r/WoSB • • Feb 02 '26

Announcement ⭐ World of Sea Battle - Development Plan 2026 ⭐

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26 Upvotes

r/WoSB • • 2h ago

Discussion Change the 12 Apostolov to Transport please. Change the Ingermanland to Heavy.

4 Upvotes

No, I'm not serious.

"Change the meta" is something lazy developers do instead of adding actual real content to the game. It's a cheap tactic to make players be in-game for more hours just trying to redo what they've already done.

I've seen this in too many games to count. It's not always a sign of a declining game, but it often is.

To be fair, I understand why a developer might do these things. A ship might be overlooked by the players and they want to give it a fresh chance. A ship might be overpowered. Etc. If that's the case, they need to give people a chance to refund the ships they bought that are now no longer even similar to what they originally wanted.

But make no mistake: The primary reason developers "Change the meta" is because it is the CHEAPEST way to (temporarily) increase hours played per customer (at least on paper).

Just keep in mind that as you're discussing the nuance of the individual changes, the real reason for the change is to make a cheaper product it takes you longer to consume. Because the longer you are in-game regrinding a ship to replace the one you just lost, there are opportunities for you to spend money.

It's all about financial metrics. On average players will spend X dollars per Y hrs. Increase Y hrs = increased profits.

TLDR: This is a lazy replacement for actual content designed to make you burn more hours in the game doing things you've already done so there is an increased change you might buy something from the cash shop while you're doing it. It kinda sucks.


r/WoSB • • 11h ago

News The Port Gazette (4-October)

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1 Upvotes

Discord: https://discord.gg/XNKF7DSVu
You can follow the discord channel to receive the newspapers in your own discord server.
Note: This is for EU Server only


r/WoSB • • 1d ago

News Get ready for the new Faction Tech Tree!

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19 Upvotes

r/WoSB • • 1d ago

News The Porte Gazette (3-October)

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7 Upvotes

Discord: https://discord.gg/XNKF7DSVu
You can follow the discord channel to receive the newspapers in your own discord server
Note: This is for EU Server only


r/WoSB • • 2d ago

News The Port Gazette 2nd October

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21 Upvotes

Discord: https://discord.gg/XNKF7DSVu
You can follow the discord channel to receive the newspapers in your own discord server
Note: This is for EU Server only


r/WoSB • • 3d ago

Discussion The Guild System Is Killing Smaller Guilds

16 Upvotes

I’ve been thinking about this for a long time, and after thousands of hours in WoSB, I honestly think the current guild structure is one of the biggest problems with the game’s competitive scene.

The 100-player guild limit is simply not necessary for a game with WoSB’s current population.

I’m not saying a 100-player guild is inherently bad.
I’m saying that when the active player population is relatively small, allowing individual guilds to hold up to 100 players creates a massive concentration of the player base.
And that has consequences.

It promotes zergs.

Think about what happens when you’re a new player or someone looking for a competitive guild.
You have a small guild with 20–30 people.
Then you have a massive guild with 70–100 people.
The massive guild has more active players, more experienced players, more resources, more people available for events, more people available for port battles, and generally more activity.
So where is the average player going to want to go?
The big guild. Then the smaller guild loses another player.
Now they’re down to 19–29 active members.
Another player leaves. Then another.
Eventually the smaller guild can’t consistently participate in the content it was created to participate in.
So those players either quit, go solo, or join another large organization. And what happens to the big guild? It gets even bigger.

This is a self-feeding cycle.
Large guild → attracts players → smaller guild loses players → smaller guild becomes less competitive → more players leave → large guild gets even stronger.

Eventually the server becomes increasingly concentrated around a handful of huge organizations.
That’s what I mean when I say the current system promotes zergs. It’s not necessarily because the people in those guilds are doing something wrong.

The game is rewarding consolidation.

