Possible solution to problematic pvp: Salvage/smuggling hatch

  • So I've been seeing a lot of talk on reddit and otherwise regarding how pvp works in SOT and I think I've found a solution.

    A lot of people are not satisfied with their experience because they will try to casually put in a couple of hours to make some money and sail the seas only to be ambushed by a reaper ship or whatever and sunk essentially wasting their evening. For those that only have a couple hours after work or school to play this is really disheartening and has a spawned a large number of people to suggest making pvp an optional thing. This is also problematic because it makes the optional pvp less rewarding and makes normal voyages an endless grind for money and rep. Most of the community understands that this is no good.

    Hence I think I've come up with a solution that can make the game less disheartening to lose in pvp while still being rewarding to actually be a pirate: a smuggling/ salvage chest in the bilge of your ship.

    Here is how it would work

    • Player ships have a hatch in the lowest deck that can fit a set number of chest-sized items (say 3-5) that functions similar to a treasure chest but for other chests that are not reapers chests
    • When that hatch is closed the items inside become off-limits to players not a part of the respective ship's crew making it inaccessible to hostile players
    • When your ship is sunk, you can return to an outpost after respawn and pay a flat fee to an NPC, say the shipwright or bilge rats, to retrieve the items in the chest and either continue your session or sell off right there.
    • This service could also be free to players under a specific rep level (say any crew member below lvl 5) with any of the main factions so that new players are not just spinning their wheels when they're just starting off and the training wheels can be removed later when they know what they're doing.

    How does this improve things?

    • Reapers and pvp players can still reap rewards from piracy by accumulating all the items not in the hatch and also not completely ruin another player's night in the process
    • Making the items retrievable via an outpost NPC incentivizes the losing player to return to the quest and supply hubs of the game to mitigate losses and makes them more likely to keep playing instead of rage-quitting after sinking
    • The flat fee acts as a threshold to the valuables worth retrieving (say 1,000-5,000g) meaning that if the sum of the items in the hold are not as valuable as the fee, then you probably haven't spent too much time accumulating them and didn't waste too much time in sinking. This also discourages players from abusing the scuttle mechanic and just sinking themselves at the first sign of trouble to turn in.
    • Reapers chests and reapers bounties of course will be off limits for this mechanic because that would be problematic
    • Making it free to players under a specific rep level can reduce the barrier to entry. That way you're not just caught in a loop of doing low level quests only to lose your loot to a more experienced player and still have to pay the fee to get something out of it even when just starting out. The service would also probably cease to be free if any crew member is above level 5 with any major faction to discourage smurf abuse.

    Tl;dr: have the option to put a few chests in a lockbox in the ship to be retrieved at an outpost later for a fee so that your night isn't completely ruined from losing a fight and pvp is still rewarding

    C&C welcome and I hope someone who has the ability to implement it sees this and gives it some thought. I've had some pretty disappointing nights due to pvp myself and also felt pretty bad after lucrative pvp fights as well. I honestly think something like this would make the game more fun for all parties and playstyles in the game.

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  • The emissary system exists to encourage players to put as much loot on their ship as possible. An idea that allows you to safe guard this loot, effectively removing it from the table of possible items to steal, is in direct opposition to this system put in place by the developers.

    A permanent hold like this would naturally be used to remove the most valuable items from play, like Athena Chests, Stronghold Loot, Ashen Winds skulls, etc... Basically all of the items added to the game that players want, and will fight over.

  • @d3adst1ck When a player participates in an emissary quest, server event, etc, they will have accumulated upwards of 30+ chests of loot to sell. To suggest that the ability to set aside 3-5 of these items, even the most valuable items from other players is in direct opposition to developer intent hardly makes sense.

    If the emissary system encourages players to accumulate as much stuff as possible then why is setting aside a little bit of it contrary to the system? if anything it supports the system because the hold would see diminishing returns to large loot stashes and high level emissaries would still be good targets for pvp.

