@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.