The Reapers Rework!

  • @tenriak said:

    At least a reaper will hold on to his grade 5 emissary flag. The other factions will grab the grade 5 quest, lower, and start over, minimizing their chance to drop a grade 5 flag to the lowest time-frame possible

    I don't generally do this with any faction. I never understood why pirates would lower the flag for a 1 time bonus and retailers it to start back at lvl. 1 when they could just keep it up for continued long-term gains with whatever loot they obtain for that company.

  • @klutchxking518 said in The Reapers Rework!:

    @xzodeak When a Reaper defeats all other emissaries in a server, they should have the ability to speak with the Servant of the Flame, claim a rep and gold reward, and declare "Reaper Supremacy" in which you will merge to a new server to plunder and pillage.

    With pirates requesting a better way to switch servers lately, I like this idea.

  • @xzodeak sagte in The Reapers Rework!:

    1: The reapers eye!

    Currently hitting grade 5 reapers allows players to see all emmisaries in the map i think this should be reworked to make reapers more of a growing threat.

    Instead, reapers ships should have an area around their boat (the reapers eye) that emmisaries can be seen within, this reapers eye should grow as the emmisary grade grows.

    Woooooooooooooow, finally someone is inventing some very cool idea to give even the rank-up process some flavour!
    What a cool idea! Love it.
    BUT ... ( lol )
    this Reapers Eye cannot be powerful enough by itself to compensate for the sheer range you can see an Emissary flag with the naked eye.
    There needs to be some other mechanics involved by ranking up.

    In fact I will now dedicate a topic to some idea's I will come up with right now.
    This one inspired me.

  • @galactic-geek said in The Reapers Rework!:

    @tenriak said:

    At least a reaper will hold on to his grade 5 emissary flag. The other factions will grab the grade 5 quest, lower, and start over, minimizing their chance to drop a grade 5 flag to the lowest time-frame possible

    I don't generally do this with any faction. I never understood why pirates would lower the flag for a 1 time bonus and retailers it to start back at lvl. 1 when they could just keep it up for continued long-term gains with whatever loot they obtain for that company.

    Reasons for dropping and raising:

    • For commendations to get a certain grade of Emissary a number of times
    • The rather easy and profitable emissary quests you get as a reward for getting grade 5 again thus creating a loop.

    Yesterday we spend a couple of hours to get to Athena grade 5 (two Roar Athena's) and then an easy (or so we thought) Athena emissary that got us more Athena items than the two Roar one combined and to grade 4.5 again. Captain Flameheart ended up on the same island as we had to dig up Athena chest & keg :) so a bit less easy than we first thought - but people with a bit more time could have gotten to grade 5 again and profit even more from this tactic.

    Likewise the OoS emissary is most of the time small islands closeby with only villainous skulls, fast appearing captains with a more than average keg spawn.

  • @klutchxking518 i like this idea would it just allow you to hop instantly if there's no emmisaries?

  • @galactic-geek

    As for Reapers not being visible on the map table, I think it would actually spur Reaper hunters into action even more, while airing a bit of mystery to their search. Besides, the Emmisary table would still show them, and they would still become visible like now when they hit 5.

    I feel like it would feel like a punishment to hit grade 5 if they did this? Also again really like the idea of reapers being marked on the map it creates really awesome interactions.

    found a g5 reapers sloop fighting an athenas galleon the other day, the reapers sunk and returned killing my crewmate while i was fighting the galleon. In the middle of the fight someone began singing "why can't we be friends" this somehow all crews ended up joining in. Ended the night sailing around on the galleon with 6 awesome new friends.

  • @galactic-geek said in The Reapers Rework!:

    @tenriak said:

    At least a reaper will hold on to his grade 5 emissary flag. The other factions will grab the grade 5 quest, lower, and start over, minimizing their chance to drop a grade 5 flag to the lowest time-frame possible

    I don't generally do this with any faction. I never understood why pirates would lower the flag for a 1 time bonus and retailers it to start back at lvl. 1 when they could just keep it up for continued long-term gains with whatever loot they obtain for that company.

    It's that grade 5 quest. You can only get it once per raise. Historically, you can get all the way back to grade 5 with the one quest and grab it again when you hit grade 5 and turn in.

    Of course, this doesn't apply to reapers who get the map table bonus instead of the quest.

  • Makes sense, would like to see voyages, like reaper runs to return as a company voyage for the reapers.

  • @xzodeak Yeah!

