Reaper runners = toxic?

  • Hello

    I'm certain lot of you experienced reaper runners.

    I understand the fact that some players don't want to fight and this is fine
    but reaper is a PVP faction and it's really not hard to understand because it's literally written on every reaper achievements.
    Nowadays some people think it's a gold farm faction and keep running like crazy. Run if you dont want to fight, just don't use reaper flag and put classic emissary flag.
    They can run for hours or go shores of gold to avoid a fight. If you know how the wind works, it's sometimes impossible to chase ships and you keep turning around the map for years.
    Chasing a ship is part of the game but not like this
    (hello sloops agaisnt the wind or reaper gallys chased by a sloop)

    Its really annoying for pvp players and its ruinning the game experience.
    There is a lot of other factions which are safer if you don't want a fight.

    Reaper is the only way to pvp with arena closing and majority of reapers just run a soon as they see a ship, without even trying to fight.

    Pvpers might be toxic sometimes, but in this case, who is playing against the pirate code? Rare litteraly created this faction for pvpers and pvers refuse to play it like it should be.

    Its really ruinning the game experience and i thought this game was "high risk, best rewards"
    It's no longer the case because of runners and alliance servers

    Now you just can play on empty servers or chase a ship for 2 hours for a 2min fight. Or join a boring server alliance.

    Please do something rare.

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  • @prorunnerr I genuinely can't decipher what point it is you are making matey?

    • You hate people using the Reaper emmy to make money?
    • You hate people using the Reaper emmy who run?
    • You hate the reaper emmissary?

    The title also makes it sound like you are calling all Reapers toxic, yet that isn't actually discussed in the post...

    confused...

  • [mod edit]

  • @prorunnerr said in Reaper runners = toxic?:

    Its really annoying for pvp players and its ruinning the game experience.

    Its very simple. If someone runs stop chasing if you don't catch them in 5 to 10 minutes. Go fight someone else. Reaper or not people are free to play how they want. This is actually very good since it forces people to think about their approach. There are many factors on how you can successfully jump a ship and just running towards them is the poorest choice.

  • Opinions aside, "Tools, not rules". The Reaper faction takes in and allows the selling of any treasure, even that earned via PVE. People are not obligated to fight, you are not owed a fight, etc etc.
    BUT! Honestly Reaper Runners deserve to be the meme they are, and shouldn't complain about that. It is a PVP inclined faction, and lore-wise it's bloodthirsty, however the tools and possibilities given means that yes, Reaper Running is a valid strategy, but you can't complain when you're chased for raising the most lucrative flag and gold farm in the game.
    I think it's all just a matter of decorum. Getting chased and chasing are both frustrating for different kinds of players, but at the end of the day, whatever happens, that "GG" has to still be present. If you don't have anything nice to say, it ain't worth saying. A bit of banter or moderate trash talk is fine, as long as it doesn't cross any lines. (e.g. using the phrase Reaper Runner, or using pirate lingo to taunt them is a fun one)

  • @Sshteeve
    If you like to pvp, and like us, have beaten the game and only pvp, you will understand the pain.
    Reaper emissaries are running now and there is no other way to pvp. Reapers is a very good way to make money. Noobs have just seen the guide and now do that always and run away.
    If you see someone with 3 vaults, 3 fleets, 3 forts, 3 ashen winds, A BOATLOAD OF LOOT, will you want to chase?
    Of course anyone will. But they start running against wind, and realizing their sloop is fast against wind, they did it. Now, you would be annoyed that if they run, they will safely cash in loot and make a million gold. Even we get that.

  • @timedsatyr79799 said in Reaper runners = toxic?:

    Of course anyone will. But they start running against wind, and realizing their sloop is fast against wind, they did it. Now, you would be annoyed that if they run, they will safely cash in loot and make a million gold. Even we get that.

    Stay at vicinity and stop them if they try to go to an outpost. They cant run against wind forever if they want to sell their loot. This is exactly what I mean by taking a different approach on situation. Don't just assume everyone can be sailed next to and taken down. When they run see what direction they head. Leave a scout on island to report on their moves while hiding behind rocks with your ship. Wait wind to turn or them to make a wrong move. There a literally hundreds of ways to catch a ship and only one way to actually deny the loot (red sea). Get more imaginative. I don't understand how people talk about completing the game and main focus on PvP still cant come up with ideas and me as solo slooper PvE focus guy am better at catching ships.

