Making outpost safe zone

  • @crush-in-hell said in Making outpost safe zone:

    @lostscotman It seems like you like to do the camping on the outpost. I too would like this to be a safe zone, and then a certain distance away you can be hit. Seems unfair if people are just "ganking" and not letting people do their work especially if they are single players. The seas can be lawless, but the lands should be governed a tiny bit.

    The easiest way to fix this would be to give the player the ability to tag themselves as "neutral" which would make the player invulnerable against enemy damage.
    But only in outposts of course!!

  • I've got about 60-70 hours in the small ship playing solo... Never lost treasure once. I like the idea of a social area with no pvp but the outposts should stay as they are.

    It's easy enough to have a look with the spyglass and if the outpost has people on it, try another if you don't want to lose treasure.

    Like I've said before safe zones won't solve anything as people then just camp the safe zone border and prevent you from getting close... Same result.

  • @spookytoymaker Outposts will not and should not become safe zones. Either go to a different outpost or join a larger ship. If you've got a bunch of chests there's no reason to sail up to an occupied outpost and assume it's safe.

  • What if killing at outposts would be allowed but have a sort of penalty? For example if a crew is camping an outpost they could have a bounty put on their heads/ship making them a prime target for anyone else. This would allow killing at outposts but at least discourage it a bit.

  • Although i do wish there was some sort of social area where you could interact with people outside of your crew. Perhaps this will change with the full release, but anyone I've met outside of my crew tends to shoot on sight.

  • Absolutely NOT!

    As a firm believer in Safe Zones, I am against it in this game. It's a pirate life...

    Maybe the devs could make a central town that is safe zone, but only one and somewhere in the middle of a map.

  • As soon as you introduce Safe Zones, the same people that would camp at them (never witnessed or experienced it myself, mind) would just camp the outside of the Safe Zone...no?

  • no safe zones. scope out the outpost. use the tools given. the whole risk is part of the fun. will you get your chests turned in before that ship on the horizon closes in? safe zones are boring.

  • @triheadedmonkey said in Making outpost safe zone:

    As soon as you introduce Safe Zones, the same people that would camp at them (never witnessed or experienced it myself, mind) would just camp the outside of the Safe Zone...no?

    Well yea, but the difference is, there's a chance of being safe.

  • @ctl-x-alt-x-del how long are you going to sit and wait though? I'd be willing to bet the sort of players that have the patience to camp at outposts can wait longer ;)

  • I've always been on the fence about this.

    On the one hand, an instanced safe zone where we could socialize with other players -- mini-games, friendly duels, that sort if thing -- that would be fun.

    But, that also takes players out of the core world, which kind of depends on having active players present in order to thrive.

    The outpost camping is a frustrating, but totally acceptable approach to the game. You have the tools you need to get past that. A well manned sloop can take down a galleon in a fight (though it will be an uphill battle), and if you don't think it's worth the risk, you can always sail for another port, or even team up with random players on a galleon of your own.

    One thing I would like to see is some sort of bounty hunter faction.

    If you attack a "neutral" or even a "good" player ship, your individual bounty increases. The bounty hunter faction could provide players with rewards based on the bounty rank of the "evil" pirates they take down.

    This may encourage some crews to hang out at outposts as "defenders" to keep the port safe for smaller ships or rookie crews looking to start their journey. It could prove to be an interesting (and fluctuating) ecosystem for the game.

  • @triheadedmonkey said in Making outpost safe zone:

    @ctl-x-alt-x-del how long are you going to sit and wait though? I'd be willing to bet the sort of players that have the patience to camp at outposts can wait longer ;)

    Wait for what? Just ram the island.

  • One of the main problems at the moment is that the smoke plume from other players mermaids are no longer present, making it that little bit easier for someone to secret themselves on an island if you do not scout extremely carefully.

    If that were returned, the sign of the mermaid smoke or a ship is a clear indicator to go elsewhere or face the consequences.

  • @spookytoymaker Agreed. Nothing worse than getting a heap of chests back after multiple encounters on the sea. Then they shoot you on the dock or raid your ship while your delivering one and they grabthe rest on board. :(

  • @ctl-x-alt-x-del once you are on the Outpost, how long are you just going to sit there?

    My point was, Safe Zones won't stop people stealing from folk trying to cash in, just move it a few metres out to Sea

  • @triheadedmonkey said in Making outpost safe zone:

    @ctl-x-alt-x-del once you are on the Outpost, how long are you just going to sit there?

    My point was, Safe Zones won't stop people stealing from folk trying to cash in, just move it a few metres out to Sea

    I'm confused by your question. Once I'm on the outpost, and have sold my booty, what do I care if they kill me, or sink my ship trying to leave?

  • I agree out posts should be as they are, but maybe...
    governed by the npcs.
    ie. if you kill in close proximity to a npc they retaliate against you. thus still allowing the privacy on outpost, but making it need to be covert.
    maybe even if possible npcs recognize who shot first and if you defend your self they leave you alone. this would add a whole new dimension to piracy in outpost, and allow for gatherings in the pub. and if some one shoots first they need to be able to hold their own against players and npcs.

