The Emissary system needs an overhaul

  • The emissary system is one of the biggest changes we have ever seen to sea of thieves, and completely changed the way the game was played. In my opinion, it limits players creativity in game and forces players to play for long hours, and this should be changed.

    I have never been a fan of the emissary system, as it means that to make your voyage worthwhile, you have to play for long hours without sinking. No longer rowing off with all the loot in a rowboat after you have been demolished by a galleon will do. Or sailing back to fight the ship that caught you off guard to claim your gold back will do, it still feels like a loss if you lost your emissary. Furthermore, it means that you have to do only one factions voyages for the entire session, and deciding to do a voyage of another trading company to switch things up would mean a sacrifice in reward.

    It makes the game harder for newer players, players who might not be as good at the game and for players who don't have enough time to play for multiple hours at once (which is a lot of people). This system can ruin the experience for players with a full time job and family's to look after and rewards the sweaty, try hard players who seem to spend half their life on the game.

    My first suggestion would be to remove the system entirely, meaning everything always sells for the same regardless whether you just logged on or have been playing all day. However, this would radically change the game and I'm sure would not get enough support to be carried out.

    To compromise, I would propose the following changes to the emissary system:

    1. Do not lose the flag when you log off, and stays saved to your ship when you next spawn in. This would mean that you can build your emissary over multiple sessions to help players with less time. A work around would have to be in place so that people cant spawn in, give somebody emissary 5 then leave, go to a different server and do the same thing. Also, it would have to only be possible at an outpost so that people cant save their emissary when they are just about to sink by leaving the game.
    2. An ability to re-attach your emissary flag. This would mean if you got caught off-guard and sunk, you could go back to the ship that sunk you and claim your flag back, and actually be able to get all of your loot back (given that the emissary flag can more than double your gold reward). One issue of this would mean if somebody achieves grade 5, they could effectively deliberately sink and save the emissary flag to re-attach when they are about to sell. But they would still have to be in possession of the flag that could still be taken for the same reward, so this would not b an issue. If they chose to hide it on an island, then it is at risk of being found and further increases the creativity players can have.

    Either one of these changes would solve a lot of issues that newer, and worse players are having and make the game more easy-going, creative and enjoyable. Some players may not like these changes, and they're probably the same players which are making the game less enjoyable now for everyone else. As much as it's fun going around sinking people and taking hours of hard work in a matter of minutes, it drives a lot of people away. So making these changes in my opinion would help newer players, appeal to players who may be interested in the game but put off by the competitiveness of it, but still keep the fundamental playstyle of sea of thieves.

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  • Have to disagree here.

    Emissary missions do not necessarily take long hours to complete, though it does depend on what level you are at. My level takes less than an hour for Merchant, and about an hour for Gold Hoarders, depending on exactly what mission I choose to do.

    I am going to have a guess here and say that most SoT players have either full time jobs and/or have families (myself included) or, for the kids, are at school full time. Having a job is NOT an excuse to use because you want the game made easier. It is for YOU to manage your own spare time, not for Rare to do it for you.

    Not losing the flag when you log off is a fair one as is having the ability to re-attach your emissary flag, but only if the player who sunk you has not taken it. Similarly for your lost loot. If the player who sunk you takes it, then you've lost out.

    As for Some players may not like these changes, and they're probably the same players which are making the game less enjoyable now for everyone else.

    Utter nonsense! Sounds like poor losing here. Just because a player may not like the changes you propose, it does not mean they are the ones likely to be making the game less enjoyable.

    As much as it's fun going around sinking people and taking hours of hard work in a matter of minutes, it drives a lot of people away.

    Again, that's down to you the player to always be alert for who's around you. It is easy to spot other ships, even small sloops far on the horizon, at night with their lights turned off. There is no excuse for allowing another player to sneak up on you unawares. If you are storing hours worth of hard work (I guess you mean lots of loot) on your ship, then that is down to you. Sell often. Do not store treasures on your ship for too long, it's asking for trouble. Situational awareness is something you need to develop to survive this game. In fact, I'd say it's your number one best friend in the game.

    If you have never been a fan of the Emissary sytem then don't do it. Nobody is forcing you to play those missions.

