Loot Weight

  • A large problem I've seen players discuss is full scale running. I don't have any issues with players running, as I believe nobody should be owed a fight. However, the amount of time it can take to catch up to running players can be frustrating for more experienced players. For newer players, one mistake in a chase can result in minutes of having to catch back up.

    I propose that in order to balance this out and give both the attacker and defender an even chance all around, Loot Weight is introduced.

    The concept is simple; The more loot you have, the slower your boat moves. At the slowest with around 50 loot items on board, the boat could travel at the speed of the SoSS debuff, maybe less.

    The goal of this mechanic isn't to prevent running, but rather to nerf it. I personally don't have troubles locking down runners anymore, but after an eye opening discussion in the discord today, I think many players of both playstyles would benefit from this addition.

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  • @boneheart1237

    I’m not sure if that’s the best solution to running honestly. Crews will just throw overboard lower tier treasure so they can run without a speed penalty.

    I think a better solution is just having the option to swap out a harpoon or both harpoons for mini cannons at the discretion of each crew.

    The second part I would suggest is to make it so ships with holes and water flooding in are slower than ships without damage. The more lower deck holes the slower a max speed of a ship will be. The more water in a hull the slower the acceleration of a ship will be.

    Running should always be a thing in the game. If you can gain enough distance on your pursuer you should absolutely have the advantage and be able to fast sell your treasure to the sovereigns.

    Runners have the advantage of basically unlimited boarding attempts and pursuers will have the ability to fire cannons including chainshot and curses at runners out of forward facing mini cannons.

    I don’t think pirates should be able to launch themselves out of forward facing mini cannons however for balancing purposes.

  • Only problem is this nerfs loot stacking and will lead to people carrying less loot because of speed.
    On the other hand how do you see this affecting supplies would supply crates also count as loot weight?

    In the same line of thought,
    would then also be a supply weight for those that want to buy infinite supplies before they jump into hourglass?
    If so would the extra supply crates weight value be multiplied by their contents?

  • This is a huge boost to server hopping ships and fresh spawns carrying nothing of value and a big nerf to anyone doing any voyage or world event.

    Doesn't seem like a good balance change to me.

  • @boneheart1237

    Like there isn't already more incentives to just seek ships instead of doing PvE content in adventure (since you ain't gonna lose anything but time). Suggesting to punish people doing PvE content even more by slowing them down would nudge even more of them towards SS, server-hopping, or just make them so paranoid they won't have more than 5 piece of loot on board.

    No thanks.

  • @boneheart1237

    That would be a biiiig problem for me.

    Seeing as I only get a specific amount of time to play a day, it would eat up a TON of time trying to get to the outpost.

  • Don’t worry. In the future of sea of thieves. Running won’t be an issue. Season 20 I’m looking at you.
    Would S20 is gonna break all meta and the past be dead. Muhahahaha, new ships, cannon balls curving in air, magic balls that home in on targets. XD

  • If I'm stacking and see a ship in the distance coming towards me and I choose to avoid them (let's say their helm and crew isn't very good at ship management), why should I be penalized for the loot I collected, despite having better observation and ship management skills? Not being able to catch runners isn't the fault of the runners.

  • @boneheart1237 said in Loot Weight:

    A large problem I've seen players discuss is full scale running. I don't have any issues with players running, as I believe nobody should be owed a fight. However, the amount of time it can take to catch up to running players can be frustrating for more experienced players. For newer players, one mistake in a chase can result in minutes of having to catch back up.

    I propose that in order to balance this out and give both the attacker and defender an even chance all around, Loot Weight is introduced.

    The concept is simple; The more loot you have, the slower your boat moves. At the slowest with around 50 loot items on board, the boat could travel at the speed of the SoSS debuff, maybe less.

    The goal of this mechanic isn't to prevent running, but rather to nerf it. I personally don't have troubles locking down runners anymore, but after an eye opening discussion in the discord today, I think many players of both playstyles would benefit from this addition.

    However, the amount of time it can take to catch up to running players can be frustrating for more experienced players.

    Then don't chase.
    As you said; No one is owed a fight, so why make a mechanic explicitly forcing fights?

    For newer players, one mistake in a chase can result in minutes of having to catch back up.

    Then stop chasing. Take it as a learning experience.

    I propose that in order to balance this out and give both the attacker and defender an even chance all around, Loot Weight is introduced.

    Except this would only benefit attackers, since no one ever attacks with loot on board.

    The concept is simple; The more loot you have, the slower your boat moves. At the slowest with around 50 loot items on board, the boat could travel at the speed of the SoSS debuff, maybe less.

    Rofl. No.

    The goal of this mechanic isn't to prevent running, but rather to nerf it.

    IE: To give chasers the fight they believe they are owed.

    I think many players of both playstyles would benefit from this addition.

    Not really. It only benefits attackers, who never have loot on board.


    Just like every other time it's brought up; It's still a bad idea that punishes running, regardless of how the 'I don't really hate runners! Really!' crowd tries to paint it.

    It's always "Hey! Runners should run slower if they have treasure! But I don't hate runners! They just should not be able to get away! But I'm not owed a fight! But really, it's for their own good! They will have more fun if they are forced to fight me!"

  • @boneheart1237 said in Loot Weight:

    A large problem I've seen players discuss is full scale running. I don't have any issues with players running, as I believe nobody should be owed a fight. However, the amount of time it can take to catch up to running players can be frustrating for more experienced players. For newer players, one mistake in a chase can result in minutes of having to catch back up.

    If you want to keep chasing that's your problem in my opinion and if players want to keep running that's fine also.

    Experianced players should be able to catch up. Most runners make a mistake which gets them caught or give up eventually anyway.

    What you want is a more guaranteed way of catching up without putting in all the hard work.

  • Y'know, I could've sworn I had thought of this at another point and chose not to post it. The feedback just reminded me why 😂

    Appreciate the informative and helpful feedback about the suggestion though, even if it was a pretty silly one

  • @boneheart1237 said in Loot Weight:

    Y'know, I could've sworn I had thought of this at another point and chose not to post it. The feedback just reminded me why 😂

    Appreciate the informative and helpful feedback about the suggestion though, even if it was a pretty silly one

    And I guess everybody appreciates you pulling an uno reverse card, and not going full tilt, just cuz people disagreed with the suggestion. 😂 It's refreshing to see!

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