Rival War Factions(A Solution To PvE and PvP?)

  • I know you probably read rival War Faction and thought "Here's another guy trying to turn Sea of Thieves into a PvP game," I'm actually mostly a PvE player and I think I found a solution for Sea of Thieves PvE/PvP problem, largely inspired by Elite Dangerous:

    1. We would have two rival factions, let's say the French Navy and British Navy.

    2. Players who are interested in PvP combat will have the OPTION to join one of these two rival factions before the start of the game. These factions will be populated purely by players, not npcs.

    3. Once joined players will have ships of their rival faction highlighted in some way, perhaps by a marker above their ship as I want to avoid rival faction ships being forced to wave a certain type of flag, but whatever Rare decides. This will allow PvP oriented players to distinguish from PvE oriented players.

    4. The major benefit for the PvP players will be they are rewarded for attacking enemy ships. The beneift for the PvE players will be that PvP player will be less likely to target them out of fear of enemy intervention.

    5. However ships will still have the option to attack anyone regardless of the faction they choose and of course attempt to rob each others ships. I wanted to allow this as it means neutral ships remain a wildcard which can lead to interesting encounters. Perhaps a deal to help them steal an enemy ships cargo?
      Edit: As this was brought to my attention to further decentivize neutral or allied ships from being attacked by the more cannon happy ships, I think there should be a fee for attacking allied ships and neutral ships. The fee for attacking neutral ships would start off low and escalate as more ships are attacked. Penalties for sinking allied ships will be much larger and can result in being kicked from session immediately after sinking 3 allied ships.

    6. Most importantly, THIS IDEA DOES NOT SPLIT THE SERVERS. Though of course matchmaking should prioritize finding a server with a good balance of rival faction ships while neutral ships will fill the numbers.

    7. Players will never be tied to a faction, their faction they will be chosen depending on what side of the servers faction needs to be filled.

    When coming up with this idea I tried my best to come up with a system that rewards two styles of play without anyone being locked into any particular role. i.e. Rival faction players can still do voyages and neutral players can still attack other ships. It's an idea that makes it easier for players to engage like minded individuals purely through incentive. It will be easier to find fights for PvP oriented individuals and PvE style players will be less likely to be attack by PvP players.

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  • I don't see how labeling ships with a faction would really do anything to the gameplay. People will just ignore the faction label, and you'd still have the gameplay as it is now. Kill all and everyone, loot or no loot.

  • @buckshot-matt That's the absolute worst case scenario, though if you read I mentioned two reasons players would be less inclined to target neutral players. Of course ignoring the function in the game is always an option, but we're not trying to restrict play. I'm trying to make it easier for players to identify each other as well and giving incentives to award healthier play.

  • @prodigy-burns said in Rival War Factions(A Solution To PvE and PvP?):

    @buckshot-matt That's the absolute worst case scenario though if you read I mentioned several reasons players would be less inclined to target neutral players. Of course ignoring the function in the game is always an option, but we're not trying to restrict play. I'm trying to make it easier for players to identify each other as well and giving incentives to award healthier play.

    I think players would have more fun if there was more of an incentive to play cooperatively, but for people who just like to sink ships, which I'm guessing a lot of people only play this game to do just that, they would argue making no changes to the game because they love sinking any ship. Factions could work if players of the same faction could not sink/kill each other, but instead work together to fend of enemy ships. But in a gaming environment where there is no good reason not to sink any ship, ships will be sunk regardless of faction. I think forts could be more fun too if you were able to muster your faction to take a fort on and fend of enemy ships cooperatively. Instead of the best crew winning a fort (whether or not they earned it), it would be the best faction winning it. More people fighting cooperatively instead of against each other. Forts aren't designed that way though, so I think it's a missed opportunity on Rare's part to implement something more fun for more players. Who knows though. I have hopes for SoT in the future. Now, I'm just kind of not really digging the game atm. Maybe in the future, I'll have more interest in it. A lot of people would say, It's a pirate game, It's PvP, and they are right. I picked the wrong game I guess. Maybe in the future it will be more than just a PvP pirate game.