    Not being able to play missions for more than one Emissary, which I think is another thing you were saying, is fair enough. Perhaps it could be made possible to conduct missions on behalf of more than one Emissary at the same time. Not sure of any problems that would cause.

  • @pumpa-cat
    I understand the points you are given, and I appreciate your reply.

    As for the re-attaching of the flag, it would have to be that you get the flag physically in your hand (the same one that can be sold to the reaper) and either vote for it on the trading companies table or attach it to your flagpole.

    As for the comment of bad losing and playing the game wrong - I usually am that player sneaking up on people and taking the loot, taking hours of loot away from someone and it is fun, and I am not saying that aspect of the game should change, that's why I like playing. However, sometimes I feel it is too harsh on newer players and that my point was that the changes I have proposed would help players that are new or bad or don't have much time by reducing the consequences of being sunk or having to log off while still having the consequence of if someone steals all your loot, it's gone unless you take it back from him. At least with my changes if you take it back from him, you can take your emissary back and pick up where you left off.

    As for If you have never been a fan of the Emissary system then don't do it. Nobody is forcing you to play those missions. I think it is a little bit of an ignorant comment to make. With such a system like that in the game, where the cost of everything and the majority of players gold comes from it, it would be hard to not use the system and still feel like you are having a good productive time making gold when you could be earning 2.5x more than that. If emissaries weren't in the game then I would feel like I am making a lot of gold, however with them and not using them, I don't feel that way, so in a way, yes you are forced to use them to get the same satisfaction out of the game as before emissaries were added.

  • @samj03 why does it mean you have to play for long hours, emmisary is a risk reward system….

    Any and all emmisaries can be gotten to grade V in less then an hour.

    Also at any stage in the emmisary process after grade I gives you a bonus

  • I disagree with the first part of your statement: I dont think the emissaries make the game worse or tedious, i think they are a great addition in itself.

    However, i can more or less fully agree to your second part:
    The game is indeed focused on spending multiple hours per sesssion, especially on the sloop, as getting from point a to b takes up soooo muuuuch tiiiime. Combine that with the emissary mission that you will only get via Level 5 flag, and you are suddenly 3-4 hours into the game without even having done much.

    So: The game takes up too much time to play. You simply can not just hop in for an hour or two and expect to get anything meaningful done, especially as a new player. It gets better once you know your way around, but yeah.

    I dont see how the voyages und stuff could be shortened and the sailing takes time too, naturally. So there is no option shortening that part. It would take away from the game experience.

    Thats why I think both your Ideas are great (and also have been proposed numerous times in the forum alrdy - so there are at least some people like-minded).
    To be able to take your Emissary flag from one session to the other would feel so much more rewarding and relaxing. If, after one session aquireing it, i could just take another session to use it properly later on, and not having to think wether i wanna sink another hour into the emissary mission just to make it worthwile - or to take the L and skip on it.

    (My and friends often had this debate, being alrdy like 2-3 hours into the game, and then we get level 5 flag, and ask: Ok, do we wanna quit - or go for emissary. Everyone knows this would take up at least another 45 - 60 mins - And thats not accounted for random encounters (Npc or Player) that can always happen and strech things out another 3o mins or so.
    I am someone with job and family, and even though im an experienced player now, who can complete things fairly fast, it still annoyes me.)

    Reattach Flag: Also: Yes. IF you can aquire it, fight it back from the other team, there would be no logical reason as to why you would not be able to reattach it. Again, this would give more incentive to fight, would make a lose feel less frustrating as you still got a real chance to fight for your stuff, and it would play in hands of adults who dont have whole afternoons anymore.

  • One more thing: Yes, you need to "earn" your stuff, and loose means loose, thats just the PvPvE environment.
    But I cannot see where options like: Carrying your flag over from session 1 to session 2 if you didnt lose it, or: being able to reattach your flag if successfully fought it back take away from that experience.
    Imho these are just 2 simple QoL improvements that would really better players experience on every level. It would just make everything less frustrating.
    This game is not only about "earning", but also about fun, so why not just make it fun for once.
    Cannot understand why these things have not gotten implemented alrdy years ago.

