duel at dawn is the rookie pilot killer, leave it as it is. it's the only way we can stop new pilots on insisting to fly galleons as if they were squids.
I think there's a big difference between a skill curve for pilots to fly on difficult to navigate maps;- and rookie pilots getting frustrated with map design because a large structure you naturally want to manouvre around suddenly suprises you as you end up bumping the invisible map border.
It's a legit issue that doesn't add anything to being a skillful or succesful sailor in Guns of Icarus Online;- it only causes a frustration that is less noticeable with more experience captains that know where exactly the map ends.
Before I signed up on this forum I actually sent in a feedback e-mail myself about Duel at Dawn because I ended up being pinballed between invisible wall & actual visible collison all the time trying to navigate carefully around the obstructions. I was flying fine;- I was keeping my galleon steady and steered it pretty well in between small gaps - I just couldn't handle when my fat tushy suddenly hit an invisible wall and I had to somehow recover from a really nasty bumpy position all while guessing where the map border might be.
It's the same thing with the spawn logic for Duel at Dawn. Often you spawn literally right against a scrap pillar where your only option is to backpeddle;- but if you don't immediately turn and full thrust forward you bump into the wall again.
That's just poor map design and a lack of knowledge and experience with that design;- and has nothing to do with skillful piloting.
I understand it's difficult with so little resources and manpower and more important issues at hand to really work on these things and provide short term solutions;- and I can totally deal with the outcome that I'll just have to memorize the map edge well enough - but I don't really like when someone insinuates this is what seperates rookies and veterans. It just seperates different groups with different tolerances towards imperfection of gameplay.