Idea for stealth "weapon": the cursed artifact

  • TL;DR: sacrifice one of your two equipped weapons to gain some stealth benefits.

    I've seen countless requests over the past few years to change the game to be more friendly to tuckers. While I may be biased against those requests (I prefer to go in guns blazing rather than sneaking/hiding), I acknowledge that there is space in the game for that type of playstyle (it's a sandbox, after all).

    Here's my idea: add a new weapon type called "cursed artifact".

    Despite occupying one of your weapon slots that would otherwise be used to carry a sword or firearm, this 'weapon' can't directly harm anything. But, anyone who adds it to their loadout gains the following benefits:

    • Friendly mermaids won't spawn for them unless they voluntarily activate their cursed artifact. However, your character will have a visual aura around them to compensate.
    • Grabbing the ladder of an anchored ship does not make a splash noise. A ship with the anchor up will splash as normal.
    • Your name and title don't appear above your character unless you say something over game chat or die (anti-trolling measure) Removed
    • PvE mobs have reduced aggro radius

    What's it look like? There can be plenty of options to choose from: coins, watches, ancient idols, feather charms, twisted coral, animal bones, etc. As long as it looks old, spooky, or creepy, it should work.

    Why those benefits? Those are the things that people have requested that didn't seem unreasonably broken from a gameplay perspective. You can still notice someone sneak aboard your ship if you're vigilant, and you can still check for stowaways if you suspect you have one. If you happen to find one of these cursed rogues on board your ship, they'll be more vulnerable with only a single weapon available to defend themselves. It also has some niche PvE benefits in that skeletons, phantoms, etc. won't notice you from as far, which can aid the people who only fight with a sword and want to be left alone while they dig up treasure.

    So: do you want stealth to be easier? Fine, but you won't be able to fight back as effectively when discovered as a tradeoff. Would you make that choice?

    EDIT: after reading the community feedback, I've decided my original idea was not reasonable. I've made some changes.

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  • gain some stealth benefits.

    Friendly mermaids won't spawn for them unless they voluntarily activate their cursed artifact

    Entering/exiting the water does not make a splash noise

    Your name and title don't appear above your character

    Nope Sorry, I do not see this being any good or fun besides the sweaty cries of those who wanna tuck 100% of the gaming time and whine about the "mermaid" or audio giving them away.

  • @limbicfanatic said in Idea for stealth "weapon": the cursed artifact:

    TL;DR: sacrifice one of your two equipped weapons to gain some stealth benefits.

    I've seen countless requests over the past few years to change the game to be more friendly to tuckers. While I may be biased against those requests (I prefer to go in guns blazing rather than sneaking/hiding), I acknowledge that there is space in the game for that type of playstyle (it's a sandbox, after all).

    Here's my idea: add a new weapon type called "cursed artifact".

    Despite occupying one of your weapon slots that would otherwise be used to carry a sword or firearm, this 'weapon' can't directly harm anything. But, anyone who adds it to their loadout gains the following benefits:

    • Friendly mermaids won't spawn for them unless they voluntarily activate their cursed artifact
    • Entering/exiting the water does not make a splash noise
    • Your name and title don't appear above your character unless you say something over game chat or die (anti-trolling measure)
    • PvE mobs have reduced aggro radius

    What's it look like? There can be plenty of options to choose from: coins, watches, ancient idols, feather charms, twisted coral, animal bones, etc. As long as it looks old, spooky, or creepy, it should work.

    Why those benefits? Those are the things that people have requested that didn't seem unreasonably broken from a gameplay perspective. You can still notice someone sneak aboard your ship if you're vigilant, and you can still check for stowaways if you suspect you have one. If you happen to find one of these cursed rogues on board your ship, they'll be more vulnerable with only a single weapon available to defend themselves. It also has some niche PvE benefits in that skeletons, phantoms, etc. won't notice you from as far, which can aid the people who only fight with a sword and want to be left alone while they dig up treasure.

    So: do you want stealth to be easier? Fine, but you won't be able to fight back as effectively when discovered as a tradeoff. Would you make that choice?

    Eh. I like the idea of more useful PvPvE items, but I think this would just make tucking very cheesey (especially the mermaid disappearing). It's also pretty one sided, as it's uses are mainly for PvP. I'd would, however, be down for this to be a item we use in a stealth based tall tale or something!

  • This is a wolf in sheep's clothing: OP makes a suggestion for a "weapon" but really wants gameplay to change in their favor instead of learning a valuable lesson.

    Moral of the story?

    Not by the hair of my chinny, chin chin!

    And they lived happily ever after, except for the OP.

    THE END.

  • @el-spaniardchi said in Idea for stealth "weapon": the cursed artifact:

    Eh. I like they idea of more useful PvPvE items, but I think this would just make tucking very cheesey (especially the mermaid disappearing). It's also pretty one sided, as it's uses are mainly for PvP. I'd would, however, be down for this to be a item we use in a stealth based tall tale or something!

    Fair point. I haven't been the victim of enough tuck attempts to fully appreciate what a missing mermaid would mean from my own experience of the game. Would you suggest altering the idea (remove one or more of the benefits), or dropping it entirely?

    @galactic-geek said in Idea for stealth "weapon": the cursed artifact:

    This is a wolf in sheep's clothing: OP makes a suggestion for a "weapon" but really wants gameplay to change in their favor instead of learning a valuable lesson.

    Moral of the story?

    Not by the hair of my chinny, chin chin!

    And they lived happily ever after, except for the OP.

    THE END.

    I feel like you misunderstood my intentions; this post isn't me reacting to a failed attempt (I mentioned I dislike tucking), this is just me idly thinking about adding new stuff to the game and trying to figure out how to make it work without being unbalanced. It's something I've done off and on over the years for fun. Some ideas are popular, some aren't. Looks like this one is shaping up to be the latter, though that's probably because I didn't fully take the time to think through the ramifications as well as I should of.

