Outpost should be a safe zone

  • There should be no safe zones at all. Outpost are fair game if you have a concern someone's there send one of the crew to the outpost first to scout around. If you're being chased trying to turn in a chest we'll just ground your ship right up on the beach and jump off with the chest. You might get killed by the pursuing crew but at least you cashed in your chest. I myself will not open fire on other pirates in the tavern as I see it as a social place. Not everyone will feel the same so if you linger in the tavern be on your guard.

    Sail-Learn-Adapt!

  • It would totally be against the main point of the game. The game is about pirates and stealing treasure so there 100% should not be any safe zones. It would take away a big part of the game.

  • @apexbox2233 i see where you’re coming from, but I really like the thrill of the drop off. At worst case, you can always redirect to another outpost

  • Could be great if you use a weapon in the tavern the Barmaid take out her Blunderbuss and shoot u!!! Or she just come to u and knock U off!!! DAM SHE LOOK STRONG AND SCARY !!! She probably work out over 20 years!!! hahaha

  • For no troll kill in the mermaid ... would be an option for surender.(let face it if u arrive to this point, its clearly a defeat, so why not a surrender mode?)
    If u do so you cant get killed and the shooter arrive in a bring or die instead of you if he kepp shooting at you. (no more trolls)
    If you surender your hand stay up. you cant use any weapons anymore, you can go on the enemi ship but you cant do anything who might annoying them( no anker use or sails, no chest pick up for example) ... and for stop this mode you have to go far from their boat by swimming or (hopfully later possibilities) use a raw boat!
    Surrender have to be all the team agree to it as a vote for scuttle the ship.
    This will give opportunity to be able to talk to the other players... sometime enemies became best friends :D

  • this 100% needs to be a thing. people say its a pirate game but even a pirate wouldnt attack at there outpost! If they did the navy would have them taken away and hung before dawn.

  • Instead of making Outposts safe zones, I would see a fairly large city that would be the only safe area of the game.
    In return, because it must not be free, we can imagine a toll to enter or taxes on each transaction made inside the city.
    This would allow the chilly to evolve anyway but with a lower pace than a player risking his booty to the Outposts.

  • @fade-h*n Shoot everyone... What..? If the tavern is loaded with merry fellows, I bet you can manage to gang up on this troll and kill him instead?
    If the tavern is game mechanically forced as a safe-zone, imo the tavern loses all of its charm and makes no sense. Tavern full of pirates that physically can't fight each other = not a tavern full of pirates. Same goes for the whole outpost safe-zone suggestion. If you want to keep the place as a safe-zone, gather a group of like-minded people and go enforce your principles in game.

  • At a minimum, there should be one safe island. The game would be remiss if we can't have pirate parties and social spaces. I expect shenanigans in a game like this but there's got to be some relief and chance for afk.

  • @apexbox2233 I agree with there being safe zones but it could cause a problem with people staying in the zone all the time. maybe certain outposts could be safe zones that way you can chose to travel further to not get attacked or take the risk and go to a closer one. either way it would be interesting to see what the devs do.

  • @apexbox2233 Honestly, I don't think your ship should ever be safe. IMO it would be a good idea to have the area around the NPCs safe when your feet are on the ground but if your ship is sitting in the water, it should always be vulnerable. It would be beyond frustrating to start fighting someone, they start losing, and they sail to the safe island to escape.

    If you get to the hub, grab your chests and get on land, good on you. If you are hoarding chests, get to the island to escape but only get 4 off, those chasing should either be able to board your ship and take your remaining chests, or sink and take.

    Making the game safe in certain areas is one thing, making the game TOO safe would completely destroy it.. there still needs to be risk.

  • It shouldn’t it’s a pirate game deal with it. Go to another outpost

  • As someone who has played the game, none of you need to worry. Although Rare won't put safezones in (confirmed in a podcast. Google "no safezones sea of thieves"), the world is so sparse player-wise that on the off chance that you see an enemy at an outpost, you can simply sail to a different outpost and you'll probably be safe.

  • @magriff-wylder said in Outpost should be a safe zone:

    Okay, so lets get a sum total of things here. About 2/5th's of us want a Safe Zone at Outposts, about 2/5th's of us don't want a Safe Zone at all, and 1/5th of us suggest a Bounty System in place instead of Safe Zones. (give or take..)

    So here's the idea I'm hoping people will consider. Because anyone assuming the Griefing will go away, or self-regulate, have never played a real PK style game in their lives.