    It wouldn't remove the highest level items from play, but it would discourage players from ambushing other players after a stronghold or server event and sniping all the loot they worked for, forcing player conflict over the best stuff into the event itself instead of encouraging opportunistic griefing. in short, improving the experience for those mechanics as well

    yes it would take a COUPLE of the best items off the table during regular sailing but the only items that are mechanically designed for pvp are reapers chests and reapers bounties which would be naturally be off limits to the hold.

    you haven't done a good job of reinforcing the idea that this opposes developer intent and takes away from the game in any way. It is still my belief that this would make the game more fun and still rewarding for all playstyles.

  • @r3d-eagl3s-fury An even better idea is to give players gold when they find the treasure so they don't completely lose their time and effort. That way pirates have stuff to steal and pve players won't lose their whole entire evening. Problem solved.

  • @r3d-eagl3s-fury said in Possible solution to problematic pvp: Salvage/smuggling hatch:

    @d3adst1ck When a player participates in an emissary quest, server event, etc, they will have accumulated upwards of 30+ chests of loot to sell. To suggest that the ability to set aside 3-5 of these items, even the most valuable items from other players is in direct opposition to developer intent hardly makes sense.

    If the emissary system encourages players to accumulate as much stuff as possible then why is setting aside a little bit of it contrary to the system? if anything it supports the system because the hold would see diminishing returns to large loot stashes and high level emissaries would still be good targets for pvp.

    Why is it even worth implementing a 3-5 item hold if it's so inconsequential?

    It wouldn't remove the highest level items from play, but it would discourage players from ambushing other players after a stronghold or server event and sniping all the loot they worked for, forcing player conflict over the best stuff into the event itself instead of encouraging opportunistic griefing. in short, improving the experience for those mechanics as well

    It will encourage opportunistic griefing (your words) to occur earlier, followed by an inability to reclaim any of the super valuable items you just lost because they are now permanently locked in a hold. It doesn't improve anything, it just shifts where the engagement starts to just before an event completes.

    The developer intent is that loot is available to steal, period. That's why you have to ferry it on your ship to an outpost or hideout in order to cash it in and get credit. It's part of the main gameplay loop, so I don't see how implementing something in direct contradiction to that is not opposing the original intent.

    They've made steps to lessen the loss of the main loot by introducing the Season Renown system and adding gold to treasure chests. They should do more of that instead.

  • This just as silly as when players "Hide" loot on a ship...
    when you can just sink the ship to get everything.

  • @burnbacon you might want to read the rest of the post my guy

  • God no this is a terrible idea.
    EFT has a similar mechanic with the Secure container and it is abused every day to achieve a no risk high reward style of game play.

    All this idea is going to do is take every Athena chest out of the shared world. Same with the chests of tribute, ashen winds skull and just any high value item. Worse still, you could steal some high value item, stick it in your ships hidey hole, and now it is totally unrecoverable, that's not fun gameplay, that's just irritating.

    All loot should be in play and at risk until you turn it in.

  • Possible solution to problematic pvp

    Well you see, if you aren't a sore loser, PvP is no longer problematic.

    You start out your post with a story of how players waste time if they don't succeed. This is a sore loser mindset, sorry not sorry. Just because you don't win, that doesn't mean you magically didn't have fun. Games are inherently time wasters, and Sea of Thieves never promised success in your endeavors. Its inherent to Sea of Thieves that you will get your loot stolen. Its all or nothing, that is what attracts people to this game. Plenty of people enjoy high stakes.

    I'm just adding onto what @D3ADST1CK stated already. I don't think you grasp that the ability to hide away the high tier is a very big deal breaker. Look at an Athena Voyage, the Chest of Legend at the end is the sole reason to do that voyage. Honestly ask yourself, would you run an Athena voyage if it didn't reward that Chest of Legend? Without the inherent risk of losing that grand prize at the end, Athena voyages pretty much become risk-less.

    Athena chests in general are worth more than the sum of all the rest of the loot purely on the basis of the large Reputation bonus. People woudn't even bother with those voyages if they didn't reward those final items. How about the highly rare Box of Wondrous Secrets? Its 25k, that certainly isn't chump change. Even a Gold Hoarders skull is 10k.

    When it comes down to it, Piracy is a natural part of this game. What it isn't is an attack to ruin your experience. Stealing and getting stolen from is the nature of the beast. If people playing the game in a very natural way has this effect on you, might be time to take a long introspective look at yourself. Its only a game.