    Ah well; you win and you lose on the seas.

  • Stealth is not supposed to be a key part of the game. It’s a fun option but should In no way be buffed.

    This item effectively removes any good counter play to tuckers and forces players to just blunderbomb spam constantly out of paranoia which is unhealthy gameplay.

    There is no clear counter play to tuckers with this item and no good way to find them.

    Mermaids act as a counter play to tucking and promote tuckers to tuck positioning their mermaid right, in certain spots where PVE cannot get them and be stuck in certain positions to disable name. This allows players counter play to actually finding them.

    Tucking is not supposed to work on more skilled players and is something that players have clear signs to watch out for and play around. Removing these signs once again means the right play is to constant blunderbomb spam which is not fun at all.

    If stealth is buffed than proper anti stealth needs to be established.

  • @limbicfanatic so you wanted to be cursed. Well most cursed folks on the sea have a glowing or dark aura around them. Losing the name tag and most audio cues of a player approaching could have a tradeoff of them glowing or having a dreary aura around them.

  • OK so what's to stop me from replacing a weapon with the artifact, and then once I stealthily swim over to the ship that's doing the FoF (or whatever), I just make a pitstop at their armory and swap back to my normal 2 weapon loadout before tucking?

    My answer would be: make it so that you can only enable/disable the artifact from the armory of your own ship (kind of like how you can only change the flag on your own ship).

    My other suggestion would be that the "ladder grab mute" only work when a ship is anchored. Otherwise, it would be super OP during combat. Sword+artifact would be a heck of a loadout to get a ship anchored and and still be able to do a ton of damage.

    All that said, I think the current mechanics are fine, but as long as it's well balanced like I mentioned, it's not bad and offers even more unique ways to play the game.

  • I find the idea interesting, but I don't think the game's proposal is suitable for it.

  • @limbicfanatic said in Idea for stealth "weapon": the cursed artifact:

    @el-spaniardchi said in Idea for stealth "weapon": the cursed artifact:

    Eh. I like they idea of more useful PvPvE items, but I think this would just make tucking very cheesey (especially the mermaid disappearing). It's also pretty one sided, as it's uses are mainly for PvP. I'd would, however, be down for this to be a item we use in a stealth based tall tale or something!

    Fair point. I haven't been the victim of enough tuck attempts to fully appreciate what a missing mermaid would mean from my own experience of the game. Would you suggest altering the idea (remove one or more of the benefits), or dropping it entirely?

    I think the main problem with implementing this in adventure mode is

    *1. It makes tucking easier honestly, especially if the crew you are tucking on has a keg on board, and you wouldn't need a second gun or whatever.

    *2. It makes people hate tucking more. I myself hate when all i see is these obvious streamer wannabes try to tuck on me when i spawn at a outpost. I also hate how it's still the Twitch meta. I could care less if GgGamer69 is doing a epic Fort of Fortune steal. If the guy or girl is funny or entertaining, they could be grinding Hunters Call and i'd still watch 'em!

    I wouldn't totally drop the idea, i'd rework it for a tall tale where, let's say, you invade the Captain's lair, and you use said item to hide from the guards or something. If implemented this way, it'd be super fun!

    And to answer your question about what feature I would remove from this item, hands down hiding the mermaid. It'd be super broken for your mermaid to be gone or invisible.

  • @sweetsandman said in Idea for stealth "weapon": the cursed artifact:

    OK so what's to stop me from replacing a weapon with the artifact, and then once I stealthily swim over to the ship that's doing the FoF (or whatever), I just make a pitstop at their armory and swap back to my normal 2 weapon loadout before tucking?

    There's nothing stopping you from doing that, but your mermaid will reappear as soon as you lose your curse.

    My other suggestion would be that the "ladder grab mute" only work when a ship is anchored. Otherwise, it would be super OP during combat. Sword+artifact would be a heck of a loadout to get a ship anchored and and still be able to do a ton of damage.

    This is a very good point, and I'm editing my original topic to include it

    @kommodoreyenser said in Idea for stealth "weapon": the cursed artifact:

    @limbicfanatic so you wanted to be cursed. Well most cursed folks on the sea have a glowing or dark aura around them. Losing the name tag and most audio cues of a player approaching could have a tradeoff of them glowing or having a dreary aura around them.

    I also like this. My rationale was that if you're cursed, your presence was hidden from the local merfolk. A visual indicator (which would also make you more noticeable to an astute crew) would be a great way to communicate this idea.

  • @limbicfanatic said in Idea for stealth "weapon": the cursed artifact:

    @sweetsandman said in Idea for stealth "weapon": the cursed artifact:

    OK so what's to stop me from replacing a weapon with the artifact, and then once I stealthily swim over to the ship that's doing the FoF (or whatever), I just make a pitstop at their armory and swap back to my normal 2 weapon loadout before tucking?

    There's nothing stopping you from doing that, but your mermaid will reappear as soon as you lose your curse.

    If I'm on a boat - mine or someone else's - my mermaid will not spawn. Again, being able to switch loadout back away from the "artfact" from someone else's boat would make the idea WAY too OP.

  • @sweetsandman said in Idea for stealth "weapon": the cursed artifact:

    If I'm on a boat - mine or someone else's - my mermaid will not spawn. Again, being able to switch loadout back away from the "artfact" from someone else's boat would make the idea WAY too OP.

    Do you know if that's a bug, or an intended change by Rare? I was under the impression that mermaids spawned for you when you were on another ship, but my info may be out of date.

    If that's an intended change, then I'm going probably gonna have to go back to the drawing board with this idea.

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