Change server after sinking

  • Well my proposal it's to change a crew to a different server after they got their ship sinks.

    Of course the crew won't lose quests in progress or any similar progress. It'd be similar to when there're only a few people in the server, and the game changes to another server with more people.

    The MAIN REASON: you need to fight against the same crew multiple times because they want something from you, and after you defeat them, they will just respawn nearby and come back to another try.

    The second reason it's: make Reaper's life easier. It's damn common when you play as Reaper, people coming back after you sunk them. They'll wait for you in Reaper's Hideout, or even go after you straight away(after all, they can see you anywhere in the map). I can't tell how many resources, and hours i wasted because the sunken crew kept coming back over and over.

    The third reason for this is: toxic players. It's really common that when a crew sink another crew, they will come back for revenge. I'm not against revenge, but it's really hard to deal with people that will only "make your life harder, scream, complain, be stupid" because you sunk them.

    Well, that's my proposal.

    SO DO YOU WANT BANISH REVENGE?! NO! READ BELOW
    I'll LOSE ALL MY LOOT TO ATTACKERS?! NO! READ BELOW
    EDIT: as @BeerIsIceCold suggested: respawn crew further and further away from the winning crew by each defeat, then by the 3~4th defeat change server.
    This way, people could try once or twice to retrieve loot, if they fail they'll at least need to think again before going blindy against the other crew.
    EDIT2: as @Frogfish12 suggested: reset this death count after some time. So after sometime player can sink 3~4th before server merge.

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  • @soldieruso and take the chance away to fight back the loot? Getting revenge? NO to that

  • If you are a clever pirate, you can outsmart people. If you know they are going to camp at reapers and you want to sell. Just sell at a different outpost if you don't want to risk losing.

    Moving people out of a server for one sink is a bit much. I would be more inclined to forcing their respawn further and further with each sink and by the 4th sink then a server merge for that players ship makes the most sense. From what I've seen, some players ships get some close respawns consistently and it's quite ridiculous to see a ship we've sank 3 times to get a respawn within view of our island (sometimes one island away) every time.

  • Changing servers is the wrong way to go about this. The best possible solution was thought up way back involving a raft after being sunk "X" times. This was back before rowboats were a thing which can be a good stand-in for a raft.

    IMO the best scenario Rare could do to address this is after sinking 2x in, lets say 15-20 minutes, you will respawn on an island with a rowboat. You then have to return to an outpost and speak to a shipwright to receive a new ship. This adds at least 4-5 minutes to the 5-7 minute return time of even the fastest crew. More than enough time to scoop up the biggest haul and time to grab some planks and cannons if you are low.

  • @schwammlgott It's very unlikely to get the loot back. A new ship with almost no resources against a crew that already won a battle against you. About revenge, well i do realized that my idea would take away the possibility of revenge, which i'm against it too, after all i also want to take back my treasure(not every fight is a victory, damn! :/). However we need to do something about this endless battle when playing as Reaper.

    However as @beerisicecold said, maybe the problem is that the respawn point it's too nearby and waste resources against the same crew over and over is the big problem here. Btw i agree with you @beerisicecold, maybe a progressive punish it's better than a straight "change server".

    This problem of thousands of rematch happen more when you play as Reaper for obvious reason. And it's really frustrating wasting resources against a crew that you know that they dont have any loot or flag.

    EDIT: btw @BeerIsIceCold "If you know they are going to camp at reapers and you want to sell. Just sell at a different outpost if you don't want to risk losing." - If you're a Reaper, you need to sell loot in Reaper's Hideout otherwise won't earn the bonus from Emissary Flag.

  • I see what you mean but if they sink to the same ship 3-4 times then obviously it probably the time for them to get switched out to another server. Rather give them only one chance or non at all

  • your main reason is toxic players, and your justification for calling them toxic is because they attempt to come back to steal back their loot? That's not toxic. If people ''scream, complain, be stupid'' then that would fall under being toxic in communications and doesn't have anything to do with people wanting to get their stuff back. There are bad eggs in the game, as there are with every game, but you cant punish everyone for the actions of a few (not to say that the toxicity in this game is low). PvP Reaper isn't supposed to be easy, you're highlighted on the map meaning you're never truly safe, as people any side of the map could be coming straight at you, and its only a matter of time. As such you need to be efficient as a Reaper, end fights fast or steer them closer to the hideout so that you can sell your loot, or be confident enough in yourself to take fights without being upset somebody came back for round two. Always make sure to have supplies, cannon people out to every island you go past when not in PvP in order to keep your boat full of supplies in case a fight breaks out.