  • @d3adst1ck said in Possible solution to problematic pvp: Salvage/smuggling hatch:

    Why is it even worth implementing a 3-5 item hold if it's so inconsequential?

    To slightly mitigate losses from a session so that investing a lot of time in the game doesn't feel like a waste of time, to allow players to do tall tales without fear of consequence, ensure players are rewarded for putting the effort into doing server events, to encourage players to come back to outposts after losing a fight so they keep playing instead of rage-quitting, the list goes on...

    It will encourage opportunistic griefing (your words) to occur earlier, followed by an inability to reclaim any of the super valuable items you just lost because they are now permanently locked in a hold. It doesn't improve anything, it just shifts where the engagement starts to just before an event completes.

    shifting the engagement to earlier before the event ends would make it more exciting and makes it so that players don't waste their time getting loot and then getting it stolen from them. As for the losing items part I encourage you to actually read the post, thanks!

    The developer intent is that loot is available to steal, period. That's why you have to ferry it on your ship to an outpost or hideout in order to cash it in and get credit. It's part of the main gameplay loop, so I don't see how implementing something in direct contradiction to that is not opposing the original intent.

    developer intent is for the game to be fun, period, that's the point of the idea, this does not discourage pvp, nor does it contradict the main gameplay loop, nor does make stealing loot impossible. it just makes it more fun and less of a waste of time if you get sunk

  • @r3d-eagl3s-fury i didn't even make it past the title. Pvp isn't problematic, it is part of the game's design. Trying to find ways to fix something that is not broken is insan

  • @captain-coel the pvp isn't problematic, there are just some problematic aspects, if you didn't make it past the title just give it the benefit of the doubt and give your opinion. I've participated in pvp myself and don't think it's broken. I'm just suggesting how I think it could be more fun.

  • @r3d-eagl3s-fury I would agree to having some kind of fake/hidden stash on your ship, to hide/conceal loot from any boarder. But loot that's fully immune from plunder/sinking, no.

  • @nabberwar I am perfectly capable of losing in pvp without taking it personally. The assumption that you are making is that this comes from a place of immaturity or a 'sore loser' mindset as you say. This it not the case. Pvp is not inherently problematic, losing isn't problematic, but I would say that losing everything is. It's very disappointing and not fun. You are correct, however, that I would not do an athena's questline if it didn't end in a big reward, that's the point. You put in that effort for the reward not the risk of losing it. Suggesting that big quest items should have an option to be taken off the chopping block for pvp is not being a sore loser, but instead what I believe a quality of life mechanic that would make the game more fun for people doing quests while still rewarding for people into pvp.

  • @r3d-eagl3s-fury I read it, as requested. It doesn't make pvp better, its a band aid for the bad players to keep a few key items. Do a fort stash the 4 stronghold items and dont care. How does that help anything?

    Besides isnt there a megathread for this kinda thing?

  • @r3d-eagl3s-fury

    Treasure is not yours until you sold it. Want to minimize your losses, just sell more frequently. Instead of trying to stock pile and hoard treasure, only sail around with as much loot as you are willing to lose. The thing is the only things you lose are those that you carry, you don't lose everything unless you take that risk and hoarded more than you are comfortable with... nobody can steal your gold, so cash in while you have the chance.

  • @r3d-eagl3s-fury

    This it not the case. Pvp is not inherently problematic, losing isn't problematic, but I would say that losing everything is.

    You are aware that their is a myriad of games that have equal and or greater stakes than SoT. Rust players lose their entire loadout on death and their base can be broken into and everything can be taken. All of that can happen when you are offline as well. Rust players don't find that problematic.

    I've never played Elite Dangerous or EVE, but the stakes are even worse with players losing sometimes months to years of work in a short span. Eve and ED players don't find it problematic

    Darkest Dungeon and Xcom also has all or nothing stakes. Character death is permanent with all equipment being lost if you party wipe. Darkest Dungeon and Xcom players don't find it problematic.

    Just because you find it problematic doesn't make it problematic. Its a design choice, nothing more. Plenty of games have high stakes, Sea of Thieves is included within that list of games.