    Concept:
    Anything within 150yds of an Outpost is Friendly to the Bretheren.
    If set upon by 1 or more players from outside your crew (Physical damage done to your ship or fellow players.) The Outpost is alerted, and will start to move in the direction, or point Cannon's if off shore, at the attacker(s).
    NPC Pirate guards mark that attacker as a Red-Hand. i.e. Sunk the Ship, killed one or more of the players on board, etc. (Attacking the Pirate Guards would also be considered a Red-Handed Pirate attack.)
    Yellow if it was just a accidental slash, or general hull damage, and didn't kill another player.
    Then, if on the island, a group of NPC Pirate Guards begin to encircle the accused. If he proceeds to attack, they subdue or kill him, and he spends time in the Stocks, or waits an extra long time on the Ship of the Damned, Respawning at another harbor, island, or Outpost.
    Those who escape the guards are flagged as Red (or Yellow) bounties to anyone within Lense distance (roughly 1000yds.)

    I see the potential to exploit profiting off flagged pirates, so I'm not sure I agree with that part of your post, but the rest is bang on.

  • Short answer: No they should not

    Better Answer: Outposts should be relatively safer than the open seas due to AI peacekeepers to police the area. Creating an artificial zone where players lose freedoms, when this game is all about freedom of choice and action, breaks the flow of the game and its intended experience. If a player does attack another player he should become a target of the peacekeepers, if he is killed in the process he should also be fined a sizable amount of gold, making attacking a player in the middle of a commerce/social area incredibly risky, and typically a very stupid decision. Players transgressions at port should be logged and tracked via wanted boards and posters that are updated continuously as players join and leave your server shard. For example; if your server currently has 28 players and two of them are a*s holes, the wanted board will show those two a*s holes and their names until they log off.

    The docking areas of the outposts and ports should also have gun emplacements for the Peacekeepers to use.

    TLDR; Keep player choice and freedom intact, add AI police/peacekeepers to "civilized" social areas.

  • Im gonna wait till a few months after launch to see how things play out before demanding game changes thar effects the core gameplay.
    It will take at least that long to weed out carebears and griefers who will both get bored and quit leaving the actual players left to play.

  • the only safe zone I want is on the door mat in front of the tavern. I was drinking some grog, walked out to the porch, got hit by lightning, p*e'd my pants a little, turned around, went back in and kept drinking. You can't just zap a drunk guy on the porch, it's rude :(

  • Considering how hard it is to actually catch up with another ship (It can take up to 20 minutes) I think safe zones would reduce the ship battling system to a hide and seek game. You can introduce mechanics to make the game easier for the pursuer (as some people have suggested) but I personally enjoy the hunt or the chase and those moments really make the crew come together, to trim the sails, repair any previous damage, navigate perfectly to not miss any moments and so on. When the actual fighting starts you just have to shoot not really carrying what everyone else is doing. Anyways I digress and I could go on. TL:DR My vote is no for safe zones

  • @apexbox2233 No safe zones, No safe spaces, No safe areas, No safe forts, No safe ships, No safe houses, No safe mountains, No safe castles, No safe islands, No safe anything.
    No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No.
    You want to ruin the game?
    This is how you ruin a game.

  • @edvepee OK, the bar can work with a lot of players in it. But at least allow me to browse the shopkeepers' inventory without the fear of being killed :D

  • people can camp right outside of the outpost... so how do we deal with that

  • @apexbox2233 I think as they have said there will be no safe zone a bounty system would work best as it would put a target on the backs of these who do PK.

  • maybe i could see the bar working as a safe zone as a social hub, but only if you cant bring loot in, everwhere else on the outpost should be open season, half the rush is running up that beach with chest in hand praying that ship you saw a minute ago doesnt show up

  • Safe zones are a necessity otherwise it will just become a griefers paradise, the only people who don't want them are the greifers themselves it will spoil their only pleasure in the game.

  • @retto-elbaroda i think thats kind of a clever strat, if you go running to the trader with a big red barrel beside him thats your fault

  • I disagree somewhat.

    I think Bouncers / Guards should be added. Neutral NPCs that only react to aggressive actions. If a player is killed at an outpost, the guards should chase them down and try to kill them, BUT the player should have the ability to kill the guards. Thus making the ability to kill you and steal your loot much more difficult, but still possible.

