Respawn times are too fast now.

  • I love the reduced spawn time on the solo sloop, though 10 seconds may be too short even still. 17 seconds is far too short, for any ship. Its like playing zombie mode where they never stop coming. Can we get back to a little more punishment for death please?

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  • Painfully accurate. I understand that getting spawn camped sucks when someone's on your boat but this new system is garbage. All it does is force you to send one person on your crew to spawn camp because if you just try to gun the boat down, they'll just keep respawning and bailing to their little hearts' content.

  • Respawn times definitely need to scale with ship/crew sizes. It's odd that a galleon crew can respawn at the same time as a duo sloop.

    One complaint I've always had in the past is that all ships shouldn't share the same respawn time. On average, it can be easier to kill two people on a sloop than it is to take down a galleon. I think smaller ships should have more leeway.

  • The new respawn timers have certainly affected the overall balance of pvp favouring larger crews. It pretty much negates the sloop and solo buffs introduced in S7. Spawn timers needs revisiting and increasing back to original amounts initially and then altered after further testing.

  • Nah it works fine. Just adapt and put more holes in before you board.

  • i still manage to sink others, it does feel like its too fast for me too - even when i am dead, i can revive almost instantly, there is not enough punishment for dying

  • As a solo slooper myself, I started to lose so many fights after the change.

    Just make everyone spawn in 30 seconds again. No one complained about it anyway. Give the Ferryman a rest.

  • When attacked by other crews I need as short a time in the ferry a possible because the blackscreens take 5 times as long to load. I get why the dont but I wish the Ferry didn't exist and we just stay as a ghost on our ship for a few seconds, its so aggravating how you can die with a single hole and get stuck on the bkackscreen whilst you listen to your ship sink.

  • @thorumsu said in Respawn times are too fast now.:

    As a solo slooper myself, I started to lose so many fights after the change.

    Just make everyone spawn in 30 seconds again. No one complained about it anyway. Give the Ferryman a rest.

    Honestly, no one did complain about it. Just a random change that upset the balance.

  • @a10dr4651 said in Respawn times are too fast now.:

    The new respawn timers have certainly affected the overall balance of pvp favouring larger crews. It pretty much negates the sloop and solo buffs introduced in S7. Spawn timers needs revisiting and increasing back to original amounts initially and then altered after further testing.

    I vote for this. I think this is a great plan.

  • Yup on all ships aswell. Even the Galleon is still too fast.

  • @mintharp184509 said in Respawn times are too fast now.:

    While I do think the 17 sec respawn time is too fast and should be more like 20-25 seconds part of the problem that naval combat is usually not enough to sink ships is because of two reasons.

    The bucket is more effective than it should be at bailing water. The volume of water removed with a single scoop is to great.

    And

    Hull damage (not mast, wheel, capstan) takes to little time to repair. Larger crews can basically out repair the dps of a sloop’s single cannon.

    So it’s not just about respawn timers it’s also about the threat hull damage and water poses which in its current state is basically no threat at all until the entire crew is either wiped or knocked off the ship or cursed.

    I don't really agree with your comments on hull damage or bucketing. Are you saying a fully alive crew shouldn't be able to commit to repairs and keep their ship up?

  • Time is very short now, respawn should take at least 30 seconds.

    Also , imo : if the entire crew died the ability to return to the ship should be lost ; they would respawn on a new ship (12 grids away or 4 Nm) and their previous vessel would sink in 20 seconds. The winning crew would then have time to collect the deserved loot from the water.

  • @mintharp184509 said in Respawn times are too fast now.:

    @tenriak said in Respawn times are too fast now.:

    @mintharp184509 said in Respawn times are too fast now.:

    While I do think the 17 sec respawn time is too fast and should be more like 20-25 seconds part of the problem that naval combat is usually not enough to sink ships is because of two reasons.

    The bucket is more effective than it should be at bailing water. The volume of water removed with a single scoop is to great.

    And

    Hull damage (not mast, wheel, capstan) takes to little time to repair. Larger crews can basically out repair the dps of a sloop’s single cannon.

    So it’s not just about respawn timers it’s also about the threat hull damage and water poses which in its current state is basically no threat at all until the entire crew is either wiped or knocked off the ship or cursed.

    I don't really agree with your comments on hull damage or bucketing. Are you saying a fully alive crew shouldn't be able to commit to repairs and keep their ship up?

    That’s not at all what I said.

    I said that if the bucket was slightly less effective and if hull damage specifically took longer to repair you would in turn buff naval combat to where you can damage an enemy ship enough to secure a sink without boarding and crew wiping.

