Pirate Skulls, a consequence for Ship Sinking

  • Sea of Thieves has in my opinion become much to friend oriented. Sinking ships is utterly useless, and it is 97% of the time more profitable to alliance.
    PVP is my favorite part of the game. Hands down. No other part of the game rivals the thrill of PVP.
    People have suggested ideas for bringing in more PVP to the game, whether a separate game mode or bounty system.
    Instead, I think we should have Pirate Skulls. Pirate skulls are something that will be dropped additionally to any treasure that spawns around the sunken ship. If I sunk a brigantine with a full crew, then I would receive three pirate skulls, one from each crewmate. Pirate skulls vary very heavily from traditional game loot. Cashing in a pirate skull takes away 4% of someone's total money. This adds incentive and consequence.
    However, I understand the possibility for the system to be abused. Here are the ground rules:

    1. Pirate Skulls will not spawn within X amount of meters from an outpost.
    2. Pirate Skulls can only be cashed in by a crew once per player, so you can't kill one ship over and over again.
    3. Pirate Skulls add to a rating/title. Further incentive to not give away a Pirate Skull.

    Additional Information:
    a) Pirate Skulls are like foul skulls except they have a skull-shaped brand on the top of their head that glows a deep blue.
    b) Possession of Pirate Skulls put up a reapers mark on your ship automatically.
    c) The Blue Glow from pirate skulls is so strong that it can be seen through a ship, very faintly (So putting your pirate skulls in the bottom of your ship does nothing.
    Thank you for reading.

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  • @ant-heuser-kush said in Pirate Skulls, a consequence for Ship Sinking:

    Not going to happen. If you attack another ship, you're not guaranteed anything. If a vessel has loot and you sink it, it's yours. If Rare turns players into skelly captains and we drop skulls upon defeat, people would go out of thier way to sink you. However, if we have a bounty system and rogue pirates who have been defeated drop skulls, it'll be okay, they have something to lose. My comment stems from the idea that Raid does not want to incentivise PvP... That's not to say they won't change thier mind like they did about AI ships.

    Too many people are trying to turn a game with freedom of choice to stictly PvP... I don't get it.

    I feel the same way, it is a choice and should remain that way. Everyone has a certain way they like to play.

  • @capndeath no choices are lost by adding rewards for certain activities. That's exactly what this game needs; Rewards for specific activities. Bildge rat adventures are lame, but they have the right idea. Do "X" to get this gear, do "Y" to get this gear. The only problem(other than the "event's" being lame AF) is they are limited time so the rewards are lost to the majority of players that don't play during that certain time, and they are still obtained by a currency only system that makes them universally based on just whether you have the money.

  • @duck-its-ducky I've always liked the idea of there being greater incentive and consequence for killing or being killed in PvP. I like your idea of getting pirate skulls after killing a pirate in PvP. Also, instant Reaper's Flag on the attacker's ship is a great idea imv. Losing a percentage of money is part of the consequence of not avoiding being killed. I'm on board with a consequence of some kind for death due to PvP, even if just a small consequence.

    However, many fans do not want this kind of "punishment" or "death tax", even if it were strictly limited to PvP. They are afraid it would be abused and players would give up in frustration if they were killed too often. They don't like losing anything or having a consequence for failure.

    I think these ideas would work if there were a heirarchy of value for killing players and obtaining their skulls - really low value for beginner's skulls to highest value for experienced expert player's skulls.

    The best players would be the best PvP'ers, and therefore should be really good at fighting back and surviving PvP. So their skulls should be worth more. I also think if expert pirates at PvP do get killed, there should be greater consequences that affect their reputation and gold/doubloon totals. Again, not a popular idea.

  • I dislike this as well as bounty systems as its a way to incentive's ganking, not create a need to steal.

  • I've mentioned this on a few posts now. I want pvp incentives but don't think pvp incentives should be for killing every pirate/ship it should be for those who opt in by way of the reapers mark or some other mechanic.

    So you must be flying the reapers mark and can only sink someone (for a reward) who has the reapers mark also. As a way to encourage flying the reapers mark you get exclusive cosmetics, gold, rep (for new faction maybe), stats! for sinking other reapers and maybe even a loot bonus on existing voyages.

    I also think as a consequence once the mark has been put up the only way to take it down is by leaving the server.

