I am enjoying the new sea content. It is sometimes hard to find things to fight on the high seas, but i just chalk it up to lots of people doing the high seas conntent. I personally would like more content like more ships, pirate and merchant as well as increased spawn. I am very low on dabloons and want to save them up to see what I can choose in the months to come. Development Team You are doing great I am even more pleased with UO than I was before. I also would like to thank all the support staff that help make this game so good, Like GM's EM's Moderators,Testers and other players. Together there is no limits to how Exciting and Fun we can make UO. THIS IS FUN!!!
I am not saying that the Rising Tide is not fun, it is fun BUT, what I am trying to say is that, at least in regards to hunting and fighting Pirates' and Merchant Ships, their spawn should be kept as SEPARATE from that of the plunder Beacons because they require a DIFFERENT approach to interact with them.
While the Plunder Beacons are static, and therefore the Sea Monsters that spawn intensively around them do not cause "that" much of an issue to a Ship needing to maneuver, when it comes with having to hunt Pirates' and Merchants' Ships it is an ENTIRE different story.
When having to engage in Ships' combat with Ships that move, it is necessary to maneuver in order to be able to engage them and the Ships' commands are already sufficiently clumsy and difficult that having Sea Monsters that spawn a go-go near by is really unnecessary, to my opinion, and they risk to cancel all the fun and to make a fun experience frustrating and only a waste of time.
As I said, aside from all of the time built in when having to navigate to the location (back and from the Officer that gives the Quest) where Pirates' Ships supposedly hang out, having to actually search and find them among many wrong arrows that the Ships' Tracking command returns (with multiple arrows on the screen how to tell which is pointing to the Pirate Ship or Merchant Ship that we are looking for ?), and then the much time needed to bring the Dread Pirate health bar down to apprehend it, it REALLY is upsetting and frustrating then, that because of Sea Serpents, Water Elementals, Krakens blocking the Ship and making one's own maneuvering even more difficult as what it is, that Pirate Ship or Merchant Ship that we have been able to find after spending much time in the effort, leves the area and we need to start tracking again STILL without knowing which of the arrow reported on the screen reports to the Ship we might be looking for....
And this, when perhaps we have ALREADY engaged in combat with it wasting charges, fuses and ammunitions and all for nothing because the Ship we were fighting it moved away and we could not follow it because of the damn Serpents, Water Elementals and Krakens blocking our Ships on all sides...
No thanks.
It is fun, but, to my opinion, Pirates and Merchant spawns locations must be kept SEPARATE as those of the Plunder Beacons, well far away from all of that Sea Monsters spawn which then blocks and makes ackward and way difficult one's own Ship maneuvering which is much needed to be fluid and smooth when having to engage in Ship combat.
In order to get all of the 8 pieces to an Orc Ship, a LOT of Dread Pirates need to get caught.
But if the apprehension of 1 Dread Captain alone takes hours of game play in between navigating, searching for the pirate ship only to lose it because of the Sea Monsters spawning around and blocking one's own Ships' maneuvering which it makes it necessary to search for it again and, thus, spend additional time, and the time of course needed to then apprehend the Dread Pirate, a player trying to get an Orc Ship will not be able to do it before the Current part of Rising Tide ends which, I understand, is a month of which a week has already gone by....
That is at least my point of view on the new content.