Give each ship a free empty storage crate

  • Ok so here's the thing. Storage crates are extremely easy to find. However, you don't get them where it most counts, which is at the beginning of a session. A storage crate is a non-game-breaking way to quickly supply your ship by collecting items from an outpost.

    The reason why I think this is a good idea is because I noticed for me, and many others I talked to, that the beginning of a session (or after your ship sinks) is the most frustrating time, as supplying the ship from an outpost takes a very long time.
    And yes, I hear you, those who say "you're supposed to collect on the go from each island", and while that is true, the initial collection of items from an outpost is a very important move for a lot of people, and it takes too much time, and a storage crate can also help in collecting from islands.
    Again, its not like im suggesting free resources or anything game breaking, and storage crates ARE common to come by, but again, not when it counts most. Not to mention I'm asking for an EMPTY storage crate.

    Furthermore, you can add a feature where you can buy certain items from the merchant alliance. Chicken coops, snake baskets, and of course, storage crates. People already buy a lot of merchant alliance quests just to stack up on cages, so might as well make it an item you can buy from them. Of course, I'm mainly suggesting this in the context of storage crates, but still.

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  • I can empty an outpost in about 10 minutes, if that. With a storage crate, less than 3. This means there would be a 7 minute difference if your idea is implemented where I would not be able to attack you.

    Remember, I may not realize that you're a fresh recruit, or maybe I just want you off the outpost so that I can turn in my loot. Either way, it's your responsibility to keep an eye on the horizon. If you need to beat feet early and/or quickly, you won't need to go far - forts, islands, shipwrecks, etc. Just make up for lost time while on your travels.

  • Well the positive thing about this idea is that people would spend less time in the outposts, since new players tend to be there 15 minutes, though they wouldn't probably even know how to use it..

  • I would love this.

    The other person has a point tho, once someone gets sunk, they will be on their way faster, however I think that if they rly wanna get you, they won't even think about resupplying just go with what the ship starts out with and hope for the best.

  • @jumli7
    Would they ? Or would they wait for the barrels to re-spawn supplies so they have twice the amount ?

  • @galactic-geek sagte in Give each ship a free empty storage crate:

    I can empty an outpost in about 10 minutes, if that. With a storage crate, less than 3. This means there would be a 7 minute difference if your idea is implemented where I would not be able to attack you.

    But why would that even make a difference?

    1. Fresh boats don't give you anything if you sink them, so if they get on to the seas quicker it'll only benefit you, since they will get the loot sooner that you then will be able to steal.

    2. If they are at an outpost to turn stuff in, then that will definitely take priority to stocking up, so the amount of loot normaly decides the length of their stay and not the time to restock.
      And even if they stay longer to restock, they won't have an loot, so sinking them won't give you anything again.

    Remember, I may not realize that you're a fresh recruit, or maybe I just want you off the outpost so that I can turn in my loot.

    Then a storage crate would also benefit you because he would leave the outpost sooner, then you wouldn't have to sink them to turn in.

    Either way you look at it, having a storage crate only benefits all players. Attackers and the others.

  • @lem0n-curry said in Give each ship a free empty storage crate:

    @jumli7
    Would they ? Or would they wait for the barrels to re-spawn supplies so they have twice the amount ?

    They would wait either way with or without the crate, wouldn't change a thing.
    But with the storage crate it's less likely to happen because of how quick we can take supplies and it would be quicker to find supplies elsewhere.
    (Who is going to wait supplies anyways, waste of time and if they feel like it, let them do it)

  • @insaiity said in Give each ship a free empty storage crate:

    (...) But why would that even make a difference? 1. Fresh boats don't give you anything if you sink them, so if they get on to the seas quicker it'll only benefit you, since they will get the loot sooner that you then will be able to steal.

    They might stay longer to get even more supplies after the re-spawn timer. And they do have something: a storage crate, so if you're not a solo player two of your crew will have one 😎.

    1. If they are at an outpost to turn stuff in, then that will definitely take priority to stocking up, so the amount of loot normaly decides the length of their stay and not the time to restock.
      And even if they stay longer to restock, they won't have an loot, so sinking them won't give you anything again. (...)

    A storage crate, even better - a filled storage crate 😁

  • @galactic-geek This is not about enemies attacking, nor have I mentioned that once. Like I said in the post, its about the repetitiveness of it, and the tediousness of starting a new session every time.

    You only said how to work around not having a storage crate, but not why its a bad idea in and of itself. Just because there are ways around it, doesn't mean it can't be improved upon, which is what suggestions are all about. My suggestion stands.

  • @arasanpynkflame said in Give each ship a free empty storage crate:

    Ok so here's the thing. Storage crates are extremely easy to find. However, you don't get them where it most counts, which is at the beginning of a session. A storage crate is a non-game-breaking way to quickly supply your ship by collecting items from an outpost.

    The reason why I think this is a good idea is because I noticed for me, and many others I talked to, that the beginning of a session (or after your ship sinks) is the most frustrating time, as supplying the ship from an outpost takes a very long time.
    And yes, I hear you, those who say "you're supposed to collect on the go from each island", and while that is true, the initial collection of items from an outpost is a very important move for a lot of people, and it takes too much time, and a storage crate can also help in collecting from islands.
    Again, its not like im suggesting free resources or anything game breaking, and storage crates ARE common to come by, but again, not when it counts most. Not to mention I'm asking for an EMPTY storage crate.

    No to all you said. I argee that this would that it would make starting up faster but the thing is the storage create even thou it is common is an in-session progression reward it ads alot of utility to the ship and crew. We can't start giving progression rewards at the start of a session.