  • @prorunnerr said in Reaper runners = toxic?:

    Hello

    I'm certain lot of you experienced reaper runners.

    Yep

    I understand the fact that some players don't want to fight and this is fine
    but reaper is a PVP faction and it's really not hard to understand because it's literally written on every reaper achievements.

    And it also gets rewarded better if they sell stolen loot, selling stolen loot gives them more reputation

    Nowadays some people think it's a gold farm faction and keep running like crazy. Run if you dont want to fight, just don't use reaper flag and put classic emissary flag.

    What is a classic emmisary flag ? All emmisaries came out at the same time, in fact the reapers nones faction came out in the same update.

    They can run for hours or go shores of gold to avoid a fight. If you know how the wind works, it's sometimes impossible to chase ships and you keep turning around the map for years.

    Yep they can, and they are allowed to, nobody owes anybody a fight. And especially against the reapers faction you can play a heck of alot smarter then to follow them around for ages, you see them on the map…

    Chasing a ship is part of the game but not like this
    (hello sloops agaisnt the wind or reaper gallys chased by a sloop)

    Its really annoying for pvp players and its ruinning the game experience.

    Most of the time there is no hard divide between pve players and pvp players, most of the llayers are as the game is pvpve.

    There is a lot of other factions which are safer if you don't want a fight.

    Are they safer ? Yes they dont show on the map indeed unless a reaper gets to grade v.

    And then again you can see their presence on the tables on outposts and see a flag from miles away on their ship.

    Reaper is the only way to pvp with arena closing and majority of reapers just run a soon as they see a ship, without even trying to fight.

    Is it, hmm weird, i pvp just as much without an emmisary flag or with a flag of any of the other companies.

    Pvpers might be toxic sometimes, but in this case, who is playing against the pirate code? Rare litteraly created this faction for pvpers and pvers refuse to play it like it should be.

    Nobody is playing against the code in your situation, at the base of the game their is the “Tools not Rules” baseline. Running reapers use this because the reapers emmisary is the best way to get gold because basicly all loot you have on board as a reaper can be sold against a multiplier without having to switch flags.

    Its really ruinning the game experience and i thought this game was "high risk, best rewards"

    It isnt ruining the game experience, play smarter not harder, stop following and set up ambushes, like stated you can see them on the map and there is only one place where they can sell with a multiplier.

    And no matter how you play with reapers its always the highest risk, because you are always seen on the map and the only place to sell with multiplier is one island and the only outpost type island with defences in place.

    It's no longer the case because of runners and alliance servers

    Runners and alliance servers are not the same and and incomparable.

    Now you just can play on empty servers or chase a ship for 2 hours for a 2min fight. Or join a boring server alliance.

    Please do something rare.

    Yes alliance servers need to be dealt with imho because it takes away the main risk factor in the game however the whole complaint about running reapers falls under the Tools not rules thing and it is your choice to follow someone around for whatever amount of time this can also be handled in alot of different ways.

    When i see that i am not catching up to someone, especially reapers i start to come up with different solutions but the first thing i do in such a case is stop the chase, because thats not getting me anywhere

  • @timedsatyr79799 This is definitely the source of frustration, chasing and chase mechanics are just way too barebones and simple in this game. The Reaper faction does come across as "Low risk, High reward" for a lot of people because of the fact that with just enough of an understanding of wind mechanics, you can avoid any altercation to your benefit. There does need to be a better chase and run system in the game, something to actually spice it up and make it a game of strategy and wit, not attrition and luck.
    At the moment chasing is a little too favourable to the runners side. As long as you stay in front, at the same speed or faster, you can get away, AND you have the opportunity to jump overboard, board the chasers boat, and drop anchor/kill, etc. The chaser can only chase. I've always liked the idea of adding "wakes" to the back of the ships, that could function as a slipstream of sorts (or "stealing" the ship in fronts wind). That way, the runner can try and board, but the chaser has a chance to catch up and harpoon or jump aboard, etc. It just personally feels like that would be a little more balanced.

  • @timedsatyr79799 said in Reaper runners = toxic?:

    @Sshteeve
    If you like to pvp, and like us, have beaten the game and only pvp, you will understand the pain.
    Reaper emissaries are running now and there is no other way to pvp. Reapers is a very good way to make money. Noobs have just seen the guide and now do that always and run away.
    If you see someone with 3 vaults, 3 fleets, 3 forts, 3 ashen winds, A BOATLOAD OF LOOT, will you want to chase?
    Of course anyone will. But they start running against wind, and realizing their sloop is fast against wind, they did it. Now, you would be annoyed that if they run, they will safely cash in loot and make a million gold. Even we get that.