  • I feel like the problem with Reapers is mainly twofold:

    First, treasure is very, very easy to get through PvE. High-payout World Events spawn very frequently, and in addition, actions such as merely discovering treasure and placing it on your ship all contribute to gaining Emissary Grade. Since the Reaper's Bones gain Emissary Grade from any treasure found, this makes it very, very easy to reach the maximum grade, and therefore maximum payout. There is zero incentive for Reapers to actually hunt down other players, since grinding out PvE events is so much more lucrative.

    Second, it's very easy to avoid Reapers, since they are automatically revealed on the map table from rank one. This makes it very easy to mitigate risk of PvP, which further compounds problem one of PvE already being much more lucrative for Reapers.

    In my opinion, both of these problems can be solved, with two changes:

    First, increase the time between world event spawns, thus restricting access to easy treasure. This discourages Reapers from farming up their reputation by grinding out these events, and given the inherent value of treasure from these events, it should hopefully turn them back into the hotbeds of player interactions that they were back towards Launch.

    Second, change how Reaper's Bones Emissaries appear on the map. Reapers should be more difficult to track, which would allow them a better chance to actually ambush other Emissaries. To this end, the ability to see Reaper's emissaries on the map by any other Trading Company should be restricted to Grade 5 Emissary. This will be considered access to "Company Intelligence." However, the position of the Reaper's Emissaries shouldn't update automatically, but once every five minute. This will still allow crews to plan around a Reaper's general location, while still giving a skilled Reaper crew some leeway when it comes to setting up ambushes.

  • @blam320 said in The Reapers Rework!:

    I feel like the problem with Reapers is mainly twofold:

    First, treasure is very, very easy to get through PvP.

    I don't know that I agree here. Skilled players, with valuable hauls, are inherently difficult to get treasure from. Less skilled players, being easy to farm for their haul, tend to have less treasure.

    Even if treasure was "very, very easy to get through PvP," this isn't exclusive to Reapers Bones. The implication that reapers needs a rework because treasure is easy to get via PvP is absurd.

    High-payout World Events spawn very frequently--

    I like the idea of slowing down the spawn rate of world events. Not because of a fevered reapers rework, but because having some unnatural cloud in the sky constantly deters my suspension of disbelief.

    Does there have to be magical garbage going on around us constantly? It diminishes the value of something magical happening.

    I fear this would greatly encourage server hopping though.

    --actions such as merely discovering treasure and placing it on your ship all contribute to gaining Emissary Grade. Since the Reaper's Bones gain Emissary Grade from any treasure found, this makes it very, very easy to reach the maximum grade, and therefore maximum payout.

    This is already balance by two things. The reapers location on the map, and the single place of turn in serving as a choke point.

    There is zero incentive for Reapers to actually hunt down other players, since grinding out PvE events is so much more lucrative.

    Zero is too strong. You don't speak for every one here. PvP is more fun, and many pirates exclusively PvP whether reaper or not.

    In my own case, I favor PvP (as long as treasure is involved), but will conduct PvE when no PvP is available.

    Second, it's very easy to avoid Reapers, since they are automatically revealed on the map table from rank one. This makes it very easy to mitigate risk of PvP, which further compounds problem one of PvE already being much more lucrative for Reapers.

    The new server hopping mechanic alleviates lack of available PvP greatly. Beyond pressing "Leave Game" at the first sight of a reaper, there is usually time to chase some one down before turn in.

    In my opinion, both of these problems can be solved, with two changes:

    First, increase the time between world event spawns, thus restricting access to easy treasure. This discourages Reapers from farming up their reputation by grinding out these events, and given the inherent value of treasure from these events, it should hopefully turn them back into the hotbeds of player interactions that they were back towards Launch.

    I fail to see how reducing the availability of world events would cause them to be a "hotbed." Are you expecting people to server hop until they find one?

    I believe server hopping should be designed away from.

    Second, change how Reaper's Bones Emissaries appear on the map. Reapers should be more difficult to track, which would allow them a better chance to actually ambush other Emissaries. To this end, the ability to see Reaper's emissaries on the map by any other Trading Company should be restricted to Grade 5 Emissary. This will be considered access to "Company Intelligence." However, the position of the Reaper's Emissaries shouldn't update automatically, but once every five minute. This will still allow crews to plan around a Reaper's general location, while still giving a skilled Reaper crew some leeway when it comes to setting up ambushes.