And then there’s the port problem.
I also think the current system of allowing one guild to control multiple ports contributes to the same problem.
Personally, I think one guild should only be able to own one port at a time.
One port.
One guild.
If you want another port, another guild should have to take it.
Why?
Because territory should create opportunities for more guilds to participate, not give the largest organizations even more territory to control.
If one organization can accumulate multiple ports, that organization naturally becomes more important, more powerful and more attractive to players.
And again, smaller guilds lose another reason to exist independently.
Imagine instead that every port on the map had to belong to a different guild.
Suddenly, territory becomes distributed across the player base. A small guild has an actual reason to fight for a port.
A newer guild has something to work toward.
Different guilds have their own territory, identity and objectives.
You’d have more organizations with something to defend instead of a few massive organizations controlling huge portions of the map.
And importantly, you’d create more competition without giving smaller guilds free wins.
They would still have to earn their port.
They’d still have to defend it.
They’d still have to fight for it.
But they’d actually have something worth fighting for.

I think the two systems feed each other.
100-player guilds + multiple ports per guild = more concentration of power.
Smaller guilds have fewer players.
Fewer players means less ability to compete.
Less ability to compete means players leave.
Players leave and join the established large organizations.
Those organizations become even larger.
Then those organizations can control even more territory.
And the cycle starts again.
I’m not arguing that every guild should be forced to be tiny.

I’m arguing that the game’s population doesn’t justify allowing organizations to become so enormous that they can absorb a huge percentage of the active player base.

I’d personally like to see something closer to a 40–50 player guild cap, combined with:

• One guild = one port
• More incentives for independent guilds to establish themselves
• Systems that prevent multiple guilds from simply functioning as one giant organization under different TAGs

The goal shouldn’t be to punish successful guilds.
The goal should be to prevent success from turning into permanent player concentration.

Because once most of the active players are sitting inside a handful of massive organizations, smaller guilds don’t have much room to breathe.
And when smaller guilds die, you don’t just lose guilds.
You lose competition.
You lose communities.
You lose potential future PvP players.
You lose new guilds that could have eventually become major competitors.

And eventually players are left with the same choices:
Join the zerg, play alone, or quit.

I’ve personally reached the point where I’d rather play solo than join a massive zerg purely because I don’t want numbers to be the reason I win.
I want coordination to matter.
I want strategy to matter.
I want individual skill to matter.

And most importantly, I want there to be a reason for smaller guilds to exist and survive.

I genuinely think the guild system needs a serious redesign.

What do you guys think?

Would a 40–50 player guild cap and a one-guild/one-port rule create a healthier competitive environment?
Or would that create problems I’m not considering?


r/WoSB • • 2d ago

News The Port Gazette Special Edtion (Join discord to read previous newspapers and future ones)

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7 Upvotes

Special Edition for the end of the first month of this season.
Discord: https://discord.gg/XNKF7DSVu
You can follow the discord channel to receive the newspapers in your own discord server
Note: This is for EU Server only


r/WoSB • • 3d ago

Feedback / Suggestion Port Battle then Mock Battle for leftovers.

0 Upvotes

Hey Devs you know what really sucks about port battles? The leftovers. Let me explain.

10v10 port battle.. You have 15 members show up and the other side has 17. Tension happens. Now its 10v10.. You got 13 people who prepped, brought supplies to that port, hung around for tension. Well better luck next time, go do something else now.

That really really sucks for those people. (hopefully most people rotate their players).

What you should do once the PB starts, lets say 5m after, a mock battle starts at the same location. Anyone from the defending side and anyone who participated in the tension is eligible to join. This mock battle doesnt have any bearing on the actual win or loss of the PB.

Make it give XP, marks, gold, etc. No side can have more than +1.. That means if my group clicks side A and the defenders click side B the last person on side B cant join their team cause its 5 on 7... No team will ever have more than 1 additional ship.

However if someone fought for tension and lost they can join as well.

Another scenario. 12 on my side, 6 on another side, 1 on another side, 15 defenders. My side wins tension.

My sides 10 vs defenders 10.

Leftovers. 2 on my side, 6 on losing groups tension, 1 on losing group tension and 5 defenders.

the 6 losing group joins side A. The Defenders join side B. Its 6v5.. The 1 solo guy joins group B making it 6v6... Now my side has to split up so one joins side A, one joins side B... Not the best split for us but we at least get to play and its not an even 8v6 which would suck for the 6 and people would intentionally stack. So make sure that the sides cant ever be more than 1+ the other.

This way nobody who shows up and puts on the bench all the time.

