I think at reaper hideout to add somthing so you can sell more fast
Reaper hideout
Yeah, was discussing this with my crewmate last night...
Reaper is high risk, high reward... The risk needs to come from another crew being able to spot you at Reapers, know you are going to Reapers and still have a chance of stealing your loot.
I know it sounds annoying, but the game needs to create these opportunities for loot, these high risk situations... or the game core loop just gets stale pretty fast.
Reapers was really only truly risk/reward early on in the faction
pvp cheesing through coordination and mass hopping and flooded supplies/chainshots made reapers a luck faction (good/bad) far more than any sort of legit and well maintained high risk/high reward faction
So little interest in risk taking/pvp these days on the side of those that produce mixed with reaper hopping being a lot different now because of HG I don't think it matters much either way anymore as the environment exists.
@tesiccl said in Reaper hideout:
@raubun22 it's a high risk area, it's supposed to be a little slower than the sovereigns tent :)
Many other activities pay far more gold. The reason it is high risk is because "Those PvPers are bad people IRL".
Keepin it real.
@subject-18-jord Yeah not doing this anymore anytime soon, last time (before I handed in 30) saw a GH brig take the reapers mark/chest and they were only few islands away from the hideout, I was super close to it (had to sail past it to get the chest, when I noticed they got there first)...So went to the hideout, scuttled my ship and probably waited nearly an hour...They never even attempted to go there...but sailed probably across the whole map in a square (except devils roar)....
Lost my patience, took some kegs and went to bomb them, they were by Crescent island...and if not for the wind being directly against me, I would have done it, but they saw me at the last moment and managed to escape...Never again :D@subject-18-jord Oh I see what you mean now. I don't think there is any need for that, I believe it works fine. From the moment a reaper raises their flag, an experienced pirate will know that any good reaper will do WE/FOTD and they will know what to do if they wanna fight them.
Any good reaper won't sail into reapers hideout with massive stacks of loot without making sure there are no mermaids. Some pirates get paranoid enough to always check the whole place.
But it's an interesting idea.
Personally I think reaper being visible at all times is enough risk as there is. Perhaps modifying the faction a bit to make their levels go slower, would make more sense.
Also during one of the adventures when the reaper was waiting for you at the dock felt perfect.
I can't recall a single time when we lost our loot selling at reapers as you always keep an eye out. From all the times selling at reapers the amount of time someone attacked was probably less than 5% sailing on all ship sizes.
So I don't think having reaper so far away adds anything to the game, nor it improves or really balances anything. It just makes the experience less fun and more tedious. Especially if you only have 1 chest and someone sells it by accident.
I wouldn't mind seeing a harpoon added to the giant figurehead above the entrance that dropped loot just outside the entrance. I think this would create some hilarious new opportunities for tuck plays at the hideout while slightly increasing the speed at which you can sell at the hideout. I definitely wouldn't want it to be as expedient as the Sovereigns.
I agree honestly. Selling at Reapers is damn boring. So so so boring. When you’re having a big session and have stolen a bunch of loot. I get the risk part. But it’s got to the point, where I often just cash in at sovereigns for convenience.
Also rolling up on people at Reapers is a mess.
I’d prefer it if more reapers left the island faster. I’m tired of fighting there anyway. It’s hard to see and ugly as heck.Either way, reapers needs a redesign soon.
@flaminpandalope said in Reaper hideout:
The hideout is pretty solid in its current state. I like the pressure you are under while there.
It's not really interesting pressure
Server hoppers with a ridiculous amount of supplies right off the dock isn't exactly an interesting fight scenario, respawns being close were always a ridiculous part of it.
Interesting merges/random interesting encounters are a pretty small part of what reapers fights actually were/are.
Reapers hideout fights before the selling can be alright
the whole people zooming over to people selling thing was always boring and unfun imo. Can't even call it true risk/reward, that's just fighting people cheesing off, based on luck of the hop.
I think speed selling just makes the game better overall because it's not really been maintained for real risk reward. If this game took risk/reward seriously it wouldn't make sense but how the environment it makes sense imo.
I wouldn’t say faster, but more convenient would be nice, reapers is a high risk high reward, but I would like to see a new dock or something placed closer to the entrance to make it more convenient. We all know we cram our ship next to the tower on the west side of reapers, maybe put a dock or something there to make it easier to pull up and start selling.
I agree there should be something, it shouldn't be as efficient as the sovereigns as the higher risk like others have said balances the additional reward you get across loot types. I know personally I have been doing reapers a lot less just because of the massive contrast in convenience of selling (I still pvp just sell at outposts).
I suspect rare would have data to confirm this shift in meta but hourglass skews this
@hiradc said in Reaper hideout:
I agree there should be something, it shouldn't be as efficient as the sovereigns as the higher risk like others have said balances the additional reward you get across loot types. I know personally I have been doing reapers a lot less just because of the massive contrast in convenience of selling (I still pvp just sell at outposts).
I suspect rare would have data to confirm this shift in meta but hourglass skews this
It has become a pretty irrelevant faction organically outside of HG.
A lot of people that regularly did it as a pve and or random pvp thing are either gone or play less
Low interest in risk taking from players outside of that
Hg changed hopping dramatically for reapers and changed the faction itself dramatically
and then sovereigns as wellThe changes to captaincy on the horizon effect it as well, the people that are gonna play less over the captaincy changes are the people that take more risks organically.