    But anyone, regardless of the emissary they are using (or not) can have a boatload of swag and run away!
    Just last night @fisht1ck and I were running the fortresses and just chucked everything on the deck. We didn't care and we decided to sell when we could be bothered. We had like 4 fortresses of loot on deck (think we had 10 chests, the same in merchant gear, lots of trinkets and about 25 skulls...)

    When we saw another ship - a brig selling up, we attacked it to make sure they couldn't easily give chase and then ran...

    You can't just claim Reaper as the PVP faction because it just isn't. It doesn't force you into a PVP mode, it doesn't do anything at all except for raise you as a target on the map and allow you to sell everything in one place. Reaper is not the only way to PVP since the end of Arena...

  • @silentkiller646 said in Reaper runners = toxic?:

    make it a game of strategy and wit, not attrition and luck.

    It literally is strategy and wit. It turns to attrition when chaser just won't give up even if you make it obvious to them that they will never catch you. People get petty and just chase you to waste time. I have had numerous times Brig chasing me for more than hour. They wont get me and eventually they leave server cause they get frustrated. Just hanging behind someone for hours doesn't take skill. It takes skill to catch someone and you really should consider every failure as opportunity to learn. See what went wrong. What was the wind when you approached the enemy? Did you sail straight in vision for minutes or go behind rocks and make sneaky cannon-boarding or rowboat plays?

  • @cinnumann

    It turns to attrition when chaser just won't give up even if you make it obvious to them that they will never catch you

    This is my point. Two incredibly determined crews makes a long chase, and the luck comes in with the "they will never catch you". An unfortunate wind change, the meg or kraken, a skelly ship are all luck/RNG based, not skill.

    Just hanging behind someone for hours doesn't take skill. It takes skill to catch someone and you really should consider every failure as opportunity to learn.

    Again, if they're NEVER gonna catch you, no amount of skill is going to matter. It's what i meant by chases are too barebones. You can't run FOREVER, you will have to turn at the red sea eventually (unless you wanna use that, but thats not the topic here) hence making it a battle of attrition. Eventually either the chaser will give up, or the runner will lose their edge and the chaser will take that chance. There are things that can be done, such as cannon boarding and rowboat plays like you mentioned, but when a default back and forth chase begins, that's when things grind to a halt, and is what i addressed.

  • @cinnumann I love it when they take the long chase option if I am solo and not doing much.
    I take them on a scenic tour of the sandbanks, rocks and forts, making sure to jump ship periodically to sell a few pieces of loot I may have, go grab a quick keg if I have the distance between me and them, or just try and board and anchor them.

  • @silentkiller646
    This is why a smart pirate knows when to quit the chase. No one will escape you if you have the right approach and a little bit of luck on your side. If you fail to catch it is just insane to try and chase for hours. It usually means you are trying to catch more experienced player. True skill, knowledge and wits are on knowing when to push on and when to give up.

  • @cinnumann

    No one will escape you if you have the right approach and a little bit of luck on your side

    But you shouldn't NEED a little bit of luck. Welcome, sure, but i wish it were more in-depth is all. Right approach i get, but there are just the ships that will drop sails and take the best wind course they have the moment they see you point your nose at them. After that, nothing can be done, because chase mechanics don't exist.

    If you fail to catch it is just insane to try and chase for hours.

    Now this i will actually agree on. I believe on both sides of the camp, running continuously for hours and chasing continuously for hours are both just not worth it. In that time, both parties could have left and gotten what they wanted elsewhere, e.g. a quieter server for the PVEer, or a spicy ship for the PVPer. Some people enjoy chases, sure, but doing them for hours is drivel.

    True skill, knowledge and wits are on knowing when to push on and when to give up.

    Disagree. Skill doesn't come from giving up, it doesn't take skill to disengage or to turn off, it is simply out of convenience.

    I would like to differentiate, i see a difference between retreating, and running. Retreating involves board attempts, rock plays, cannon angles, island drive-bys etc. I respect a good skilled retreat, with ingenuity and quick wit. I fail a chase because someone employed one of these on me? GG to them, well done.
    Much like how you said it takes no skill to chase for hours, it takes no skill to run for hours. Simply dropping sails immediately and using your ships best wind advantage is not skillful. They are on the same level. Thus, it becomes attrition, and luck, waiting for something to change to give either crew a chance to break the stalemate.