    However they reward pvp it should be based on an opt in type of system not just rewards for sinking everyone

    I'd also like a balanced server wide bounty system for overly aggressive pirates who automatically get the reaper mark for a certain period of time

  • Interesting idea but I guarantee that the introduction of the Pirate Lord's son will bring only pvp aspects. Sorta speak a Ship Royal.

    The teases for this was thier nycc vid and the mention of hearing the community ask for pvp rewards. ~2 months ago. Mentioning that they want to put in some kind of pvp thrill but actually want to make it different than other battle royal games and from the current state of the game.

    I bet after they reveal the road map on Nov 10 we will see if we will get it this year or next.

  • @themasterplan84 The problem with the reapers mark is that people will just put it up right before they attack someone, and then take it down again so now you'd have to come up with a whole set of rules based on how long the reaper's mark has been up and when you can take it down. It seems like its over complicating the issue.

    The best way to incentivize PvP is to increase the odds that whoever you sink will have some loot on board. Either it needs to be more difficult to drop off which would likely require a map redesign, or they need to make more voyages have intersections between crews so that they fight over loot more often.

  • @duck-its-ducky said in Pirate Skulls, a consequence for Ship Sinking:

    Sea of Thieves has in my opinion become much to friend oriented. Sinking ships is utterly useless, and it is 97% of the time more profitable to alliance.
    PVP is my favorite part of the game. Hands down. No other part of the game rivals the thrill of PVP.
    People have suggested ideas for bringing in more PVP to the game, whether a separate game mode or bounty system.
    Instead, I think we should have Pirate Skulls. Pirate skulls are something that will be dropped additionally to any treasure that spawns around the sunken ship. If I sunk a brigantine with a full crew, then I would receive three pirate skulls, one from each crewmate. Pirate skulls vary very heavily from traditional game loot. Cashing in a pirate skull takes away 4% of someone's total money. This adds incentive and consequence.
    However, I understand the possibility for the system to be abused. Here are the ground rules:

    1. Pirate Skulls will not spawn within X amount of meters from an outpost.
    2. Pirate Skulls can only be cashed in by a crew once per player, so you can't kill one ship over and over again.
    3. Pirate Skulls add to a rating/title. Further incentive to not give away a Pirate Skull.

    Additional Information:
    a) Pirate Skulls are like foul skulls except they have a skull-shaped brand on the top of their head that glows a deep blue.
    b) Possession of Pirate Skulls put up a reapers mark on your ship automatically.
    c) The Blue Glow from pirate skulls is so strong that it can be seen through a ship, very faintly (So putting your pirate skulls in the bottom of your ship does nothing.
    Thank you for reading.

    It's rather funny because my firends and I think it's the opposite. Yes it's more profitable to be in an alliance but in the last few weeks I have a hard time finding allies. It seems most ships either PVP me or run away when I get near.

    I think you're more likely to want to PVP when you hit PL, for other people PVP halts their rep grind to get to PL. This is why I think most people now run from me every since I started putting PL stuff on my boat.

    That being said I am all for more content with PVP even though I don't actively participate unless I am attacked. For instance today I need to go out and get the pink light, it's the only one I am missing.

  • @ant-heuser-kush I don't ether

  • @duck-its-ducky Nope. Apart from this eliminating any incentive to negotiate a surrender and making the game a constant deathmatch, it also adds insult to injury. You get killed and not only lose any loot you had, you have gold taken from your turned in stash. This is totally counter to the core concept that people can take whatever’s on your ship, but nobody can take rewards you’ve turned in.

    This is not a traditional PvP game, I wish people would stop trying to make it one. It is a PvPvE experience. If you try to play it strictly for PvP or PvE you will be disappointed.

    I think, before changes to the balance of the game should be considered, players should use their imagination regarding PvP. PvP doesn’t simply mean sink ships and kill players. Any type of conflict with another crew is PvP. Engaging in a parley = PvP. Getting a crew to surrender = PvP. Stealing without the other crew seeing you = PvP. There are many, many ways to engage in PvP beyond sinking ships and killing players. Explore them.

    Me, I don’t go after other players unless there’s potential for profit... because piracy. This game needs a lot... what it doesn’t need is more incentive to sink ships and kill players.

  • @d3adst1ck

    I did say

    I also think as a consequence once the mark has been put up the only way to take it down is by leaving the server.