  • @buckshot-matt Well I do think there is a cooperative incentive in that members of a rival faction may see it in their best interest to attempt to ally with with neutral players if an ally isn't nearby. I admit not a perfect system and largely depends on server population, but even in the worst case scenario I think it's slightly better than what we have now.

  • @prodigy-burns "I think I found a solution for Sea of Thieves PvE/PvP problem"

    The only problem are the whiners complaining about PvP, in a PvPvE game... There's no real problem, what the hell are you talking about? xD

    "We would have two rival factions, let's say the French Navy and British Navy."

    Already rejecting your idea here... It's a pirates game, getting navies or even loyalties involved kinda defeats the purpose of a PIRATE game

    "Players who are interested in PvP combat will have the OPTION to join one of these two rival factions before the start of the game. These factions will be populated purely by players, not npcs."

    Uuh, what? You mean a player-hosted faction? As in, the players assing reputation to eachother or something? I'm sorry what?

    "This will allow PvP oriented players to distinguish from PvE oriented players."

    Not a faction then, more like PvP-flagging.

    "The major benefit for the PvP players will be they are rewarded for attacking enemy ships. The beneift for the PvE players will be that PvP player will be less likely to target them out of fear of enemy intervention."

    Not very piratey leaving merchant ships alone, now is it? Again this defeats the purpose of a PIRATE GAME.
    Pirates aren't nice to merchant ships, in fact they prefer to attack them as they tend to be easy targets.
    The purpose of the game is that people should have FUN trying to AVOID having their treasure stolen whilst also trying to steal other peoples treasure... That's the entire premise of the game... To be a pirate... Being a pirate means attacking AND robbing SHIPS.

    "However ships will still have the option to attack anyone regardless of the faction they choose and of course attempt to rob each others ships. I wanted to allow this as it means neutral ships remain a wildcard which can lead to interesting encounters."

    PvPers aren't going to give a c**p about your "faction" in that case... In short your suggestion doesn't change anything, making the change pointless. The point of sandbox freedom is that you can do whatever you want.

    People play this game because it's a true pirate game, if you in any way try to rob the game of the Pirate factor, this game will wither and die because people lose interest. Now seeing as your suggestion doesn't rob the game of the pirate factor, your suggestion has literally no effect and will not make the game easier for PvE players, nor will it make the game more fun for PvP players, it just clutters the game with pointless game mechanics.

    "It's an idea that makes it easier for players to engage like minded individuals purely through incentive."

    Except the game already does that... Seeing as it's a game about being a pirate, it attracts other players who also want to play as a pirate.

    The only problem between PvE and PvP are the minority of the PvE playerbase getting angry over having their loot taken by pirates, which is kind of the entire point of the game.

    In other words, their complaints, are not considered relevant, seeing as it has nothing to do with the premise of the game itself... If they want to play are merchant/transport in a pirate world, they need to learn to accept that pirates will occasionally try to attack them and steal their cargo.

    This game isn't about being a merchant owning a transport ship, it's about being a pirate... You have the freedom to play as you want, but this a pirate game first and foremost, if any PvE player has a problem with that, they came to the wrong game...

    These PvE players complaining about the pirates in Sea of Thieves, is like going into the forest and complaining that there are trees... It's hilariously stupid. xD

    If you are playing a pirate game, you don't have the right to complain about the pirates, you made the decision to start playing this pirate game, so you signed up for pirates! xD

    So no, there is no PvE/PvP problem, this is a PvPvE game about being pirates... Can't handle it? Go play something else, jeez.

  • @prodigy-burns I do like this idea and o think it would be cool if it worked, I'm not entirely sure how they'd be able to do it but it sounds really cool. The only thing is it can't be the navy, the whole point of this game is that it's the free open seas of pirates and no one else, the navy wouldn't work in a sea dominated 100% by pirates, unless they tried to conquer outposts and that's too extensive of the power those factions should have

  • @prodigy-burns Also I think it would have to be NPC ships for the factions cause throwing people in there makes so many possible problems very likely to occur. But the main thing I like about this idea is that it gives the seas some flesh. My view is that there should still be some moments of solitude in the game where you're just sailing the calm waters with no one around cause that's still a nice part of the game, the problmes is that's basically all of the game. Most of the time you should be able to see things happening around you, and more than just the occasional ship sailing in the distance. Seeing a fleet moving here and there, or some NPC ship battle raging on, that sounds cool

  • The big problem lies with people who bought the game pass and are fresh from the likes of Fortnite or PUBG, and don't understand that you don't need to shoot everything on-sight.