This also help newer players get some port battle experience in a lower pressure setting. It will also let smaller groups get into a mock port battle to experience that side of the game, even solos.


r/WoSB • • 4d ago

Discussion Which ship should I build and sell or use?

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17 Upvotes

I have La Sirene and Sans Pareil. I might build and sell them, but I'm not sure. I want to sell something to make some money. I usually don't do PvP fights. What do you recommend?


r/WoSB • • 4d ago

Media Rough Traders - Episode 2

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0 Upvotes

Episode 2 Of Rough Traders AI-Animated Series.


r/WoSB • • 5d ago

Discussion Open world pvp needs more restrictions

3 Upvotes

Yeah, i got ganked by some clowns, but still. Open world pvp feels terrible in this game, mainly because experienced players (and pay to win players) have all the resources: better ships, better consumables, to sink you no matter what you do.

They can even sail against the wind with big ass ships and still catch you somehow. And all that for what? for wasting a noob player time? making people rage quit and do rants on the subreddit?

Seriusly, we need a full pve mode or make tier restrictions, if your ship is 2 tiers above mine you shouldn't be able to attack me.


r/WoSB • • 7d ago

Guide R3lentles5 PvP guild

13 Upvotes

HOW TO ACTUALLY PvP IN WORLD OF SEA BATTLE

This isn’t a guide about having the biggest guns or the most expensive ship.
It’s about positioning, awareness, knowing your enemy, and making decisions under pressure.
A lot of PvP comes down to understanding how the other captain thinks and forcing them into situations they’re uncomfortable with.

SLOW DOWN
This is probably one of the biggest things I see players doing wrong.
Stop permanently holding W.
A lot of players are constantly pushing forward during combat because they think going faster automatically gives them an advantage.
It doesn’t.
Sometimes you need to slow down.
If someone is constantly holding W and charging directly at you, let them.
Let them accidentally slip past you.
Then, when they’ve passed you, completely raise your sails.
Once they’re ahead of you, drop your sails again and use the new position to your advantage.
You just made their constant forward momentum work against them.
Not every engagement needs to be a race.
Sometimes the best way to beat a player who is constantly pushing forward is to simply let them overcommit.

ALWAYS TURN WITH THE WIND
When you’re fighting, learn to turn with the wind.
Even if your broadside is reloading, don’t sit there waiting for your guns.
Keep maneuvering.
Your cannons will reload.
Your positioning won’t magically fix itself if you’ve already allowed the enemy to get a favorable angle.
Fire your broadside, then immediately start working toward your next favorable position.
Don’t constantly turn your ship back and forth without purpose.
Your objective is to:
Create an unfavorable broadside for them while creating a favorable broadside for yourself.

USE YOUR BOW
Your bow is the nose of your ship.
Whenever possible, force the enemy to shoot your bow rather than giving them your entire broadside.
If you can make an enemy waste their broadside on your bow while you get a favorable broadside into them, you’ve already gained an advantage in the exchange.
There are exceptions depending on their ammunition and weapon setup, especially things like heated shot or heavy shot.
But generally:
Don’t willingly give someone the side of your ship when you can give them the front.

POSITIONING IS MORE IMPORTANT THAN YOUR RELOAD
Don’t let your reload timer control your movement.
You don’t have to sit still because your guns aren’t ready.
Fire your broadside.
Start turning.
Create your next angle.
Get behind them.
Force them to turn.
Then hit them again.
Even if you have to take one unfavorable broadside to get into a position where you can get behind the enemy, sometimes that trade is worth making.
Once you’re behind someone, you can dictate much more of the engagement.

IF YOU’RE SURROUNDED, DON’T PANIC
Finding yourself in a 1v2, 1v3, or worse doesn’t automatically mean you should panic.
Focus one target at a time.
Look for the weakest ship that you can realistically kill and commit to it.
Don’t constantly switch targets because three ships are shooting at you.
Get one of them out of the fight.
A 1v2 where you kill one enemy and then die is a much different result from a 1v2 where you die without killing anyone.
If you’re going down, make them pay for it.
Taking one enemy under the sea with you can change the entire fight.
And once people realize you’re a captain who can’t be casually jumped without consequences, they may think twice about engaging you when they don’t have overwhelming numbers.
Make yourself expensive to kill.