    While I don't concede that reapers even needs a rework, I'm getting more and more in favor of simply not showing the reaper to everybody until grade 4 or 5. Although the flag is always worth it to me, people don't seem to be all that interested in chasing down a grade 1 or 2 reapers. No treasure after all. It only serves as an early warning system to those who will turn in and leave.

  • @tenriak said in The Reapers Rework!:

    @blam320 said in The Reapers Rework!:

    I feel like the problem with Reapers is mainly twofold:

    First, treasure is very, very easy to get through PvP.

    I don't know that I agree here. Skilled players, with valuable hauls, are inherently difficult to get treasure from. Less skilled players, being easy to farm for their haul, tend to have less treasure.

    Even if treasure was "very, very easy to get through PvP," this isn't exclusive to Reapers Bones. The implication that reapers needs a rework because treasure is easy to get via PvP is absurd.

    High-payout World Events spawn very frequently--

    I like the idea of slowing down the spawn rate of world events. Not because of a fevered reapers rework, but because having some unnatural cloud in the sky constantly deters my suspension of disbelief.

    Does there have to be magical garbage going on around us constantly? It diminishes the value of something magical happening.

    I fear this would greatly encourage server hopping though.

    --actions such as merely discovering treasure and placing it on your ship all contribute to gaining Emissary Grade. Since the Reaper's Bones gain Emissary Grade from any treasure found, this makes it very, very easy to reach the maximum grade, and therefore maximum payout.

    This is already balance by two things. The reapers location on the map, and the single place of turn in serving as a choke point.

    There is zero incentive for Reapers to actually hunt down other players, since grinding out PvE events is so much more lucrative.

    Zero is too strong. You don't speak for every one here. PvP is more fun, and many pirates exclusively PvP whether reaper or not.

    In my own case, I favor PvP (as long as treasure is involved), but will conduct PvE when no PvP is available.

    Second, it's very easy to avoid Reapers, since they are automatically revealed on the map table from rank one. This makes it very easy to mitigate risk of PvP, which further compounds problem one of PvE already being much more lucrative for Reapers.

    The new server hopping mechanic alleviates lack of available PvP greatly. Beyond pressing "Leave Game" at the first sight of a reaper, there is usually time to chase some one down before turn in.

    In my opinion, both of these problems can be solved, with two changes:

    First, increase the time between world event spawns, thus restricting access to easy treasure. This discourages Reapers from farming up their reputation by grinding out these events, and given the inherent value of treasure from these events, it should hopefully turn them back into the hotbeds of player interactions that they were back towards Launch.

    I fail to see how reducing the availability of world events would cause them to be a "hotbed." Are you expecting people to server hop until they find one?

    I believe server hopping should be designed away from.

    Second, change how Reaper's Bones Emissaries appear on the map. Reapers should be more difficult to track, which would allow them a better chance to actually ambush other Emissaries. To this end, the ability to see Reaper's emissaries on the map by any other Trading Company should be restricted to Grade 5 Emissary. This will be considered access to "Company Intelligence." However, the position of the Reaper's Emissaries shouldn't update automatically, but once every five minute. This will still allow crews to plan around a Reaper's general location, while still giving a skilled Reaper crew some leeway when it comes to setting up ambushes.

    While I don't concede that reapers even needs a rework, I'm getting more and more in favor of simply not showing the reaper to everybody until grade 4 or 5. Although the flag is always worth it to me, people don't seem to be all that interested in chasing down a grade 1 or 2 reapers. No treasure after all. It only serves as an early warning system to those who will turn in and leave.

    I meant to say PvE; that was a typo.

  • @blam320 said in The Reapers Rework!:

    I meant to say PvE; that was a typo.

    I hate it when that happens. Especially when the conversation is rolling and you have a limited time before some one hits "quote."

  • @tenriak said in The Reapers Rework!:

    @blam320 said in The Reapers Rework!:

    I meant to say PvE; that was a typo.

    I hate it when that happens. Especially when the conversation is rolling and you have a limited time before some one hits "quote."
    Indeed.

    It also occurs to me that I didn't reply to any of your points. One of your main gripes seems to be server hopping, and how it should be avoided; the suggestion department seemed rather lacking, however. I expect them to become "hotbeds" not because of people server-hopping to find them (people already do this for Fort of the Damned and Fort of Fortune, and people did this all the time already back when Forts were the only event, and were much rarer) but because they won't be an easy source of high-value treasure anymore; players will naturally gravitate to these locations and compete for the treasure.