    As soon as their game-passes expire, or when they realize RARE is likely going to focus on adding PvE content before PvP, they will return to the pure mayhem that is Battle Royale games. I don't think there's anything RARE can or should do about it. If it persists, we can add onto the existing mechanics to encourage PvP players to go after each other, or be more calculating about who they attack.

  • @sweltering-nick I find your idea of a pirate to be somewhat limited. Pirates were also privateers and did do mercenary work, not just attacking random ships which is the chief inspiration for the idea, so it's still very much in line with the pirate themes of the game.

    Honestly there's not much to your argument after that as it seems your main point seems to boil down to it being a pirate game which I already explained why this idea still fits the theme.

  • @prodigy-burns "I find your idea of a pirate to be somewhat limited."

    It's based on language... The definition of the word "pirate".

    A pirate is a very specific thing, in the same way a murderer is a very specific thing, mate...

    The more definitions a word has, the less it means... if the word pirate also meant "A person with a headache", as well as "a human being" then... the word loses meaning, get it?

    My idea of a pirate is just as limited as the definition of the word pirate is, this is a good thing.

    "Pirates were also privateers and did do mercenary work"

    Well yes, but this isn't a privateer game, nor is it a mercenary game... Repeat after me: Sea of Thieves is a PIRATE game. xD

    A doctor can be a stripper in his spare time, but not all strippers are doctors.

    Privateers were military contractors, they only attacked ships they were authorized to attack... They're no more pirates than an actual military-owned ship is.

    Technically speaking, military-owned ships did attack and rob pirates, which through that logic means they are also pirates.

    Except here's the deal... Pirates are criminals by definition... This way we can rule out privateers and military-aligned admirals etc, as they are not considered criminals by the government/country they work for, hence they are not pirates.

  • @wraith-04 The idea did originally include NPC ships, but I figured this may result in far fewer player encounters with other players and Rare doesn't want that. The iffiest aspect of the whole thing is honestly matchmaking which will be neccessary for any of this to work.

  • @sweltering-nick "a doctor can be a stripper in his spare time, but not all strippers are doctors."

    Horrible analogy as both professions take an obviously different set of skills I would not trust a stripper to be my docor. If you can be a pirate it stands to reason you can be a privateer however as you're essentially doing the same thing, but with a different title. Yeah privateers were not allowed to attack any ship they chose, but in my defense this is a GAME.

  • @prodigy-burns said in Rival War Factions(A Solution To PvE and PvP?):

    @sweltering-nick "a doctor can be a stripper in his spare time, but not all strippers are doctors."

    Horrible analogy as both professions take an obviously different set of skills I would not trust a stripper to be my docor. If you can be a pirate it stands to reason you can be a privateer however as you're essentially doing the same thing, but with a different title. Yeah privateers were not allowed to attack any ship they chose, but in my defense this is a GAME.

    There are actual cops that use their cop uniform for stripping... Your bias against strippers is irrelevant. xD

    Any yes, any pirate can BECOME a privateer, and any Privateer can become a pirate once more... But as long as they are a privateer, they are not a pirate, as they are pardoned by the government they work for. : /

    Sorry man, privateers aren't strictly pirates. : /

  • @sweltering-nick No they're still pirates after becoming privateers, they simply aren't deemed as such as by their respective government. If a pirate/privateer ship were to leave allied territory the opposing enemy as well neutral ships would still view them as pirates.

  • @prodigy-burns said in Rival War Factions(A Solution To PvE and PvP?):

    @sweltering-nick No they're still pirates after becoming privateers, they simply aren't deemed as such as by their respective government. If a pirate/privateer ship were to leave allied territory the opposing enemy as well neutral ships would still view them as pirates.