    So if you want the reapers mark up for pvp rewards and possible additional loot bonus on other vogages then you can't take it down without leaving the server. If a server wide bounty system was in place then the reapers mark follows you for an alloted amount of game time

  • @themasterplan84 this actually seems like a great PvP idea if they could figure out how to fully implement it and work out all the loop holes and bugs.

    The bounty system has always been one of my favorite PvP ideas for this game and only makes sense all too well to have them at Outpost taverns; perhaps even given out by our bilge rat friend, Duke.

    The Reapers Mark is a cool mechanic in game for people who want to do PvP or just let people know they're the real pirates; but I feel like it should be more of a punishment for those that enter PvP. Like once a crew sinks another ship they are forced to have the reapers mark until the leave the server like you said.

    The skull idea is cool, idk about it taking 4% of your total gold as some people are ridiculously loaded and so one flook could make someone rich for little work.

    Over all a good idea.

  • @ant-heuser-kush the bounty system seems like this the best way to do anything in terms of adding to PvP in this game.

    The reapers mark is a cool thing too for people that want to show others they are the real pirates looking to raid; but it should be more of a punishment in my opinion so when a ship sinks another ship it's forced to have the reapers mark until they leave the server.

    Additionally if someone has the reapers mark for sinking other players, we should be able to buy bounties from the bilge rats; similar to voyages, and hunt down the pirates as a bounty hunting vigilanty.

    I don't want this game to be only about PvP. I just think that if they go farther with it, the bounty system I laid out above is the farthest it should go. No guaranteed loot, just bounties for pirates giving others a hard time.

  • @d3adst1ck said in Pirate Skulls, a consequence for Ship Sinking:

    @themasterplan84 The problem with the reapers mark is that people will just put it up right before they attack someone, and then take it down again so now you'd have to come up with a whole set of rules based on how long the reaper's mark has been up and when you can take it down. It seems like its over complicating the issue.

    The best way to incentivize PvP is to increase the odds that whoever you sink will have some loot on board. Either it needs to be more difficult to drop off which would likely require a map redesign, or they need to make more voyages have intersections between crews so that they fight over loot more often.

    Or they can add a persistant incentive for keeping loot onboard ships. Which would be the simplist answer to implement.

  • I like the idea of Pirate Skulls, but I hate the idea of them available by default on all players. This is not a straight PVP game, it is PvEvP, and this would put a target directly on the back of every player when it shouldn't be. It is all part of the Risk/Reward system, you have to decide whether the risk is worth the reward before picking your victims and the potential lack of loot helps reduce griefing.

    This is where a Bounty System would be great. If you have sent a few ships and their crew to the fairy, a bounty could be placed upon you and your Pirate Skull would be the reward to be turned in to a new faction representative.

  • While I am not completely apposed to something that can encourage PvP, I think this kind of thinking is not good for the game. In the game, PvP is meant to come organically, as the game is played. By doing what the OP suggested you do two things counter to this. One, now you have crews that go out solely for PvP (which already happens now) and you add a guaranteed reward. Two, you punish those that enjoy the game for the many many many other reasons to play this game that do not involve PvP. The first will increase toxic behavior, and the second will chase away the majority of the player base.

    For me, I do not go out looking for PvP most of the time. I let it come to me, and if it doesn't, because I was there doing other things, it is no big deal. But if it does come, then great, I add an adventure (win or lose) and a story to remember. Either way, the game is fun and balanced for me as it is right now. I have a good mix of PvP and PvE. And between the two each game session is different despite the huge amount of time I have spent in SoT.

    I sail solo a lot. And while I believe I am a little above average at PvP (not great, not even close, but I can generally hold my own), because I am solo, a brig crew, or galleon crew have a large advantage over me. I can not sail the ship, fire cannons, watch the ladders and repair the ship at the same time. I know there are some that can solo PvP with moderate to great success, but I am not one of them, and I suspect the majority of solo players are in the same shoes as I am. So now you punish them for getting rolled over by a crew that has greater numbers but might not necessarily be more skilled at PvP, just have the advantage of numbers. This is a terrible idea.

    I have long argued that the reward for PvP is the thrill and excitement you get by participating in it and no other incentives are needed. I still believe that for the most part. By approaching the game for what it is, a PvEvP game that starts its focus on PvE and allows for PvP then you won't be disappointed. But when you focus on PvP and lose sight of the value in the PvE, and the value in allowing things to just happen organically, you become disappointed and think they need to add incentives to PvP (a part of the game that is more tag along than a focus of the game experience itself).