    I understand you're taking about situations where you kill a ship after a 20 minute battle, only for them to spawn 2 minutes away, and it feels like you never even sunk them. Remember that the closer they spawn means the less islands they go past to gather supplies before re-engaging, this means their supplies are very limited and you can punish that. 16 Bananas doesn't go a long way, especially on bigger ship sizes. I believe that the reason sometimes ship spawn very close to you is because the game tries its hardest to not spawn a player right next to another ship, but it also doesn't want to spawn them other side of the map. This means that if you sink at FoTD, and there's a ship at Crooks/Snake, Reapers Hideout, or Shipwreck bay, it might not be able to spawn them at a middle distance, and either spawns them super close or super far.

    I've seen this suggestion a lot, most of the time people suggest that you only get merged after getting sunk 3 times by the same crew, as just sinking once would be pretty broken. What happens if you get sunk by PvE, or if you recently did PvP but then accidentally exploded a Keg in the water and sunk yourself, the game might assume it was PvP and trigger the merge out for no reason.

    I think at the very least it should require you to be sunk a few times by the same crew in rapid succession in order for you to get merged out. Like maybe put a Ghostly Clock on the wall of each ships Captains Quarters, Once sunk, the Clock starts ticking, and it stays ticking for like 15 minutes or so. If you get sunk again by the same crew while that clock is ticking, you get merged out. That way crews can be mindful of the time they have and be careful when re-engaging enemy ships. A smart crew will use this time to resupply or buy resources from outposts and think carefully about how they're going to attack. This gives the other ship good pressure as they can finish whatever they're doing while in a window that they are less likely to be attacked, or if they do get attacked then they will be able to merge the enemy out if they defeat them again.

    ''However we need to do something about this endless battle when playing as Reaper.'' That's kinda the whole point of being a Reaper. If its a bad crew that keeps coming back then you can make short work of them, if its a good crew then you will get some challenging and engaging fights, and will force you to think on your feet as to if you should try and fight back or if you should play defensive and try and sell.

  • @butterfinger750 i think you misunderstood the issue here. I'm not protecting the ship that lost, but the winning crew. On current respawn system, the victorious need to endure an unstoppable battle, until it loses or waste all their resources(food, wood, and so on).

    Imagine if it was real life, you needing to battle again and again until you get tired of it, or just gave up. Well this happens here because of the SoT respawn system.

    I agree with you that a hard punishment needs to be avoid, so i edited the post to a "gradual punishment" instead of a straight "change the server". I think that this will minimize the problem and solve the non-revenge system.

  • @frogfish12 Thanks for your answer.

    As i add in the "Edit", i agree with you that this should be a gradual punishment. I also agree that a timer must be added and once the timer is triggered, the death count can be reset.

    About toxic players - Let me explain the relation. Well most of the crew that come back are the ones with the biggest loot, which means that they spent a lot of time taking treasures, which means that they're really angry now, because they're PvE only players. But i'm not calling the ones that come back as toxic. I'm one that usually goes back after treasures...anyway, more than once i need to mute game because the enemy crew was yelling.

    I totally disagree with you about the "However we need to do something about this endless battle when playing as Reaper." - Yes Reapers is about PvP all day, BUT against the same people? And as you said, against the same people that i just won against 2~5 minutes ago? Even Reapers need to take a break to gather resources, sell, fishing...or maybe you're saying that if i'm a Reaper i'm faded to hold on battles against every single player in the map and if i can't handle them, i'm doomed to lose and need to accept that.

    As you said, non balanced battles, where a crew can easily put another one down this isn't a problem. But imagine if you win against an experienced crew and they come back again. A simple selling could take hours. And the enemy won't need too much resources to win against you and your crew, just maybe a bit of luck. And even if you win again, well they will come back to try again until you make a mistake or someone get a bit lucky and kill everyone in your ship. Also don't forget that you'll lose a lot o money/exp whitout emissary flag.

    "I understand you're taking about situations where you kill a ship after a 20 minute battle, only for them to spawn 2 minutes away, and it feels like you never even sunk them." - this phrase explain the big issue here. Maybe i'm the only one experiencing this, but it gets boring to fight against the same crew multiple times, just because they want their loot back. I can't imagine this being fair. Once ok, twice oook, thrice kidding, right?