  • @nabberwar
    If the stakes and risks associated with losing your night's work (or more in the case of rust, ED, ark, etc) is part of the spirit of the game for you then I can't change that. The thing is this isn't rust. If I wanted the rust experience I would play rust. Again, it's less about not wanting to lose it's more about having something to show for your night's work and still be fun for all parties involved. That is how I feel the spirit of the game lies. It's not like I'd stop playing because of a bad night but it definitely makes it less fun.

  • Wasn't Seasons really the answer to this? It doesn't require you to cash in anything, just play the game, and be rewarded with Gold, Doubloons, Ancient Coins, and Cosmetics (so, you know, all the reward types in the game). So, in essence, your night hasn't been wasted even if you don't get the big payout because you've still be rewarded for your play time.

    On top of that we have Commendations that reward Doubloons, Events that reward Doubloons and Gold, emergent access to funds via finding Collector Chests that give you an on the spot burst of Gold and Ancient Skellies that get you Ancient Coins on the spot.

    Loot is up for grabs. We have a number of systems in play now that make sure your general play can be rewarded. These don't really start drying up until your more experienced and have more hours in, and by that point you should be more comfortable and know some tricks to be ensuring your not having sessions where all your loot is lost.

  • this is an awful idea... sorry. it's a no from me.

  • @r3d-eagl3s-fury

    The thing is this isn't rust. If I wanted the rust experience I would play rust.

    You are right, this isn't Rust. However, its Sea of Thieves which makes losing all your loot the classic Sea of Thieves Experience. Its been this way for close to 3 years. Maybe its time to accept that.

    Again, it's less about not wanting to lose it's more about having something to show for your night's work and still be fun for all parties involved.

    Turn in more often then if you are so worried about having nothing to show for it. I've been robbed and lost it all at some point, I still have fun though. This just sounds like a you problem.

  • @redeyesith
    this is probably the best response I've seen so far. you're right in that seasons does mitigate pvp losses a little bit by just playing, I just don't feel like it's very significant. That might be because I'm a legend and the little stuff you get from just sailing or whatever doesn't feel very rewarding. Also reapers get all those benefits too so it really isn't much consolation. I just wish that the stakes in a given session weren't so devastating at the end of an otherwise successful night.

  • welp, looks like the response is pretty negative on this one. Message received. While I still think that a game mechanic to mitigate some losses at the end of a lost fight would benefit the experience it doesn't look like the majority of those with an opinion seem to agree. The main hang-up seems to be more of a 'spirit of the game' issue for the most part and I really can't change that if it was Rare's intent. A couple responses got a bit personal here which is not cool. I wouldn't be a pirate legend in-game if I couldn't emotionally handle a few bad nights. Regardless it looks like this isn't going anywhere so I might as well drop it rather than push it further. Thank you for (some) of your measured responses.

  • Interesting idea. All for it.
    Everything that nerfs the smug entitled teamspeak using wannabe kings.

  • @burnbacon said in Possible solution to problematic pvp: Salvage/smuggling hatch:

    This just as silly as when players "Hide" loot on a ship...
    when you can just sink the ship to get everything.

    To be fair, "hiding" it on your ship actually reduces your chances of being attacked.

  • @r3d-eagl3s-fury I don't know if it still works, but back in the day, I would vote a crewmate into the brig temporarily and give him all of our loot, which would get stuck inside the brig. The only way to then get it out was to sink our ship. This made turning in a bit harder because we would have to sink our own ship, but it was full proof from boarding theft. Mind you, this was also before Emmisaries were a thibg.

  • @r3d-eagl3s-fury said in Possible solution to problematic pvp: Salvage/smuggling hatch:

    @redeyesith
    this is probably the best response I've seen so far. you're right in that seasons does mitigate pvp losses a little bit by just playing, I just don't feel like it's very significant. That might be because I'm a legend and the little stuff you get from just sailing or whatever doesn't feel very rewarding. Also reapers get all those benefits too so it really isn't much consolation. I just wish that the stakes in a given session weren't so devastating at the end of an otherwise successful night.

    You're right, it isn't significant if you're a Legend because you should be well past the point where this might be needed (but you get to benefit regardless), so it isn't really "for you" as it were. For new players, initial stuff you'll be going after cost a few grand, so getting 1000 Gold from just playing can be a significant reward. Worth more than most Loot you'll find doing Voyages at that level since it will be mostly Castaway and Foul Skulls and such at those low levels.

