@crash4654 said in The game desperately needs a non-PvP mode:
@mythicalfable like hell it does... you're saying player based voyages where a player pays another player to do something for him. You're just taking a static npc feature and implementing it to the players choice.
Static optional NPC-based feature drawn and bent into a dynamic fully optional player-driven feature. Now you are getting there.
You're taking a straightforward quest system and putting it on a human decision system. Player A offers this voyage. Player B "buys" it and goes on it and gets paid by player A.
In this example I take it that both player A and B are in the same crew. Except player B doesn't buy it. Player A offers a voyage. Player B either accepts it or player B tells player A to show what they offer instead. Both look at their voyages and depart on one OR they may risk it and find a player outside of their crew to have fun with. In case they wish to act out another fantasy, this works well. In this example, however, player A accepts the voyage player B offered. Once the voyage is complete, player A goes to player B and tells them to show the wares again so they may pick the one they wanted to order from them. Player A may ask player B to show their wares before they undertake a voyage and after one is carried to the client. Player A pays the material cost for the reward or in case material deficiency is an issue, they may compensate the deficiency with gold although the crafting delay grows longer.
But player A could forsake all that paying nonsense and just go and do his own set of quests and voyages and make quicker, more reliable money. How is this not convoluted?
I'm not sure what your issue is. In a solo play I would allow a player to do their own voyages coz this idea is not about forcing players to do teamwork and act out fantasies they don't want to play. Only if they want to act out fantasies as a crew, then they play as a crew, succeed as a crew and die as a crew the way they want. Wanna play solo? No problem. Just go for it. Making a quick buck is mostly an issue between your own ears. You don't see the whole canvas beyond all those colours.
You can already do money as quickly as you can, trying to be as efficient as you like, and making all players get the same benefit just makes everyone have an equal chance at the pace. Do they all perform as efficiently as possible? Nope. Why should they? Not everyone want to do the same thing as we do and not everyone are mastersailors at start.
Even your argument about chests is a stretch. For all intents and purposes, those chests are in your position until you lose them, sell them, or give them.
In your possession. That's the word you were looking for. Yes. In your possession until you either lose them or sell them, but giving them away is still charity that only works with specific players. Definitely not amongst PvP players coz they see thorough your options and therefore sink your ship every single time if you allow them to do so. That's the most probable outcome unless you are more experienced at fighting them and decide to do the correct reaction; fight or flight. One of those will get you to safety and one will leave you with a sunken ship.
They are as much a trade item/resource as anything. A barter system is still an economic system. A chest or two for protection is still a player decided and dedicated trade system.
Technically it's never worth it. Not worth it at all. From a technical standpoint the probabilities are against you every single time you meet a PvP player. It's 100% battle. You can only have a chance at specific PvE players and even with PvE players there's at least a 50% chance that you are betrayed.
A barter system is indeed an economic system. Point is that this is not implemented here. Players can try charity, but it only works with specific players who want to act out the fantasy behind it. Others will sink your ship coz that brings in the easy money. Not quick money. Easy money. The practical money. Have a crew deal with PvE and then sink their ship. Done deal. Works wonders and especially with those who think they have anything to bargain with. LOL
Your method is speaking about putting all means of acquiring money on the players, which is dumb.
Incorrect. Just because I tell you about the idea piece by piece, doesn't mean that this is all there is. Well designed plan is half the price.
I told you to go read the MegaThreads and comments. I can give you a link if you don't feel like exploring or you don't have enough time.
Material can be gained from islands with and without a voyage. They are scattered on and around the islands. Found from any points of interest just like those cannon balls and planks are. Gold would be the premium currency you'd find mates generate when they are interacted with. Killing one generates you gold just like carrying out voyages or anything related to PvP interaction. You could also buy gold from the premium shop at the site. Whatever rocks your boat. The time you reply to this comment, I reason that you will target this one here next.
Plain and simple. There needs to be other methods to acquire currency otherwise the market will quickly be dominated and there'll be nothing to stop exorbitant fees or prices. You can see this with every auction house that's been in games.
No auction houses here. There are multiple ways to gain materials and gold as I mentioned above. One thing I don't understand though. Why would anyone care about materials and gold if you can only get cosmetic items for them? No one cares unless you like cosmetics. Most of us here want to act the fantasies though, but still the cosmetics are just a relative significance. Pure PvP players don't care anything else except sinking your ship and griefers just want to break you. Only those who want to dress up for the occasions want to find some nice outfits to wear and after they get those, the currencies won't matter again anymore. The quantity of currency sources is not a big deal to handle if there are no incentives to match and the ways how long an incentive, that actually does match, carries the players.
Not to mention the uncertainty of that economy due to PvP. If player B gets plundered by player C he can now no longer accomplish his voyage and the contract agreement between A and B has to be canceled.
Uncertainty is still in the similar level as it is now except thorough this model a voyage can actually be carried to the ship instead of an outpost, in case the client did bring the crates with them. If not, the crew simply needs to return to the outpost they began from to find the crate and get rewarded by the client who is the only one to interact with it. In case the crate is left behind, the voyages behave almost exactly the same way they do now except they are not brought back to the NPCs. The import and export dispatch points are dictated in the scroll.
Why would they have to get their contract cancelled? Is it something specific or are they just dumb enough to not find another chicken to catch? The suggestion here encompasses the whole repertoire of activities, not just voyages mind you. There are a lot of technical stuff below the hood.
Or. In short. The system we already have, just loads more convoluted.
Gratefully this is why we are having this conversation. The model is not convoluted like I explained above. It is the opposite. It takes more to code properly, but it's nothing the devs cannot handle I'm sure and it solves the fundamental issue this game has at its core.