    Actually, it's strange... you say that Server Hopping is something to be avoided... but right before that you said that the "new server hopping mechanics," which you must be referring to the Pirate's Life Tall Tales shifting players between instanced areas, alleviate any perceived lack of PvP by allowing players to travel between different servers at will.

    As for your claim that Reapers are "balanced" because they show up on the map for everyone to see, and in addition that I do not speak for everyone when I say there is no incentive for Reapers to actually engage in PvP, I would direct your attention to two things. Firstly, in my experience players will typically avoid Reapers when they're on the map; that mark acts more like a venomous fish than a bullseye. Instead of inviting people to attack them, it's a sign you should stay away, because chances are they could be out for blood. Second, there has been considerable discussion on the forums about how, predominantly, this has not been the case, and Reapers are more likely to flee than fight, which is ironic considering the Reapers are intended to be a PvP-focused faction.

    You say you're an example of PvP-focused Reapers; I'd say you're an exception, not the rule.

  • @blam320 said in The Reapers Rework!:

    It also occurs to me that I didn't reply to any of your points. One of your main gripes seems to be server hopping, and how it should be avoided; the suggestion department seemed rather lacking, however.

    I don't particularly like portal hopping. I would prefer a state where all resources, treasure, and emissary grade is lost when you leave the server and those who would/were contest(ing) it.

    I don't have any suggestions because I think adding an ability to server hop was a mistake and a reversion is, without a doubt, out of the question.

    If you want a suggestion, nothing should go through the Tunnels of the Damned beyond your crew and your ship. Barrels on board should revert to their contents at spawn. Everything else should fall in the water. You get to keep whats in your pockets, the 10 minute delay or so should balance this nicely against clicking "Leave Server" to server hop where you would lose what's in your pockets too.

    I expect them to become "hotbeds" not because of people server-hopping to find them (people already do this for Fort of the Damned and Fort of Fortune, and people did this all the time already back when Forts were the only event, and were much rarer) but because they won't be an easy source of high-value treasure anymore; players will naturally gravitate to these locations and compete for the treasure.

    Just as you say, this already happens. The only way it can be a more of a hotbed is if it's available in the server. Lessening their availability would only deter their chance at being a hotbed. As it is now, players naturally gravitate towards these hotbeds marked in the sky to compete for their treasure. They literally can't do that if they aren't there.

    Actually, it's strange... you say that Server Hopping is something to be avoided... but right before that you said that the "new server hopping mechanics," which you must be referring to the Pirate's Life Tall Tales shifting players between instanced areas, alleviate any perceived lack of PvP by allowing players to travel between different servers at will.

    What exactly is strange about this? It's true that I think server hopping is something to be avoided but I can't help they added it to the game.

    @S0nicbob said in Developer Updates/Tunnels of the Damned Migration:

    Following launch, we have been closely monitoring how players have been using the Tunnels of the Damned in ways outside of their primary function such as to seek out a new emergent event, to find new foes to challenge or simply to refresh their server experience.

    We want to clarify that for now, we consider all the scenarios mentioned above as legitimate uses of the Tunnels of the Damned.

    @blam320 said in The Reapers Rework!:

    As for your claim that Reapers are "balanced" because they show up on the map for everyone to see, and in addition that I do not speak for everyone when I say there is no incentive for Reapers to actually engage in PvP,

    I do not speak for everyone when I say there is no incentive for Reapers to actually engage in PvP,

    Are you saying there is incentive for reapers to engage in PvP?

    What exactly is it you want balanced? Gold income? That reapers run away? I make the point that reapers have had balance applied by being showcased on the map table as well as the single turn in acting as a choke point. This balances their gold income, but not that reapers run away. How do you balance behavior? Pirates will often correctly run away from other pirates who can beat them up. As it should be.

    I would direct your attention to two things. Firstly, in my experience players will typically avoid Reapers when they're on the map; that mark acts more like a venomous fish than a bullseye. Instead of inviting people to attack them, it's a sign you should stay away, because chances are they could be out for blood.

    Players typically avoid other pirates who are trying to kill them. Often, players typically avoid every other ship they see on the horizon. This is not exclusive to reapers.

    Instead of inviting people to attack them, it's a sign you should stay away, because chances are they could be out for blood.

    In fact, chances are any ship you see out there is out for blood. Why do you say that reapers predominantly run and chances are they are out for blood at the same time?

