Endless chasing limit?

  • Ok before ANYONE gets upset with me, YES I KNOW, Safer Seas is a thing, but I am not here to talk about that. I am here to discuss the issues I keep running into with people infinitely chasing you in High Seas. I am a casual player, I am not a try, I have a real life I have to do, so when I want to get higher rep, gold, etc in High Seas, I keep running into issues of people spawn camping on my ship, Killing me THE MOMENT I came back from the Ferry, or chasing me with NO limits or NO way to stop them. This really makes it incredibly frustrating and I seriously think it's time a limit be put on how many times you can spawn camp, and how long you're allowed to chase a ship. And it's not because I am not good at ship-to-ship combat, but the constant spawn killing, and no time limit on chasing and having to figure out, or sometimes no way to just stop people in their tracks, is ridiculous! I get it "pirate Game" for pity sake, this is a game, and game rules can be applied. If nothing else, PLEASE put a stop to the constant spawn campers that make it literally impossible to battle your way out of a situation. Especially for those who are new, or veterans who want to enjoy the nice sides of high seas, but also don't want to feel overloaded playing. I can't be the only one that feels the frustration of situations like this. I'd really appreciate if the Devs would be willing to look into this issue and find a fix or have limits for the issues stated here.

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  • To make this clear. This is not a "get over it" post but more a "how to get through it" post.

    As an experienced solo with a strength in naval, survivability, and situational awareness and extreme weakness in tdm and deck fighting the other crews largely have to camp me. It's just a part of what they gotta do a lot of the times. I can lose in any and all ways but the way to really get the job done is just to get the board and secure the camp.

    Because it has long been a part of my combat experience it has given me a lot of opportunities to figure out to work around it. How to deal with it, how to outplay it with strategy for win conditions, etc etc

    It is 100% necessary to minimize the ego to enjoy this game and to manage the frustrations in a way that is sustainable.

    This means coming to terms with anything from scuttling to leaving a server to strategy plays outside of combat to losing fights being a daily or weekly part of the experience.

    I don't make a lot of promises but I promise you that if you get yourself to a point where you don't take it personal and don't let the ego control your sessions and embrace getting out of unpleasant situations, the quality of your adventuring and experiences will go up significantly.

  • @grid2121 If you're being spawn camped, your ship is effectively lost. You can try and battle back, and with experience you can be successful at this, but it should be hard to recover from being boarded and your ship control lost.

    A counter point to your chase request - it's just as valid to request that people should be forced to stop and fight after a certain period too (i.e. not at all a valid request)

  • I am here to discuss the issues I keep running into with people infinitely chasing you in High Seas

    You have the solution...yet you still wish to complain?

    , I keep running into issues of people spawn camping on my ship, Killing me THE MOMENT I came back from the Ferry

    You lost control of your ship, you are done. Scuttle and move on

    chasing me with NO limits or NO way to stop them.

    Turn around and fight? There always a way to stop them.

    I seriously think it's time a limit be put on how many times you can spawn camp, and how long you're allowed to chase a ship.

    So as long my ship is near your ship, I have a perfect line of sight where your gonna spawn...I can Fire a cannon from my ship with no problem. Im not on your ship camping, Im just shooting your ship....
    and come on...Limit how long someone Chases, Really? TURN AROUND and fight them. Most chasers know your gonna run but they never expect you to fight back.

    sometimes no way to just stop people in their tracks,

    Get on there ship and anchor?

    PLEASE put a stop to the constant spawn campers that make it literally impossible to battle your way out of a situation

    Scuttle and move on

  • Chasing a ship for any amount of time is fair in every way just as running is fair, and lets be honest, physically impossible for the game to tell if you are chasing. As for spawn camping, if people are killing you repeatedly without letting your ship sink, that is bannable, so record them and report it.

  • @grid2121

    Everyone is different and therefore not every strategy applies, but I can tell you how I (as a casual, non-PvP player) got into Sea of Thieves.

    First thing is you've got to convince yourself that dying and loss of loot is meaningless. Dying holds no inherent penalty and you will always make more loot than you lose if you're playing it safe. You may progress slower, but if you're having fun, then who cares.

    Spawn camping on the ship isn't automatically a jerky move. It IS a legitimate (and often most expedient) tactic to make sure an enemy ship sinks. Now if they're keeping your ship sailing in the hopes you'll keep coming back, then scuttle and move on. You don't want to interact with them anyway.