    I don't know what the answer is, but so far I have yet to see any ideas that really look solid. I will also say, people seem to forget that Rare has been adding little jewels to try and create more reasons to PvP. I mean this latest Bilge Rat has a special flame for dying at another pirates hands. Which implies going out and finding PvP. Sadly, most will see it as a way to approach a ship and say, hey, I will kill you if you kill me. Perhaps if the flame was earned in the manor in which the challenge implies, then you would find that Rare is trying.

  • @bran-the-ent I think one of the first things games this need before any further PvP changes (the player skull idea sounds game breaking), rare needs to add something like submerged sandbars to explore like shipwrecks, where we can make use of rowboats more; having to use more strategy against a new environmental challenge sounds like a lot more fun to me.

    The thing that makes this game so great for me is trying to pull off difficult voyages or checking every ship wreck while also worried that someone might come raid my ship, I don't want people to have reason to constantly raid me, I just want to do my thing until they come to me at random. PvP in this game is already as good as it's gonna get. Plus what you mentioned with the truces/sneaking on board/etc. That already are apart of the PvP experience.

  • @enf0rcer said in Pirate Skulls, a consequence for Ship Sinking:

    Or they can add a persistant incentive for keeping loot onboard ships. Which would be the simplist answer to implement.

    The main issue with most of those ideas is that they are pretty gamey and generally exploitable. If people want to chase gold, it will be easiest to form an alliance and horde loot and then cash it in. Do alliances get loot hording bonus? Do players who steal horded loot get a bonus? Its not looking as simple anymore.

    The current loot system works fine and the idea of players stealing other players' loot is a good PvP incentive - the main problem is that people are cashing in too easily and too often, so sinking or stealing from other people for profit is a waste of time.

    Then at the end of all of this, they need to add more reasons to have gold in the first place. Unless you want to buy everything, you just buy the outfit you like and you're done and there isn't really any other reason to collect gold anymore.

  • @duck-its-ducky 4% is a lot of money when it comes to money saved up in the millions. To the poor this loss is minuscule or even not there but the rich are highly taxed for being rich.

  • @d3adst1ck said in Pirate Skulls, a consequence for Ship Sinking:

    @enf0rcer said in Pirate Skulls, a consequence for Ship Sinking:

    Or they can add a persistant incentive for keeping loot onboard ships. Which would be the simplist answer to implement.

    The main issue with most of those ideas is that they are pretty gamey and generally exploitable. If people want to chase gold, it will be easiest to form an alliance and horde loot and then cash it in. Do alliances get loot hording bonus? Do players who steal horded loot get a bonus? Its not looking as simple anymore.

    Well i don't know what's wrong with with gamey but anyway a system is only a exploitable as it's implementation will allow. Also to answer both your questions is NO. If the loot bonuses are tied to the ship there on then it makes no sense that loot aboard another ship even though it's an ally ship would recive a bonus. Plus there doesn't need to be an added bonus for stolen loot as it inherently provides an incentive in the form of a negitve for the ship it's stolen from. In other words if you look at it as 2 ships engage with each other geting loot a board your ship is a plus 1 and taking loot off their ship is a minus 1 then by stealing loot it's a plus 2 advantage agianst the oppsing ship. This would also add more tension to alliances while also creating a greater reward as it would be easier to steal with help but the larger the alliance the more unstable as the ship in the alliance with the most loot onboard becomes a even greater target. It's a self balencing system.

    Also i didn't say it would be simple, but it was the simplest solution to implement in comparison to the two other things you suggested.

    The current loot system works fine and the idea of players stealing other players' loot is a good PvP incentive - the main problem is that people are cashing in too easily and too often, so sinking or stealing from other people for profit is a waste of time.

    Where excatly is the incentive for stealing loot in this system exactly? Cause it sounds like you explianed the oppsite.

    Then at the end of all of this, they need to add more reasons to have gold in the first place. Unless you want to buy everything, you just buy the outfit you like and you're done and there isn't really any other reason to collect gold anymore.

