Bury Treasure mechanic (Updated: Stash maps)

  • OLD

    So currently pirates have maps to treasure, they dig up treasure with shovels, then sell loot.

    It'd be cool to do the opposite. Pirates dig holes to bury their own loot and this generates a map for them to claim it later.

    If your ship is sunk or you log off pirates get a copy of your map. So it's a race to the island to extract the loot or defend your cache.

    Be cool if players could set up boo6y traps. That way islands become like PvP maps where the objective is to find loot and extract it.

    UPDATED.

    Am updating the body with a better proposition of the idea after discussion and resistance due very valid arguements.

    At current play sessions take a lot of time to do the sail, loot, and sell, game-loop (2-4hrs). So players with only 30 min to 2 hr game time find it hard to do stuff that feels satisfying and rewarding (at least as signalled by the game's reward systems, i.e. getting gold and reputation)

    So if players could break up play sessions by saving loot temporarily into a stash, they could log on later to dig it up and sell it or add to it. The player thus saves progress and has a motivation to return next day.

    This could easily be done by reversing the current random dig site map quests. Burying treasure on an island generates a stash map that is stored in player data. Next log in a vendor generates the map giving the illusion of world constancy.

    To prevent this breaking the loot economy and also expand the play possibilities in the game. These stash maps could be intercepted by other pirates via a vendor, but only random points on the map are shown so the total stash has some protection.

    This way if multiple pirate crews purchase a stash map voyage it means islands can become interesting arenas for player interaction.

    Do you allow the other crew to dig up their unique points you don't know about, do you dig yours up and leave quickly, do you ally and share the larger escavated loot. Be careful, maybe some precious loot might temp your ally to betray you. Interesting pirate island encounters right out of Treasure island.

    This way small caches are left alone till they get replete, giving new players respite from reaper savagery and trolling for ship-masts. Reapers get bored not finding replete emissaries to raid so unfortunately they start targeting the small baby fish (I.e. new solo players, tall tale pursuers)

    Larger stashes can be competed for by other players but since everyone could acquire a stash map voyage if you lose loot next login from your stash you can steal it back from other stadhes. Small stashes pool, large stashes split. Players drive the stochastic cycle.

    It would be unfeasible to stash Athena voyage and skeleton fort loot so stashes should have a maximum loot capacity.

    Loot could also be strategically swapped over time for similar value items to reduce item spawning costs. I.e. burying 3 trinket could pool into one chest. A lore explanation could be easily used to explain it. The crab cachers did it. Sometimes you may get lucky with an upgrade, other times you may get a downgrade. It makes stashes as exciting as finding buried treasure.

    A nice touch would be players could bury special items like green cursed cannon balls and kegs to create traps for stash looters. Be funny digging a point and activating a jig ball on an island or a skele a ambush. Or a snake pit... Etc.

    Always interested in hearing thoughts and reinterpretations.

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  • @odysseyhome Someone should go bury this thread out back, along with all of the other bury treasure threads out there...

  • @galactic-geek ouch that was mean...

  • @odysseyhome Yes, it was. Please do a search to research 1st, and then, if still necessary, create your post.

  • @galactic-geek Still you could have said that nicely rather than in a sarcastic joke that just tells me to "go away..."

  • @odysseyhome The chief problem with burying loot is that it makes it too hard to steal and wastes a lot of time. Besides, loot is already easy enough to hide with all of the vegetation, nooks, and crannies spread across the Sea (if you really wanted to).

    I suppose you could make it work as a voyage, but it would be kind of backwards. Besides, what incentive does my crew have to bury some NPC's loot?

  • @galactic-geek said in Bury Treasure mechanic.:
    Besides, what incentive does my crew have to bury some NPC's loot?

    I would love if we could be rum runners. Bury some alchohol and let it age over the duration of the session and then go pick it up. If you are sunk the map (or riddle) is dropped for anyone to grab and loot.

  • @galactic-geek

    I can respect those arguments. Though my vision is more about using the cache as a lure so you can get the cache maps of other pirates.

    It's like a gambling system. I wager these chests you can't steal them from my crew on this island. If they do, then you can go to their cache island to steal your loot and their wager back...

    So loot gets pooled but then distributed among the crew's that manage to steal bits n pieces before sailing to sell it.

    Makes PvP more objective based rather than I'm going to kill you all.

    Only thing I have difficulty thinking of is how would a crew give maps to other crews to come for their caches. Maybe the tavern can hear rumours of pirate caches.

  • I'm sure you'll figure something out. At least you're being logical about it, which is more than I can say for most.

  • @galactic-geek Thanks.

    It's a cool concept of players creating content for other players. Plus a pirate game where we don't bury our riches seems lacking a core part of the adventure pirate fantasy.

    I think it's possible to extend existing systems to make burying loot an interesting system for players of different play styles to engage with.

    Like crew A go sailing collect loot then cache it at an island and log off. They had a nice adventure and end their play session on a high. It also means play sessions need not go for 2-4 hours due to sailing, looting, selling, emergent distractions happening. It allows casuals to play for 30 to 1hr and have a experience where they accomplished something.

    The server is updated with a cache map. This map can appear as a voyage purchasable from an NPC. The longer the map is in the server and the more loot it contains, then the higher chance it will appear in other crew's map vendors.