    Which brings up the last point. Scuttling is not a defeat, it is your BEST FRIEND. At least it was for me. If I was ahead of a pursuer and it was clear they were just going to follow me around the map for hours, I'd simply scuttle and start up elsewhere. It was a MUCH quicker way to get back to doing what I wanted.

    Sure, the useless (but admittedly pretty) animation has stretched it out a bit, but it's still the fastest way to ditch clingy players. And with the new dive function, you can combine scuttling with server hopping to give yourself an entirely new pond to play in if the one you've got is a bit too insistent for you.

    I know it can be annoying sometimes, but the best defense is to let it roll off your back and move on. Just remember that NOBODY can stop your progression. They can slow it temporarily, but you will always prevail eventually.

    I have never killed another player. The only cannonballs I've ever fired at another player ship were a couple anchor ones. If caught, I don't defend my loot, I run away or die and scuttle from the ferry. I don't do world events or run emissaries. And yet I'm a Pirate Legend with a decent amount of gold and all the cosmetics I wanted to own.

    I may have done it slower than others, but if you enjoy the act of playing the game, then it doesn't matter. Some aim to be the bravest pirate, the most feared pirate, or the richest pirate. I say, shoot for being the chillest pirate. Might not get you rich quick, but does wonders for your blood pressure. =D

  • @grid2121 if you’re being spawn camped without them trying to sink your ship, it’s reportable. You are playing a PvPvE game called Sea of Thieves so you have to expect players to attack you. If you’re going to run, people will chase (it’s more satisfying to them to chase and waste your time than theirs).
    Bottom line is to scuttle and move on. Your own ego and pride get in the way of you enjoying the session you’re playing, don’t take it seriously.

  • @hombre said in Endless chasing limit?:

    I have never killed another player. The only cannonballs I've ever fired at another player ship were a couple anchor ones. If caught, I don't defend my loot, I run away or die and scuttle from the ferry. I don't do world events or run emissaries. And yet I'm a Pirate Legend with a decent amount of gold and all the cosmetics I wanted to own.

    An example of why I so often encourage people to embrace their individuality in this game.

    The beauty of piratical adventure is co-existing with unique adventurers. Ones that embrace their personal styles and approach adventure in fascinating ways.

    The easiest fight to ever lose is in a video game, the easiest way to get away from random conflict is in this video game. Just gotta keep it in perspective. We are surrounded by people that make it possible for us to be here. Some of them are stinkers but that's life, sometimes people are stinkers, sometimes they are just playing a game within their freedoms, and a lot of the time there are people with interesting stories, unique styles, just waiting for the random encounter to occur.

    Imo don't let your experiences dwindle down to focusing on the annoying or unpleasant random happenings. There is so much good in adventure, pure goodness that can easily be taken for granted, that's the battle where the outcome truly matters, the battle to appreciate all that we have through the imperfect experiences.

    Run if it's fun but when it's no longer fun just embrace your freedom and opportunity to move on.

  • I don't have an answer for this because, as others have pointed out, it's probably going to be difficult for the game to ever track who is running and who is not in a chase scenario. And still, I feel like it's a valid discussion topic and it shouldn't be dismissed with just "turn around and fight back."

    Some people may not be confident in their fighting abilities, be it naval or hand-to-hand, or they simply may not feel like fighting that day, and escaping from a pursuer should still be an option.

    Now, I will say that, to some extent, it is. Worse comes to worst you can use the world to your advantage: sail into a fog bank, get in a storm, attack a skelly ship and get them to go after whoever is chasing you. But often times this is not enough, and even when you've put a sizable distance between you and the other guys some will keep stubbornly chasing you. Diving is now a nice solution for this, but not if you're carrying something valuable onboard.

    In the end, it can be essentially forcing someone who has either outsmarted or outmaneuvered someone else to fight whether they like it or not. Because after half an hour, one hour, two hours or however long you will make a mistake, or a meg, skeleton ship or something will pop up and screw you over, just enough for the chasing ship to catch up. In other words, they can afford all kinds of setbacks while you can afford none. It doesn't feel quite right. I'm not sure what can be done about it but I wouldn't just disregard the conversation.

  • @fusedtiger70185 said in Endless chasing limit?:

    Pirates respawning on their ships should have a small window of time where they cannot take damage ie spawn protection.

    This has been missing from the game since launch.

    That feature was implemented in GTA5 online with disastrous results.

    The game is balanced as it is in that aspect and fight or flight is a legit response to pvp. In the end is the gamer that makes that choice.