    Furthermore, you can add a feature where you can buy certain items from the merchant alliance. Chicken coops, snake baskets, and of course, storage crates. People already buy a lot of merchant alliance quests just to stack up on cages, so might as well make it an item you can buy from them. Of course, I'm mainly suggesting this in the context of storage crates, but still.

    Here i sort of agree as the merchant faction act as a delivery service more then actual merchants so i'll agree you should be able to buy/sell/trade goods, but the issue comes up how this will give an advantage richer pirates. At this point however i understand the feeling of gold being worthless. I'm a filty rich pirate myself.

  • This game is designed around activities that are delivered at a very deliberate pace to allow for opportunities to occur for encounters, even at a starting outpost. If you speed things up, less of those opportunities arise. You may not think so, but this will have a drastic and negative affect on the gameplay, as it reduces chances for (vulnerable) encounters.

  • No. They are plentiful in the wild. I never gather supplies before I leave my initial spawn and end up with a stack (99) of cannon balls within an hour of play if I keep my pockets empty when leaving ship...

  • @arasanpynkflame not really a need for this...and gatherung supplies is part of the game loop, I don't think it's tedious, it's a thing I do anyway, see a barrel, get supplies, wherever I go

  • @schwammlgott I repeat, I keep getting, on every suggestion I make, how its "not needed", and how "I personally see it as not tedious", rather than why its bad. Improvement is about making the good, better. It doesn't have to be broken for it to be improved upon.

  • The intent of these, I think, is supposed to be session based progression. The feeling you get when finding one the first time in a session because it means you now have more options (either in where supplies will be placed on your ship since these can be moved around unlike the static supply barrels we start with) or to speed up the process of looting supplies from islands and outposts. Basically, it is the same reason we don't start with a Rowboat, Cursed Cannonball, Food better than Bananas (and the best stuff requires both finding and cooking it), Gunpowder Kegs, and so on. There needs to be a balance of those moments that make you feel like you're moving forward in your session, and to keep sessions unique (took me less time to find one this time, awesome), and as was pointed out above to help manage the pacing that Rare is attempting to have for various phases of your session based gaming.

    I'd also argue that it is very subjective to think that the initial spawn is the moment on which the crate is the most valuable. My personal use for them is positioning them on my ship in convenient areas so I have less room to travel in a battle rather than for loading up supplies (I never bother carrying a crate with me for this unless I just found it on that island). What I'm doing is first placing one square between my cannons so that I just have to turn around for more ammo or food or planks (if I need to repair a Mast), and then after that I'm setting one based on repairing ship damage to require less movement to patch holes and get new planks (this spot varies based on the ship) that tends to have just planks and food in it. And then I still leave most of this in the static barrels so when people board me they can't just bail with a crate and have all my stuff.

    So, with that in mind, you can see how this would immediately potentially change the dynamics of encounters with other players on the seas as you take a fresh spawn and remove their need to run all over the ship in a battle to manage their supplies and stay in the fight. Or you have people, right out of the gate, with a load more supplies than they would have otherwise as the strip mine the starting Outpost since it only takes one trip around the island - less people saying heck with it and rolling out less prepared out of the gate making them more vulnerable.

    These are all important considerations with this being a session based game. As such, I don't think this is a good idea personally. Admittedly, allowing all ships to spawn with it does keep everyone on an even foot at the start, but it does make a major divergence in the state of the gameplay long term that I don't see as a positive for the generally small fringe benefit it provides.

  • @galactic-geek said:

    This game is designed around activities that are delivered at a very deliberate pace to allow for opportunities to occur for encounters, even at a starting outpost. If you speed things up, less of those opportunities arise. You may not think so, but this will have a drastic and negative affect on the gameplay, as it reduces chances for (vulnerable) encounters.

    If that were true, and Rare carefully considered the "very deliberate pace" at which activities should happen - and was happy with their initial thoughts on such matters - then we would never have got:

    • storage crates, even as random finds on islands
    • collectors chests (to carry three small items at a time)
    • harpoons (to more quickly load stuff onto our ships)
    • rowboats
    • rowboats with harpoons!
    • portable ammo crates
    • emmissary flags to multiply gold and XP

    There has been a constant trickling of "quality of life" improvements that disproves the idea that how "this game was designed", and the pace at which activities must happen, was considered perfect from Day One, and never to be changed. I think the idea of providing one, free, empty storage crate (or even a moderately stocked) storage crate on every freshly-spawned ship is a fine idea.

    But only on new ships: NOT those that are respawned after being sunk or scuttled!

  • Just three runs over the outpost gives you IMX plenty to survive most random encounters that you'll get IF and WHEN you re-stock with supplies from floating barrels, shipwrecks, other islands and other ships. Such restocking needs to be done anyway even if you start with a supply crate.

    Unless you spot another crew nearby who'd you like to sink obviously (or the other way around) or when you want to go to a world event and need all the balls there are in which case another two runs should be sufficient (or else you should work on your aim).

    I've got a feeling that extra supplies at the start (in the crate already or gathered with an empty crate) favours server hoppers more than the crews who are in a session for a while and will even encourage hopping.

    I gladly "sacrifice" the 3-4 or so minutes it costs me to make those three runs so I'll at least have an advantage in supplies against a fresh spawn (hopping or not).

  • I win :^)

  • @arasanpynkflame said in Give each ship a free empty storage crate:

    I win :^)

    Your reward? A locked thread coming in 3....2....1....

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