    And before people come with how easy the system could be exploited: - there would be easy solutions for that:

    • Make it so if you scuttle your ship you cannot reattach it
    • make it so you cannot burrow your flag
    • make it so the Flag actually despawns if you keep it on an island and leave said island (like enemies despawn)
    • make it so after having a lost flag back in your possession, you have 5-10 mins to reattach it, otherwise it will no longer be possible.
      Easy

    One more hint OP: The wall of text from your main post - noone is gonna read that.
    And also the title is missleading. You want certain things, if you want people to read it keep it simple

  • The Emissary system is designed to be a heavy risk/reward mechanic for experienced players that would risk more time to gather more loot for more gold and reputation compared to just simply finding a bunch of chests and turning them in at the outpost for small gains.

    This became evergreen content that changed how the playerbase approached this game in terms of what they would do. If a crew thinks they could do 3 voyages on a brigantine without sinking, they'd raise up an emissary and put themselves at risk of being a valuable target to other players, something that, before the emissary system existed, I imagine was very difficult to tell. While it could have fueled friendly engagements because pirates wouldn't know what's on board another player's ship without checking, those looking to steal find the emissary system to be an amazing change to properly hunting down ships that are trying to gather loot.

    Your goal as an emissary is to gather as much loot as possible and not sink. How you get as much loot as possible is all up to you, whether it be stolen, or earned through a voyage, loot was loot, and a Captain's Chest could be the difference in getting 2x value for your 2 voyages of loot you can sell, or 2.5x value for your 2 voyages of loot you can sell.

    Now, if you want shorter and more rewarding play sessions... Do a Sea Fort or visit a Shrine/Treasury, and sell your loot at Grade 2/3. It's not as much value as a more dedicated crew selling at Grade V, but at least you're gaining better value. Even then, you just don't have to run the Emissary system at all if you don't want to feel bad about sinking, you won't get as much value, but that's risk/reward doing what it's supposed to do, low risk/low reward, high risk/high reward.

    These suggestions will destroy the value of the emissary system and instead of it being risk/reward, it's just enhancing the base way to play, which isn't necessary, at all.

  • @parrotlord6426 said in The Emissary system needs an overhaul:

    One more thing: Yes, you need to "earn" your stuff, and loose means loose, thats just the PvPvE environment.

    Gonna be the grammar pirate here, lose means lose 😅

  • OoS and Reaper (baby reaping, or regular reaping) are the only ones that take a while to level up. GH, Athena and Merch can all hit level 5 in a half hour. Athena is the only emissary reward voyage that'd worth doing.

    Carrying over flags (abuseable) and reattached flags (that you yourself pointed out could be abused) would not "fix" the emissary.

    You don't like the way emissary works? Don't use it lol.

  • I have never been a fan of the emissary system, as it means that to make your voyage worthwhile, you have to play for long hours without sinking.

    Or 45min…. I don’t see what the problem is. Is it because some players don’t have a lot of gaming time that they want these changes?

    You earn gold just by playing…

  • Half an hour if you know exactly what to do. And even then half an hour on GH is not realistic. 45 mins at least.
    30 mins maybe on Merch, but thats if you do the lost shipment only. Rest takes longer.
    ALso, on sloop those numbers are not realistic at all. Maybe if you only play the larger ships.
    Game should be about fun, not speedrunning.
    Exploits can be adressed, like I pointed out. ALso: This is not a valid argument. Almost everything can be exploited if you are creative enough.
    You always earn gold for playing. What exactly is the argument here. This works both ways and does not contradict OPs suggestions.
    I dont see any arguments here that speak against OPs suggestions, other then "just because".

  • @nex-stargaze I fail to see where the option of reattaching your flag, or the option to carry over your flag from one session to another, creates a problem to the system you described.
    I think it doesnt even touch it.
    If anything it gives players more options to react. I fail to see where this is a bad thing.
    If anything it would give the hunters/reapers more options (more valuable targets) too, as we would see more emissary flags on the map. Why is that a bad thing?
    The risk for emissary players would always stay the same.

  • @samj03 I'm sure it was harder when there was no emmisarry system, in fact I can vouch for that

  • @pumpa-cat I agree with ur disagreement

  • @parrotlord6426 If players didn't care about sinking while having a huge risk/reward factor on board, that would make Emissaries a low risk system, which isn't the point.