    "the game tries its hardest to not spawn a player right next to another ship" - so you're saying that's it's ok for them spawn near you, but not nearbie anyone else?

    Well my biggest complain it's that the respawn system is prioritizing one side too much. Maybe my solution isn't the better one even with the gradual modification, but i feel like something must change to avoid this endless battle where a player need to endure because the system keeps respawning an enemy near him.

  • @kommodoreyenser
    "'IMO the best scenario Rare could do to address this is after sinking 2x in, lets say 15-20 minutes, you will respawn on an island with a rowboat. You then have to return to an outpost and speak to a shipwright to receive a new ship. This adds at least 4-5 minutes to the 5-7 minute return time of even the fastest crew. More than enough time to scoop up the biggest haul and time to grab some planks and cannons if you are low."

    I didn't like your idea. Just too boring to respawn with only a rowboat. Also, depending on where you spawn, only the compass can't give you a proper direction to the near outpost.

  • @soldieruso I mean, not only are you putting a mark on the map as to your location, but you're showing your grade, which can often suggest the amount of loot on your ship, not to mention the value of the flag itself. You're definitely supposed to be on your toes at all times as a Reaper. If you need to gather resources then you either need to cannon people out to get the supplies, or go to an island that has good supplies, such as Forts and Lone Cove, and take the time to do it, having a Storage crate can also speed this up a LOT. Its a balancing act, not every single ship on a server will want to attack the Reaper, a lot of people will avoid them, a lot of people will dodge the lobby to avoid them, the situations where there's more than a single ship attempting to fight a reaper is pretty low. And by that I mean the other crew is specifically trying to fight YOU, not because you're a reaper at a FoTD and they want that FoTD Loot, I mean specifically trying to sink YOU. When i said about where the game tries to spawn you, I meant that there might be situations where the best place to spawn a ship would be next to you. Like if you're at FoTD, and there's a position they could spawn that's 5 map tiles away from you, but there's a spawn position that's 7 map tiles away from you, but only 3 map tiles away from a different ship, the best position to put that ship on would be the one near you. This is assuming the game solely decides based on vicinity to any ship, not any specific ship. I definitely think there's a good reason that the game should prioritise spawning them away from the ship that sunk them, rather than just any ship in general. I just think the game would rather encourage coming back for round two rather than discourage it. If it had to spawn them 3 map tiles away, or 20 map tiles away, it would rather put them 3 map tiles away.

    If you beat an experienced crew and they came back for more, then losing comes down to skill, or mistakes. If both crews are at a same skill level than the surviving ship has the upper hand as they have more supplies, but that's not to say that they will always win. It only takes a lucky Anchor/Balastball and some chainshots to completely change the tide of a battle. If the other crew is better than you, then you either need to try and capitalise on their low resources by going in for a quick kill, or stretch it and dwindle their supplies, then take the time to sell while they cant do much about it. If they only have 16 bananas on a Galleon, with a Banana healing 20 HP, you can make them run out of food pretty fast. The main problem (and I do have a problem with this) is that that ship could spawn near an outpost, and buy 50 wood/banana/cannonballs, which completely negates the argument that the other ship doesn't have supplies. Honestly I would much prefer if you could only buy Supplies once per server, or even only when you first spawn into that lobby, if you leave that outpost and didn't buy supplies that's it. Because if that crew that's the same/better Skill as you can just buy supplies, they're back to being just as threatening as they were before, which negates the idea of sinking them, so I agree with you on that.

    And yes, Rowboat idea bad. If I got spawned on an island and had to row 5 map tiles to get to an outpost, I would just find a new lobby, especially new players who might not know where to go to get to an outpost.

  • I used to run into this in WoW. A group of 4 or 5 would jump me. I'd kill a couple of them and they'd respawn and come back by the time I killed a couple more and it was a constant stream of fighting until they finally gave up.

    If you're worried about running out of resources, you're playing the game wrong. The last time I logged out after a play session. I sailed around till I found a ship and gave them over 400 cannonballs, 200+ specialty balls, and a crate full of mega meat, shark meat, and fruit.

    If you're going to play as reaper, buy a cannonball crate if you don't want to loot barrels. In the case of my group, we always start out a game session by running a couple of ghost ship quests or Flameheart if he's active and get all of the storage crates full of stuff we need for the game session.

  • @frogfish12
    Thanks for your answer. Yes, i agree with you. I totally forgot about this new feature of buying primal resources.

    When i'm talking about losing resources, it is a factor that worsens, not the main reason. This is also true for the Reapers, the unstopable revenge happens when you played as Reaper, but the problem is for everyone else.

