Future redesign of Reaper's Hideout - Extraction Loot Point

  • With some sneak peeks in the game, there might be Reaper's Hideout redesign in the near future.
    With that, I was thinking of what that could look like.


    For now, there are 2 main end-game emissaries:

    • Guild Emissary
    • Reaper's Bones

    They both have similar benefits:

    • Both can sell all the loot with the Emissary bonus.
    • Both can be seen on the map by other players.

    However, there are some differences:

    • Guild Emissary has much more convenient loot-selling processes than the Reaper's Bones, but on the other side, Reaper's Bones can see other Emissaries on the seas.

    That sounds fair enough. And with the rework of Reaper's Hideout, I would keep this in the same manner, thus selling loot as a Reaper's Bones is going to be still a bit more time-consuming than doing it by the Guild Emissary (the tradeoff for seeing other emissary ships on the map).
    However! What about such an Extraction Point within the Hideout?


    About
    There could be a dock similar to the one you can find in any outpost - harpoons, a moving platform for the loot, etc.
    The extraction point would be a big trapdoor similar to the entrance to the vault for Hourglass players. This would be located in the dock as well, right under the harpoons.

    As a Reaper, you can choose either to go and sell your loot by your feet (standard way as it is right now) or, trigger the lever to start the loot extraction (hand a flag instead of the lever? maybe). This could be possible to do only with 20 or more items in the area.

    Progress
    If the extraction starts, there is going to be a timer ... maybe 5? 8? 10? 15? minutes, not sure, this is the question for the balance team.
    It would also activate a huge red beam that could be seen by any player on the server.

    During this time, if any non-alliance players (not a ship) come into the area of Reaper's Hideout, the timer will always get paused until the enemy players are dead.
    If the enemy player makes it to kill all the pirates that started the extraction so there is no presence of any of the original extraction players, he can then change the extraction flag for his ship (Capture the Flag mode like). This could be done only by ships with guild emissaries or reapers while Reaper's Emissaries have the greater benefit of selling it there.

    Once the timer runs out, the trapdoor goes down with the loot, and the loot gets sell for the appropriate ship.


    In summary, as a Reaper, you could choose to either sell your loot in the more time-consuming way by your foot in "private" or just guard your loot for some time and let the extraction do the job for you.

    While Season 11 brings a lot of features for solo players and new players making less loot, but more rewarding, this feature would be interesting for everyone and especially for those who usually spend almost hours selling huge amounts of loot. This is also a great addition in terms of PvP competition. Also, a lot of players want some kind of arena deathmatch, so this could be an interesting integration into Adventure mode. :-)

    The extraction should give you a choice of a more convenient but more dangerous way of how to sell your loot.

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  • I really don't see this game needing an extraction mode for anything.
    Plus, with the utterly nonsense change by Rare to lower the amount of treasure people get; I also don't see anyone stacking so much treasure that they want to alert to whole server via extraction.

  • @guildar9194 You probably do not do too much PvP in adventure.

    But for me and many of my crew mates, it is very usual to happen that we sink a ship or two and we sell their loot for tens of minutes. That could be more than an hour for purely selling loot during our 6-hour game session.

    And that is a huge amount of percentage spending time not playing the game as you want and as devs do not want as well. This feature could bring selling large loots a bit of fresh air and some competition as well.

    Edit:
    Also, the reason for stacking is usually not so obvious, but if your session looks like Voyage - sell - Event - sell - Voyage - sell ... right? You will spend 50% of your time just sailing to the selling point and doing the actual selling process instead of playing the game as you would expect. So instead, it is much more convenient to do some play and then sell everything at once. For more experienced pirates, it is totally ok.

  • @frixsik said in Future redesign of Reaper's Hideout - Extraction Loot Point:

    @guildar9194 You probably do not do too much PvP in adventure.

    But for me and many of my crew mates, it is very usual to happen that we sink a ship or two and we sell their loot for tens of minutes. That could be more than an hour for purely selling loot during our 6-hour game session.

    And that is a huge amount of percentage spending time not playing the game as you want and as devs do not want as well. This feature could bring selling large loots a bit of fresh air and some competition as well.

    That could be more than an hour for purely selling loot during our 6-hour game session.

    ...Not many people gather enough treasure to need an hour to sell it all.

    This feature could bring selling large loots a bit of fresh air and some competition as well.

