Sea where pvp triggers pve encounters

  • Main concept:
    You do much pvp, you go to this new sea, "skeletons" attack you as direct reward.

    Premise:
    Pve players have to participate in pvp while being at disadvantage due to voyages, numbres, ships, experience, moment of surprise and so on. To balance things out there should also be posibility of the opposite - pvp players having to participate in pve and pve players gaining advantage.

    The new sea:
    Like the other seas, there would be two outposts and couple of bigger and smaller islands.
    Unlike the other seas, the outposts wouldn't have usual trading companies, instead there would be a new faction - for example Marines or bounty hunter trading company derived from them. This new company dislikes piracy so they pay in gold for all kinds of treasure from fish to athenas the same way other companies do, while only rewarding their own reputation instead of the normal one. They can also attack players like the skeletons do, but instead of range, the trigger is piracy.

    The piracy:
    Pvp actions increase players' bounties and the piracy level. Pve actions decrease it. This changes how the new NPCs behave around players. Low piracy = they are nice. High piracy = they are not so nice.

    Example:

    1. piracy level - the new NPC faction stops giving players voyages
    2. piracy level - they stop accepting treasure
    3. piracy level - new outposts and patrols attack the players
    4. piracy level - ships spawn at new outposts specifically to attack the players and pursue them to the end of the new sea
    5. piracy level - ships spawn and pursue the players across half the map

    The piracy level is combination of player bounties in the crew. Those are persistant through sessions, but slowly decrease through time. When piracy happens specifically in the new sea, it increases the piracy level temporarily by 2 until the players leave it.

    Certain situations give only small amount of piracy and don't cause the temporary increase. Killing players on or near your ship. Attacking ships that had your treasure placed by enemy players on board recently. Attacking ships that damaged your ship recenty - they have to land the first hit, be it the cannonball, gunpowder, bombs or hitting rocks while driving your ship.

    Bounties of players and piracy levels of crews currently playing in the server can be viewed at every tavern, including portraits, names and sketch of the ship. The utility of the board could be controlled by updating it at specific hours of the day - for example at 9 am and 9 pm, so the players would have slightly outdated information or the option to wait for new info.

    Rewards:
    The new faction would reward cosmetics that work only with low bounties and piracy levels. Increased bounty would strip the pirates naked. Increased piracy level strips the ship.

    There could also be rewards for higher piracy levels which work only with high enough piracy. Earned through pvp and pve with the new faction.

    That's the main idea. Thanks for reading.

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  • @archaell

    The game can't determine who sinks a ship, or who starts a conflict. You could easily lead a less wary crew to attack your ship and then set the pirate hunters on them, claiming their treasure as your own. You could start a fight with a ship who was loading cannons pointed at you and taking a keg to your ship, and you'd be considered the one who started it, despite them being the aggressor. The game can't determine who sunk a ship.

    Additionally, PvP players already have to deal with the same PvE threats that PvE players do, which is why very few players strictly PvP or PvE. Most do a combination of both, a PvEvP playstyle, as the game intends. That said, the game intends all players to choose what pirate they want to be, so you can try to play only half of the game if that's what you want. Removing cosmetics based on playstyle or requiring certain playstyles for those cosmetics, reputation and commendations isn't what the game is for, Rare intended it to not force roles on players and crews. What if I, a peaceful sailor who enjoys allying with others, like the look of the high-level bounty set? Do I have to change my playstyle just so that I can use the cosmetics I want to? That's not what the game's about.

  • @UltmateRagnarok
    The game don't need to know who sinks the ship. It just needs to know who caused the holes in the hull before sinking. We also don't need to know who starts the conflict every time, most of the time is good enough. There would be enough room to sink a ship once "a week" without getting increased piracy levels. It would mainly add up for people who do pvp a lot.

    Pvp players have to deal with less threats. The new threats would also work for the pve players, they would just avoid triggering them. Rare can add additional seas and encounters that have different rules while the game stays the same. There isn't that much difference between beeing attacked by skeletons or the new faction. Cosmetic can change based on conditions - there are already outfits and ship parts that work only on certain tall tales so that's nothing new.

  • @archaell said in Sea where pvp triggers pve encounters:

    The game don't need to know who sinks the ship. It just needs to know who caused the holes in the hull before sinking.>

    Sadly Sea of Thieves doesn't even collect that as data. Sea of Thieves for all its wonder is built in a very simplistic manor. It works for what they want, but it limits ideas like yours. Its hard to explain unless you have a basic understanding of coding, but to implement your idea as it stands would require an overhaul of the back end and all the bugs that come with it.

    Another option keeping with your theme but potentially doable within the current system is to allow players to turn in treasure at an Outpost to a new NPC. Once treasure is turned in the player selects the name of another Pirate in his shard. The NPC curses that player (Think the Black Spot). Now you can have PvE threats generate on top of that player more often. Skeleton ships will start attacking them out of no where, increased Kraken, Meg, and Storm actives....ect. The downside of this would be anyone can tag anyone.

  • @archaell

    PvP players have to deal with more threats than a good PvE player, if anything. While a pure PvE player can avoid every sail on the horizon and never have PvP, a pure PvP player must deal with emergent PvE threats, as well as any PvE threats other ships lead them to (volcanoes, the storm, strongholds/skeleton fleets, etc). A PvEvP player deals with PvE more than a pure PvP player, they get the most out of anyone already. If anything, the PvE players who avoid other players at all costs should get more PvE threats to balance out their complete lack of PvP interaction.

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