    Reapers (or anyone else) getting those benefits has nothing to do with it. For one, Reapers can level through PvE (in fact, it feels like the bulk of them do these days based on how many tend to run) and Ships which aren't Reapers can attack other Ships. If the problem is supposed to be people not feeling like they didn't have their own session wasted, whatever is going on with other Crews is not a factor in that. Fact of the matter is, early on, this game is rewarding you just for playing all the time. By the point that drys up you should be well on your way to where you're turning in more than you're ever losing by a large margin.

    If the goal is to make it so a loss isn't a loss, that just seems a bit silly to me. Losing is not the end of the world, and people should be able to handle losing a game from time to time. If they can't, a multiplayer game that isn't strictly co-op is probably not the thing for them - heck, most games probably aren't for them as in almost all games there is a potential to lose in some fashion (some are more forgiving than others, of course, but variety is the spice of life so I'm glad all games aren't a cookie cutter replica of each other).

    Beyond this, though, as other rightly pointed out - Loot in this game is up for grabs, an no Loot is yours until you've cashed it in. Coin is yours, of all variety, and no one can take that from you once you have it (including what you find out in the wild without the need to cash in for it). But all Loot can be taken, and that is absolutely by design. You can lose it to players, you can lose it to PvE threats - simply, you can lose it.

    And who knows, maybe somewhere down the road Rare will toss in even more ways to have assorted Rewards gained emergently further increasing the ways you can get some form of progress in your adventures no matter how badly the session might go. And every time they add a new way it just keeps on adding up (this is why, in part, some players have such an absurd amount of Gold/Doubloons on them and are begging for money sinks - in time we basically will all get there).

    All in all, I think more people need to take a more relaxed mindset with this game and stop taking losses so personally and/or harshly. The way this game is designed losing has very little weight behind it once you really grasp what is going on with the game. The only way to make it really harsh is through personal choices (hoarding 4 hours of Loot on your Ship as is often described in complaint posts).

    Sorry some folks around here get harsh about these things/kinds of suggestions. Generally it is from frustration of having to explain this over and over again that it gets tiresome and drives people to more harsh reactions (guilt of it myself at times).

  • @r3d-eagl3s-fury

    Why should the impact of loss be mitigated? Isn't victory not so much better if you can actually lose?

    Like seriously when did actually losing in a game become such a bad thing? In games we lose and they make those times where you win so much better.

  • @r3d-eagl3s-fury said in Possible solution to problematic pvp: Salvage/smuggling hatch:

    Pvp is not inherently problematic, losing isn't problematic, but I would say that losing everything is. It's very disappointing and not fun.

    Hi there,

    Losing everything is problematic you are right. But that is the point; that we as players face problems that need solving and can sometimes (I know not always) be avoided. That is part of the risk of the game. The risk/event of losing everything is not fun...to you. But is clearly fun for others.

    You are correct, however, that I would not do an athena's questline if it didn't end in a big reward, that's the point. You put in that effort for the reward not the risk of losing it.

    So the game is built upon the premise that your treasure could be stolen. Some players no doubt thrive and love the adrenalin burst of having to get the heck back to somewhere to sell it. So I can see why it is getting flack. The thing is, people post here about this all the time. I'm a n00b but see a post almost everyday about it. Then, when people get negative/apathetic responses they take it personally.

    This is because it has been addressed time and time again - even by the devs. "Problematic" events are totally in the spirit of the game.

    If the stakes and risks associated with losing your night's work (or more in the case of rust, ED, ark, etc) is part of the spirit of the game for you then I can't change that.

    No, it's isn't just in the spirit of the game for that one person, it is dictated by the devs/game blurb/code of conduct that it is in the spirit of the game and should be for any player. It is a fact that this mechanic is in the spirit of the game. But it might just be that it is you (and others) who is not in the spirit of the game when it comes to the subject matter. Dev's don't and shouldn't have to cater to someone who isn't in the spirit of it, because they didn't advertise an experience that is open to total interpretation to everyone.

    The thing is this isn't rust. If I wanted the rust experience I would play rust. Again, it's less about not wanting to lose it's more about having something to show for your night's work and still be fun for all parties involved. That is how I feel the spirit of the game lies.