    @blam320 said in The Reapers Rework!:

    Second, there has been considerable discussion on the forums about how, predominantly-- --Reapers are more likely to flee than fight--

    You need to get the idea out of your head that reapers are the only players hunting or should be hunting. I'm Reapers Bones 75 now, so... for rep gains, I'll need to start raising OOS or Merchants. Yet I'll still act like a reaper. Balance me.

    Second, there has been considerable discussion on the forums about how, predominantly, this has not been the case, and Reapers are more likely to flee than fight, which is ironic considering the Reapers are intended to be a PvP-focused faction.

    Reapers get some unfair attention here, imho. Since they are intended to be a PvP-focused faction people complain when they run where as they don't when the other factions run. Nearly every one runs, always.

    If you simply want good fights where no one runs, head over to the arena. In a world where loot is acquired and moved across the map to a turn in point, the correct and available decision for many crews is to avoid the fight. Especially if they have treasure and you don't. Why risk loss with no possible gains?

    Removing a players ability to run would be massively destructive to the sandbox of adventure mode.

    Removing a players inclination to run is simply impossible. No modification to reapers bones will change this behavior.

    You say you're an example of PvP-focused Reapers; I'd say you're an exception, not the rule.

    I'm an example of a PvP focused pirate. My behavior doesn't change because I raise reapers. My behavior didn't change when they added Reapers Bones to the game. This is my point. I will always attempt to steal from players who I think I can. There will always be players who run away from fights they don't think they can win. This is the Sea of Thieves and in it there are thieves, those who fight the thieves, and those who run from the thieves, no matter who raises what emissary.

    Modifying map table view distance simply wont change this.

    I ask again, what exactly about reapers needs a rework?

    OP says:

    1: Reapers isn't worth it.

    Not true.

    2: Sinking a reapers ship is only worthwhile to another reapers

    Not true.

  • @tenriak said in The Reapers Rework!:

    @blam320 said in The Reapers Rework!:

    It also occurs to me that I didn't reply to any of your points. One of your main gripes seems to be server hopping, and how it should be avoided; the suggestion department seemed rather lacking, however.

    I don't particularly like portal hopping. I would prefer a state where all resources, treasure, and emissary grade is lost when you leave the server and those who would/were contest(ing) it.

    I don't have any suggestions because I think adding an ability to server hop was a mistake and a reversion is, without a doubt, out of the question.

    If you want a suggestion, nothing should go through the Tunnels of the Damned beyond your crew and your ship. Barrels on board should revert to their contents at spawn. Everything else should fall in the water. You get to keep whats in your pockets, the 10 minute delay or so should balance this nicely against clicking "Leave Server" to server hop where you would lose what's in your pockets too.

    I expect them to become "hotbeds" not because of people server-hopping to find them (people already do this for Fort of the Damned and Fort of Fortune, and people did this all the time already back when Forts were the only event, and were much rarer) but because they won't be an easy source of high-value treasure anymore; players will naturally gravitate to these locations and compete for the treasure.

    Just as you say, this already happens. The only way it can be a more of a hotbed is if it's available in the server. Lessening their availability would only deter their chance at being a hotbed. As it is now, players naturally gravitate towards these hotbeds marked in the sky to compete for their treasure. They literally can't do that if they aren't there.

    Actually, it's strange... you say that Server Hopping is something to be avoided... but right before that you said that the "new server hopping mechanics," which you must be referring to the Pirate's Life Tall Tales shifting players between instanced areas, alleviate any perceived lack of PvP by allowing players to travel between different servers at will.

    What exactly is strange about this? It's true that I think server hopping is something to be avoided but I can't help they added it to the game.

    @S0nicbob said in Developer Updates/Tunnels of the Damned Migration:

    Following launch, we have been closely monitoring how players have been using the Tunnels of the Damned in ways outside of their primary function such as to seek out a new emergent event, to find new foes to challenge or simply to refresh their server experience.

    We want to clarify that for now, we consider all the scenarios mentioned above as legitimate uses of the Tunnels of the Damned.

    @blam320 said in The Reapers Rework!:

    As for your claim that Reapers are "balanced" because they show up on the map for everyone to see, and in addition that I do not speak for everyone when I say there is no incentive for Reapers to actually engage in PvP,

    I do not speak for everyone when I say there is no incentive for Reapers to actually engage in PvP,

    Are you saying there is incentive for reapers to engage in PvP?

