Hi Captains,
AMA HIGHLIGHTS
[p align="start"]Q: IPP17 has just wrapped up. How did it go? What features were tested, and where does the team stand on development progress heading into Year 3 Season 2?[p align="start"]A: Overall, IPP17 gave us exactly what we needed: real hands-on feedback on content before they're finalized so we can address and iterate on it before the season launch. The Insider Program is one of the most valuable tools in our process precisely because players test features in their raw, unpolished state and still take the time to give us detailed, constructive feedback. That matters a lot to us.[p align="start"]This phase covered the new Abyssal enemy faction and its world event, the Junk, ammunition removal, Mod Transfer, Seasonal Mastery loadout, QoL improvements, and more.[p align="start"]Here's a high-level picture of what we heard and how we responded:[p align="start"]New enemy faction (Abyssal): Insiders flagged difficulty spikes, reward clarity, and some confusion between the fleet and the event itself.[p align="start"]We've rebalanced some smaller enemies and will keep on iterating difficulty balancing as the season progresses. We have also finished implementing the boss encounter that was missing from the IPP build and improved the overall VFX and atmosphere of the event.[p align="start"]The Junk: With overall positive feedback, some highlighted issues with aiming, with the junk’s perks not standing out strongly enough.[p align="start"]After digging into the data, we identified specific issues with aiming angles and camera behaviour tied to the ship's unique shape. Those have been addressed. Junk perk has been slightly buffed after the IP. More on Junk’s playstyle and role in combat is coming at the August 12th stream.[p align="start"]Ammunition removal: Some insiders supported the removal, with some asking for alternative systems and compensation. Removal remains targeted for one of the later post-launch updates, giving us the time to do it cleanly and compensate players properly - part of a broader effort to reduce friction across the game's economy.[p align="start"]Item Ascension & Mod Transfer: The main feedback was that Mod Transfer felt too restrictive. For Y3S2, transfers are now possible across all items within the same equipment category - a significant expansion. We'll continue monitoring the system post-launch before going further.[p align="start"]Seasonal Mastery: Players welcomed the loadout system but raised concerns about resets, carry-over, and pacing past level 50. We’ve implemented the suggestion of increasing Mastery Loadout slots to 10; we understand that resetting progress can feel frustrating. We’re reviewing carry-over values for future seasons, and the progression pace has been adjusted past level 50 to make it significantly smoother and adjusted Infamy gains at higher Ship Ratings. We’ll make further adjustments to both progression pace and difficulty balancing based on community feedback. Long term, as a further improvement to the Mastery Loadout, we’re considering the possibility of expanding on the switch ship feature so that any type of loadout could be switched from this menu. [p align="start"]*Besides working towards the Y3S2 launch, while it's still early days, the team has also begun drafting the Year 4 roadmap. The same commitment to naval combat as the core experience continues, and Year 4 will be built on the depth we're establishing throughout Year 3. Expect more focus on activities that test different skills, ways for players to compare and showcase their mastery, and stronger tools for group play. Details will follow as we get closer.COMMUNITY Q&A
[p align="start"]Q: Will we get more weapon types for every deck, beyond Demicannons and Culverins?[p align="start"]A: Expanding loadout diversity is one of the core goals of Combat 2.0. We want weapons to offer meaningful, distinct strategic choices, not just numerical variations. We're not in a position to confirm specific new weapon types today, but this is a priority direction. [p align="start"]Q: Could we get a Xebec?[p align="start"]A: It's one of the options we're actively narrowing down for Year 4. The ship roadmap for Year 3 is locked and already in production, but Year 4 is still being shaped, and community input on what ships you want to see is very welcome right now.[p align="start"]Q: What can you share about the Season 4 ship?[p align="start"]A: Production has started. It will be a large ship, but its playstyle and potential equipment loadout is something that's never been seen before in the game. More details coming soon.[p align="start"]Q: Any chance of XL ships?[p align="start"]A: The challenge with XL ships is that the existing world wasn't designed with them in mind, you can squeeze a Galleon into a river, but a true XL ship simply wouldn't fit. We're looking at whether they could work as situational use ships with specific deployment contexts, and whether players would be okay with that kind of limitation. Nothing to confirm yet, but we're not writing it off.