    Here lies the heart of the problem. If all the loot mean is gold then value of loot will always be tied to gold and what you can buy. Gold inherently becomes more and more worthless over time as what you can buy gets less and less and you can farm gold far faster then the devs can add content for you to buy. This is and EOL problem. Loot should have have it's own natural value. Like certian items like GPB and resourse creates have as they grant added utility to the crew. This is also why we should have more curse chest and other things in that nature. That way loot will be worth stealing as it always has a value to the player.

  • @duck-its-ducky I think you have a solid idea, but for me personaly i want PvP to be focused on stealing loot not killing players. Althou if this was solely a reward for sinking a ship then i'd be ok with it if only to spice up ship to ship combat. But for that to work you need a way to indentify each unique ship on the server we would need somthing like the ship naming mechnic for this to work first.

  • Personally I just see that idea as being horribly abused if implemented.

  • @enf0rcer said in Pirate Skulls, a consequence for Ship Sinking:

    Well i don't know what's wrong with with gamey but anyway a system is only a exploitable as it's implementation will allow. Also to answer both your questions is NO. If the loot bonuses are tied to the ship there on then it makes no sense that loot aboard another ship even though it's an ally ship would recive a bonus. Plus there doesn't need to be an added bonus for stolen loot as it inherently provides an incentive in the form of a negitve for the ship it's stolen from. In other words if you look at it as 2 ships engage with each other geting loot a board your ship is a plus 1 and taking loot off their ship is a minus 1 then by stealing loot it's a plus 2 advantage agianst the oppsing ship. This would also add more tension to alliances while also creating a greater reward as it would be easier to steal with help but the larger the alliance the more unstable as the ship in the alliance with the most loot onboard becomes a even greater target. It's a self balencing system.

    I think it will just lead to what we have now - people will cash in their stuff as soon as they see another ship in the area to collect whatever bonus they've accrued.

    Where excatly is the incentive for stealing loot in this system exactly? Cause it sounds like you explianed the oppsite.

    Well I'll let you explain it in your own words then:

    In other words if you look at it as 2 ships engage with each other geting loot a board your ship is a plus 1 and taking loot off their ship is a minus 1 then by stealing loot it's a plus 2 advantage agianst the oppsing ship.

    If you take away the bonus for hoarding, according to you there would still have to be +1 bonus right (the stolen loot that you did not have previously is the bonus)?

    Adding some kind of loot hoarding bonus seems needlessly complicated, easily exploitable, and doesn't address any of the issues surrounding the reasons why people don't carry loot on their ship in the first place.

  • @d3adst1ck said in Pirate Skulls, a consequence for Ship Sinking:

    @enf0rcer said in Pirate Skulls, a consequence for Ship Sinking:

    Well i don't know what's wrong with with gamey but anyway a system is only a exploitable as it's implementation will allow. Also to answer both your questions is NO. If the loot bonuses are tied to the ship there on then it makes no sense that loot aboard another ship even though it's an ally ship would recive a bonus. Plus there doesn't need to be an added bonus for stolen loot as it inherently provides an incentive in the form of a negitve for the ship it's stolen from. In other words if you look at it as 2 ships engage with each other geting loot a board your ship is a plus 1 and taking loot off their ship is a minus 1 then by stealing loot it's a plus 2 advantage agianst the oppsing ship. This would also add more tension to alliances while also creating a greater reward as it would be easier to steal with help but the larger the alliance the more unstable as the ship in the alliance with the most loot onboard becomes a even greater target. It's a self balencing system.

    I think it will just lead to what we have now - people will cash in their stuff as soon as they see another ship in the area to collect whatever bonus they've accrued.

    Your assuming that the bonus is collected are on turn in which is incorrect. Also you might also be assuming that the bonus is gold base in which agian you would be incorect. The idea is to incentives player to not turn in the loot also it would not be wise to engage in a frontal assualt frist as your puttting your own ship at risk. But if a ship does decide to cut and run you at least know it has loot.

    Where excatly is the incentive for stealing loot in this system exactly? Cause it sounds like you explianed the oppsite.

    Well I'll let you explain it in your own words then:

    Player often take the path of least resistance. In this game the goal is foundamentally to find, collect and turn in loot. Players will find the most effienict way to do so. Ship with loot are hard to find and even harder to chase a steal. It is far easier to generate loot and turn in if player work together as and make loot abundant making the need to steal pointless. Theoretically stealing should be a shortcut or a quick way to score alot of loot but thats not made practical in the game. Ecept in areas such as a skull fort. It's far more practical to go in an alliance it's just not fun as your getting gold passively from other player work without having to do anything difficult.

