@jonaldinho said in Fix Red Sea exploit - teleport loot back to play area.:
I personally would never do something like this out of spite. I prefer to fight. However, @entspeak I really don't see your point here. Did you sink the boat? No. The player sunk himself, either out of spite or it could have been by accident. I have never seen anyone do this and I have a feeling this is an outlier. The point is YOU didn't sink him first. That's your loss. All we know is that you chased him into the red sea.
Again, I have no issue with people giving up and sinking their boat or with people who end up in the Red Sea by accident. And, people don't "chase others into the Red Sea," nobody says, "hey, let's drive that guy into the Red Sea." It's the person being chased who intentionally goes into the Red Sea for the express purpose of removing their loot from the board.
The Red Sea is there so that we don't have to have an invisible wall that we bump into, which is just awkward. This was a creative means of dealing with it. It is the equivalent of "Return to the Combat Area" in Battlefield. If there were an invisible wall to keep people in the play area, you would be unable to take your loot off the board. This is taking advantage of a mechanic that was intended solely as a creative means of keeping people in the play area.
@triheadedmonkey said in Fix Red Sea exploit - teleport loot back to play area.:
@entspeak
@entspeak said in Fix Red Sea exploit - teleport loot back to play area.:
In video games, an exploit is the use of a bug or glitches, game system, rates, hit boxes, speed or level design etc. by a player to their advantage in a manner not intended by the game's designers.
there are no advantages gained by anyone, so by your own choice of definition, it is not an exploit.
Maybe a tad unsporting, but not an exploit.
An advantage can mean a favorable or desirable circumstance. If it is favorable to a player to prevent their loot from stolen even if it means losing it themselves, then that is the advantage. It is an advantage they would not have if there were an invisible wall instead of the Red Sea.
@ironuzuka said in Fix Red Sea exploit - teleport loot back to play area.:
@entspeak So, in the thread I gave you. We are discussing whether what you are calling an exploit, is an exploit. Which is the base of your thread. You say it is. And you do not explain why it is one or why it is unfair and needs fixing. The thread does address this.
Read back... I did explain why it is one, and exactly why it is unfair and needs fixing. In detail, I explained those things.
There are rumors that what is left at sea, ends up on shores and shipwrecks. Red sea is no exception.
The keep's keys de-spawn when left in the open sea too long, god knows it is never returned.
You assume that the treasures and key de-spawn when sunk in the red sea are not returned either. Please back this up. Keys are not, that's for sure.
You want me to prove something based on a rumor? Prove that the rumor is not merely a rumor, and then we'll talk.
Let's take a simple death match. The players score by killing other players. When a player commits suicide, he gets a penalty. Sometimes it is worth getting a penalty in order to prevent the enemy to score more. Just read the bloody topic I linked you, OR i'll just copy/ paste it all ?
The core principle of this game is that, if you don't protect your loot, it can be stolen. Everything is designed with that concept in mind.
So, here's the fallacy you are engaging in:
This isn't a deathmatch game. In this game, you don't get points for killing. If, you got reputation for sinking a ship, but a person scuttled it, I would not argue that the attacking ship should get the reputation for the sinking of that ship when they didn't do it. But, loot is there even if you sink. The fact remains, if there was an invisible wall (the thing the Red Sea is intended to replace), anyplace in the world that you sank, the loot would remain. That is why this is an exploit.