Why Reaper Should Have Harpoons (which apparently people don't like)

  • So far I have stated plus a few extra:

    1. When selling to reapers is about a 1:3 ratio (if we average 1:2 and 1:4) of playing the game to selling
    2. Selling provides no significant increase in risk other than the occasional new player who sells the second they do anything
    3. Selling is an extremely monotonous task and not fun.
    4. If the community is supposed to “just sell to Sov” it almost deletes the point of reapers outside of HG
    5. How do you expect people to want to defend SotF when it takes them 5x as long to sell compared to GoF.
      All this to say that reaper harpoons would add a positive impact on the game overall. It simply isn’t good game design to have it take 1/3 of your play time to sell. Additionally, it provides a flat Nerf to SotF defenders when you can’t even sell a decent amount of loot without getting invaded an extra time compared to GoF. Despite there being a risk with having a longer selling time for reapers, if you are playing reapers at R5 for over an hour, it simply does not provide much extra risk at all. An alternative solution to still keep it risky but keep a good amount of the time off of selling is simply to make it so that you can only harpoon to the entrance of the main building. You could also relocate the servant towards the shore, like with the adventure, to make selling faster but not instant still.
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  • Reapers should have 100% had them when there was max pvp cheesing that was running people outta risk/reward for a couple of years with coordinated hopping and server sharing.

    Now the environment has changed and improved on that so it's less of a necessary thing for risk/reward but it's also not an issue to add it

    More of a QoL thing now than a risk/reward thing

    Add it imo, the more pleasant it is to produce/sell the more people will produce and everyone wins in the end.

  • As the hideout stands just now, leave it as is. If they ever get a proper built up fort like Port Merrick, then yes.

  • @tesiccl It's not about the aesthetics it's about the QoL. Plus every other sell point has harpoons, why would it need to be a fort?

  • @fysics3037 the quality of life doesn’t need improving for selling at Reapers. As mods have stated before and I agree with them, selling your treasure there is supposed to be a risk, that’s exactly why it’s a bottle necked entrance in case people are hiding. Why the area has cannons around it. Why the sandbar is all sorts of crazy. These are purposeful designs to make it feel risky when selling.

    Harpoons ease that, no thanks.

  • @tesiccl said in Why Reaper Should Have Harpoons (which apparently people don't like):

    @fysics3037 the quality of life doesn’t need improving for selling at Reapers. As mods have stated before and I agree with them, selling your treasure there is supposed to be a risk, that’s exactly why it’s a bottle necked entrance in case people are hiding. Why the area has cannons around it. Why the sandbar is all sorts of crazy. These are purposeful designs to make it feel risky when selling.

    Harpoons ease that, no thanks.

    That's more in line with risk/reward currently so it's a fair view to hold now but risk/reward balancing in general is not "it's supposed to be risky so anything goes"

    The extreme pvp cheesing surrounding most of reaper's existence was incredibly poorly balanced for risk/reward. Season 9 literally is a season that is designed around repairing the damage done from imbalanced risk/reward. Same goes for a significant part of season 8.

    Season 9 is the only time that risk/reward has made any sense in SoT with the unfettered pvp meta cheesing.

  • You load your loot in a rowboat then you push the rowboat right on up into the hideout.

    /topic
    /thread

    :)

  • I would like it so you could upgrade a vanilla rowboat or change any rowboat into either to harpoon or cannon boat. Then you could harpoon yourself unto reapers. Alternatively turn up the spawn rate of harpoon boats at reapers.

  • Selling is an extremely monotonous task and not fun.

    Like every outpost...

    If the community is supposed to “just sell to Sov” it almost deletes the point of reapers outside of HG

    You sell where its needed.

    When selling to reapers is about a 1:3 ratio (if we average 1:2 and 1:4) of playing the game to selling

    Why dont we remove selling all together? every loot you find it auto sells to whatever Emissary you are doing? Make the game less about sailing, lets be honest...nobody likes sailing anymore as it takes too much time.
    (sarcasm)

    So far, I think the player here doesnt know how to sell quickly to Reapers just yet and doesnt wanna find out or idk...youtube? As well, they been sunk to many times with "hours" of loot on there ship while trying to sell xD

  • @fysics3037 said in Why Reaper Should Have Harpoons (which apparently people don't like):

    1. Selling provides no significant increase in risk other than the occasional new player who sells the second they do anything

    I don't think I understand this correctly: The risk in selling to Reaper's is the fact that the **only turn-in spot for them is squarely in the middle of the map, where ships that can already see you, can go there to intercept the selling of your treasure.

    1. Selling is an extremely monotonous task and not fun.

    That's if you have a lot of loot, which wouldn't be much of a problem if you sold often now, eh?

    1. If the community is supposed to “just sell to Sov” it almost deletes the point of reapers outside of HG

    At this point, the best Reaper's playstyle is either risking loot stacks to the now very uncommon sweaty server hopper, or to dive and invade rival ships in Hourglass. Reaper's, especially post-Arena was the unequivocal PvP faction of the game, where hunting and being hunted was your primary playstyle, as such, you get rewarded "the best" out of all of the other trading companies since you receive the best value for just about all loot pieces under the same flag.

    1. How do you expect people to want to defend SotF when it takes them 5x as long to sell compared to GoF.

    If you're stacking with Hourglass up, you should know how much you're willing to keep on board, and be mindful of the 15-20 minute invasion cooldown period that occurs directly after winning an Hourglass battle.