    To me the main problem is that the respawn system feels like a PvE game that if you died against the boss, you can just respawn and try again. The machine doesn't have feelings, but this time the player is the machine.

    I really think that this system of: allow one, maybe two revenges and change server it's a good solution. Player will think twice before trying to fight the same enemy crew again and again. They do that now, because there's nothing to loose.

  • @soldieruso Sounds good to me. I like the idea of when my boat respawns I hear a loud woosh and then suddenly a ghost clock appears on my wall. Pretty Ominous and fits the game thematically. Almost like the Ferryman growing impatient with your defeat and is warning you not to falter soon, or he shall be less forgiving.

  • @frogfish12
    Wow as i read your post i imagined that happening, I can only say that it would be really cool. Let's give the Ferryman more work. =D

    @ Venatorlupos
    I'm sorry but i didn't understood your quote:
    "If you're worried about running out of resources, you're playing the game wrong. The last time I logged out after a play session. I sailed around till I found a ship and gave them over 400 cannonballs, 200+ specialty balls, and a crate full of mega meat, shark meat, and fruit."

    It made me think: "Ok than i need to wait for someone to give me cannonballs?"

    But i understood that it's easy to gather resources. However it's hard to do it while you're being followed. My crew and me, we always do both, we buy all the crates and search resources around islands. I don't think 50 cannonballs are enough.

  • @soldieruso said in Change server after sinking:

    @kommodoreyenser
    "'IMO the best scenario Rare could do to address this is after sinking 2x in, lets say 15-20 minutes, you will respawn on an island with a rowboat. You then have to return to an outpost and speak to a shipwright to receive a new ship. This adds at least 4-5 minutes to the 5-7 minute return time of even the fastest crew. More than enough time to scoop up the biggest haul and time to grab some planks and cannons if you are low."

    I didn't like your idea. Just too boring to respawn with only a rowboat. Also, depending on where you spawn, only the compass can't give you a proper direction to the near outpost.

    You shouldn't be able to force another crew off a server ever. Either they quit on their own, choose to portal hop, or are server merged because no other crews are on. A crew having power over other crews leaving the server would allow alliance servers to form fairly easily.

    It may be boring for the sunken crew but it beats having that crew back on the winner in 2-5 minutes. They will have had a second chance at that point anyway to try for revenge fairly quickly. Failing a second time in such short succession should be punished in some meaningful way.

    Also, it's not hard to orient yourself and find an outpost with your eyes after you have played this game enough. The World is not all that large and the only islands with actual docks visible are outposts (outside of smaller docks like Crook's, Cannon Cove, etc.) At my level of time invested, I rarely even look at the map table anymore outside of searching for Reapers or marked loot.

  • @kommodoreyenser Just a note that Rare Acknowledged Alliance Servers, I believe in their Second Podcast, and said that basically its so niche that they currently don't feel like its any concern. Alliance servers are simply just a way some people play the game, you can either choose to ignore it, or try and fight them, which is often very fun as they aren't always good at PvP.

  • @kommodoreyenser

    Kommodo about the "can't force another crew off a server", this server change would only happen after the second defeats as discussed above. So this would be their "choice", and by that i mean: the defeated crew need to choose to go after the winning crew again and be defeated. It's unlikely that the winning crew could find the defeated ship twice.

    To me the second time(second defeat to the same ship in a given time) should be a server change. But i understand that this could be still too harsh.

    You said that this can help people to make alliances, but it doesn't. For this to be true, you would need to 1) defeat a crew; 2) go after them (you don't know where they are); 3) defeat them again. This would take too much time.

    After that you open ONE crew in the server. Which is nothing IMO, very unlikely that the friend will join your server.

    Today, the better way to make alliances is everyone trying to create a ship at the same time while on lobby (the click SAIL now operation, you can search it on Youtube). This proccess takes about ~15-20minutes(maybe less for bigger crews). It's much faster than trying to kill every single ship twice in your server, and expect that a friend will be able to join the correct server.

    About "it's not hard to orient yourself and find an outpost with your eyes after you have played this game enough." - Remember that the game isn't for experienced players only. Which mean that a non experienced players are more likely to be defeated, and - in your proposal of rowboat - they will need knowledge about islands to reach an outpost; of course they won't have this knowledge.

    As @Frogfish12 said it is more likely that people would just disconnect and start a new game because of the boredom of paddling to an outpost.