  • @sirsamofkrf i absolutely agree making most things safe would ruin the game i only talking about 1 percent safe but even if its not happening i am good with that then. i love the game and can't wait to see whats next in the game. however i do think we should have some kind of social type of island. to walk around to either talk , chill out, or buying stuff without interruption

  • I just thought about safe outpost and i can't see how it can be effective.

    Imagine, you're a solo player. After your voyage you have 3 chests in your boat. Arriving at an outpost, you are happy to be in a safe area because nothing can happen to you. But is it really true ?

    Well, enemies can just wait for you to accost. Then they come up in your boat, steal chests, and you can't defend. At most you can defend one chests but eh, you had 3 of it.

  • @shadowstrider-7
    But who is to say they will win?

    Maybe a solo player will grab their chest and jump over board as there ship passes by and use thier ship as a decoy.

    Maybe you and your friends are more bad@&& and kill your pursues.

    Or maybe they kill you and take your treasure because that's what pirates do.

    Or maybe because you know that can happen you get up in your Crows Nest as you approach the island and look for other ships or a mermaids and if you see either you sail on to another Island that doesn't have ships or mermaids....

  • I donts wants to be the salty pirate but the lack of ye ole safe zone makes this game exactly what me wants out of a pirate game.

    If a crew wants to be camping a port for the stray pirate who brings in treasure now and then then that be on them to waste time sitting around doing nothing. Approach every island and outpost like its danger and ye be living the pirate life.

  • My whole take on this is, if the areas where you pick up and drop quests isn't secure, you are making it very easy for people to bypass the actual purpose of the game (sailing around, grabbing loot and having naval battles).

    Why should pirates engage on the open seas when it is much easier (with a higher guarantee of success) to just wait for other crews to be funnelled to your location.

    This tactic is too effective and will only result in every outpost on the map being camped. Sailing around idly waiting for an opportunity to cash in your chests is both boring and a massive waste of time.

    Rare need to decide if they wan't to have pirates fighting at sea or at land because at the moment, it's very much the latter.

  • @therealcaptain3 Point is, none of that mattered? As a pirate you weren't bound by laws or rules. You could do what ever you wanted when you wanted, just like you can now. It earned you notoriety and probably a bounty for your head. Now days you'd just go to prison for life, back then you'd be killed. Normally for money.

    I'm fine if they want to put notoriety system in the game, with bounties and warrants given out by pirate outposts. Would make the game a lot more exciting to have everyone in a play session trying to hunt you.

  • @poppasquids Indeed, Pirates, real ones did have a common ground where they could bring their loot and sit back while drinking their rhum.Look at Nassau and it aint the only exemple.Anyone stating that it ruins the game dont even understand what pirates were to begin with.FYI , pirates did work together on tough assignments and when repelling corsaires. Just a thought for those saying its a unrealistic that there should be a safezone : You probably want no safezones since: you cant sail and handle a crew properly,you just cant be bothered into learning how to sail,you are too lazy to navigate half a mile away from the outpost to get your loot and last but best of all : on open sea you dont have any given advantage , so youd be trash without your precious spawnkilling tactics.
    So yes, for a neutral zone on the outpost itself, anything else would be fair game.

  • @therealcaptain3 >You do realize that you just made a counterpoint for your own arguement... right? Yes there was Port Royal who was origianlly run by the English as sort of a raid city since it was between the new world and Spain. Pirates were then made to defend it... Therefore why would they limit their own numbers by killing one another?

    Pirates were FORCED to defend it, not made to. They defended it from the spainish and the english. It was only run by the English/Duth "privateers" at the begining of the 17th Century. Towards the end the governments stopped giving our licenses and it turned into a pirate haven.

    It was an example of a port run by pirates for pirates, where you could still kill each other, but understandings were in place that made that a questionable decision (as in if you broke the code, you'd be killed, unless you were extremely powerful).

    Point being, currently there is nothing like this i the game, or intended for the game. If they want to put in NPC English/Spanish raids, then fine, put a PvE zone, where players can join together to fight against the NPCs. But players can still kill each other in this zone (as in fight against everyone).

    Personally I don't want them to do that, I'd prefer the game remained more about player stories and organic player interactions (which is what was intended). If they are going to appease the carebears, then they need to keep the ability to kill players, but put in an incentive/punishment not to encourage it.

  • @blackbird-4329 I think a fair compromise would be to add a single safe port on the map and load it up with things to do on land. A community hub. A place where the waters are safe, no PVP can take place on land and players can mingle and swap stories and information.

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