    I can almost guarantee that most players won't want to alert the entire server to the fact that they are selling & invite having it all stolen from them.


    The idea is a niche mechanic for a niche part of the player base.
    I honestly don't see it at being worth spending time, money and effort coding.

  • Isn't the entire game an extraction game? Get loot, extract it by selling it before other ships take it from you.

    I don't see the point in adding a period of waiting to the selling process.

  • @frixsik Or you could learn how its done. Put your loot in rowboat and push it up into the Reaper tent.

    Also you are aware of the harpoon at Sovs?

  • Reaper don’t need ways to help them sell loot. It’s not very “Pirate Life” code.

  • I wouldnt mind a single harpoon at Reapers after the purported redesign, but still having it fairly far away so theres still a process and a bottleneck.

    Reapers get the biggest bonus for selling at the cost of inconveniance and predictability

  • @guildar9194 Treasure lowering and price increase was a good idea; it helps to decrease moving and selling times, as well as more sneaky steals as there's less loot but its worth it.

  • @newbsterr1 said in Future redesign of Reaper's Hideout - Extraction Loot Point:

    @guildar9194 Treasure lowering and price increase was a good idea; it helps to decrease moving and selling times, as well as more sneaky steals as there's less loot but its worth it.

    I disagree.
    Part of the fun of finding treasure was seeing a lot of loot on your ship.
    Now, I look at the treasure I've found after an hour or more, and it's a tiny amount that just makes it feel like even finding it was not worth the effort.

  • @guildar9194 You can still get that with Gold Hoarder Vaults and Merchant lost cargo, which were the 2 main methods of getting a lot of treasure before the update anyway

  • @frixsik

    This reaper hideout expansion only benefits alliance servers where everyone is flying the reaper emissary and stack 3 world events or voyages worth of loot. There are PvE players who fly the reaper flag and flee at the first sign of danger. This rework could help them sell faster or all of their treasure while being pursued. This would enrage the PvP community because they couldn’t catch them before they sell.

    I have personally used the sovereigns to sell all my treasures while being perused. I have also sold everything before it could be stolen because of the harpoon, the automatic dropping of harpoon loot and the fact the treasure drops within a few feet of the sovereigns.

    Imagine if you will, a sovereign harpoon system at reapers that drop everything instantly at their feet. This would only increase the reaper running because they can sell their most important loot almost instantly. In the past, we had to jump off with our Chest of Legends. Now we can crash into the island and harpoon it instantly.

    Since I tolerate PvP as part of this game, I fully support anything that makes it easier to sell and harder for the PvP community but realistically, Rare isn’t going to get rid of PvP elements. If anything, they will add elements to increase PvP

  • @coffeelight5545 No the harpoons would not be placed on the same spot as the NPC for selling would be. I did not write anything like that in my original post. It would stay the same, you have to run to sell, but there would be an additional way of selling, more interesting for TDMs and huge loot stacks. So, I agree with your post actually.

  • I kind of like the idea if we decompose it to its component parts...

    • Risk versus reward is an important part of Sea of Thieves. +1 point.
    • People have been begging for a TDM mode, or a reason for melee combat on islands for years. +1 point.
    • The idea that it takes you an hour to sell your loot is laughable. Most players have an hour or two to play in total a few times a week. Defending your loot for 5, 8, 10, 15 minutes is an obscene waste of time to most players (espc. since it may take 5, 8, 10, 15 minutes for another ship to get to the hideout when the beacon appears); and you're calling that a convenience? -1 point.
    • Risk versus reward is an important part of Sea of Thieves, so what's the reward here for starting this encounter? Why, as an average player who can sell their loot in two minutes, should I do this? Where's my added reward for my added risk? -1 point.

    All justification aside, this has merit... I don't personally like TDM but a reason to fight on an island as opposed to on a ship is utterly missing from the game. Even when I interrupt someone doing a world event, the goal is to sink their ship not kill the pirates. This is a good seed that I'd love to see how it grows.

  • @d3adst1ck said in Future redesign of Reaper's Hideout - Extraction Loot Point:

    Isn't the entire game an extraction game? Get loot, extract it by selling it before other ships take it from you.

    I don't see the point in adding a period of waiting to the selling process.

    I think this would sum it up well. I dont much care for the recent ideas that have been intended to just add an extra layer of complexity to something that doesnt need to be more complex. Selling is simple and should stay simple.

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