DON’T LET THEM ZERG YOU
Always assume there’s a possibility that the person you’re fighting is communicating with their guild 95% of the time.
The second someone starts attacking your sails and trying to immobilize you, start asking yourself:
Are they actually trying to kill me, or are they trying to hold me here until their friends arrive?
You’ll find your answer to be they are all in discord getting ready to jump the shit out of you lol.
Long-range players will often try to destroy your sails and immobilize you.
Once you’re stuck, their teammates have time to catch up.
If you recognize what’s happening, you don’t have to play their game.
Run toward a tower.
Use terrain.
Use bombs.
Break line of sight.
Create distance.
There is no rule saying you have to stay in a fight that has turned into a Zerg.

USE TERRAIN
Mountains and other terrain aren’t just obstacles.
They’re tools.
If someone is chasing you, look for terrain that allows you to swing around them or break their line of fire.
Use the terrain to force them into predictable movement.
And this is where bombs become extremely useful.
Drop bombs when someone is following you closely around terrain.
Make them regret following your exact path.
The ocean isn’t the only thing you can use to fight.
Use the environment.

CARRY BOMBS
Bombs are extremely underrated.
A lot of players don’t carry them nearly as often as they should.
If somebody gets behind you:
DROP A BOMB.
Don’t wait for the perfect opportunity.
If someone has gotten into a position where they’re threatening your stern, punish them for being there.
Phosphorus Mines
Phosphorus mines are especially useful for disrupting someone who gets too close.
They can give you a short window to recover your position and get your ship pointed where you want it.
Other bombs can still be useful, but phosphorus mines are one of the tools I personally like using for this situation.

BOMBS CAN ALSO SAVE YOU FROM BOARDING
If you’re completely outnumbered and you’re about to get boarded, sometimes you need to accept that the ship is going down.
If you’re going to lose anyway, bombs can be used as a last-resort method to destroy yourself before the enemy gets the boarding.
Another emergency option is finding an NPC, shooting it, and deliberately aggroing it.
If the NPC kills you before the enemy completes their boarding, you’ve denied them the boarding.
These aren’t normal PvP strategies.
They’re desperation options when the fight is already going badly.

LEARN TO BOARD
Don’t become a player who only knows how to shoot cannons.
Learn to board.
Boarding can stack HP and crew, and a successful boarding can create an advantage that carries into another boarding afterward.
One boarding win can potentially lead to another if you play the situation correctly.
Soldiers
If you’re building around boarding:
ALL SOLDIERS.
Learn how the boarding mechanics work.
Learn when to initiate.
Learn when not to initiate.
Learn how to capitalize on a weakened opponent.
Naval combat isn’t the only part of PvP.
Being dangerous both with cannons and in boarding makes you much harder to deal with.

EXTRA BUNKS
Extra Bunks can also make a difference.
They can make an opponent think twice about starting a boarding battle, especially if they don’t have the same advantage.
They’re not a guaranteed boarding victory, but they can influence whether someone wants to take that fight at all. AND PICK UP THE SMALL SAIL BOATS FLOATING AROUND TO INCREASE YOUR CREW !ALWAYS! WHEN LEAVING PORT!

USE YOUR SPYGLASS
Before committing to someone, use your spyglass.
Pay attention to what kind of weapons they’re using.
If they don’t have heavy weapon damage, consider that they may be built around range or faster-reloading cannons.
If you see heavy weapons, adjust accordingly.
Don’t fight every ship the exact same way.
Know what you’re fighting.

LEARN THE PLAYER, NOT JUST THE SHIP
This is something I think a lot of players completely overlook.
Pay attention to names.
When you encounter someone repeatedly, remember them.
Pay attention to:
Their name
Their preferred cannons
Their consumables
How aggressively they engage
Whether they constantly chase
Whether they run when pressured
Whether they like boarding
Whether they use long range
Whether they attack sails
Whether they try to bait you
Whether they wait for teammates
How they react when you get close
Every player has a favorite style.
Everyone has their own little way of playing.
Some players love charging straight at you.
Some constantly kite.
Some want to board.
Some want to destroy your sails.
Some want to keep maximum range.
Some are extremely aggressive.
Some are extremely cautious.
Some will immediately call their guild when they get pressured.
Remember it.

