Possible fix to unreliable Mermaids.

  • We've all had to deal with a situation where we couldn't get back to our ship in time to be of use because either a Mermaid didn't spawn, or it spawned incredibly far away. But at the same time, most of us players who try and pull a sneaky manoeuvre on another crew have been caught out due to a Mermaid notifying the other crew of your presence . While improvements continue to be made to make Mermaids more reliable, we are still not yet seeing a state where Mermaids act consistently and within the players best interest.

    Here's my proposal.

    Remove naturally spawning mermaids and give a player a way to summon their Mermaid intentionally. This would mean that a player can make sure they are able to get back to their ship when the time calls for it, or prevent a players position from being exposed due to a Mermaid. Remove the Pocket Watch and replace it with a Mermaids Conch, which can be used to summon a Mermaid.

    The Pocket Watch's only use is to track when your Merchant mission is about to expire, or to tell when Faction representatives will replenish their voyage stock. It's not something that is needed so often that it needs to be on the key item radial. This WOULD NOT require a rework of any mechanics already in the game. If you didn't already know (which, lets face it, most of you didn't) there is a pocket watch on the desk of the Galleon that has an accurate reading of the in game time, functioning identically to the pocket watch. Its to the left of the Captains table on a shelf. This pocket watch shows that could be done to both the Sloop and the Brigantine in order to let players still know the information provided by the key item. If necessary, remove the pocket watch from the galleon and replace it with a large clock, and add it to the other ships to ensure players can easily see it. As the only need to know the time is Merchant missions and voyage resets, there's no real reason why you can't just check on your ship, or at least not enough to justify it being a key item.

    The Conch can be played in order to summon a mermaid within a few meters directly in front of you (or behind depending on if you are looking at a rock or something) in order to balance this, the Conch would have a cooldown on how often you are able to use it to prevent players being able to instantly re-board their ship in naval combat when they find themselves repeatedly knocked off their ship. Obviously I'm not going to be able to suggest a perfectly balanced cooldown as I cant take into account every situation, this would be up to the developers, but my initial idea was a 30 second cooldown while you are out of the water. This would mean that if you fell off your boat during Naval PvP and summoned your Mermaid, you would have to be careful with how you behave on your ship for the next 30 seconds, as if you get knocked off again, you won't be able to instantly re-summon a Mermaid.

    A potential problem with this idea may be that players may see a better alternative to killing their enemies in knocking them off their ship more than once, as they then have to wait out a full 30 seconds for their Mermaid instead of respawning faster via the Ferry of the Damned. To combat this, if you are in the water and further than a specific distance from your boat, your cooldown will be lowered to 10 seconds (assuming it was higher than that before meeting this criteria) in order to help players get back to their boat consistently. Once they respawn on their boat, the cooldown would reset back to 30 seconds. This would mean that if a player wants to try and board another ship via cannon, they can make sure they have their 30 Mermaid cooldown finished in order to quickly get back to their boat if they miss their shot, and then in turn that player will need to play it safe and not attempt another risky board until their cooldown has come off again. This would mean players will need to be more strategic with their boarding instead of just repeatedly trying until they eventually get it right. In non PvP situations, a system like this would only ever benefit the player and never make it harder to get back to their ship.

    This system would also help players trying to hide their presence from another crew, such as hiding on an outpost ready to get the drop on another crew, as they won't be caught out by one (or multiple) Mermaids that have spawned on that island for them. But still allow them to quickly get back to their ship in the event that it is necessary to abandon their plan.

    ALTERNATIVE TO REMOVAL OF POCKET WATCH.
    If you disapprove of the idea of removing the Pocket Watch, maybe due to players losing their hard earned Pocket Watch skins (which I'm sure Rare could find a way to appropriately compensate players). Then instead, a new Shanty could be added to the pre-existing instruments, possibly called ''Mermaid's Call'' that would function identically to the Conch. In order to balance this across consoles, this Shanty may be the default Shanty playable when meeting the Criteria of being in the water and far away enough from your ship so that players don't need to cycle through their Shanty selection Menu in order to summon a Mermaid. This system would also give Instruments a more practical use other than their use in Riddles, opening the Pirate Hideout, as well as a few commendations.

    Feel free to comment with feedback such as how to appropriately balance this idea, or with your own tweaks you might think of to make this system better.

    Thanks for Reading!

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  • @frogfish12 no. theres been to many times where i merm, repair ship shoot our and merm again. set a timer for 30 seconds in arena while your being shot at by another ship. sit there and do nothing. 30 seconds is a lot longer than you think.

  • They've already explained why the mermaids work the way they do and are unlikely to change them:

  • Pocket watch stays! Pocket watch makes me look smart if i check it in front of others from time to time.