  • @fusedtiger70185 said in Endless chasing limit?:

    Sailing the high seas includes the threat of PvP. It’s what makes the PvE have meaning and value.

    If you don’t want to fight a crew that’s perfectly fine but don’t be upset if a crew still wants to fight you.

    I think that this right here is the crux of the issue, and something that gets repeated all the time in threads like this perhaps without taking into account that the situation isn't a binary one.

    Running doesn't necessarily mean that the runner only wants PvE. Running away from someone chasing you is PvP. It doesn't have to be a frustrating experience, it can be fun and exciting for all parties in involved. However at the moment it mostly means running until you're caught or until it becomes tiresome and boring. In other words, there's little to no catharsis to running as a choice (especially without resorting to exploits like portals, diving or Tall Tales) and that may be why so many people complain about it.

  • @fusedtiger70185 said in Endless chasing limit?:

    Running is not PvP. Running is avoiding PvP. What weird upside down world do we live in?

    Yeah, I get that this is what most people think but that's only because obligate PvP folk only seem to understand gaming if there's some kind of physical confrontation.

    When someone comes after you and disrupts what you were doing you're no longer doing PvE, you're not running away from some limited NPC you will be able to lose in two seconds, you're having to deal with another person that can read your movements, so that's effectively PvP even if it doesn't involve cannons or sword fighting. It's something that you can't experience in Safer Seas.

    Just saying, as someone who does it all, High Seas, Safer Seas, Hourglass, Tall Tales, running, chasing, etc, running has always felt like a choice where a proficient helmsman has little to gain if the pursuer is stubborn enough, which is weird.

  • @fusedtiger70185

    So overpowered that chases can last over an hour. =P

  • @fusedtiger70185 said in Endless chasing limit?:

    @metal-ravage said in Endless chasing limit?:

    @fusedtiger70185 said in Endless chasing limit?:

    Pirates respawning on their ships should have a small window of time where they cannot take damage ie spawn protection.

    This has been missing from the game since launch.

    That feature was implemented in GTA5 online and with disastrous results.

    The game is balanced as it is in that aspect and fight or flight is a legit response to pvp. In the end is the gamer that makes that choice.

    What does that have to do with SoT?

    If you get killed instantly after respawning in any game the result is frustration.

    We don’t want frustrated players. We want happy players.

    Being untouchable it's an easily exploitable feature and that has to do with any game.

    Killspawn is toxic behavior and if it occurs it should be reported.

  • @fusedtiger70185 said in Endless chasing limit?:

    @metal-ravage

    Completely depends on how they implement spawn protection.

    It shouldn’t be designed to give the crew who lost control of their ship an advantage at all.

    It’s sole purpose is to prevent an instant death immediately upon respawning.

    What I mean by that is the enemy was moving around your ship, you spawn in directly in front of them or at least in their line of sight and they get first shot before you even have a chance to see your surroundings.

    Spawn protection should prevent you from taking damage until the game has fully loaded after a loading screen for maybe 2 seconds thereafter or until you move from the spawn point whatever comes first.

    Very short lived mechanic.

    Ok let's try one scenario: Enemy on the ship kills you drops anchor. The enemy ship closes by, you respawn untouchable, run, get on the enemy ship and drop their anchor for no one can kill you.

    Now you tell me how this evens the odds?

  • @fusedtiger70185 said in Endless chasing limit?:

    @metal-ravage

    From the moment you leave your spawn point you lose the invulnerability.

    Spawn point is the exact position your pirate spawns in on your ship.

    This is text. All you have to do is read.

    Again it’s not designed to give you an advantage.

    It’s designed to prevent an immediate death upon respawning.

    Disagree! That is a clear advantage and it can be easily exploited otherwise every pvp game would have introduced it.

  • @fusedtiger70185 said in Endless chasing limit?:

    @metal-ravage

    SMH cool I’ll go back to enjoying the game now.

    That is the most important thing dude, enjoy the game!

  • The same argument could be made the other way around!

    ''I think a limit should be put on how long you're allowed to run from an enemy ship''

    If that sounds absurd in a sandbox game, it's because it is. So is your variant. You signed in to High Seas, therefore; players can attack / chase you.
    Your argument makes even less sense since Safer Seas is a thing. You may be "not here to talk about that", but that doesn't make it less relevant.

    Also; i also have a real life, demanding job. I'm also a casual player. How come i don't run into these problems?
    Yup, you guessed it; it's because you're exaggerating, a lot.