    What exactly is it you want balanced? Gold income? That reapers run away? I make the point that reapers have had balance applied by being showcased on the map table as well as the single turn in acting as a choke point. This balances their gold income, but not that reapers run away. How do you balance behavior? Pirates will often correctly run away from other pirates who can beat them up. As it should be.

    I would direct your attention to two things. Firstly, in my experience players will typically avoid Reapers when they're on the map; that mark acts more like a venomous fish than a bullseye. Instead of inviting people to attack them, it's a sign you should stay away, because chances are they could be out for blood.

    Players typically avoid other pirates who are trying to kill them. Often, players typically avoid every other ship they see on the horizon. This is not exclusive to reapers.

    Instead of inviting people to attack them, it's a sign you should stay away, because chances are they could be out for blood.

    In fact, chances are any ship you see out there is out for blood. Why do you say that reapers predominantly run and chances are they are out for blood at the same time?

    @blam320 said in The Reapers Rework!:

    Second, there has been considerable discussion on the forums about how, predominantly-- --Reapers are more likely to flee than fight--

    You need to get the idea out of your head that reapers are the only players hunting or should be hunting. I'm Reapers Bones 75 now, so... for rep gains, I'll need to start raising OOS or Merchants. Yet I'll still act like a reaper. Balance me.

    Second, there has been considerable discussion on the forums about how, predominantly, this has not been the case, and Reapers are more likely to flee than fight, which is ironic considering the Reapers are intended to be a PvP-focused faction.

    Reapers get some unfair attention here, imho. Since they are intended to be a PvP-focused faction people complain when they run where as they don't when the other factions run. Nearly every one runs, always.

    If you simply want good fights where no one runs, head over to the arena. In a world where loot is acquired and moved across the map to a turn in point, the correct and available decision for many crews is to avoid the fight. Especially if they have treasure and you don't. Why risk loss with no possible gains?

    Removing a players ability to run would be massively destructive to the sandbox of adventure mode.

    Removing a players inclination to run is simply impossible. No modification to reapers bones will change this behavior.

    You say you're an example of PvP-focused Reapers; I'd say you're an exception, not the rule.

    I'm an example of a PvP focused pirate. My behavior doesn't change because I raise reapers. My behavior didn't change when they added Reapers Bones to the game. This is my point. I will always attempt to steal from players who I think I can. There will always be players who run away from fights they don't think they can win. This is the Sea of Thieves and in it there are thieves, those who fight the thieves, and those who run from the thieves, no matter who raises what emissary.

    Modifying map table view distance simply wont change this.

    I ask again, what exactly about reapers needs a rework?

    OP says:

    1: Reapers isn't worth it.

    Not true.

    2: Sinking a reapers ship is only worthwhile to another reapers

    Not true.

    Literally 90% of what you said contradicts established facts about the Reapers. You insist that you're somehow representative of not only all Reapers, but all PvP-minded pirates in the game. From the level of discussion on the forums about both, that's utterly dishonest.

  • I think the PvE gold-earning potential of the reapers are almost balanced by the visibility of the ship with the current system; anyone can see if you’re stationary at an island, and can hunt you down (ironically with more difficulty if they are a reaper themselves, as they give away their approach)

    That said, I also think that the reaper’s emissary grade should be tied directly to the number and grade of flags they place on the ship, at a rate of one rank for every two ranks of flag. Turning in four grade 2 emissary flags will set you to reaper grade 4, but three grade threes and a grade one will set you to five. Simple, but it makes much more sense that the servant of the flame would be more impressed with an emissary who went out and hunted down other pirates, rather than one who cleared out skeleton forts and dug up buried treasure, and should hopefully discourage PvE players from running the reaper flag just to grind world events.

    With that in mind, I have some suggestions for the map table:

    Firstly, the location of reapers grade 2 and above should appear on the map as a dark blotch, that gets larger as the reaper’s emissary grade increases. As a gold-hoarder, for example, you would at first know that there’s a reaper somewhere in the region of dagger tooth outpost. As that reaper starts racking up kills, their threatened area gets larger, to the point that you will know a grade 5 reaper by the dark stain covering almost the entire Wilds on the map. Enter at your peril. The stain should update every few minutes or so, and be centred on a random point within a smaller radius of the ship, giving the reaper enough time to relocate without giving away their movements entirely.

    If you enter the blotch created by a grade 2 or higher reaper, you will see a second, darker blotch the size of the original grade 2 reaper’s threat zone, so you know their general location.

