@lormiun said in Allegiance... Too passive invader... DEV please READ!!:
Now I actually did not really care that much about this topic, HOWEVER:
@nex-stargaze said in Allegiance... Too passive invader... DEV please READ!!:
The person running away is using a strat bad players use, but if it's working against you, what does that say to your skill level?
This sentence is BS on a very important level so that I cannot leave it unaddressed.
Now unless the wind is EXTREMELY unlucky:
If someone intends to run away from you, has even a minor lead and is HALF-decent with sails, he WILL be able to do so UNTIL he reaches the Red!
This has NOTHING, absolutely NOTHING to do with skill. (Which is why Red-Sea suiciding is so pathetic).
Maybe it's just the "toxic PvP" nature I guess I'm surrounded in but I have to ask: If you got to this situation, how did you let it happen?
Players don't run away before first broadside (usually), you probably should have hit all of your cannon shots, killed them with a cannonball while they were likely glued to their cannon, knocked their mast down when you're consistently hitting cannonballs in the broadside, and following up with blunderbombs/cannonballs while they're attempting to catch/raise/repair their mast. You could even be cheap and use a cursed cannonball in your inventory in order to fully anchor down your enemy while their mast is down, or utilize a riggingball in order to prevent them from catching/raising their mast for a little while after you knock their mast down. This is all in context to at minimum a solo sloop 1v1 where one doesn't need to board in order to pin down their opponent.
Thing is: The ppl that defend this are usually the ones that use it.
Unfortunate for you, but I rarely ever get put in a running away situation while I still have enough cannon ammo to sink you (no really, if I don't have cannonballs I'm avoiding you at any means necessary till I find some more).
The being said we can complain about running all we want but at the end of the day, it's still a valid strategy, the "tools not rules" situation it falls under.
Unable to catch My a**.
This is not how SoT's Wind/Sail-System works, unless you sail perfectly, and/or your target making CRUCIAL mistakes, you will not catch him.
That... is exactly how you catch a runner, wait for them to make a mistake, take the opportunity to catch them when you can. What you don't realize is in normal Adventure mode settings, running players are already in a spiteful mood because instead of voyaging, gathering loot, making gold, and fighting easy to kill skeletons, they have to deal with you in this Open world adventure server. They either get away with the loot by out-playing you via sailing, or throwing everything away in the Devil's Shroud because they don't want to get caught by you and they have no better alternative plan.
In hourglass PvP it's only slightly different, as you only have a certain distance past the battle border before your boat blows up and auto-scuttles itself. A running player can basically keep distance from you, sneak a board onto you, and sail you out of bound for a free win on their end. It's cheap and scummy, but it's valid. Players will do any viable tactic to win, and 98% of the time, you can do it too.
When combat is the theoretical intend then this is nothing but a crutch for sore loosers and/or unskilled pirates.
The strategy of running away, on that we agree.
That is because it is a valid strategy. Sure, the way most of us are learning PvP is much more hardcore, difficult to get used to, and, when we lose a broadside especially, very unsatisfying and frustrating on the parts of the losing party. Running away? It's a different type of challenge. "How can I defeat my foe while taking in the least amount of damage on my ship and not sink before they do?" The challenge is more frustrating on the parts of the losing party (being the chasers) while the runner basically tries to 5-head themselves a way to not sink themselves and sink you simultaneously without trading cannon angles and broadsides.
But saying that you were just too bad to catch him is just BS due to the inherent Wind/Sail-System.
Since that is MUCH more dependant on him making CRUCIAL mistakes.
And when using this strat, even the greatest newbie will usually be able to avoid these.
If a newbie is capable of out-sailing you, they are most definitely not a newbie.
Actual newbies will die in an enemy's broadside and not know what actually happened (cause you know, they're new). It gets a fight over and done with easily, but a player with a minimal level of experience actively avoids dying in enemy broadsides because they figured out they don't have to, hence, running/recovering/resetting.