    Using that logic, any seafaring vessel that isn't allied with your government would be a pirate, even seafaring vessels from other governments... In which case, the title of pirate loses meaning, as it applies to everyone on the sea.

    Do you see the problem here? Privateers are military, they're not pirates... Propaganda from enemy perspective is irrelevant. They may see privateers as pirates, but that still doesn't make them pirates...

    For instance i may see you as an idiot, but does that make you an idiot? Of course not.

  • @sweltering-nick "Using that logic, any seafaring vessel that isn't allied with your government would be a pirate, even seafaring vessels from other governments... In which case, the title of pirate loses meaning, as it applies to everyone on the sea."

    I don't know where you got that idea as obviously non-hostile ships wouldn't be pirates, nor anyone who's an official member of the Navy. You're really just arguing semantics at this point, but here's the definition of pirate:

    "pi·rate
    ˈpīrət
    noun
    plural noun: pirates
    1.
    a person who attacks and robs ships at sea."

    A definition that's easily applicable to privateers, neither term is mutually exclusive.

  • @prodigy-burns "A definition that's easily applicable to privateers, neither term is mutually exclusive."

    You have heard of those captains and admirals that are not privateers and also perfectly fit that description, right? Military people... Seeing as we're going to ignore the "criminal" part of being a pirate, the entire naval section of the military fits the description too, laddie.

    Do i need to say this again, or are you finally going to comprehend the point i am trying to make here? :P

  • @prodigy-burns Well yeah Rare might not want it but it's the only way to do it. Because otherwise you have members of the fleet acting like complete idiots, going off doing their own thing, or firing on the fleet's own ships. Platers can't be controlled unless it was a dedicated objective based mode but keeping to the open world the only way to make it work would be to have NPC's on the fleet ships and you'd just be helping out in those missions

  • @sweltering-nick You haven't made any point, you're simply being dismissive of evidence placed in front of you. In your view pirates are strangely limited to working alone and attacking random vessels which is factually not the case. Your definition clearly doesn't match the textbook definition, so to be blunt ther's no validity to your claim that a pirate and privateer must be these two separate things.

  • @prodigy-burns You're not even paying attention to what i'm saying, lol... Waswrong witchu?

    "In your view pirates are strangely limited to working alone"

    Not even close.

    "and attacking random vessels which is factually not the case."

    And factually not what i'm saying.

    "Your definition clearly doesn't match the textbook definition"

    For any person who's paying attention, yes it does.

    "so to be blunt ther's no validity to your claim that a pirate and privateer must be these two separate things."

    Yes there is, for the very reason that a pirate and privateer have different definitions, and for another reason that pirate and privateer are not the same bloody word, omg.

  • We don't need rival factions.
    We don't need to distinguish between PVE and PVP ships.
    We just need people to accept this is a PVP game with PVE elements and they need to adapt or find a new game.
    Players need to adapt to the game, not make the game adapt to them.

  • @wraith-04 Well I do think there should be negative consequences for attacking allied or neutral ships though I just want to avoid a harsh punishment as I don't want a situation where the server is mostly neutral ships and rival faction ships don't have any options to attack, but I'll try to work on defining those rules clearly.

  • @sweltering-nick Again semantics. I'll hear out any of your argument about negative impacts of gameplay, but this is essentially a "cat" vs "feline" argument. One term is broad, one more specific, but both accurate.

  • This seems like an overly convoluted way to do something that doesn't stop people from PvPing in any meaningful way. It attempts to create "sides" and additional rewards for PvPing apart from stealing loot/supplies. Its also built on top of the premise that there is a problem with PvP in a game designed around PvP potential in all social engagements with other crews...

    The PvP is generally fine, there is no real consequences for losing loot, your not stopping another player from progressing to a new area kind of like an MMO would have. People can fight it out and the worst thing that happens to them is they don't get some cosmetic as fast. PvErs need to stop worrying about progressing so much.. its not that important in this game and its designed that way so everyone can engage in PvP without losing anything significant.

  • @prodigy-burns said in Rival War Factions(A Solution To PvE and PvP?):

    @wraith-04 Well I do think there should be negative consequences for attacking allied or neutral ships though I just want to avoid a harsh punishment as I don't want a situation where the server is mostly neutral ships and rival faction ships don't have any options to attack, but I'll try to work on defining those rules clearly.

