would ‘expire’ in terms of usefulness or relevance as the player progresses in the game. I suggest thematic, procedurally generated missions that fit each respective faction. For instance, Buccaneers offer you their rare crafting material, some coinage, and faction reputation in exchange for thinning out the predators of a particular island. When you take the mission, the island in question scales enemies up to the level of the mission, and you get to revisit older biomes with current levels and scaling. Later on, you can also add minibosses into the mission rotations. Each faction can have its own type of missions- hunting for Buccaneers, relic/POI exploration for the Smugglers (a POI you’ve explored has procedurally generated loot reintroduced to it , and appropriate level enemies spawned alongside- you could even have entrances to dungeons open up for a set of puzzles, though randomizing these is much harder), sailing/trading runs for Tortuga (In a system inspired by Endfield’s Deliveries and Stock Redistribution, you can even use materials you’ve gathered in excess to package and sell, then run a delivery route where you get increased rewards for speed of delivery and safety (minimal damage taken during the trip)), and finally Bretheren let you engage aggressively in sea combat with Blackbeard’s fleets and sink or board named enemy flagships (potential special ship weapon drops, maybe?). I want more excuses to engage with the major modes of play in this game, without being pressured to do so for *completion* of the game/story. 

-Bounty System. Any assistive system that helps target-farm particular drops or bring in some form of variety for combat in the late game would be nice. Lore-wise, it’s probably best tied to the Buccaneers. Assistance with drop-only farming(especially quagmire powder and Bile) while getting more faction exposure would be awesome.

-Crew Customization. Both auto generated and handcrafted. I really like the crew aspect of pirate games. So far, we have a few named characters, but i want to have consistent sailors on my ships, perhaps with their own specialties or minor tweaks. I especially want to have a first mate who travels on the island with me, acts as a second pair of hands and a battle buddy, and that i can give similar customization features to that i use. Later on, i’d like to let him take command of one of my ships on his own, and transition to an admiral.

-Admiral Style Play and Controlling Regions. This is the largest scope request, but some way of going above the captain level and into the admiral level. I want to craft slews of ships, outfit them, and have them sail under my banner. I want to actively take the fight against Blackbeard, to take territory from him and hold it; to call in my fleet as an admiral, and to have fights or events that call for that level of investment.

Most of the above have been new implementations, but i have a few requests for active changes or improvements for weapon special effects:

-Dueling Greatsword, please clean up the mechanics of the weapon. Perfect Blocking certain boss attacks still inflict damage, meaning you still lose stacks despite successfully parrying, and healing being locked and limited to maximum stacks makes you jump through hoops in a frustrating manner to get the benefits. I suggest “Perfect Blocking while at full health grants the Retaliation buff, increasing damage by 10% (Stacks up to 3 times). Taking damage removes this effect.” with the epic upgrade being “Perfect Blocks while below injured restore 10% maximum health.” Every Parry gives an immediately relevant effect, without obtuse or unintuitive prerequisites.

-Cutlass, please specify in the description text that switching weapons removes the buff. The obvious damage-maxed combo is a blunderbuss and cutlass, and people (read: I) will be (was) disappointed to find out that’s not the weapon’s design or intent.

-Rapier of Devastation, 5-stack requirement for an endgame weapon to access the sustain portion of its special is a pet peeve of mine. It makes using it in general purpose situations feel bad. Could we instead have linear healing on detonation at 4-5% per stack? (36%-40% at max stacks)

Any of these ideas spark joy or hate? I’m curious for feedback in general if any seem enjoyable or miserable. Happy sailing, captains.

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u/ProfessionStrong5721 — 7 days ago

My base build as a rather new player

I know it isn't as grand or epic as other builds here but I am very proud of it and wanted to share.

u/Photographer_Kuro — 7 days ago

Pirate Cove Base Build - 4 person dedicated

Three others and I have a dedicated server where we've recently got to end game and built our final base. It's built into a very small island with a rock formation in a level 11-15 blackbeard area but we're incredibly pleased with how it turned out and wanted to share.

u/Low-Music-9416 — 7 days ago
▲ 234 r/crosswind

My island disappeared ¯\_(ツ)_/¯

So I guess Galen and I are the proud new owners of a houseboat.

u/lvl2imp — 9 days ago

Do we have any idea what the new ships will cost to build?

Like, are they gonna be the old resources and fit in the existing 3 tiers? Or new ones perhaps?

I just have the itch to play the game but I pretty much maxed everything, so maybe I gonna gather resources in preparation for a sweet galleon.

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u/narkoface — 7 days ago
▲ 31 r/crosswind+1 crossposts

Hidden Skull?

Hello fellow pirates,
I made a design in my recent base build and just wanted to share my hidden skull design. I wanted it to be barely noticeable. Please let me know what you think! The shadows being the teeth are my favorite detail. Thank you to those who checked it out!

u/genera1_burnside — 9 days ago