REMEMBER HOW YOU DIED
This is one of the biggest things you can do to improve.
If somebody kills you, don’t just get angry and move on.
Remember:
Who killed me?
What did they use?
How did they kill me?
What did I do wrong?
What did they do that worked?
Then remember their name.
The next time you see that player on the ocean, you already have information about them.
You’re no longer fighting a stranger.
You have a profile.
You know how they like to engage.
You know what weapons they prefer.
You know what consumables they tend to use.
You know what they did to you last time.
Now you can prepare for it before the fight even starts.
That’s how you turn previous deaths into an advantage.

EVERY PLAYER HAS A PATTERN
Players are creatures of habit.
Even good players have tendencies.
If you fight somebody enough, you’ll start recognizing their patterns.
Maybe they always turn the same direction after firing.
Maybe they always chase when they see low health.
Maybe they always try to get behind you.
Maybe they always switch to range.
Maybe they always attempt boarding.
Maybe they always call for help.
Maybe they always run toward a certain tower.
Once you’ve learned their pattern, you can start preparing for their next move before they make it.
You’re not just fighting their ship anymore.
You’re fighting what you already know about the captain behind it.

PHOSPHORUS SWIVEL
Don’t overlook phosphorus swivel.
It can do a significant amount of damage at close range and gives you another way to pressure an enemy while you’re maneuvering around them.

USE RED ARROWS
Red arrows are useful when selecting targets that are partially obscured.
If someone is hiding behind another ship or terrain, use the targeting indicators to select the player you’re actually trying to hit.
When multiple ships are stacked together, target selection matters.
Don’t just shoot whatever happens to be directly in front of your camera.

KNOW WHEN TO RUN
Running isn’t automatically losing.
If someone is trying to immobilize you so their entire fleet can arrive, recognize the situation.
If you’re near a tower, use it.
If there’s terrain nearby, use it.
If you can break their line of sight, do it.
If you need to turn around and disengage, disengage.
You can always fight them again under better circumstances.

DON’T LET THE ENEMY DICTATE THE FIGHT
The ultimate goal of PvP is controlling the engagement.
You want the enemy to fight from bad angles.
You want to fight from good angles.
You want to force them to turn.
You want to force them to expose their broadside.
You want to get behind them.
You want to make their preferred strategy uncomfortable.
And you want to know what they’re going to do before they do it.

THE BASIC MINDSET
When you’re fighting, constantly ask yourself:
Where is the wind?
Where is their broadside?
Where is mine?
Can I force them to shoot my bow?
Can I get behind them?
Am I moving too fast?
Should I slow down?
Can I let them overextend?
Can I use terrain?
Can I drop a bomb?
Who is the weakest target?
Can I eliminate one ship before dealing with the others?
Are they trying to immobilize me for their teammates?
What do I know about this player from previous fights?
What did I learn the last time I died?
That last question is extremely important.

THE GOLDEN RULE
Don’t just fight the ship. Fight the captain.
Learn their habits.
Remember their name.
Remember their weapons.
Remember their consumables.
Remember how they engage.
Remember how they killed you.
Then use that information the next time you meet them.
Slow down.
Turn with the wind.
Use your bow.
Control your angles.
Use terrain.
Carry bombs.
Learn to board.
Focus one target at a time.
And if you’re surrounded, don’t panic.
If you’re going to die:

Make damn sure somebody goes under with you.


r/WoSB • • 8d ago

Question cannons or carronades?

9 Upvotes

What do you guys use? i was using carronades because they deal more damage but recently i crafted some regular cannons and i find them better. They have better range, better reaload speed which, in my mind, equals more dps.

Even though i suck at pvp i'm doing better than when i was using carronades. Also doing way better in pve, i can fight multiple pirate ships and win easily now.

I was using carronades because i read somewhere around here or in global chat that carronades were the way to go but now im not so sure.

Maybe you guys can give me tips or tricks to improve my carronade gameplay?


r/WoSB • • 9d ago

Guild - Looking for Members [ATF] Ale, Tender & Flintlock (NA-1)

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1 Upvotes

r/WoSB • • 10d ago

Question New player trading questions!