  • Thanks for the responses! To address each of the responses:

    @RTL-Saint, The post states that if you are in the water far enough away from your boat (probably no less than 20 meters or so) your timer would be cut down to 10 seconds. From my arena experiences, this would still be faster and more consistent than most Mermaids I get in arena, which tend to take up to a full minute or require me to swim over a full map tile away from my ship. The idea that you 'merm, repair ship shoot out and merm again' is intentionally being nerfed in this idea, you have to be more precise with your boarding techniques if you wasn't to attempt to board, or you can wait until your 30 second cooldown is up, then attempt a board with less risk, as even if you miss you can get back fast. This idea is to widen the skill disparity. As a follow up, I also stated that my 30 second then 10 second estimates were not fully balanced ideas and were simply a placeholder number for the concept. This number could be tweaked by developers if needed, but the proposed time being 'wrong' isn't a flaw with the idea as a whole.

    @D3ADST1CK while in that they suggest they want to 'represent the mechanic as a mermaid to be a force within the world'' this would still be in line. Personally I don't believe the ruleset would need to be very complex in order to pull this off effectively. So while that tweet was posted, I still think that a good system could be put in place that the Devs might agree with.

    @Uzugijin Most of the reasons I've been told for why not to remove the pocket watch have been similar 'meme' reasons. However i would much rather sacrifice these 'meme' reasons if it meant fixing a large problem with the gameplay flow. The secondary Shanty idea would not require the pocket watch to be removed, so it doesn't matter either way.

  • @frogfish12 still, when people "infinite black screen" they are there for less than 10 seconds. set a timer for 10 seconds before interacting with a merm then use the merm. that is way to long. maybe 3 seconds max.

  • This morning I lost 2 hours of loot as I was turning in because a brigantine saw an opportunity. That in itself wasn't a problem though - what was problematic was that in my attempt to escape, I was knocked overboard by a blunderbomb. Right before I took the mermaid back to my ship, my ship was hit once by a cannonball, but was otherwise clear of their cannons and sailing away against the wind; they were anchored too thanks to my sloopmate. Still, instead of returning to my ship, I was stuck in a black loading screen for over a full minute (if not longer), despite having a SSD. Furthermore, when I finally reappeared, it was in the water right next to the very mermaid I just left - then I received a message that I had lost my emmisary flag.

    If the mermaid had worked, I could have saved my ship and remaining loot. However, with 1 hole, and no way for the opposing team to catch up to it, especially with my sloopmate keeping them distracted, it still managed to sink because the mermaid decided to 🤬 me over.

    Why?

    I don't agree with the OP's solution, but I do acknowledge that there is definitely a problem with the mermaids - they aren't consistent.

  • 'Infinite black screen' is a separate issue which of course would need to be fixed.
    normally when you fall off your boat it would take at least up to 10 seconds for your mermaid to appear, possibly more depending on the circumstance, such as if another ship is near you, or your ship is close. The Mermaid also has a tendency to spawn very far away from you. Summoning a Mermaid with this system would make them spawn very close to you, the reason they currently spawn medium/large distances away from you is to make sure you have at least been punished slightly and have to spend some time off the boat. But due to its inconsistency, this can be either a very short or very long time. This system would negate the need to have the mermaid spawn far away, as the time-penalty is the cooldown, not the swim.

    When it comes to 'set a timer for 10 seconds before interacting with a merm then use the merm' you have to think of this idea without the infinite black screen problems. 10 seconds for it to spawn, its directly in front of you, and no more than a few seconds blackscreen to get back to your boat. A lot more consistent. I'd say that a fair percentage of current Mermaid usage take more than 10 seconds between falling off your ship and being in range of using the Mermaid, especially in arena. This would be cutting this time down.

    @RTL-Saint Take a look at this video: https://imgur.com/a/Hf6kgXv
    It takes 16 seconds for the Mermaid to spawn from touching the water.
    It then took about 8 seconds to swim over to that Mermaid in order to use it. Giving it a total of 24 seconds from falling off the boat, to entering the blackscreen. This timing is by no means a rare sight, in fact I would say this is about the average it takes in adventure, but i have seen much much longer, especially in Arena. So when you say ''set a timer for 10 seconds before interacting with a merm then use the merm. that is way to long. maybe 3 seconds max.'' The timer is about 24 seconds as it is.

  • @frogfish12 you cant argue with people who will make any evidence to win their case. im done arguing with you.

  • I don't know why you're being so hostile, its just a suggestions thread. You're suggesting that I'm making evidence to win my case as if what I presented is incorrect. There's literally a video to go along with it that shows clearly what is real. You're suggesting that 10 seconds before you can spawn a mermaid is too long, yet its currently longer than that as it stands. Your idea of 3 seconds to spawn a Mermaid would be vastly faster than it is currently and not punish a player for falling off their ship as the feature is intended to do.

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