  • @frogfish12 said in Change server after sinking:

    @kommodoreyenser Just a note that Rare Acknowledged Alliance Servers, I believe in their Second Podcast, and said that basically its so niche that they currently don't feel like its any concern. Alliance servers are simply just a way some people play the game, you can either choose to ignore it, or try and fight them, which is often very fun as they aren't always good at PvP.

    Absolutely, seen the video. Acknowledging something exists but is not big enough to warrant dev time and resources is way different than making it even easier to set up something like that though. I don’t believe they should start letting one crew or more force other crews off server by simply sinking them. I am sure most would feel the same way.

  • @soldieruso it's unlikely to get the loot back? The times I tried to get it back it worked mostly...I mean, when I saw the crew is too good, I didn't even try...but most were just lucky...

  • The main reason for this is: toxic players.

    Or players being pirates.

    Noobie players will be hating this more than a reaper. Being sunk over and over only to be forced into a new server. Sounds good but what if you were doing Fotd…near completing it

  • I agree with OP. Once you sink, your ship simply stops spawning and there is no mermaid at all. Backspawn takes you to your ship's location and if you had a rowboat you can take whatever loot you had on or near it and try to run.

    Last night, while we were hidden trying to steal a FoF, and an absolute nuisance of a Brigantine kept harassing the group that was trying to finish it -- the harasser sank 4 times while fighting the defender. It literally took us three hours to steal it because they kept interrupting their progress. Eventually the defender ran out of resources because the Brig ended up bringing a Skelly galley and it sank. The Brig then finished it, and we sunk them, they sunk us, and then after that, we both came back, we won, and we got the Athena chest.

    Was it fun? Yeah, it was alright, but I would have completely preferred if they weren't on the server at all after their first sink. That harassing brigantine sank a total of 6 or 7 times that night. Absolutely ridiculous.

    EDIT:

    Also, a permanent sink might actually help break up the strength of alliances.

    &

    In the event that a crew really wants to stay on the server, they must raise a Reaper's Flag (I have no idea how that would mechanically follow through), that way, at least the defending team get's some kind of warning and also a reward if they are successful.

  • @schwammlgott
    Probabilistically speaking, if you lose a battle, it means that:
    A) The enemy crew has a skill close to yours;
    B) The enemy crew has a skill better than yours.

    The only case for you to win is A to be true; while enemy crew are both A and B.
    Talking about A, it can take you to another defeat, or a victory.
    While B always leds you to defeat.
    So it's 1/3 chance, even less because you won't have much resources.

    As you said, when you know that B is already true, you didn't even try, because you know the result. So it's unlikely that you will take your treasure back.

    @BurnBacon It's a pirate game. People take stuff from you. I'm not sure if when changing servers, the lights in your lamp equipment resets. Anyway you lost the battle twice, why do you think you deserve any gold? haha

    What doesn't seem fair is having to battle with the same crew dozens of times.

  • @soldieruso or C) the other crew is very bad and caught you in an inattentive moment OR D) the other crew is very bad and just got a server merge directly next to your ship

    Anyway, doesn't matter, taking away the chance to fight back doesn't seem fair to me

  • To everyone sinking ships over and over and getting aggravated about it:

    Try using your superior skills to just camp them and sail their ship across the map while the rest of your crew finishes getting the loot or whatever else.

    For that matter, take all of their cannonballs before you sail their ship away.

    If you're a reaper, you're a target. If you attack someone and steal their stuff, you better be ready for them to keep coming back for it.

    We had a reaper attack us the other day in the middle of fighting a skelly galleon and a mega simultaneously. When we recovered and hit back they ran and we chased them around for half an hour until they finally did a drive by at an outpost and lowered their flag.

    No one is forcing you to fly a reaper flag if you can't take what you're trying to dish out. You fly that flag because you want PvP. Who cares if it's the same ship over and over?

  • @soldieruso The point was that resources aren't a problem. I had enough left over when I was ready to log out to give away around 600 cannonballs and a crate full of food.

    Make sure you're stocked up before you go pick a fight with someone. Just buying a cannonball crate plus looting barrels on your starting outpost plus the base supplies on your starter ship should put you at 150-200 cannonballs and a 50-100 specialty balls.

    Snag barrels with your harpoon out of the water when you sail by them or stop and grab all of them. Shoot out of cannons to small islands as you pass and loot the barrels and take a mermaid back to the ship.