    The option of emissaries is to add more risk for more reward. The reason why people say it's easy to get PL these days is because some people are so good at the game's PvE, they can solo grind to PL within 24 hours. What people don't realize is that to be that good, takes some practice, and most importantly not sinking.

    Reattaching a flag you lost because you were unfortunate enough to mess with a Skalleon as a solo takes away the point of being aware of your surroundings and picking your battles. Keeping an emissary flag between sessions is easily exploitable if you find yourself being hunted down by another ship, which is not what the emissary system is supposed to do. Just because you don't have time/skill to earn more gold, doesn't mean you need to nerf the best way to do so to make it support your play style.

    You chose to accept the terms of your raised emissary flag when you voted it up, you choose what to do with it. Do you honor your trading companies and show them how impressive of a pirate you are by not sinking and returning to the outpost/hideout with a fat stack of loot, or do you fail to do so by the several means you can sink by that in a lot of cases was your choice/fault.

    You can earn gold in as much time in many ways, and the risks you take under the emissary are the risks you should take seriously, because if you sink at any point, you lose that multiplier, and have to re-raise the emissary at an outpost, and try again. Risk/Reward.

  • @nex-stargaze Wait a second. You are implying a ton of things here, things never anybody mentioned.

    • Who says people would not care anymore about sinking just because they can maybe reattach it? First of all, if you lost it, you need to get it back. The only thing "reattaching" does is give players an incentive to continue, to try again - instead of them just being frustrated and rage quitting. Has 0 to do with being aware of your surrounding or picking your battles.
      99% of the time people dont lose flag to random encounters´, but other players. And even if they do lose them ro random encounters - the random encounters are not avoidable. They just happen. Risk remains the same. Repeat: Risk remains the same. It just gives players incentive and opportunity to continue, instead of just frustration.
      This argument of "it would make everything easier" does not hold.

    • Possible exploits with carrying your flag: You are intentionally skipping over every solution to contest exploits. I myself alrd posted like 4 to combar possible ones. But, repeat myself: The fear of exploit is no argument that prohibits QoL changes - most things can be exploited of people are creative enough, and also changes would simply need to be implemented properly.
      Eg. to challenge the exploit you just said: Just deny people the flag if they logg off in a fight/while other ships nearby/while not on outpost. The tracker for this is alrdy in the game. Easy. Give a warning label that you lose your flag, like you get a warning label right now when captain logs of. Maybe even reserve that feature for captained ships. Easy.
      This argument does not hold either, not in the slightest.

    • "terms of the raised emissary" - old argument in the forum, also, does not hold. In your pirate Career you sink countless times. You lose your emissary flag countless times. Do the emissaries care? No. Not in the slightest. They happily give you a new flag whenever you ask for it. They dont care. This argument can even be used to further bolster my line: If you fight for an emissary so much, as to even take the risk of fighting a lost flag back successfully, then surely this should honor your name and the risks you are willing to take for your emissary enough. Even if you just want to make it artificially inconvenient for people, then give a penality for a reattached flag, like, max 100% gold increease instead of 150%.

    • Last point: No, you cannot earn same amount of gold in same amount of time without emissary. I dont think i need to adress this further, its logical for anyone.

    I repeat again: If implemented properly it would not take any risk away. Thats not the point. The point is to simply improve the fun for people. To not punish them for not being able to sink in multiple hours in a single session. To make it more convenient to play the game.
    THATS the goal.
    Why do people always act lke SoT is a soulslike when it comes to QoL changes. Imho these two changes should have been there from the get-go of emissary, and not still being discussed years later. Just really only QoL, no change on the system itself.

  • @parrotlord6426 said in The Emissary system needs an overhaul:

    @nex-stargaze Wait a second. You are implying a ton of things here, things never anybody mentioned.

    • Who says people would not care anymore about sinking just because they can maybe reattach it? First of all, if you lost it, you need to get it back. The only thing "reattaching" does is give players an incentive to continue, to try again - instead of them just being frustrated and rage quitting. Has 0 to do with being aware of your surrounding or picking your battles.

    99% of the time people dont lose flag to random encounters´, but other players. And even if they do lose them ro random encounters - the random encounters are not avoidable. They just happen. Risk remains the same. Repeat: Risk remains the same. It just gives players incentive and opportunity to continue, instead of just frustration.
    This argument of "it would make everything easier" does not hold.