    Well again, your feelings are not a factual representation of a universally recognised reality. Proof:

    "Be a good sport. Sea of Thieves is a pirate game, and stealth, stealing and battles are all part of the fun. All pirates on the seas accept that, but be a good sportsman in both victory and loss." - Code of Conduct.

    "People attacking other player's ship, and people stealing items off players and making their getaway and stuff, it's obviously, that's absolutely acceptable as part of Sea of Thieves, it's a shared world, its always been a shared world, it's always been the intent that there is gonna be risks when you are out there on the seas. And so that kind of player behaviour is absolutely within the spirit of Sea of Thieves." - Joe the Dev.

    "Sea of Thieves offers the essential pirate experience, from sailing and fighting to exploring and looting – everything you need to live the pirate life and become a legend in your own right. With no set roles, you have complete freedom to approach the world, and other players, however you choose." - Taken from the Steam store.

    I'm sorry but there is no ambiguity here and little room for attempts at dissonant interpretations that bend reality in order to suit our emotions.

    It's not like I'd stop playing because of a bad night but it definitely makes it less fun.

    Great - that's a wonderful attitude to have and more in the spirit of the game.

    Last night I went out on a sloop solo and got a bit of treasure. Getting a bit bored, I noticed a 3 man Brig and thought, I'll try my luck while on my way to sell the chest I had which was one of those annoying crying ones. Worth a few bob I think. Anyway, on the move I managed to hit it with a chain shot and put around 5 holes in it, they fired a very good shot which hit me right in the kisser and I passed on to the ferryman.

    When I came back there my ship was ok (aside from a cannon hole or two) and they were trying to get away, so I pursued them and saw them dump something in the sea (perhaps loot of a decoy) and managed to get on board, smacked one with my sword and again I expired lol. While boarding though, over the mic I said, hello lads, good game sort of thing and they were saying things like "you got guts taking on the three of us GG" and seemed to have enjoyed the little skirmish after a quiet day of looting - they laughed when they got rid of me again. It was quite funny.

    So for them, the risk seemed to actually elevate their experience. Thus they were playing in the true spirit of the game, in the same way I was trying to do so too. My appearance no doubt got the adrenalin going (for me too) and was "problematic" for the crew until they got the upper hand. Fair play to them. It was...fun. :)

    Suggesting that big quest items should have an option to be taken off the chopping block for pvp is not being a sore loser, but instead what I believe a quality of life mechanic that would make the game more fun for people doing quests while still rewarding for people into pvp.

    I dunno man. Considering you already said that you wouldn't stop playing, this does sound pretty sore to me and making a mountain out of a molehill. If it isn't even a big of an issue to you where you will carry on playing, then it certainly cannot be that bad.

    I completely get it though in terms of the frustration of losing loot, but a lot of this is based on the presupposition that when we "lose" (we all lose in the end lol) that we somehow "fail". That is not true, as each time we "lose" as long as we take something positive from the experience (for example, last night I stupidly boarded a crew of three - won't be doing that again!), and then apply it to our next session - there really isn't any failure at all. Just feedback.

    I have said this before, but try not to take any responses to heart. It's clear that many people love this game a lot - you included of course - and want to preserve the experience they already enjoy and is advertised as a core part of the game. That shouldn't be a surprise to anyone.

    Cheers me arties.

  • Idk, seems to me that Renown solves this, as you can make progress and earn rewards without necessarily handing in. I think they've got the balance right with Renown, but I suppose we could discuss whether they could make picking up treasure reward more Renown, and tune down the progress you get from turning in.

    I'm not a big fan of the idea if I'm honest. Some of the most exciting moments I've had in the game have been running event hauls back to an outpost with my head on a swivel, checking the horizon. If I could just guarantee the Ashen Winds skull and chest of rage as soon as I get on the ship... Then that's part of the joy gone. It's not about the gold; it's about the glory. Or, to put it a different way, actually getting the high-value loot safely turned in is more meaningful than the gold and reputation gain; for that to remain the case, there needs to be risk.

    I don't often start PvP, but I don't really have an issue with it being a winner-takes-all affair, especially when Renown gives progress no matter what.

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