  • Filthy casual here, I have family and work and can only get one or two nights in a week, sometimes even less than that.

    I used to get chased and hated it. It happened all the time when I was doing tall tales, or simple merchant quests. Until one day I started turning and fighting, even when completely outmatched. I got folded up A lOT, until one day, I was getting chased, I turned to fight, threw a punch and I sunk a ship! after a few times of doing this, I found out, that if someone wants to chase, turning and getting dirty is very effective. You don't even have to sink them, a lot of times getting a mast down once, or if you can anchor them very briefly, or put fire on them, even if this is brief and they recover, these actions can quickly stop the chase. Now that I am not upset at getting chased anymore, and I will turn and fight, Getting chased can also be fun, you can set up a lot of things with someone behind. Sailing next to forts, next to skelly ships, next to volcanoes, there is a lot of fun sailing that you can pull off. When I am with Friends on our Galleon, we bait people into chasing us, and then we set them up and turn and burn. It's so much fun.

  • @grid2121

    My crew and I do a lot of fighting and stealing other people's loot, so I'm probably on the other side of these encounters in most cases. That being said, spawn camping is an absolute no-go for us. I think the only time we've done it is when someone was aggressively racist. They deserve to sit all day on the Ferry. In most cases spawn camping is just cruel and unneccesary.

    However chasing is a different animal in my mind. As long as you'll run, we'll chase. Running well takes skill, and likewise chasing well takes skill. We love the art of the chase, looking for that one minor slip-up that opens the window for us to catch up. For us, anyway, it's a thrilling part of the game. Sometimes there is loot at the end, and sometimes not, but we've learned to love the chase. "I just have to run for XX amount of minutes before they are forced to go away," seems an odd standard which gives too much advantage to the runner, and kills the idea of chasing.

  • @dr-orchamedes said in Endless chasing limit?:

    When I am with Friends on our Galleon, we bait people into chasing us, and then we set them up and turn and burn. It's so much fun.

    Which is great that you like it, but for some (like me) they don't and won't. For me, it's not a winning or losing thing; I just dislike the act of fighting another player. S'why if cornered I just hide or let them kill me. (I was ecstatic when they gave us that target holding emote)

    That said, I DO sometimes enjoy having someone chase me around for a bit. More than once I've amused myself by having an attacker chase my empty ship around for a bit before trying to end it in a bizarre and/or funny way.

    Probably not the nicest thing, letting them chase around a lootless hobo. But even I fall victim to the troll-bug now and then. =P

  • It's like me saying there should be a limit on how long you can run before you have to turn and fight....

  • I fully agree. There is nothing more frustrating then when you are just trying to play the game, and instead you end up spending the next two hours locked into a struggle of cat and mouse because the ship fleeing can't get away and the ship chasing can't actually catch them. It's a waste of everyone's time.

    So I fully agree with the OP and back the idea that if you run away for over 30 minutes and you can't shake off your pursuer your ship should automatically scuttle and allow the pirates chasing you to claim their clear victory and everyone can move on.

  • @thekitchner said in Endless chasing limit?:

    I fully agree. There is nothing more frustrating then when you are just trying to play the game, and instead you end up spending the next two hours locked into a struggle of cat and mouse because the ship fleeing can't get away and the ship chasing can't actually catch them. It's a waste of everyone's time.

    So I fully agree with the OP and back the idea that if you run away for over 30 minutes and you can't shake off your pursuer your ship should automatically scuttle and allow the pirates chasing you to claim their clear victory and everyone can move on.

    Well since they couldn't catch up, the chaser should auto scuttle too since they were clearly not good enough to win either.

    Not to mention. I can reset that pretty much at anytime by trying to board or making a sharper turn and taking a potshot at you. It won't fix the fact that some people don't wanna fight and others can't understand they're not owed a fight...

  • @pithyrumble said in Endless chasing limit?:

    Well since they couldn't catch up, the chaser should auto scuttle too since they were clearly not good enough to win either.

    This is a completely understandable and valid argument the day that all the ships are the same speed, or there is any method at all to counter the ""strategy"" of a ship turning into/with the wind and you can never gain on them as long as they don't do anything stupid. You end up having to run them off the map and that can take well over an hour and doesn't imply any skill on the runner's behalf or a lack thereof on the chaser.

    I will graciously allow someone who turns and fights a bit to run away continue to have their chase timer extended because they are actually doing something that requires some skill.

  • @thekitchner

    And your skill by mirroring their movements now?

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