    If they get upset after a single sink, that's on them, not the game. If they don't want to sink and be frustrated, they should avoid activities that increase their chances of sinking. When you sink, you respawn somewhere, and either try what you're doing again, or leave you session and start a new one if you're sinking to enemy players vastly better than you. You can remove yourself from bad situations, and you can damn well prevent it.

    Watch horizons for enemy boats, know when you should start turning in your haul, even if you haven't hit Grade 5 on your emissary flag yet. Pay attention to the waters ahead so you don't sail into Skeleton Fleets, or sail into the paths of roaming Skalleons. Rush to a nearby island/shallow water area to suade off Megalodon encounters, and the Kraken fight is very manageable on a very skilled crew. You can avoid active Fort towers/active volcanoes by being aware of your surroundings. You have no excuse to sink to something you "didn't have control over", you cut your losses and know when you're taking too much risk, that's what wise, and skilled players have been adjusted to for years, and it can very well apply to anyone else new that can participate.

    • Possible exploits with carrying your flag: You are intentionally skipping over every solution to contest exploits. I myself alrd posted like 4 to combar possible ones. But, repeat myself: The fear of exploit is no argument that prohibits QoL changes - most things can be exploited of people are creative enough, and also changes would simply need to be implemented properly.
      Eg. to challenge the exploit you just said: Just deny people the flag if they logg off in a fight/while other ships nearby/while not on outpost. The tracker for this is alrdy in the game. Easy. Give a warning label that you lose your flag, like you get a warning label right now when captain logs of. Maybe even reserve that feature for captained ships. Easy.
      This argument does not hold either, not in the slightest.

    This is a scenario that doesn't need to exist in the first place. You shouldn't be keeping your flag between sessions, that's now how the Emissary system was designed. It's essentially an endurance course of getting more rep and gold for more risk, committing to your time in a server is the goal of the emissary. You stay in the server longer by going as long as possible by not sinking, which is reasonably normal for all types of players, usually you leave once you sink or finish your goals for the session. This is normal gameplay, and the emissary system only enhances that by forced commitement and incentive to loot stack.

    • "terms of the raised emissary" - old argument in the forum, also, does not hold. In your pirate Career you sink countless times. You lose your emissary flag countless times. Do the emissaries care? No. Not in the slightest. They happily give you a new flag whenever you ask for it. They dont care.

    An old, common misconception of the emissary system during launch was the idea of being charged for raising emissary every time, so not sinking in your session would appear to be a much more daunting task, when it was a misunderstanding to having the free ability to raise the flag over and over again in any session you want, just for one 20k gold purchase and reaching Reputation 15 in one of the main 3 trading companies during your pirate's career.

    That misconception would be a pretty funny counter-suggestion to combat these types of responses, as the Trading Companies very much do care about your flag. They will not be reattaching it, they will recommend you to do this all over again, and regain the value you lost for the large risk you took keeping it all on board. They won't take your broken flag as it is a sign of weakness in the trading companies, something the Reaper's Bones seek a profit in. This is accessible as even they mention that you're taking a big risk to represent their trading company, and it's not meant to be easy.

    This argument can even be used to further bolster my line: If you fight for an emissary so much, as to even take the risk of fighting a lost flag back successfully, then surely this should honor your name and the risks you are willing to take for your emissary enough. Even if you just want to make it artificially inconvenient for people, then give a penality for a reattached flag, like, max 100% gold increease instead of 150%.

    There is no need for this in the slightest, no one wants a detached flag other than the Reaper's Bones (or Athena's Fortune representatives if the flag in question is a Reaper's Bones Emissary flag). Just leave your flag in the sunken remains of your foes so it can be left off to sink on its own, since I'm sure your foes probably might not have cared enough to sell it to the Reaper's Hideout.

    • Last point: No, you cannot earn same amount of gold in same amount of time without emissary. I dont think i need to adress this further, its logical for anyone.

    Risk/Reward is why you can't make the same amount of gold compared to an emissary. High risk, high reward. You go without an emissary? Low risk, low reward.