  • @lostscotman

    From over 20 years of Open world PvP experience (testing and playing), many of these games die without some kind of balance.

    The quickest way to kill a game is having new players being ganked endlessly.

    Camping players is not PvP. It's exploiting respawn mechanics and will frustrate and have people deleting and refunding their money.

    Even among Pirates there should be a code and with no penalty for griefing, that's all a game becomes.

    Many games like this either create PvP zones (bolded textentering PvP waters), or, PvP players get flagged when they attack other players and cannot enter 'safe zones' without incurring the wrath of NPC 'guards'.

    From all the ALPHA testing the Developers have done, I can only imagine this has already been discussed at great lengths. The Developer's have left the game as full open world PvP, so I can only assume this is the intent of the game.

    Dash and grab for loot and PvP all the way. Great. I'll play that.... but if someone's camping you, combat should lock out after they've killed you 'x' times in a row.

  • I agree. Not only once you die at a safe zone by a bunch of campers, you will continually respawn and die there until you can sprawl to a mermaid to get to your ship! If it has been destroyed. If not, you are quite out of luck.

  • I don't expect a bunch of campers everywhere but that'll be decided by instance population. The option to respawn elsewhere would be nice. If your ship is still afloat it would be scuttled.

  • @triheadedmonkey they can try but not effectively. Crews coming in could easily dock or anchor within the safe zone. Or if land is just safe and they have a huge load, run the ship aground. 😂

  • @lostscotman since the beta all i see is people camp. They just sit in all the ports. Since you cant cash up or have anywhere to exchange s**t its just a free for all at ports.

  • @lostscotman unfortunately, no people are camping and the weak game design can make it impossible to play.

    I got killed by a team of 4 and they thought it was OK to stay parked next to my spawn point and kill me as I loaded into the game from the ship of the dead.

    I walk through the door, screen goes white as I'm loading, and I load dead & pop right back to the dead ship. I even waited 15 minutes and they were still there.

    that not 'hardcore' or 'pvp' or even pirate themed. It's abusing poor game design.

  • The biggest problem seems like all the risk is on the guy turning in the chest. It's fun, but it seems like its going to be very easy to troll players. I feel the ArcheAge reference.. that was one of many issues with game design there.

    You have a good concept, but this game seems way to easy to grief other players.

  • @the-baken8r any chance you could read the feedback? No one is complaining about being killed or over powered by others.

    Is it dumb to tell the server you want to play a single player adventure and have to fight against teams of four? Maybe but no one is complaining.

    What they are saying is that once you die, the easy of camping those dead players is to great the way the game works now.

    Their simple answer is to make like 1% of the game map a save zone.

    Do you have an actual alternate idea?

  • I personally wouldn't want the safe zone to be where it seems like there should be thieving. I've had some very tense runs to turn in a chest with pursuers behind me, and that's pretty exciting.
    I agree that the camping and pointless spawn killing needs to be changed, and could be if we had an option to respawn elsewhere which would scuttle our existing ship, or respawn at the ship and try to fight for our treasure.
    I would also like a safe zone that isn't a part of the objective driven game, a place for mini games and socializing and possibly meeting up and forming crews based on those interactions would be great.

  • @dillmann.. Yup been out at sea bout 8-9 times. I made some progress. But nearly every time ended in a solo or 2 men crew being run thru and pillaged by a 4 man crew.... Dont get me wrong. I like a good fight. And I'll be a pain for you even if losing can't be avoided. But this ending for just about all of my "adventures" almost makes me want to cancel my pre-order...

  • @dyc3r I like it!

  • @digitalluvin I think if people really want to grief others, they will get creative and always find the soft spots in a game's mechanics. Regardless

  • So, By the logic of all these people wanting a safe zone, Does that mean other games like Call of duty and battlefield need safe zones? you know, To stop people from killing you in a PvP game?

  • @its-s****. You cant compare Sot woth Bf or CoD. Bf and cod are build for this type of gameplay.

  • @therealdarkfact your post has been removed due to offensive language. Please review the Pirate Code before continuing to post in the Forums. Repeatedly breaking the Pirate Code will result in removal from the Forums.

    Please remember to treat each other with respect.

  • @naiboss said in Making outpost safe zone:

    Rather than making it a safe zone, why not make it more dangerous to make trouble? Some local NPC enforcers that turn hostile if you start a fight while in the outpost. That wouldn't stop determined pirates from ambushing people and stealing their treasure, but it would make it more challenging. It would also make sense... I can't imagine those shops etc... surviving for long without someone there to guard them.

    I'm just thinking back to Ultima Online when some towns were "protected" by NPC guards... but that didn't stop high-end characters creating chaos when they turned up looking for trouble.

    This sounds perfect. I think the main problem with considering adding safe-zones is the risk of taking away a strategic element of the game (Using the spyglass to check for enemies, waiting, etc.), and protective/hostile NPC's sounds like a good compromise. I think that creating safe-zones, whether it be through this method or another, doesn't have to hurt this game strategically, and can possibly help it.

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