- Various professions can craft ship components. These components can be sold to other players.
- Ships are built in adherence to a recipe. That recipe requires components. Those components adhere to different crafting professions that require a player to intersect and/or craft or purchase those components from the different professions and then once they have those accumulated they can do the construction process through the recipe system at a harbor.
- Ships may only be crafted or upgraded in harbor crafting stations that are unlocked by the advancement of coastal nodes.
- Players can choose which "joints" get populated with either offensive weaponry, defensive, or utility attachments they want on their ship prior to construction completion. The types of attachments that are available are dictated by the ship's class. – Steven Sharif
- There are absolutely attachments that can apply to the ship and some of those are decorative in nature. There are also slots that have utility aspects to them as well but are also decorative. – Steven Sharif
- Ships will likely not have closed spaces or internal compartments such as Captain's quarters.
- We are trying to stay away from internal compartments within the ships because that presents a whole different type of user interface and flow that can be a bit cumbersome and problematic, especially in combat and in closed spaces. So we're trying to stay away from that under deck aspect and keep things all on deck for better readability on the player side. – Steven Sharif
- Once repaired, ships can only be launched from land.
- Harbors have a disembarkation zone that merchant ships can cross to be guided into the harbor.
- Coastal nodes have hooks to points of interest that take control of harbors.
- Harbors will grant quests that are related to naval content.
- Harbors will provide a number of services including upgrades to ships.
- Harbors offer objective-based naval gameplay during node sieges.
- There will be harbors that boats can go inside of those will be present along the coast. Harbors can pop up as a result of a node being developed nearby, if it's near the coast or if a node itself is on the coast it can have a harbor component to it. There will likely be quests that are granted from this harbor, specifically with regards to the sea and sea content; and what you can do in this harbor will be a lot of different things including upgrades to the boats. – Steven Sharif
- Guild emblems.
- An active GM staff will be monitoring user-created content. Users who upload inappropriate content will place their accounts in jeopardy.
- I know previously we had spoken about not allowing custom user images in the game, however I think we're leaning more now in the direction of allowing for custom user images. Absolutely well what it will be is the fact that we're a subscription game and if you want to jeopardize your account by doing the wrong thing with regards to custom users [images] then by all means you may do so and we'll have stringent practices in place to prevent that from actually being an issue. – Steven Sharif
- With regards to this UCC question, I think when you have an active an active GM team that you know you are you have directed to care take the product you're going to mitigate a lot of that functionality you don't want to see out of this custom image system. People who look to let's say meme the system are going to be met with the type of enforcement that they don't want to have on their account; and being a subscription-based product and being a risk versus reward and maybe a more old-school approach to character development and progression I think they're gonna take a significant risk in doing things that we don't want them to do, which will result in the jeopardy of their account. So I think that is not going to deter a hundred percent of things- I don't think you ever can deter a hundred percent of things unless we go away from custom images- but I think that we can achieve some parity of essentially enforcement versus infraction ratio that's going to be liveable for everybody. – Steven Sharif
Mariner classes (also referred to as boatsmanship classes, boatsman skills or seamanship) contain different skill trees arranged in a similar manner to Artisan classes. As a player gains experience in these different skills they become more adept at using them.
- Interaction with attachments, such as gunnery.
- Piloting/driving the ship.
- Ship navigation.
- Utilizing ship components, such as furling the sails.
- Ship repair, such as the speed and amount of health restored.
- Defensive skills.
- Utility based skills.
- The benefits of having Mariner expertise is not just related to activities you can do on the ships, but will also incorporate skills that become available when you're piloting ships as well. There's a few things that Mariner classes provide: interaction with attachments on the ship, driving the ship itself, utilizing the ship's components—like furling the sails or not—as well as repairing ships when damage is taken—the speed at which you can do it, the health you regenerate when you do it. – Steven Sharif
- Building, ship, caravan and mount cosmetics require an in-game item to be obtained first to apply the cosmetic.
List of ship skins
- Livestream, February 25, 2022 (1:15:50).
- Livestream, October 28, 2022 (1:39:25).
- Livestream, July 25, 2020 (1:59:09).
- Interview, July 19, 2020 (48:05).
- Livestream, July 9, 2018 (30:35).
- Livestream, May 19, 2017 (50:45).
- Livestream, October 29, 2021 (1:15:57).
- Interview, August 17, 2018 (36:29).
- Podcast, November 15, 2020 (23:30).
- Livestream, September 30, 2022 (1:19:27).
- Livestream, September 30, 2022 (1:19:59).
- Livestream, September 30, 2022 (1:20:06).
- Livestream, July 26, 2019 (1:13:00).
- Livestream, March 26, 2021 (48:42).
- Livestream, August 26, 2022 (1:26:58).
- Podcast, April 11, 2021 (36:43).
- Livestream, October 14, 2022 (58:46).
- Livestream, October 31, 2018 (46:18).
- Livestream, July 29, 2022 (1:06:15).
- Livestream, July 30, 2021 (53:15).
- Livestream, May 17, 2017 (55:40).
- Livestream, October 31, 2018 (47:44).
- Interview, October 20, 2018 (3:35:54).
- Livestream, July 29, 2022 (1:06:39).
- Livestream, July 26, 2019 (1:05:28).
- Interview, July 8, 2020 (48:30).
- Livestream, September 30, 2022 (1:24:54).
- Livestream, July 9, 2018 (36:05).
- Livestream, July 9, 2018 (36:05).
- Livestream, November 30, 2020 (57:50).