  • @silentkiller646 You're basically saying in the above "I will chase because I can, you shouldn't run because it takes no skill" as well as "there should be ways for people to catch you up".

    The game is literally "tools not rules" centred and you are saying people shouldn't play a certain way.

  • @silentkiller646 said in Reaper runners = toxic?:

    But you shouldn't NEED a little bit of luck. Welcome, sure, but i wish it were more in-depth is all. Right approach i get, but there are just the ships that will drop sails and take the best wind course they have the moment they see you point your nose at them. After that, nothing can be done, because chase mechanics don't exist.

    So here I see immediately one problem. Why would you ever approach ship in a way that it can lower sails and head to preferred wind? Always come in angle that to get on better wind they literally have to sail past you, chains masts, board and escape impossible. Ofc there is always little luck aspect as it is in everything.

    Disagree. Skill doesn't come from giving up, it doesn't take skill to disengage or to turn off, it is simply out of convenience.

    No one said skill comes from giving up. It takes skill and knowledge to know when to give up. Its like weightlifting. As starter you get 5000kg deadweight. Will you improve just by trying to lift even if you know it aint gonna happen? Will you get better or just bitter? Wise man would say that you fail and next time you have smarts to start with lower weight. Improve. Try new ideas.

    I would like to differentiate, i see a difference between retreating, and running. Retreating involves board attempts, rock plays, cannon angles, island drive-bys etc. I respect a good skilled retreat, with ingenuity and quick wit. I fail a chase because someone employed one of these on me? GG to them, well done.
    Much like how you said it takes no skill to chase for hours, it takes no skill to run for hours. Simply dropping sails immediately and using your ships best wind advantage is not skillful. They are on the same level. Thus, it becomes attrition, and luck, waiting for something to change to give either crew a chance to break the stalemate.

    Usually people use these tricks cause they see no other way out. Which means the chaser is more skilled and will catch eventually. You are just downgrading yourself telling that you are simply outplayed by lowering sails and heading to one direction.

  • @silentkiller646
    Just to get your thoughts how exactly would nerf running? If someone sees you coming and decide to sail away they are supposed to be able to do that. If you make ships slower problem still exists. Only way I see is to give you a personal speedboost which forces people to outsmart or outfight you which for obvious reasons wouldn't be fair.

  • @prorunnerr many would disagree, but isn't chasing/running in and of itself PvP?

    Like it's two groups of players competing over who can do something (in this case sail) the best - that's literally the definition of PvP.

  • but reaper is a PVP faction and it's really not hard to understand because it's literally written on every reaper achievements.

    Ive read this and cant help but think...WHERE does it say, Reapers are a PvP only faction. That like saying Athena Emissary cant do normal GH voyages or OoS.

    If you know how the wind works, it's sometimes impossible to chase ships and you keep turning around the map for years.

    Then think outside the box or leave them alone.

    Chasing a ship is part of the game but not like this

    Okie..what? It okie to chase, but not okie to run?

    Its really annoying for pvp players and its ruinning the game experience.

    What is annoying? how are Reaper flag players ruining the game for you?

    There is a lot of other factions which are safer if you don't want a fight.

    DO...TELL. Because I can find people who play GH Emissary complain about Pvp...Nothing is Safe

    Reaper is the only way to pvp with arena closing and majority of reapers just run a soon as they see a ship, without even trying to fight.

    Dont play Reaper? Just sail as a normal ship and attack unexpecting ships. DUN DUN! :o
    (Another Arena player upset they can't PvP)

    Rare litteraly created this faction for pvpers and pvers refuse to play it like it should be.

    Find me where they said this. "Reaper Faction is for PvP only"

    Its really ruinning the game experience and i thought this game was "high risk, best rewards"

    For who? You? or the ones playing the game normally. It is High Risk, =Reward. They risk wearing a flag that marks them on the map 24/7 and you know where they are all the time, so sneak up on them and catch them. Reapers tend to hoard loot.

    Now you just can play on empty servers or chase a ship for 2 hours for a 2min fight. Or join a boring server alliance.

    I dont think the game allows you to be on a empty server.
    Chase a ship for 2 hours? That on you.
    2min fight? Maybe they weren't that good or if you sunk, you didnt
    Or dont join one....idk.