    Don't waste your time working on rules. Spend your time learning to use your spyglass and avoid other ships. We don't need to change the game. We need to help players adapt.

  • @prodigy-burns "I'll hear out any of your argument about negative impacts of gameplay, but this is essentially a "cat" vs "feline" argument."

    Nope... Oh god how much i wish you just googled the s**t you claim... That would be so nice. But since you refuse to educate yourself, i'm forced to try and convince and uneducated stubborn fool the difference between a military contractor, and a criminal that attacks and robs ships.

    But hey, why would you educate yourself? I bet you think that if you stay ignorant, your arguments will keep looking good, right?

    Except pretty much everything you say is irrelevant given your lack of knowledge on the subject.

    I'll say this one last time... A privateer is not a criminal, and can therefore not be, a pirate.

    This is indeed a discussion about semantics, so trivializing my arguments by calling it semantics just makes you look like an idiot, dude... Even in semantics, there is right and wrong... It's like walking into a science class and listening to a teacher explain how a chemical reaction works and you just scoff and say "pfeh, that's just science". :P

    We're speaking English, right? Then let's stick to English definitions, shall we? That's the one thing we have in common, your personal perception of privateers? Completely irrelevant. :P

  • The sibling system can be interesting for players if there is a reward for the key.

    Imagine the following system.

    There is the snakes' treasure and the shark's treasure, the player chooses at the beginning of each month the treasure he wants to join : shark, snake or neutral.

    At the end of the month, the fraters who have the most points will allow the siblings to win for example:

    • 5000 gold.
    • 500 xp in the guilds of the game.

    To win points you have to attack players from the clan opposite.

    • Killing an opponent earns 20 points.
    • Sinking a ship brings in 50 points.

    Clans start with 50% "clan reputation" and as the month progresses, one clan takes over the other.

    A player who chooses no clan during the first week of the month will be considered "neutral" and will not be able to join a clan until the following month.

    Matchmaking will make sure to group players by clan. for the players forming a guild on the forums, they will have to choose together a clan at the beginning of the month to group together or remain neutral during the month to group with anyone but he will not win any reward at the end of the month.

    In the worst case, it will take a month to gather with friends if you are in a different clan.

  • @knobiealix
    I think this is just a terrible idea, It's better just to keep everyone "neutral" because a huge part of the fun in this game is... unknown player desires and dynamic social interactions because of that.

    Your kind of enshrining a deathmatch setup on all servers by creating factions that are tasked with murdering all opposing teams... there is no particular reason to not go after neutral ships either... the Galleon crew I play with often attacks both sloops and Galleons to steal supplies... which is a surprisingly accurate to real life pirates.

  • @sweltering-nick Honestly this conversation wouldn't have lasted this long if you just stuck to definition as it's written, but it's not the book definition, it's YOUR definition. I gave you the straight up definition, I truly don't get why this is still a debate other than stubborness.

    "It's like walking into a science class and listening to a teacher explain how a chemical reaction works and you just scoff and say "pfeh, that's just science".

    And if that teacher had any shred of credibility he would agree it's science, but he'd say the "science of composition," for clarity.

  • @savagetwinky a dit dans Rival War Factions(A Solution To PvE and PvP?) :

    @knobiealix
    I think this is just a terrible idea, It's better just to keep everyone "neutral" because a huge part of the fun in this game is... unknown player desires and dynamic social interactions because of that.

    Your kind of enshrining a deathmatch setup on all servers by creating factions that are tasked with murdering all opposing teams... there is no particular reason to not go after neutral ships either... the Galleon crew I play with often attacks both sloops and Galleons to steal supplies... which is a surprisingly accurate to real life pirates.

    I agree with you.

    In my previous post, everyone can shoot themselves, even those of the same siblings to steal the boats, but attacking an opposing sibling earns points to have the rewards at the end of the month. Neutrals are those who have no siblings and who will not have a reward at the end.

    Overall the game is the same, everyone is a pirate, but with an additional PVP system that allows a reward at the end of the month.

