Adjustments to Emissary Flag Lowering

  • I think it's fairly obvious that the Emissary update was largely successful, and well received by a majority of the community. However, as time progresses people develop strategies to manipulate certain game mechanics in their favor. This is most evident when viewing the interaction between the Reaper's Bones and other alliances.

    Recently a meta has evolved where when players who aren't privy to player versus player combat encounter a Reaper, they will flee to the nearest outpost and lower their flag, regardless of flag level or loot they have onboard. Typically, this seems to be done in an attempt to purely spite the Reapers. I think this is fine, it's the same as if players were to flee and sell their most valuable loot before the oncoming pirates arrived. However, the primary issue is the accessibility of the option, and how it purely counters the sole purpose of a Reaper's Bones crew.

    I have no doubt the lowering of flags was intended for players who wanted to swap their faction mid play session, but the requirements for doing such are extremely easy. These requirements being; Be somewhat nearby the island, and cannon two to three members of your crew over. This is in contrast to selling high value loot, which requires manually jumping off, swimming, and making it to the trader while defenseless with fear of a player killing you and taking the loot for themselves. Therefore, I just would like to pose a couple of potential small changes that I feel fit the game's motto of risk/reward in regards to denying valuable loot from an opposing crew.

    Firstly, a ship should have to be docked within a range that would validate changing of ship cosmetics. I feel like this fits as it forces a longer period of time for the participants to get the ship in position, as well as forces the ship to remain in place during the cancellation.

    And secondly, after a crew remove themselves from a faction, the flag should become a physical game object placed on the crow's nest. This could be turned into the trader for a small sum of coin based on rank for the team it belongs to. This means even after taking down their flag, which arguably still requires very little effort as you are fully able to defend yourself during the cancellation process, there is still a brief window for the Reaper's Bones to swoop in for the capture. This could also manifest itself in fun situations of players offering their flags up to their captors in exchange for keeping their loot, causing more memorable player interactions.

    I feel like this would open up more high-action moments in a chase where the crew wanting to cancel their flag would need to have gained a large distance, as well as also defending the sale of the flag. It also removes the extremely frustrating element of gameplay where a ship can sail past any outpost and remove their flag hassle free, even mid-combat, while there is practically nothing the Reaper crew can do to prevent it, even if reaching the island at the same time.

    I understand there is a large chunk of the player base that prefers to not engage in player versus player content, but the emissary flags are designed as a high risk high reward activity, with the inherit risk of running them being losing the flag to the Reaper's alliance. By allowing players to simply delete the incentive and primary objective of the Reaper's Bones, with very little effort required, it highly discourages players on the side of the community that enjoy playing as a Reaper's Emissary from even participating in the activity.

    Obviously these are all suggestions, and are free to be implemented in any measure, but I do feel there needs to be a change to the way flags are lowered to remove this potentially toxic gameplay loop.

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  • @mylesjswie I stopped caring about whether or not I lose my emmisary flag. If it's a lvl. 5, and I make 5,000 in gold from it before losing it, it's basically paid for itself. The same goes for the lower level flags - if I'm making at least the amount that I would for turning it in, I could care less what happens after that.

    I think pirates just need to get used to the idea that they're not always going to get the full benefits of continuing a high-level flag, being a shared world and all. Even if you "feel forced" to turn it in due to being chased, you're essentially giving up any additional bonuses (turn-in bonus aside, of course) that you otherwise could have had. So technically, you still lose in a way.

    The only real way that you win is either by sinking their ship 1st, or by escaping in such a way that they essentially give up the chase.

    Frankly, I'd rather keep it and risk losing it by fighting back because:

    1. It's more fun.
    2. It's good practice.
    3. You feel more rewarded if you win, especially if they already had loot.

    Finally, in regards to being a Reaper, I find that they become targets themselves by making their presence known - especially at level 5. For example, I have gone out of my way to clear the server of their presence prior to doing anything else so that others can feel safe.

  • @galactic-geek I feel like you missed the major point of my post. It's not that flags shouldn't be lost, or that they should be able to be turned in for money. It's that there is a meta where players will run from Reaper's Bones to the nearest outposts, and lower their flag by launching themselves onto the island with cannons, which robs the Reapers Bones of any cash for selling the flag.

    All I'm proposing is that it should be more difficult to lower the flag, as currently it's as simple as sailing nearby an outpost island and sending people over via cannons to lower it. This effectively deletes the flag from the game, robbing the Reaper players of the cash, purely out of spite, and it's much easier to perform than that of selling loot. All I'm saying is it's a poor gameplay design and should be implemented more thoughtfully for balance purposes.

  • @mylesjswie Well, what if you had to take the flag down and manually turn it in by hand? Of course this means that it could be hidden (or worse), so, probably not a good idea.

  • A thought I had (after being chased and sunk by a Level 5 Reaper galleon for a measly Level 2 Gold Horder flag aboard a sloop) runs similar to this line of thought - Give players the option to take down their flag and potentially save their ship by turning the flag (and maybe some of the loot if the Reaper crew is feeling a bit greedy) over to the Reapers threatening them.

    Now, obviously there would need to be some restrictions to impose so Reapers can't just take their flag down to hide and put it back up when they're close to prey. I don't want to take the fun away from either side. Maybe once you take your flag down you must go to an outpost and either turn it in or pay a smallish fee to reactivate the contract.

    The other benefit of this would be offering a reason to communicate with other crews. Yes there's a decent chance that the Reaper crew will still fire upon you just because it's simpler, but it gives the underdog an option if boarded to go "Hey woah, easy there lads. I know what you're 'er for and look. It's yours. Just don't sink my bloody ship, savvy?"

  • As far as my own thoughts on this topic have revolved around, I'm 100% behind the implementation of a distance based threshold that you have to create to a nearby ship in order for you to be able to lower your flag. It is something I also wanted to be applied to the appearance of PvE encounters while engaged in PvP or a chase, cus man is it annoying being Krakened/your enemy being Krakened, skelly ships appearing with powerful cursed balls like anchorballs or weary balls intervening.

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