[p align="start"]Q: Could we see a rework or buff to the Frigate?[p align="start"]A: We're hearing you on ship balance. Combat 2.0 , which is actively in development , is specifically designed to ensure the competitiveness and viability of all ships and equipment across every class. We don't have a standalone Frigate rework to announce right now, but this is exactly the kind of feedback that's shaping that work. [p align="start"]Q: Is the introduction of ships of the line as enemies possible in the short or medium term?[p align="start"]A: Short and medium term , probably not. Long term ,yes, we've started discussions and it's on the table.[p align="start"]Q: Are we going to get the Man o' War from AC Black Flag Resynced?[p align="start"]A: Can't confirm or deny at this stage, but it is technically feasible for us to bring in ships that appear in other games such as Assassin's Creed: Black Flag Resynced. 😉[p align="start"]Q: More updates on PvP improvements ,PvP world tier, Combat 2.0, new PvP events. Any timelines?[p align="start"]A: We hear you, and we know you've been waiting. Combat 2.0 is actively in development , it will enable wider loadout and gameplay diversity, improve the clarity of combat stats and perks, and ensure all ships and equipment are competitive and viable. No release date to share just yet, but this is real, ongoing work. On PvP-specific improvements like world tier integration and new events , we'll share more as soon as we have concrete updates to give you. Combat 2.0 is the foundation everything else follows from.[p align="start"]Q: Will 6v6 ever return to Death Tides?[p align="start"]A: Not a priority at this stage. If we see significant demand, we'll reconsider.[p align="start"]Q: Will more Ultimates be added to Death Tides?[p align="start"]A: No plans at the moment.[p align="start"]Q: What about the Death Tides Pass overall?[p align="start"]A: We want to take a broader look at the entire Death Tides experience rather than making isolated improvements to individual pieces. That holistic review is coming ,but it ties into Combat 2.0 first. Once combat balance is in better shape, the mode can evolve properly.[p align="start"]Q: Can you look at the damage output of small NPC sharpshooter/skirmisher ships in WT4? They can almost destroy you in one volley.[p align="start"]A: We've heard this consistently and we've acted on it. WT4 difficulty has been rebalanced in Y3S2 to bring enemy threat levels closer together , SR33+ spawn damage scaling and health are specifically being adjusted. We've also nerfed the Caustic Spall Station: its bonus cap is being reduced from 30% to 15%, which directly addresses the extreme damage spikes that Seasonal Mastery can amplify. Looking further ahead, Combat 2.0 will take on the broader balance extremes more comprehensively. [p align="start"]Q: Won't more World Tiers split the playerbase?[p align="start"]A: Based on our current player numbers, adding new World Tiers won't reduce average server population. When players feel a server is empty, it's most often because that server has been running for a while ,we have a time limit after which new players stop being matchmade into it for technical reliability. New tiers won't change the per-server player count.[p align="start"]Q: Is a rework of the seasonal system planned ,restructuring duration, content delivery, and so on?[p align="start"]A: While we are not planning to change the duration of our seasons at the moment, we are looking at how we release content throughout the seasons. Some of the content we have planned for Y3S2 will be coming in later in the season for example. If you have any feedback or suggestions on the duration or the way we deliver content in a season, we’d love to read about it. [p align="start"]Q: What about old bounties and contracts like Fangs of the Fara that are currently unreceivable?[p align="start"]A: We're doing a full revision of bounties and contracts. Some have been temporarily taken out because they're being overhauled ,when that work is done, they'll come back, either in their reworked form or as new versions.[p align="start"]Q: Will there be a rework or better rewards for Strongholds and Forts?[p align="start"]A: We made improvements to Stronghold rewards in Y3S1 to better align effort with reward, especially at higher World Tiers. That said, this is something we review every season. We've heard the feedback about running out of ascension parts and upgrade materials ,those are the kinds of specific gaps we look to address. At the same time, we do try to keep different content responsible for different types of rewards so that activities don't all feel identical. It won't end here.[p align="start"]Q: Will there be a major fort for WT3 and WT4?[p align="start"]A: No plans for new major forts right now. However, a brand new World Event is planned for World Tier 4 in Y3S2.