    Okay well I am saying that if an entire crew is alive and committed to bucketing and repairs, the ship shouldn't sink. Unless of course your are pummeling them with AOE damage from blunder bombs, cannon balls, and fire -- hence killing them.

    Plenty of fights are won and lost without boarding occurring.

    Lets not derail the thread though. Its about respawn times and fighting the zombie horde.

  • It's awful honestly, ships feel unbelievably tanky at the moment and I feel boarding is almost a necessity if you don't want to waste a trillion resources.

    Players basically go unpunished for plays that would previously result in a sink.

  • Yeah I don't even fret if I die any more. I'll be back in no time.

  • I do not think the respawn time itself is what is wrong here, I personally felt that it has made fights more interesting and gives crews a chance to fight back. That sinking someone isn't that easy anymore shouldn't be something to complain about.

    I do believe that they should have different timers for dying on your own boat vs other boat. Also mermaids spawn way to fast when shooting yourself/someone else with a cannon. Increasing the mermaid spawn by a couple of a seconds would make people think twice. The last year I've been in fights where they shoot off more players then cannon balls -.-

    It would make people plan out their fights more , be tactical and also become more skilled. At the moment (last year + ) it's to easy even when I play with randoms to board or sink others :)

  • @calico-jack3172 said in Respawn times are too fast now.:

    Also , imo : if the entire crew died the ability to return to the ship should be lost ; they would respawn on a new ship (12 grids away or 4 Nm) and their previous vessel would sink in 20 seconds. The winning crew would then have time to collect the deserved loot from the water.

    Ships should spawn on another server after being sunk twice on the current one. Sinking a ship should be a pretty big deal, but currently they just come back every 8 minutes. Give them 1 chance to reclaim their loot, then they spawn on another server.

  • @hefty-henri said in Respawn times are too fast now.:

    @calico-jack3172 said in Respawn times are too fast now.:

    Also , imo : if the entire crew died the ability to return to the ship should be lost ; they would respawn on a new ship (12 grids away or 4 Nm) and their previous vessel would sink in 20 seconds. The winning crew would then have time to collect the deserved loot from the water.

    Ships should spawn on another server after being sunk twice on the current one. Sinking a ship should be a pretty big deal, but currently they just come back every 8 minutes. Give them 1 chance to reclaim their loot, then they spawn on another server.

    I actually kind of agree with this. Sometimes I think sunk ships should spawn on a new server. But I'm not on either side of the fence.

  • @tenriak For immersion it should happen after the 1st sink, but for fairness they need a chance to win their loot back or get revenge. It just becomes cheesy and annoying when they come back more than once. Sinking them twice should be the final nail in the coffin.

  • My recommendation is to revert the respawn time change in patch 2.5.3.

    The Sloop, Brigantine, and Galleon should be increased by 13 seconds to a 30 second respawn time.

    Solo Sloop should have its spawn time increased by 7 seconds to a 17 second respawn time.

    With these changes a solo sloop would get slightly less than twice the respawns of a dual sloop assuming the solo slooper won a duel, but immediately lost the second.

  • Respawn times are still too fast.

    Just got into a fight with a galleon. They launched boarders over and over and over. I killed 3/4 but still they were able to keep me anchored by respawning and relaunching with rapid fire mode on.

    Respawn time is too fast.

  • I feel like if you have a fast loading time, you're better off respawning than tying up a crew member to revive you.

    That being said, my group has a regular player on Xbox One who, while good, gets disproportionately penalized for dying because of how long it takes to load onto the ferry and then load back into the ship.
    Really it would even the odds more to have longer mandatory ferry time, but count load time as time spent on the ferry.

  • Rebalanced Ferry Time Across Crew Sizes

    Following reductions to the Ferry of the Damned wait time in previous updates, these times have undergone further adjustment to provide a more balanced experience across all >sizes of crew.

    Solo crews will now be held for 15 seconds, two-pirate crews for 19 seconds, three-pirate crews for 23 seconds and four-pirate crews for 25 seconds.

    Thank you for the adjustment. It feels SO MUCH BETTER.

    I would be interested to here from a developer why there is a 4 second difference between crew sizes except for the galleon which only has a two second increase? Why aren't galleons at 27 seconds? Galleons already get the extra cannon. This seems like a small buff? Was there math behind this decision? Can we see it?

    I don't want to gripe too hard, it feels pretty good where it's at. Less punishment for going up to galleon I guess, as the brig is so good.

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