    In other words if you look at it as 2 ships engage with each other geting loot a board your ship is a plus 1 and taking loot off their ship is a minus 1 then by stealing loot it's a plus 2 advantage agianst the oppsing ship.

    If you take away the bonus for hoarding, according to you there would still have to be +1 bonus right (the stolen loot that you did not have previously is the bonus)?

    No. Not excatly, If both ship start off with no loot then ship A gets one peice of loot on board their ship then they have a plus 1 advantage, then if ship B crew takes the loot from ship A then ship A defualts back to par to ship B untill the stolen loot reaches the deck of ship B. Don't confuse a negtive with a positive. The loot itself did not gain value it always a set value. It the value between ships that changed.

    Adding some kind of loot hoarding bonus seems needlessly complicated, easily exploitable, and doesn't address any of the issues surrounding the reasons why people don't carry loot on their ship in the first place.

    Frist off it's not that complicated it's a mechnic used in moblie and indie games.

    Second agian ill state you can't determine how exploitable a system is untill it's implemented. All systems concived by man can be exploited and many of the current systems in this game have been, if not still exploited right now. Even anything you propose can be exploted thats not an excuse not to try it. Instead lets discuss How a system can be expolited. So we can disscuss ways of preventing expolitation.

    Third players don't carry loot large amount of loot on their ship cause there no reason to do so and instead are incentivised to turn in loot ASAP. Cause loot has no value on it's own and instead is a liability till it's cashed. This system does solve both those problems by given loot worth outside of gold and an incentive to keep loot on the ship.

    Unless you have an alternate theory as to why players don't keep loot aboard their ship i would like to hear it. So i could address that.

  • @ant-heuser-kush said in Pirate Skulls, a consequence for Ship Sinking:

    @d3adst1ck I do drive by drop offs. People have adapted. There is no reason to hoard loot. The PvPers really want a reward... Well then, catch them off gaurd. All these suggestions sound more like punishment and they heavily favore one side over the other.

    PvPer want a reason and ways to PvP not just a reward. The reward is for those who don't want to PvP so that they don't get mad or just quit or run away. PvP needs a solid and defined structure out side of skull fort and skelly ships. In short PvP needs a Goal.

  • The OP is onto something but lets make the reward strictly cosmetic. A +/- system maybe of ship/sail tatoos?
    Each time you sink an opponent your main sail or flag or a banner gets a small skull tatoo but when you get sunk you lose a tatoo. The more skulls the longer the banner? These tatoos would be color based and carry over from session to session. Grey=1 sink, white = 5, black = 10, Red=100 and Pirate Legend Green = 1000! So if four of us took a galleon on a voyage and player 1 had a plus 20 in "sinks", player 2 had a plus 400, player 3 had a plus 2000, and player 4 had a plus 2 then the ship would open with 2423 sinks or 2 PL Green, 4 Red, 2 black and 3 grey skull tatoos applied to their ship flag or banner maybe. Any ships sunk during the session would be tallied and added or subtracted at the beginning of the next session. These tatoos could possibly be applied by individuals at the shipwright for those who take pride in their pvp or simply ignored for those who favor the clean pristine look of a ship! Or would it be better to make them mandatory? The +/- system would stop most of the abuse and there would be a "0 basement" meaning you can never go into the negative concerning sinks. If the skulls were a mandatory part of the ship at launch it'd be a great warning of who you're possibly dealing with. I think it might initially increase aggressiveness a little but ultimately we are creatures of habit and will resort to being the same type of player we always were. Thoughts?

  • I heared Joe something say about Marco the son of the pirate lord beeing compatitive and playing a big role in a future expansion.

    Maybe this means it has to do with a new mechanic in the game that enhauces pvp in a new compatitive way, who knows!

  • This game is for casuals who do not want a challenge, get used to it. The game is a reflection of the devs own play style. Watch them play and you will understand who this game is for.

  • @enf0rcer said in Pirate Skulls, a consequence for Ship Sinking:

    Unless you have an alternate theory as to why players don't keep loot aboard their ship i would like to hear it. So i could address that.

    Players don't keep loot on the ship because it's easy and convenient to drop off. You come across an outpost quite a bit since there are two in every region except DR. Adding a bonus is not going to change that; players drop off loot because it's easy and safe.

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