Sea Crocodiles is effectively the same as it was before. the currents feel like they have been cut by like 20 ish across the board, but not removed to the point where the northern half of the croc rotation is grindable. Currently, it is more efficient to grind the southern rotation and hop across 3 servers than it is to try and grind the northern packs.
suggestion:
-completely remove currents within grind zones.
-Add the 'fast zero current' to the entire grind zone
-reduce respawn timer of sea monsters
-increase mob density
Change request: "Remove currents from the ocean."
Dev: <removes current indicator>
Tester: "There's a big hole where the current indicator was."
Dev: <moves right cannon indicator right a few pixels>
Tester: "Looks good!"
Director: <approved for release>
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One test is to go into the Al Halam sea canyon north of Valencia. That still behaves as it always has, where you pick up speed where the currents are zero, and get reduced speed where they are not.
They did appear to mess with the winds, was hitting 680 between OE and Vell. And there appears to have been some sort of change, small, but there, and it mostly seems to be that tail winds don't give the speed that they used to.
I'll bet my next cron that what they did was add RNG to ship movement, to, you know, make it more 'immersive'. (There's a weak pun there if you look for it : ) )
I have noticed the fast currents haven't been removed.
You can find a detailed map of all the fast currents here:
https://cdn.discordapp.com/attachments/446161650257625088/1083870754027884554/Sea_Map_Current_Only.png
Currents still in, PA just removed UI element, no idea who they trying to lie to and why.
Thank you pa for the scam
I too get weird speed boosts (for my slow ship) even thought the wind stays the same.
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