Fortresses suggestion

  • Love fort of the damned, its a world event thats player activated, usually a magnet for pvp but also for player interaction, doesn't always have to end in a bloodbath (even though its the only way it ends when i see it)
    Anyway, the big athena tornado, also fantastic, same rule applies.
    Now fortresses are one of the best things you guys added recently, its quick and easy and if you have new players aboard (wich i almost always do since i play on open crew and sell this game A LOT) you can get some quick loot, defend it, keg people, get some extra two cents by finding the other key, its overall 10/10 specially with that music.

    I would like to suggest giving fortresses a secondary feature, basically another player iniciated world event like if they could open a secret portal inside of them to the REAL VAULTs at the sea of the damned and the most fortresses you place your flag before you iniciate the final ritual gets your final loot multiplied, not only that but you also get the ability to teleport to any other fortress you dominated (without the ship of course) so you can protect it from players who will try to attack it.
    For the pve side its basically your run of the mill fort wave clearing, that of course if you guys are rushing it, a puzzle like vault inside of it would also be nice, but thats for you to decide, my main angle here is the social aspect and the uncommon conflict scenario it would bring.

    Btw, what a great game.

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  • Imo sea forts should be piratically sacred ground for new players and casual players that are only looking to spend about 30 minutes in a session.

    Complicating sea forts and/or bringing in more risk of any kind to them will run off the people the forts were designed for.

    Sea forts are awesome for mid risk/mid reward short time requirement gameplay. This creates loot production which has already been organically shown and allows less experienced players to "win" enough to where they keep playing and keep producing.

    Higher risk activity and cooperation activity gets little activity organically. It's not what people want to do (shown through organic activity) largely because they don't want to deal with hostile ships and hopping ships which generally bring nothing to the fight for them to gain.

    I understand why people want to tinker with them but I think tinkering with them for higher risk scenarios is a contradiction to not only their design but the need the environment has for lower risk/shorter content.

  • @wolfmanbush Its just because i had a few player encoutners happening on the fortress and it was absolutely fantastic to fend off ships on a stationary position, i wish there was an in-game movite to make it happen more often.

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