    If you don't like looting barrels, go kill some ghost ships and grab the storage crate drops. Sail out to the red sea and kill some skelly ships.

    Resources shouldn't ever be an issue.

    Most of the open crews I've joined jump on the ship and sail away without gathering supplies. That's a mistake if you plan on PvP (especially as a reaper)

  • @kommodoreyenser said in Change server after sinking:

    Changing servers is the wrong way to go about this. The best possible solution was thought up way back involving a raft after being sunk "X" times. This was back before rowboats were a thing which can be a good stand-in for a raft.

    IMO the best scenario Rare could do to address this is after sinking 2x in, lets say 15-20 minutes, you will respawn on an island with a rowboat. You then have to return to an outpost and speak to a shipwright to receive a new ship. This adds at least 4-5 minutes to the 5-7 minute return time of even the fastest crew. More than enough time to scoop up the biggest haul and time to grab some planks and cannons if you are low.

    So you want to punish the punished even more?

    No thanks!

  • I feel that the best solution is to that if you have just been sunk you respawn with ZERO supplies.

    You then HAVE to loot the island, and even then you'll have next to nothing in terms of supplies. You should have enough to fend off PvE threats, but not enough to be a real threat to decent players.

    Fresh spawn ships at outposts stay the same.

  • @schwammlgott
    IMO C) option is a derivative of A)
    And D), it really happened to you? LOL,
    Anyway if you can take back your loot, good! but that's not the main discussion of this thread.

    As i discussed here with other ppl about removing "the fight back, revenge", my initial proposal was stupid. But i updated the thread to change the initial proposal to give chances of fight back as ppl suggested.

    Imagine you're the attacker this time. Is it fair that the defeated crew can come back after you multiple times? IMO no. No matter if i can win again, if i got enough resources, it's just unfair that i need to fight the same players all night long until they give up. Maybe once, or twice, but 3? 4? No, that's unfair.

    @TouchierTooth28 told us a story that is really common to happen those days, specially if you are use to do forts and global events.

    @venatorlupos
    IMO you are 1) exaggerating those numbers of cannons that you gather, unless you're starting the game to gather resources; 2) always using your experience as a player to justify that resources can be gather easily.

    Anyway that's not the discussion here.
    The main problem here is: "It's unfair that defeated crew can come back MULTIPLE times to fight against you". How many times do I need to sink the same crew for them to actually sink? twice? 3? 4? Losing resources it's only a consequence.

    @PapaRug420
    I really liked your proposal. However many ppl already carry special cannonballs in inventory, which can be used to defeat another ship easily. And for sure ppl won't like to lose them after sinking. Even so, I myself went back to revenge once using our ship to sink the enemy crew that took our loot.
    So IMO, your proposal could minimize but not solve the problem.

  • @paparug420 said in Change server after sinking:

    I feel that the best solution is to that if you have just been sunk you respawn with ZERO supplies.

    You then HAVE to loot the island, and even then you'll have next to nothing in terms of supplies. You should have enough to fend off PvE threats, but not enough to be a real threat to decent players.

    Fresh spawn ships at outposts stay the same.

    I think this isn't such a bad idea, since it's so easy to now get supplies via purchase and it would work as kind of a counterbalance. However, sometimes when sunk, you can spawn at an outpost. This happened to me and my solo sloop just earlier this afternoon when I ensured mutual destruction against a Reaper brig. So, in that instance, for example, would I spawn with no supplies, or some supplies? 🤔

  • @galactic-geek fresh spawn ships at an outpost as in the first instance of your ship being created in the server.

    It is only a slight inconvenience, but time gathering supplies is time for the other crew to also do whatever they need to do (flee, gather supplies, collect loot)

    This feature could also mean that if you sink randomly to a floating keg, you could still beeline back to your coordinate and save your loot. The tradeoff being that you have absolutely minimal or no supplies on board.

  • @soldieruso D) actually happened twice already, but to my luck, we were the ones that merged next to another ship 😁

  • @schwammlgott
    LOL i feel sorry for you. This never happened to me. At least i didn't notice.

    I wish you more luck in your next journeys

  • @soldieruso that was actually a good thing...the other ship was parked on an island and nobody was on board

  • 1- You usually spawn far away when sunk by players, a lot of times against the wind.
    2- Most people give up after the first or second sink
    3- So you wanna rob people but take away their chance from robbing you back?

    Bad idea overall. First and only comment I will make on this bad idea, its a waste of time and it shouldnt get any attention in the forums. Let the post die as it deserves.

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