    • Rant by a Arena player who cant find PvP
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  • @sshteeve Not what i was trying to get at.
    I never said you shouldn't run because it takes no skill, i stated that, like simply mindlessly chasing, dropping sails and sailing into the wind isn't a skill gap. Sure you can be better and more efficient at it than others but it isn't a game of absolute precision.
    I said in my original comment "tools not rules" and that no ones owed a fight, you can run, you can chase, but at the end of the day, say GG and be respectful. I have not told anyone how to play the game, nor that they shouldn't play it a certain way, i have simply stated my own views on the subject.

    The point i was trying to get at is that i see it like the runner is able to board, do island drive-bys, potential keg plays, while the chaser is only really able to chase, or disengage and try again later, lest the ship in front gets krakened, megged, skellied, or hits the red sea, all pretty RNG based. I personally just see that as unfair, and i feel there should be more mechanics to make the overall chase more engaging, especially for BOTH parties, i wouldn't mind a "feature" for both sides of the coin, one that aids the chaser, and one that can aid the runner. I don't personally chase often, if at all, despite how my viewpoint may have come across, i just wish there was more to it than what we have now.

  • @silentkiller646 said in Reaper runners = toxic?:

    there should be more mechanics to make the overall chase more engaging

    What would be mechanics like this? Im very curious.

  • @cinnumann You're right on the first point, given the opportunity, blocking a ships path of best exit is a viable strategy, i was just stating that there are ships out there who once you're within any kind of moderate distance, will immediately turn tail, sometimes to the point that you won't get the chance to chainshot or board.

    No one said skill comes from giving up. It takes skill and knowledge to know when to give up. Its like weightlifting. As starter you get 5000kg deadweight. Will you improve just by trying to lift even if you know it aint gonna happen? Will you get better or just bitter? Wise man would say that you fail and next time you have smarts to start with lower weight. Improve. Try new ideas.

    I think i simply worded what i said wrong, my apologies, but what i drew from what you originally said was that it takes skill and knowledge to give up a chase, a la "I know i have very little chance of catching this person, i will disengage" which i just disagreed with, however that is a good call to make, but not one that requires skill. Knowledge of chase mechanics however, sure.

    Usually people use these tricks cause they see no other way out. Which means the chaser is more skilled and will catch eventually. You are just downgrading yourself telling that you are simply outplayed by lowering sails and heading to one direction.

    I see it more as the runner understands the tools at their disposal, that the chaser has limited or no access to. I wouldn't say they use these tricks because theres no other way out, because these are ways out, and that's what i meant by retreating. A conscious, active effort using whats at their disposal to stay ahead and on top, while also making an effort to stop the chasers in their tracks, thus winning said encounter. There isn't much of a counter on the chasers part to lowering sails and keeping with the wind.

  • @cinnumann 100% would not "nerf" running, i agree that its a tool, not a rule, and a completely viable one at that. I just believe chasing, or the entire style of encounter itself, needs a buff.

    As i said, runners/retreaters can board/anchor, keg play, harpoon round islands and rocks, and generally stay ahead. Chasers really cannot do much aside from keep chasing, wait for an opportune moment (Meg/krak/skel or a blunder on the runners part), or disengage/come back at a better angle/time.
    I mentioned wakes/slipstreams before to help the chaser, an old concept i liked was having the wind inside/at the edge of a storm be stronger, and sailing in it is a dramatic speed boost, but can be a damaging risk.

    Say for example a chasing ship was given a method of catching up, the running ship in front can still use that to better board their ship and slow them down (jump on to the ship closer, or even directly from their own ship), or a good play could be hard stopping the ship and letting the chaser sail by (like an anchor handbrake turn).
    I cannot recommend or suggest back or front facing cannons, as that would be way too much, but as the runner has a fair few options available to them to slow the chasers advances, it personally feels unfair the chaser has less options available.

    At the end of the day, i want the whole encounter more engaging, not just a nerf to running. I think running is honestly fine, hell i've had some runs/retreat plays im proud of, but at a base level, it's one of the few areas of the ship gameplay i feel lacks.

  • @silentkiller646
    I really understand your point but I wish you could provide some actual method to make chasing more engaging. Wakes/slipstreams would make chasing way too strong when you would literally catch every time by moving faster than chased. And other thing to this topic is that when you go and chase someone it is your choice. The guy running away has no choice. He didn't ask you to tail him so it is fair that he has some advantage on the situation. These are really hard topics cause they depend heavily on experience.

    If someone lowers sails and takes better wind he cannot sail forever unless he wants to sacrifice everything into red sea so there is one huge advantage the chaser has.

