@pambonian said in Captaincy/Ship Ownership & Rewarding Endgame Ideas Discussion:
@cotu42
Keep in mind i'm not saying any of the semantics of this are set in stone - I don't see how it's productive to dismiss outright everything I posted above because the proposal runs into technical challenges.
Rather this conversation is a creative process, so the act of imagining solutions to those challenges and issues is constructive towards my goal: which is to discuss big-picture elements which could be added to this game on top of what it already is - not replacing or fixing, but enhancing.
I have no interest in "fixing the game", it isn't broken!
Since the game is not a destination but a process (they call it a service) - I think these proposed mechanics could be groundbreaking towards the pursuit of developing upon an already fantastic experience and finding new ways to make it connect with the audience even more than it already does.
I actually didn't go into the technical aspects at all, because if I would I would have talked about the storage dilemma's of having different stashes at different levels of value that could possibly be the case and all that. Like if you want me to go into the technical aspects I can, but I don't really think that is a concern you should be bothered with.
The main criticisms I had were regarding the social implications and requirements that you would place on it.
You said: Multi session voyages are not what I can stand behind.
You must have been miserable when they released Tall Tales! Lol
The tall tales at its initial stage were clear separated fairly static voyages, no true issues with that. If you are trying to tell a specific story in a game, it will just become a bit static even if you add a couple of variants like what island the skeletons guard it are or having a couple of vaults that could be used. The moment it gets more intrinsic like the trap puzzles it limits the generation part and is just logical.
Tall Tale checkpoints are literally multi-session voyages, and now that the precedent for multi-session voyages has been established in the universe, we should take advantage of that and create new and vibrant content that gives the player even more freedom of choice by adding new aspects and features to the game which develop the world rather than continue to restrict the potential development of the world by resting on it's laurels
The checkpoints have their issues, yet it is just like the different chapters just again now separated more static voyages that one can embark on. Yet we already have the issue that people are stacking gold hoarder skulls and all that... I personally was a bit disappointed in this, as it removed much of the potential failure that one could have while on these voyages and I do believe that failure is a key part in games as a valid outcome.
Yet as you are proposing end-game content, I would like it that the potential failure within a session would be far greater from the get go, which you to a bit to the extreme also implemented in your idea - so kudos on including that.
You said: I am usually a plus one
I can guarantee by developing this endgame concept there is a viable outcome where you would not be forced into doing it solo - whether that means making what I proposed as to the crew roster to be more lenient and not necessarily require exactly the same roster, OR/AND separately developing a separate resource for cases like yours, where pirates could identify their goals for their adventure experience and get matched into a crew together.
And this is where we head into the issues of what we call stacking of rewards, that people are also doing with the tall tales. If you account for having check-points which by definition are safety nets and hand them out on an individual level, as would be required... it means that crews can cheese it fairly easily, especially when like with the Gold Hoarders skull the treasure is tangible and not awarded at the completion.
Give it to a group and being able to deny it to others of that group that initiated it... the effort of others can be handed to other people, people will abuse it to give it to their friends. These type of things need to at the most be limited to voluntarily handing over their rewards, not people being able to kick people from rosters to hand it to their buddies instead.
Nobody cares about that random guy on their roster once their buddy comes along.
Whatever the case - ship ownership encourages more community building. Indisputably, pirates would be given an unspoken game mechanic incentive to seek out other pirates and play in a collaborative way even more than they already do that now.
This would also make it desirable to keep a crew going in future sessions if you all worked well together - that results in true magical game-play experiences. If a solid vision of the Captaincy ideas could be drawn up and implemented in the most effective outcome - I struggle to think of another IP where you as an individual would have so much liberty to approach it's universe.
Aah and here we have where players like me hit issues. You want to keep people together over multiple sessions and yet to play together with a stable crew one usually needs to have a stable time frame to play in. I have a couple of people I hit up at times when I notice they are playing to see if they have a spot. Often enough they are already mid session, as my time frames of playing tend to all over the place. To the point that I even have people across oceans that I play with with the downside of playing at higher pings to increase my options of some stable groups and even they sometimes are already in a party...
I am an adult, I have real life commitments and responsibilities and I play when I can. I am no longer in a position that I can be online at X on day Y or ensure I can play for specific duration during those times. Yet I do still play long sessions at times as I am a gamer at heart and I have an amazing partner that lets me still enjoy my passion for games. I play the majority of time alone and yet I also head into crews, mainly open crews due to their accessibility. It isn't optimal, but it is what it is.
This concept would incentivize players to care for their team, where currently - the vast majority of random crews are disposable.
To me I care about my team, during the sessions of that I am in. If we really get along, I might add someone to my friends list to try again some other time, but as explained above who knows when that is.
(Sorry you're usually a plus one, I also do a lot of random crews & solo mode if you ever want to get sailing!)
I am not sorry that I am usually the plus one, it is just the stage in my life and frankly I have over the years become quite accustomed to playing solo in multiplayer games.
Yet it is also why I enjoy the seas, sometimes I can play more, sometimes I can play less... a session based system works wonderfully for me. I have played hardcore games and RPGs where you were on 3 to 5 evenings at X to Y to play along with the guild, group, etc. that you were a part of so you could progress!