    Additionally, you're still getting max value because selling loot faster at the Sovereigns isn't really that much better value in comparison to selling to SotF with a Grade V Reaper's Bones Emissary flag. The risk of better value still prevails even in Hourglass, and you need to be on your guard for as much of it.

    All this to say that reaper harpoons would add a positive impact on the game overall. It simply isn’t good game design to have it take 1/3 of your play time to sell. ... An alternative solution to still keep it risky but keep a good amount of the time off of selling is simply to make it so that you can only harpoon to the entrance of the main building. You could also relocate the servant towards the shore, like with the adventure, to make selling faster but not instant still.

    It's not a nerf for Reaper's that you take more time to sell, it's always been like that, and despite the outposts getting the Sovereigns, and Server hopping being decreased significantly, now it's a real risk to sell to reaper's, because you need the coast to be clear in order to sell, and if you have any tail on you, you have to eliminate it to receive your reward.

    I understand how tiresome it is to sell at Reaper's, but because of your increased profits selling there, you don't really need any "faster" or "better" ways to sell past the ways the best Reaper crews have sold their loot not only in the past, but in the present.

  • I do love the sovereign towers, but as it stands i wish they wernt just thrown in to speed up selling. I wish they had a catch, or that they wernt added at all. As for reapers, they are a totally different thing entirely and are supposed to be fast to sell, but they are already fast enough for the sheer gold value you get from every loot type.

    Right now what i hope for is that the next decision puts the soverigns on the line, a clear choice between easy selling, and something else that will seriously impact the game to a similar degree, that way there is at least something to challenge them. Then if they lose, maby only or 2 soverigns would be on the map at most.

    I dont like the idea of just speeding things up only for the sake of speeding things up.

  • @fysics3037 I agree there should be harpoons but not with the same efficiency as sovereigns as the increased risk comes with reward of having a bonus on all loot types.

  • @goldsmen I had fully expected them to take a cut of your gold in exchange for efficiency. I had always said I'd happily have a harbourmaster at the docks who charged to sell for you and pay for convenience

  • @hiradc giving you the option of carrying it all to each merchant for full price or selling quickly at reduced price, I like it.

    In regards to reapers hideout, I would say one ramshackle harpoon tower at the far dock, meaning you still have to pack it all from the dock to the servant.

  • @fysics3037 Agreed, besides those harpoons would still be outside and the running distance would still be the longest, only comparable with Port Merrick, which is way shorter anyway.

    Also people who argue that this distance is some kind of 'punishment' for more payment, do you realise reapers used to be the shortest compared to most factions in the outposts, maybe apart from merchants? Like your arguments make zero sense and you defend a very recent status quo and not something the game had planned by design?

  • I say make them work for their Reaper-ness.

  • @hiradc said in Why Reaper Should Have Harpoons (which apparently people don't like):

    @goldsmen I had fully expected them to take a cut of your gold in exchange for efficiency. I had always said I'd happily have a harbourmaster at the docks who charged to sell for you and pay for convenience

    Thats what i would have loved from them, that way if you arnt in a rush, it would be a choice between having a gold cut, but selling faster, or selling the classic way by ramming a dock just to squeeze out every coin you can. I would have kept full rep for each sell at the sovereigns, just cut the gold by maby 25% or a bit more.

    At this point though, unless a player choice puts the direction or fate of the sovereigns on the line, rare couldnt change them without causing some kind of big upset among players since people expect full gold from them now.

    Edit: Perhaps as just a thought, if the sovereigns were put into a player choice event, instead of the classic "This OR that" Format, it could be a 3 way split, that way one could keep them but sacrifice something good, one could sacrifice them for a major system, and one could keep them, but have them severely diminished while progressing the story in another direction entirely.

  • To everyone saying I'm a new player to the game, too lazy to do the harpoon rowboat thing, or that I've been sunk 1000 times while selling loot to reapers. I will tell you that I would sink a galleon full of you guys by myself with nothing but a banana if given the chance. I am not gonna give you my SoT resume, not worth the time. Maybe don't have the first thing you say be a logical fallacy though?

  • @goldsmen Maybe just apply the 1.5x bonus that HC has compared to Sov's. Although I can understand if Rare doesn't want to have a bunch of obscure/vague rules in their game. It can confuse new players. I just don't like spending hours selling to Reapers though :(

  • @zig-zag-ltu ^^^

  • @zig-zag-ltu ^^^

  • @fysics3037 said in Why Reaper Should Have Harpoons (which apparently people don't like):

    @goldsmen Maybe just apply the 1.5x bonus that HC has compared to Sov's. Although I can understand if Rare doesn't want to have a bunch of obscure/vague rules in their game. It can confuse new players. I just don't like spending hours selling to Reapers though :(

    I dont think having a reduced selling value at the fast turn in point is a complex system to learn. As for reapers, it used to be the fast turn in point, but that changed because of sovereigns, and ever since people have wanted harpoons at reapers as well.

    I can say it is an understandable want when compared to soverigns, but soverigns were already implemented in a way thats a bit too good at what it does, so i dont want reapers to follow suit.

  • @goldsmen welllll suggesting one of the most commonly asked question in the SoT official discord is "what do the Sovs do?" or "What is the point of captained boat?" or "should I not use the Sovs?"Its not great to make it more complex

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