[p align="start"]Q: Is there a rework of Helm Contracts planned? They feel obsolete.[p align="start"]A: Yes, Helm Contracts will be reworked.[p align="start"]Q: Are you planning to expand the game's lore significantly?[p align="start"]A: The game lore is expanding with every season. We are also working on streamlining the current lore and how players experience it from the very beginning of the game all the way to our end game. [p align="start"]Beyond that we also want to put some efforts into improving our Codex, to ensure every in-game item is listed, every item locations is trackable, descriptions are updated, and introducing a narrative content viewer allowing players to see your full story progression at a glance and track narrative contracts directly from that menu. This is the foundation we're building for deeper, more meaningful lore expansion. We're not in a position to detail specific story destinations just yet, but there's a lot more of this world left to discover. [p align="start"]Q: Are we going to get new factions ,Hubac Twins, Li Tian Ning? When will the British Navy be in the game?[p align="start"]A: Another faction is being introduced to Faction War starting with Y3S2. We can't confirm timelines for other factions right now, but we are looking into adding existing factions and completely new ones to the game through Faction War. [p align="start"]Q: Will the BTA finally get some love?[p align="start"]A: The BTA is something we're seriously considering as a faction to be introduced through Faction War. But no timeline commitment at this point.[p align="start"]Q: Could we see BTA and Portugal cosmetic sets for players who've been after them since launch?[p align="start"]A: That's something we can look into, yes.[p align="start"]Q: Has the implementation of faction-specific flags been considered?[p align="start"]A: Yes, and we've looked into it internally. It requires more work than it might seem ,faction flags are tied to our existing emblem system, and we want to make sure players who want them and players who don't can both control how they appear on their ship. It's something we're interested in for the future, nothing to announce yet.[p align="start"]Q: Will the Royal African Company become part of the story?[p align="start"]A: No plans for this at the moment.[p align="start"]Q: Seasonal Mastery ,could we see improvements to health levels in the seasonal tree?[p align="start"]A: This is something we're always evaluating as part of our ongoing balance efforts. Each season, we review and update the Seasonal Mastery tree, looking at both the types of nodes available and the values of those upgrades [p align="start"]For Y3S2 specifically, we've also fine-tuned AI balance across all World Tiers, with some of the biggest changes being felt in World Tier 4. Our goal is to improve survivability not just through the Seasonal Tree itself, but by balancing the overall combat experience. [p align="start"]We'll continue monitoring player feedback and gameplay data after launch, and if further adjustments are needed whether that's to the Seasonal Mastery tree, AI balance, or other progression systems, we'll continue iterating on them. [p align="start"]Q: Could you make an improvement to the Seasonal Mastery carry-over and pacing?[p align="start"]A: Yes. For Y3S2, mastery loadout slots are being increased to 10. Carry-over values are being reviewed to reduce reset frustration. And the progression pace past level 50 has been significantly smoothed out. We've also increased Infamy gain from Elite Warships and Sea Monsters at higher Ship Ratings so that the climb to higher mastery levels keeps pace with World Tier progression.[p align="start"]Q: Are you planning to improve William's shop? Will it ever include Ascended weapon rewards?[p align="start"]A: Yes ,a brand new Abyssal section is opening in Blackwood's shop in Y3S2, tied to the new seasonal activities and enemies. It will include Ascended weapons as well as some curated weapons. This is the new section equivalent of a dedicated shop for the season's content.[p align="start"]Q: Will world events and bosses receive significantly better rewards?[p align="start"]A: We continuously review reward pools and look for specific gaps ,the feedback around items like Deep Iron has been heard, and we're making adjustments to improve access to materials like that. Different activities will always serve different reward purposes, but we want every activity to feel worth the effort.[p align="start"]Q: Are there any major QoL improvements coming in Y3S2?[p align="start"]A: Yes , and Y3S2 delivers on several of them directly:Mastery Loadout slots increased to 10
Carry-over values are being reviewed to reduce reset frustration
Progression pace past level 50 has been significantly smoothed
Gear can now be transferred on newly crafted ships
Infamy gain from Elite Warships and Sea Monsters has been increased at higher SRs
Event and My Fleet menus are getting QoL improvements