    Wanna know how you can make more gold? By being a better pirate, being aware of your surroundings, not sinking, I don't care if this looks like a "git gud" statement. If you don't want to play the game by it's intended mechanics and conditions, regardless of how casual the game itself may seem, you're going to get ridiculed by players that know and understand how the game is meant to be played, and overcome the challenges the game throws at them.

    I repeat again: If implemented properly it would not take any risk away. Thats not the point. The point is to simply improve the fun for people. To not punish them for not being able to sink in multiple hours in a single session. To make it more convenient to play the game.
    THATS the goal.

    It being implemented properly implies that this wouldn't destroy the devs' vision of this content and their continued support. If you think you're gonna sink in your session, don't raise an emissary flag. Still want to raise an emissary? Better not sink. You want those rewards, you gotta earn them, the more difficult and probably inconvenient way. The game has accessible means for you to make gold, not the gold YOU want, but just making gold in general, if it's gonna take you a long time to make enough gold to purchase the entire Silent Barnacle set, then you either accept it will take long, or improve your ways of making gold, while understanding the risks you take when you undergo those activities.

    Why do people always act lke SoT is a soulslike when it comes to QoL changes. Imho these two changes should have been there from the get-go of emissary, and not still being discussed years later. Just really only QoL, no change on the system itself.

    "QoL changes", this suggestion rings more of "I don't like the conditions in which I may need to play because I refuse to mildly adapt to it, so I want to change it to suit my playstyle because it's what would make ME more happy when playing this game, and allow me to not stress on improving myself to fit the conditions the original design of the challenge set upon me." Not realizing this removes a lot of the rewarding aspects and feats of going a long time without sinking in a single session. It might be seen as easy by many experienced players, but it's still a good achievement to a single player to be able to reach Grade 5 after a long voyage and sell a large haul of loot, that's what the emissary system was designed to award and if you don't like it, don't raise it.

  • @nex-stargaze alright, so first of all you go on throwing random assumptions around. Your argument is basically "git gut". Which is not at all my line of thought, yet, you always want to push the narrative towards that strawman. its clear to me that otherwise you would not have a point at all. Still, not my line of thought.
    Im also not a noob, I have 1.5k hours in the game, have all my emissaries including hunter maxed out, and dont need money in the game anymore. Why im I telling you this? So maybe you will get over you "git gut" and "only noobs can make these arguments" kind of strawman.
    So, with this over, lets get back to the points:

    1. "acitvities that increase risk of sinking/people dont want sink" - can ignore that as, again, thats not my point, thats your strawman you want to push to avoid debating the real topic.
    2. "scenario that doesnt need to exist" - is not even an argument, thats simply your own opinion.
      No scenario "needs" to exist, question is: What makes the game fun, what doesnt. A wise man once said: Dont think about if your game is the most difficult, think about if its fun to play. The current system is not. And it alienates a ton of potential players. How is that clear? Because this topic, among others, comes up over and over again with every new wave of players joining Some get through that and stay, many leave. Thats not a good thing.
      There is no reason at all to make the game this frustrating and unrewarding.
    3. Even if the emissaries do care - and Ideas that never made it into the game can not be considered lore, im sorry - how would they even know what happenes in the open waters. They would never even know if I lost it and simply reattached it in the first place. All they ever see is: Me leaving with emissary, me coming back with emissary.
    4. again, the same strawman about people wanting to contest the "risk/reward" - thats not my issue at all. My issue is to make the game more worthwhile for players, like myself, who have family and a job.
    5. "Intended mechanics" - sounds like a religious dogma. Mechanics have been implemented, mechanics can be changed. This happenes all the time. No argument there to be found.
    6. you missunderstood my term "sink in multiple hours" - sorry, for clearance i meant: To not punish them for not being able to put in multiple hours in a single session.
      Can you stop trying to make everything about that strawman "difficulty" alrdy. Noone is gonna take that away from you, you dont need to be afraid.
    7. If you take your emissary flag from one session to your next, you really keep the same high risk.
    8. I dont "refuse to adapt" - how old are you. I cannot put in as many hours into this game because of something some people have called LIFE.
      The ability to take your flag over to your next session does not take away from anyone, also has nothing to do with skills or failing to git gut, the risk would stay the same
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