    Crew B log in, go to a cache map vendor and purchase a cache map from NPC. But the cache map will only show only a set number of bury points to dig up.

    Crew C log in and get the same cache map but with other bury points displayed: some same some different.

    So this points two crews to an island with similar treasure. So they can ally, fight, have a truce, watch what the others find before changing tactics. Play like a pirate.

    So Crew B and C steal some cache loot. Crew A logs back in and sees what bury points have been stolen. They can then decide to dig up their cache and sail to sell it or they can add more loot.

    Players can only have one cache per region and cache limit is determined by
    Island size and distance from outposts.

    The cool thing about this system is that there will always be caches since everyone can cache and the more loot in a cache the more crew's could be heading their to claim it. So smaller caches narurally pool to big ones that those bigger caches get distributed to other pirates. Equilibrium!

    So can fudge the system by pooling the cache maps of players caching on the same island together. It'd keep data overhead low on the server side, and you can get lucky when you reclaim your cache and find the loot upgraded in value because your stealing part of someone else's cache simultaneously; so loot need not be perfectly tracked.

    Could also create faction caches for emissaries, help get loot you need and reduces sell time since only need to visit the one vendor.

    Can't see any exploits...

  • It will take time to bury your loot, so you won't have time to bury it if another ship is bearing down on you. If you get sunk, other pirates have your map so it doesn't protect it from getting stolen. Other crews can just buy the map randomly so why would I bother burying it?

    This entire idea is also assuming that loot is buried on a specific server when the game doesn't work like that; the servers merge and older servers are rebooted all the time so all caches would be global. Players on a completely different server would be able to randomly buy a cache (and then you'd also need to implement globally unique voyages to prevent duplication) from a completely different server and potentially dig up your loot without anyone having any idea what is going on.

    Burying treasure just seems like a time sink with no real benefit or purpose. If I have the time to bury loot, why wouldn't I have the time to just cache it in and lock in 100% of the value immediately?

  • Oh and for caches made with big crews if they log in separately their own cache is a quarter of the big cache (they see only some bury points). When crew's team up, their personal caches are merged. So if people play with many different people then there's no problem.

  • @d3adst1ck ...and there it is. I was starting to have trouble following the OP's explanation. Wasn't cacheing on, if you get my drift. 😅

  • I will also add that this would likely only be used to hide stashes of OP items like crates of cursed cannonballs, cannonballs, planks, fireballs, and blunderbombs and not actually treasure.

    That is really the only useful application for this idea, and it's incredibly unbalanced so I can't really see the devs allowing players to build up caches of these types of items.

  • @D3ADST1CK

    That's a good point about kegs n crates. Would have to limit those, and swap them out for treasures of similar gold value.

    The server stuff being global and merging, it's basically tweaking the random island dig point quest system. The cache just takes island coordinates and loot value, so store that on a player data then generate a treasure map from that code. So it's an illusion of memory.

    Other thing is could make a new faction about burying treasure, allowing a lore explanation for why a seafarers chest is now a maurader chest. Cause the crab cachers swapped it.

    The why is to allow for casual play, and accumulate the random quest treasures into bigger pools. Also gets pirates fighting on islands and not just on the sea when they go looking for the same cache.

    You wouldn't cache an Athena or fort raid since like you said to big, might as well sail and sell.

    It is a complex idea and I'm not saying Rare should do everything I suggests rather it's an interesting idea. Tries to address some issues with the game to make it accessible to other player types.

  • @odysseyhome I don't like this idea, you can already hide your loot when you sank to a island closest to you. hiding it under the sand would just be meh.

  • @BubaH1Z1 What I'm proposing is bit more meta than just hiding loot and outlined in my replies. I figure I should update the main post now having thought more on the concept.

    Still I stand by my point that for a game about pirates it's strange we can't bury treasure.

  • @odysseyhome You don't make profit burrying your own treasure, you make profit stealing other pirates loot does.

  • @BubaH1Z1

    Sort of.

    Stealing other player loot is basically getting other players to collect it for you from the game world...

    So while you technically always profit by stealing others loot (if you're sucessful) the profit may not always be worth while if you go by an efficiency metric of time and resources traded for loot and gold per minute.

    Sinking a parked solo sloop on a fishing trip to steal treasure you might be lucky to get what, a skull or two... Trading ammo (maybe wood n food) for two skulls and a flag pole (don't know if flags only spawn from emissaries for reapers but reapers still sink me if they find me regardless). Doing so takes you how long, 10-15min...

    That's pretty paltry profit for effort. I thought pirates were after the big score, not just blood and chaos. If anything it could be considered a great lose since you lose all the opportunities for bigger profits by pursuing such a meager bounty.

    Really loot replete emissaries are supposed to be targeted by reapers since then you have an actual challenge. Defender emissary vs attacker Reaper. Players have their roles to play, may they enrich each others experiences.

    Reapers killing any ship they find for fun is really just player griefing of new players. And solo sloopers who delight in foiling those griefers are just griefing the greifers. So it's mutual toxicity really...

    I mean Rare could just rebrand "Sea of Grieves" so players know what to expect; but I reckon giving new, solo, and more casual players a way to participate in the game world would be beneficial for everyone. People can practice, get better, progress to open crews.

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