    The neutral status is only for one thing : To prevent a player from choosing the winning clan two days before the end of the month and to win the reward without having done anything !

    Well, there is also the matchmaking which will have a small modification, but nothing serious ...

    Overall it looks a bit like the clans in the game Nintendo Splatoon when you are asked to choose "cat" or "dog" and then the clan with the most victory wins the battle of the month.

  • @knobiealix said in Rival War Factions(A Solution To PvE and PvP?):

    @savagetwinky a dit dans Rival War Factions(A Solution To PvE and PvP?) :

    @knobiealix
    I think this is just a terrible idea, It's better just to keep everyone "neutral" because a huge part of the fun in this game is... unknown player desires and dynamic social interactions because of that.

    Your kind of enshrining a deathmatch setup on all servers by creating factions that are tasked with murdering all opposing teams... there is no particular reason to not go after neutral ships either... the Galleon crew I play with often attacks both sloops and Galleons to steal supplies... which is a surprisingly accurate to real life pirates.

    I agree with you.

    In my previous post, everyone can shoot themselves, even those of the same siblings to steal the boats, but attacking an opposing sibling earns points to have the rewards at the end of the month. Neutrals are those who have no siblings and who will not have a reward at the end.

    Overall the game is the same, everyone is a pirate, but with an additional PVP system that allows a reward at the end of the month.

    The neutral status is only for one thing : To prevent a player from choosing the winning clan two days before the end of the month and to win the reward without having done anything !

    Well, there is also the matchmaking which will have a small modification, but nothing serious ...

    Overall it looks a bit like the clans in the game Nintendo Splatoon when you are asked to choose "cat" or "dog" and then the clan with the most victory wins the battle of the month.

    The game isn't the same, your explicitly incentivizing a particular way of playing. Your missing the point of the current structure, you can rank everything by PvE but you can supplement those merchants through PvP also... there is no push in any direction. Your pushing towards a PvP system because you can get PvE rewards while PvPing and get additional rewards exclusive to PvP.

  • I suggested that in the menu when we determine the crew size, we would vote on how the crew aligns their business with. The vote result would be indicated by the background colour of our flag on top of the main mast. Based on result our business would either involve PvE activities or PvP activities.

    Paired with the suggestion in this topic, the outcome would be much more interesting. We could see British, Spanish and other crews divided into factions presented by countries. Then giving how they align, they would be further titled privateers, buccaneers, pirates and alike.

    However, the mere gold penalty suggested is not very imaginative. I would like to see some immersive variables in play that involve situational dependencies instead. For example, just adding a respawn delay isn't immersive enough, but the Ferry of the Damned was a splendid way to add it into the game.

    However, I think the ship spawn frequency might need to be tweaked in order to make the suggestion in this topic to work well enough.

  • @prodigy-burns

    pirate
    ˈpʌɪrət/Submit
    noun
    1.
    a person who attacks and robs ships at sea.
    "a pirate ship"
    synonyms: freebooter; More

    Let's take a look at the word "rob" shall we?

    rob
    rɒb/Submit
    verb
    take property unlawfully from (a person or place) by force or threat of force.
    "he tried, with three others, to rob a bank"
    synonyms: steal from; More

    Pirates have to be criminals...

    Now seeing as privateers have been sanctioned by their government/highest authority to attack enemy ships and ALLOWED to take whatever spoils they find for themselves, they're not doing anything unlawfully are they? They're not committing any crimes, they're literally just participating in war... Just another soldier.

    I stuck to the definition... It's just that YOU didn't know the definition, 'cus you don't pay attention... Even though i've been telling you multiple times, it just doesn't enter your skull... probably still hasn't.

    Your mental gymnastics are probably still preventing you from learning something new...

    Analyze language, don't just lazily make claims.

    "but it's not the book definition"

    It absolutely is.

    "it's YOUR definition."

    Nope.

    "I gave you the straight up definition"

    Yes, you did, except you didn't pay attention to it, did you? Your reading comprehension is rather shallow.

    "And if that teacher had any shred of credibility he would agree it's science, but he'd say the "science of composition," for clarity."

    You totally missed my point there, l**o...

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