Ship Respawn distance

  • Ahoy!

    Short version:

    I really wish a ship that sinks in combat against another player ship would always respawn far away, like at least 10 tiles away. Sinking twice against players in under a certain time lapse (ex: 1 hour) should trigger a server merge instantly, like in hour glass.

    Long version:

    I know it's been said many times in the past, but I'll say it again "to veto": Ship Respawn distance needs to be fixed... It's been a problem since I've started playing but it seems like it's worst now than ever. I don't know how it works exactly, but it needs to change. Just now, we had the Siren's skull on our Sloop, we had to deliver it to Devil's Ridge. A brig is there, waiting for us. Fair enough. We fight it, and eventually win the fight. The brig sank between Devil's Ridge and Crow's Nest Fortress. And then it respawned instantly... at DEVIL'S RIDGE! I mean... Come on!!! It just sank, they lost! Why are they granted a "free guy", a free retry? They had absolutely nothing on their ship, so for them it's straight up a free ressource refill and an auto-repair. We sank them 5 times total, and THEY NEVER respawned any farther than one island away from Devil's Ridge... Sure enough eventually we made 1 wrong move and it was all over. They had countless chances, we had none.

    Now this is just one story, but this kind of situation happened to me many times in the past, and it always angers me so much that the people I fight seems to respawn litterally beside us, but when I sink, it's a one-way ticket to Smuggler's Bay.

    I think losing a fight should be penalized. You shouldn't have the possibility to go straight back at the ship that won for the rematch. It favors people to never carry anything and not care about their ship, and just straight up go for the Tucking/TDM style. The problem with that is that there is no cost to it. You lose nothing, while people who actually risk getting loot on their ship and fight naval, they have everything to lose.

    Sorry I know it's a big whine, but I needed to unwind, and seriously I think it's really problematic. I like the combat in this game. I have nothing against PvP, but this makes it lose all its sense. It feels useless to play the game as indended. I remember countless times when we were fighting every other ship on the server for a FoF or a FotD, for hours, but they all kept coming back 2, 3, 4 times... and when we eventually sank, we got sent all the way to the other end of the map, and then... we merged! Other ships had 5 "lives", we had 1... I mean... at this point if I see people doing that I just give up and leave for another server... Even if I know I can beat them, they'll just come back indefinitely. So what's the point? I'll just lose time. It's faster to just restart a new ship and hope for a chill server. And it's a shame really. Because I think it would be cool to fight and be rewarded for it when you win. It should be rewarded by having a break from people you just sank.

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  • People want combat. Regardless if they win or lose, players love pvp and combat.
    So having a ship sink after combat and spawn closeby, "Should" be rewarding...I mean after all players keep wanting to find combat and other fighters.

    Plus, If you stole my loot..I want a good chance to get it back while you try to sell it :p

  • @burnbacon

    Fair enough, but spawning directly beside? Really ? Doesn't it defeat the whole point? And even so. If this was how it is for everybody all the time. I'd say ok... But the way it is now, it seems like teh rules aren't the same for everyone. Like I said, I NEVER respawn close to where I sink. But I've seen my opponents respawn close-by all the time. So how does it works??

  • I absolutely agree with you here. And not just from the perspective of the winning party. From the winning side, I'd like to get more than five freaking seconds to collect myself, repair my ship, and heal after a fight rather than immedately have the exact same crew I just beat roll up again. And from the losing side, I would prefer to be able to spawn further away so that I don't have instantly get back into a fight with the people who trashed me looking for a quick ego boost (because you know, it's TOTALLY a fair fight to murder someone with no supplies that has just respawned and is getting their bearings again).

    Mind you, this isn't even taking into consideration the new skull, which I'm pretty darned sure would require a little breathing room after fights to actually make enjoyable. As it is, it seems like it's either a never-ending slog of a battle or an easy quick swipe back with no effort required. And neither extreme is very enjoyable.

  • Had to deal with the constant respawning during our Fort of the Damned event. One sloop came back around eight times which that wasn't a big deal considering we were playing on a brigantine. But we didn't even had time to loot most of the stuff and even had to deal with other players (another sloop and a galleon twice). We did manage on the Skull of Siren Song pretty well though as we kept moving and scouting well on the way before we went on the island.

    They shouldn't have messed with these spawn mechanics in the first place, as keeping your ship in peak condition should be a skill too. Either revert it back the way it was and let people use better strategies or insert a system where if a playership sinks 3 times within one hour they get forced to server switch. Right now it is not enjoyable in any form and on that note very bad game design of Rare.

  • Kill this mode faster than hourglass yeah?

    It's feature so far. Every one wants to fight, but only until they sink someone.

  • I think maybe boats should just spawn at the closest outpost every time instead of a seemingly random island. It makes more sense and it will introduce a little bit more strategy, since you'll know where you're going to respawn but the enemy will too, so they know what place to get away from if they don't want a rematch. If the other person respawns at a random island, you don't know what to avoid. Perhaps this could introduce problems though, like players will just be randomly popping up at outposts and there are only 2 docks, which maybe could be problematic, but maybe you could just spawn at another, close-by, outpost if there are already 1 or 2 people at the outpost and because there are only 5 crews per server now, it seems unlikely that 2 people would be at an outpost at once.

  • But if you lost all your loot wouldn’t you want to be able to get back to have a shot at your loot you lost

  • I agree with you, me and my buddies did Soss for 2 hours, this sloop showed up and "helped us" get the key from the brig, they betrayed, expected, we sink them twice and they manage to SWIM BACK and take our chest and skull , you shouldn't be able to swim to the boat that just beat you

  • As long as players who are defeated want to keep fighting they should be allowed too.

    Spawning 10 tiles away would make Sirens way too easy.

  • @burnbacon I partially agree… however the other day we had three other ships trying to get the skull from us. We sunk each of them at least 3 times each.

    We ended up having to take over one of the ships to sail it away, since each time we sunk one the other would be there to replace it.

    I think there should be a system where ships progressively increasing the distance where the spawn. So each sink will take you a grid further away.

    Similar system should be used outside of this quest as well.

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