  • reapers is the best PvE emissary. its another point that highlights how poorly the emissary system was designed but it doesn't stop it from being true. so expect to see alot of PvE reapers running until its changed

  • @cinnumann The difficulty is adding more engaging chase methods without making one side too powerful, making it too complicated, or taking away what makes it a chase in the first place. I also try to think within the confines of the pirate feel, i wouldn't want a magical solution to all this.
    The chase scenes from PotC come to mind honestly, how cool and tense they were, but honestly perhaps it's just not possible to capture that feeling without players themselves taking risks that probably aren't worth it, and no gameplay changes will illicit that feeling either without throwing balance.

    Honestly though, you do raise a good counter argument with the chase begins on the chasers whims, and a runner is forced into that encounter, i was too busy factoring gameplay and not the experience behind it. The risks posed by the runner are that which you face when you decide to chase the players. That, on top of yes, the red sea is a risk, i suppose kind of balance the chasers prerogative to begin said chase.
    It may be a different topic to discuss but that does loop back to the issue with the red sea. I do believe red sea-ing loot, while currently a tool, is something that hurts the balance/experience more than anything. Nobody wins, it's just a bandaid for the runners that the chasers don't get their loot either (though again, chasing is one prerogative, red-seaing is another) but thats a discussion that isn't at all relevant to this thread.
    Ultimately, chasing just feels lackluster and isn't completely fun for everyone involved, but i concede there really isn't a visible alternative. As long as everyone GG's at the end and it's not game breaking or trolling, anything goes.

  • I think this would be very unpopular for the majority of the player base so don’t just jump right in a discredit it. But...

    I think the only way Rare could fix reapers to be the primary pvp emissary and not just a gold mine is not allowing you to sell all types of loot to the reapers hideout

    Proposition : only allow players sailing as reapers to sell enemy flags, reapers chest/bounty and possibly mermaid gems

    (Powder kegs and Athena loot could be an exception)

    I don’t think they would ever consider doing this but it would be a very easy way to fix this emissary

    This would get rid of reapers running and people using reapers simply as a way of getting rich quick

  • @dumbbuddy2

    It’s one thing having people run - which is not the problem he is addressing here. But having a reaper run away is really a slap in the face for a faction that is supposed to encourage pvp

  • I agree that the way the emissary functions for reapers should be changed, but not because people are running.

    I think alot of people who consider themselves "pvp players" really mean they have focused on getting good at player to player combat and have completely neglected learning how to sail their ship well and navigate the map.

    If someone is able to do selling passes on an outpost, why were you out of position? Your ship should be in between them and the outpost, not following blindly behind them.

    The wind does not stay in the same direction long enough for people to escape if you are positioning your ship correctly. Work as a crew, sailing is half of the game

  • But there are players who run. I just want running nerfed.
    Sorry @Jolaton my bad

  • @timedsatyr79799
    But how do you nerf running? It cant be by alternating ship speed since that effects the chaser and runner. Best way to nerf running is to master approach.

  • They ain't toxic.

    It's just really sad to see that this is what the game has come to

    Think back to the older versions when people went and did small voyages and then had memorable interactions and epic naval fights to defend their "haul" of 5 captains chests

    Rare did a stupid move and tried to make the game good for everyone. In doing so, obliterated all the game mechanics that made it good.

    Now the game is full of people who insist that redseaing and running is a good part of the game. The attempt at reviving PvP via the Reapers backfired and became a get rich quick scheme.

    Then everything just started pandering the new players. Giving them a Battle Pass so they would quit whining about losing "work".

    The older, better, version of SoT is gone forever unfortunately. :(

  • @ottyman8687 said in Reaper runners = toxic?:

    Rare did a stupid move and tried to make the game good for everyone. In doing so, obliterated all the game mechanics that made it good.

    What was that move? I have played this game from launch and everything keeps getting bigger, better and more complicated when it comes to seafights.

    Now the game is full of people who insist that redseaing and running is a good part of the game. The attempt at reviving PvP via the Reapers backfired and became a get rich quick scheme.

    Red sea and running has been around for 4 years so that ain't the thing. Agree on Reaper part. They really made it more like PvE faction than PvP by allowing to sell everything at same place.

    Then everything just started pandering the new players. Giving them a Battle Pass so they would quit whining about losing "work".

    What does this mean? I don't see connection between Battle Pass and losing work.

    The older, better, version of SoT is gone forever unfortunately. :(

    Nostalgia bro :D Good old times were never actually so good.

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