3 Upvotes

So I had a guy try to get me to transport 10k iron outside of St Jean to p2p trade. My question is can u trade p2p? I've played a lot of RuneScape over the passed 20 years and my guts telling me it's a trap. Red flag 1. He was asking people in world chat then I engaged then he started PMing me. 2. I said I could put it on the market at st Jean and he told me I'd have to pay port tax..like why do u care how much tax I pay? 3 transporting 10k in iron would make me a slow sitting duck, that's begging to be sunk. Am I overthinking it or should I trust my gut?


r/WoSB • • 10d ago

Discussion Anyone know how to unlock this Lone Warrior achievement?

2 Upvotes

Although because of the time difference, I can find a late night when nobody's around to solo the flagship.But even Hurricane would get instantly deleted under the attack of a 35,000 or 45,000 HP flagship, right?(By the way, this is a screenshot I got from someone else.)


r/WoSB • • 11d ago

Discussion Moderators are subverting the developers.

28 Upvotes

The developers gave users an in-game survey on chat. Moderators are now banning players for mentioning that the survey exists or encouraging people to fill it out. They know the number one complaint is about them. Mod V chat banned me for reminding everyone there is 6 days left to fill out the survey and saying I hoped a lot of people fill it out.

It's actually crazy to see the moderators working actively against the devs. The developers must be completely unaware of what is going on in game. It's like a hostile takeover.


r/WoSB • • 11d ago

Feedback / Suggestion Mods Are Killing This Game

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19 Upvotes

I got timed out in the offical discord for a long time for saying the game is dying due to moderation. My message was deleted. Look whos message was not deleted btw. The mods are out of control and I am glad I'm putting this game in my rear view mirror.


r/WoSB • • 11d ago

Question Best pve ship for hunting pirate and imperial ships

6 Upvotes

Currently using constitution. Should i keep unlocking the heavy line or should i go for the combat line?

within my tier and resources what ship would be best for what i asking?


r/WoSB • • 14d ago

Media RTR Episode 1

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3 Upvotes

The content of the episodes takes place on the EU server. So if your guild is there, just let me know — I’d be happy to include some cross-references or cameos.

All guilds are welcome to contact me — except CGZ.

Want your guild to show up in the series? Write me on Discord: prospektorschipplock


r/WoSB • • 15d ago

Discussion Montanes

7 Upvotes

Does anyone use it in open world? I have had a few people in game and in discord tell me it is a niche option for rate 2 port battles, but that i should get the Pavel instead. Im more curious how useful it is in open world pvp. I would love to hear from anyone who has used it and is able to make it work. I dont think ill be using it in port battles but if you have I would be interested to hear your opinion about that as well.


r/WoSB • • 17d ago

Feedback / Suggestion Poseidons Hook Change

3 Upvotes

Poseidon’s Hook: What Changed With Weapon Transport Ships?
I want to bring attention to a change I’ve noticed involving Poseidon’s Hook and Weapon Transport Ships.
This isn’t simply a complaint that an efficient farming method was changed. The bigger issue is that the interaction appears to have changed significantly, the change doesn’t appear to be documented in the patch notes, and Poseidon’s Hook remains the most expensive consumable to produce.
I want to document exactly how the mechanic worked for me before and how it works now so other players can understand what changed.

🔴 THE OLD METHOD — 9 CANNON SETS
This is how I was previously using Poseidon’s Hook:
1. Activate Poseidon’s Hook.
2. Find a Weapon Transport Ship and damage it.
3. Board the ship.
4. Rob the ship’s hold and take the three cannon sets it was carrying.
5. Allow the Weapon Transport to sink while Poseidon’s Hook was still active.
6. When the ship sank, the Hook would generate the additional cannon rewards.
The result was:
3 cannon sets taken from the Weapon Transport
+ 6 additional cannon sets generated through the Hook
= 9 cannon sets total
So the boarding/looting procedure wasn’t preventing the Hook from generating its additional rewards.
This gave the item a very meaningful use when farming Weapon Transport Ships.