    If two high grade reapers are on the server, the blotches will overlap, but you won’t be able to see the darker blotch of either ship unless within the range of their respective border. This makes finding specific reapers harder for both regular players and other reapers.

    This system is beneficial to reapers, and makes them more of an ‘unknown’ threat to players, allowing them to conceal their exact position (allowing players to even see what direction the reaper is facing is a bit much!) but limits their money-making potential until after they’ve sunk a few emissaries.

    As suggested by another user, allowing grade 5 emissaries to gain ‘company intelligence’ would allow the player to always see the darker, grade 2 emissary-sized blotch, regardless of where they are in relation to the Reaper. Also, Reaper flags should either be worth twice as much gold to non-reaper factions, to account for the lack of reaper emissary grade, or be valuable like any other item to a faction you are currently repping, and therefore subject to the usual emissary multipliers.

    Reaper’s eye should be granted in stages, as suggested. I have two different suggestions, each is rather different.

    You could have the expanding area, representing your reach and threat range, much like the dark blotch that marks your position, or you could have a compass that points to the nearest emissary, with a needle that changes colour based on the type of emissary they are (until grade 5, at which point you should get coloured patches on the map, roughly the size of an outpost and it’s shores, that show the location of emissaries and their grade)

    Lastly, and sorry for the long post, if anyone’s even reading this far, I reckon that when ship with an emissary flag sinks, a red stain should appear on the map marking the battle. Everyone on the server will see the sight of the battle and know that trouble is afoot. They can investigate if close, hoping to catch an enemy with depleted resources or even a damaged ship of they’re fast enough, and players should be kept on their toes wondering whether or not a reaper is sailing the seas looking for targets, or if a rookie merchant ran afoul of the kraken. We all know that the scariest monsters in fiction are those that move unseen, keeping us on edge at all times. Seeing the exact position of a grade 5 reaper on the other side of the map isn’t quite anxiety-inducing enough. Bring the fear, and make reapers the pvp faction again.

  • I like the Reapers eye concept. I hate how reapers can see everyone and how everyone can see a reaper. I disagree with people leaving because of the Reapers, it used to be like this but now when I run reapers it seems people actually come for me especially with a higher grade.

  • @galactic-geek It's a good source for reputation, but after I was level 40+ I stopped doing it because the reputation wasn't doing much after that. I am now level 75 in all companies so the flag just stays up until I get off or I give it away by scuttling at the end of a session.

  • @ajm123 said in The Reapers Rework!:

    I'm ok with the idea with maybe paying to hop as a grade 5 reaper. Im not one to complain but I noticed a lot of packed servers (4 plus emissary servers) become dead once a reaper shows up.

    Would paying to hop as any emassary be ok? Or just for Reapers? It seems anytime this sort of thing is brought up it's reapers wanting to chase flags across servers. Almost trying to force pvp on people who want pve. The game is both. PvP centered crowd wants to force other to play their way. The same coin different side as PvE wanting no PvP.

  • I’m not gonna lie I really really love the idea of Reapers emissary value tied to the flag! Forcing reapers to choose to sell the flag and cash out big or be risky and use the grade 5 ability would really is just in like with the high risk high reward playstyle.

  • I have never been Reapers emissary before. But this month my crew mate and I had reached top Ranks on the leaderboards for all other 4 factions to get the cosmetics.
    So we thought let's give it a try. With the Reapers flag up and sinking one single skloop and get the loot on board we hit grade 2½. This feels not balanced compared to other factions.

    Then we started an experiment:
    Step 1 - Merchant flag up
    Step 2 - sailing to 5 outposts and buy all 15 cargo crates on each outpost
    Step 3 - lower the merchant flag and sail to the hideout
    Step 4 - raise the Reapers flag and sell all the cargo

    Boom grade 5... Yeah, a ridiculous way to reach grade 5 for Reapers but you can... with your own loot...and making plus on Gold and get points for the leaderboard.
    this is crazy :)

  • @lordplinde said in The Reapers Rework!:

    I have never been Reapers emissary before. But this month my crew mate and I had reached top Ranks on the leaderboards for all other 4 factions to get the cosmetics.
    So we thought let's give it a try. With the Reapers flag up and sinking one single skloop and get the loot on board we hit grade 2½. This feels not balanced compared to other factions.