I don't have that luxury anymore and is why I love the seas.
You said you see no reason for scaling rewards other than conflict among the team
The conflict you described concerning turn-in decisions is a great reason for the hypothetical loot system I described (which again, is just a proof of concept example Quest necessary to build the social value of earning a ship of your own.)
If we take away important decisions from the player, where is the adventure? You're just a glorified errand boy in the absence of such decisions.
That "conflict" is already what the game is! That is the nature of Adventure mode - you as a player have to have those conversations either internally as an individual, or your crew, or other crews (alliances or not) - you are rewarded for that problem solving if you successfully navigate the situation both in loot you earn as well as the soft-skills/experience you accumulate as a player - by experience I don't mean earning another commendation or an achievement - I mean you literally become a better player.
Yet if you move those decisions to the real life time frame of shall we meet again at some point in time... the decisions no longer are based on in-game restrictions and those within the game. You are now asking me to commit to something where real life commitments that have significantly more value come into play. As I stated before I play when I can, I am not going to bind myself to a specific time-frame to spend 3.5 hours of my life... I have bigger things to worry about. Will I play the game again for a 3.5h or even longer time frames... sure but when... when I get the chance!
You are moving the conflict of the game, into my life... I would rather that it stays in the game. We aren't errant boys as a crew makes valuable decisions; what activity are we going to do, when will we sell in that session, how are we going to respond to those sails over there or that activity that pops up...
The decision to play again together is a totally different type of decision than what are we going to do now on the seas. Playing together means you need to have a date set, a time frame etc. where everyone is online... if you cannot you will want to cash in now instead of have them take the spoils, hand it over to their friend or someone else while your 3.5 hours of work now goes unrewarded.
Scaling Rewards:
We just got scaling rewards recently with the Emissaries architecture, so this already exists in the game. and, it's really cool/popular!
Yes and once again it is within the same session. At the end of the session it is lost and rebuilt. That is the beauty of it... you generate a scale that you must protect and cherish during that session. It is why I like the Seas... it is a session based game.
Since it's already been successfully created , it could be done again with another infrastructure - such as the epic progression pipeline system towards earning a ship captaincy.
Sure... if it is session based go ahead I would like to see the proposals. Yet you want me to commit to things within the game while having to consider my real life restraints and simply said my real life will always be more important. Being an adult has its downsides...
Second point on this: the loot multiplier I described can be adapted to fit the world in the most effective way - it does not literally need to be as I wrote it above, dismissing it wholesale is a failure to see past the semantics here.
The Hardcore Mode
I do think you are right about the level of difficulty, it probably wouldn't be a good idea to make it so unforgiving to players, I don't want anyone feeling miserable if they repeatedly fail to the point of abandoning the venture entirely.
There irrefutably should be a sense of "pride and accomplishment" (god, can't believe I just wrote that Lol) - in whatever necessary progression it takes to achieve ship ownership.
Ship pride is something I agree with, I think the emissary system did a pretty fine job of that. You care about the flag it carries and therefore you care about its well being. As I stated before, having it be based on the ship floating... sounds reasonable to me. Sink and you lose your progress... binding it to the life of each pirate, though some might enjoy it immensely will be seen as to hardcore for most.
Everyone and their uncle criticizes the Pirate Legend substance ("it's meaningless!!" etc.), but in reality - it's executed exactly as it should be.
When players see a pirate legend, they immediately understand the skill floor that player probably has. The community recognizes what it means to be a pirate legend. New players respect the name as they work to earn it for themselves. It is one of the defining elements of the social structure of the game.
Ooh really... you and I have very different views of a legend. The title means little to me to be fair. I have been a legend for a long time and was an Athena 10 before the shrouded update hit the shores.
Pirate Legend title just is an indication of not being new. Just makes me feel less inclined to go easy on that crew if they turn out to not play very well. Legend doesn't mean you have a specific skill level, just that you sold enough treasure. I fight people that are far better pirates that haven't hit legend than some of the legends I have encountered.
I judge a pirate on their actions, composure and positioning. A lot can be said about a players skill in the game based on how they move. A true legendary pirate is one based on how they play and how they act, not on a title they have above their head.
Sure, veterans such as yourself get tired of it years after they've earned it - and there are a ton of cool ways it could be developed further to add more substance to the role; but the effort to achieve it and the feeling of significance it gives the player is fundamental to this game and it's success.
That is exactly how it should be with ship ownership and captaincy
To be fair, all I care about in end-game is replay-ability, challenge and fun game play, actions we have to do. Feeling of significance, grand achievement and rewards... not that important.
I would be fine with no title, no special cosmetics or anything as long as it is fun to do and actually challenges those that do it; allow the game to beat me at times... I have done skeleton fleets consistently when I was able to play before they introduced the sloops, as a solo. Just because it was fun and multi galleon with cursed ball barrages... oof sometimes put you in difficult situations.
Thank you for your response @CotU42 , I wouldn't be able to think this through without dialogue like this
Would really like to hear your thoughts in reply