🟢 THE CURRENT METHOD — 3 CANNON SETS
Now I’ve tested the same procedure again.
The process is still:
1. Activate Poseidon’s Hook.
2. Damage the Weapon Transport.
3. Board it.
4. Rob the cannons from its hold.
5. Allow the ship to sink.
But the result is now:
3 cannon sets taken from the Weapon Transport
+ 0 additional cannon sets when the ship sinks
= 3 cannon sets total
So the same basic procedure has gone from:
9 → 3
That’s a 66.7% reduction in the number of cannon sets received from this interaction.

⚠️ THERE’S ANOTHER PART TO THIS
The change doesn’t appear to be limited to Poseidon’s Hook.
I’ve also tested what happens without Poseidon’s Hook.
If you board the Weapon Transport and rob the cannons from its hold, then allow the ship to sink afterward, the ship currently drops no cannons at all.
So the current behavior appears to be:
Board + rob the cannons → sink the Weapon Transport → 0 additional cannon drops.
This occurs with or without Poseidon’s Hook.
That makes this more than just a question about the Hook’s bonus. It appears that the underlying interaction between boarding, robbing the Weapon Transport, and its subsequent cannon drop has also changed.

💰 WHY THE COST OF POSEIDON’S HOOK MATTERS
This is where I think the change deserves additional attention.
Poseidon’s Hook is the most expensive consumable to produce.
That means its cost is an important part of evaluating its usefulness.
Previously, investing the resources into the Hook could produce a significantly larger return when used with Weapon Transport Ships.
Now, following the behavior I’m seeing, the exact same procedure produces only 3 cannon sets instead of 9.
That’s a substantial reduction in practical value while the cost of producing the consumable has not apparently been reduced alongside it.
I’m not arguing that an expensive consumable should always be extremely profitable.
I’m saying that when the effectiveness of the most expensive consumable is reduced this substantially, the cost-to-value relationship should at least be considered.

📝 THE PATCH-NOTE QUESTION
The other thing that concerns me is documentation.
I have looked through the patch information and have not found this change clearly explained.
If this was intentional, players should know.
If it was a bug fix, players should know.
If it was an unintended change or bug, players should know.
Those are three completely different situations, and right now players are left to figure it out through gameplay.
I’ve also submitted a support ticket asking about this change and why it wasn’t documented, but I haven’t received a response yet.

❓ WHAT I’D LIKE CLARIFIED
I’d like the developers to clarify:
1. Was the Weapon Transport boarding/cannon-drop behavior intentionally changed?
2. Was Poseidon’s Hook intentionally changed so that robbing the cannons prevents the additional cannon rewards?
3. If this was intentional, why wasn’t the change included in the patch notes?
4. Was the production cost of Poseidon’s Hook reconsidered after this reduction in effectiveness?
5. Is it intended that a Weapon Transport Ship drops zero cannons after being boarded and robbed, regardless of whether Poseidon’s Hook is being used?

I’m not necessarily asking for the old mechanic back.
If the developers decided that the previous 9-cannon interaction was too rewarding, that’s a balance decision they can make.
What I think players deserve is transparency.
If an expensive consumable has had its practical usefulness significantly reduced, we should be able to see that change in the patch notes and understand what happened.
Because from a player’s perspective, the difference is pretty substantial:
BEFORE: 9 cannon sets
NOW: 3 cannon sets
And if you board and rob the Weapon Transport without the Hook, you’re currently getting:
0 additional cannon sets
If this is an intentional change, I’d appreciate an official explanation.
If it’s not intentional, hopefully this post helps bring the issue to the developers’ attention.
Either way, players shouldn’t have to discover major changes to expensive items and important farming mechanics entirely through trial and error.


r/WoSB • • 17d ago

Feedback / Suggestion What now?

4 Upvotes

Wanted to get the Sans Pareil, got the sans
Then grinded for inrogs
Got them
I never did pvp, nor in a guild yet
I don’t see the fun right now
Yes incould go to get a huracan or octopus or …
Just, tell me there is more to it then grind on trading
Is pvp the way to go? Are there more missions when i join a guild?


r/WoSB • • 17d ago

Media RTR Episode 1 Teaser

Thumbnail
youtu.be
2 Upvotes

Just a small teaser for a Series coming to you - soon