    Then we started an experiment:
    Step 1 - Merchant flag up
    Step 2 - sailing to 5 outposts and buy all 15 cargo crates on each outpost
    Step 3 - lower the merchant flag and sail to the hideout
    Step 4 - raise the Reapers flag and sell all the cargo

    Boom grade 5... Yeah, a ridiculous way to reach grade 5 for Reapers but you can... with your own loot...and making plus on Gold and get points for the leaderboard.
    this is crazy :)

    That is an awful long way to sail and spending your own gold to do it. An ashen lord, flameheart, or regular fort can be done in the same amount of time doing that method for the same result.

  • @kommodoreyenser said in The Reapers Rework!:

    @lordplinde said in The Reapers Rework!:

    I have never been Reapers emissary before. But this month my crew mate and I had reached top Ranks on the leaderboards for all other 4 factions to get the cosmetics.
    So we thought let's give it a try. With the Reapers flag up and sinking one single skloop and get the loot on board we hit grade 2½. This feels not balanced compared to other factions.

    Then we started an experiment:
    Step 1 - Merchant flag up
    Step 2 - sailing to 5 outposts and buy all 15 cargo crates on each outpost
    Step 3 - lower the merchant flag and sail to the hideout
    Step 4 - raise the Reapers flag and sell all the cargo

    Boom grade 5... Yeah, a ridiculous way to reach grade 5 for Reapers but you can... with your own loot...and making plus on Gold and get points for the leaderboard.
    this is crazy :)

    That is an awful long way to sail and spending your own gold to do it. An ashen lord, flameheart, or regular fort can be done in the same amount of time doing that method for the same result.

    All those require to have the Reaper Flag up while doing an event that is broadcasted to the whole server and being visible from that point until selling at the Hideout. The perk from the merchant cheese is, is that you can spend gathering the crates (or cargo) almost "invisible", choose a moment of your choice to go to the Hideout and in a short time become grade 5.

    If it takes some time between gathering all the crates and a good time to go to the Hideout, you can gather even more loot to sell when grade 5.

  • You get emissary grade from selling cargo?

  • @galactic-geek I do it because there are commendations for getting your flag to level 3, 4, and 5. Also, each time you get to 5 you get an emissary quest, which is very valuable, especially for Athena’s Fortune.

  • @touchiertooth28
    Yes 😅

  • @kommodoreyenser
    Yeah it is stupid. But we like stupid things. Was just a Test.
    More shocking to us was that we got grade 2 1/2 for only one skloop.

  • Little update - we reached the max rank for Reapers just in time.

    The Ninja Reaper comes in unnoticed. He sells the cargo first for emissary grade - then sells all the rest :P

  • @xzodeak I like most of this but I think it would be better for any level of reaper to be able to see emissaries on the map and have grade 5 be able to see which type and grade. This would make ships always be ready for pvp unlike how it currently is where you only have to be afraid of a grade 5 which is easy to see and run to an outpost as soon as one gets on your server.

  • They already ruined reapers by allowing it to get PvE rep, that's why there is the joke of most g5 reaper galleons running from every solo sloop which sails at them.

    It should have been emissary flags and their treasure only.

  • @xzodeak
    fans of reapers can go to hell. this is such a disgusting faction that parasitizes others that anyone who plays for it should be put in prison.
    reapers need debuffs for each flag level. if you like to bring suffering to others, then you should suffer yourself

  • I’ve literally never had anyone leave a server because I’m a reaper or the other way around.

  • @vareg1986 said in The Reapers Rework!:

    @xzodeak
    fans of reapers can go to hell. this is such a disgusting faction that parasitizes others that anyone who plays for it should be put in prison.
    reapers need debuffs for each flag level. if you like to bring suffering to others, then you should suffer yourself

    Relax, it's part of the game. It has always been the intention of the devs to entice players to have interactions with eachother and have battles.
    Before when there was no Reaper faction in the game, there was events specifically made for fighting eachother. Most of them if not all the events was made for that reason.

  • @xzodeak said in The Reapers Rework!:

    There's been a lot of drama and discussion surrounding reapers new-found "ability" to server hop using tall tales and I just wanted to give my two doubloons on the subject aswell as some other ideas for reapers.

    I honestly think this is amazing and fits the new update vibe, like the reapers got a hold on the new world hopping trinket that Captain Jack Sparrow has and are using it for their own "evil" deeds.

    This could be used as a cool introduction to an anti-reaper faction that profits off of reapers. (and helping other crews?)

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