Ferryman's Coin

  • I suggest adding an old coin that can be picked up by players. it randomly spawns on islands and is very rare to find. when picked up the coin stays in the players inventory and when they next die, they have the option to give the coin to the ferryman who will then open the spawn door instantly. the coin can be used only once and they vanishes from your inventory.

    Another option could be to have the coin be used up on death right away so players will need to store the coin on the ship until they need it, for example if they are being boarded. this is to avoid using the coin if the player is only hunting skeletons and doesn't want to waste the coin on a death like that.

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  • Someone watched Ready Player One recently...

  • @atari-cartel i haven't seen that movie yet, im guessing there is something like this/the same in the movie haha

  • This would provide a clear advantage to the person using the coin in battle as opposed to one who doesn't have a coin. So its gonna be no for me. I'm opposed to anything that would offset the balance of the game.

  • @atari-cartel
    I HAVE

  • @zep-darkwater said in Ferryman's Coin:

    This would provide a clear advantage to the person using the coin in battle as opposed to one who doesn't have a coin. So its gonna be no for me. I'm opposed to anything that would offset the balance of the game.

    Are you against a ship having powder kegs on-board and using them in battle? It is pretty much the same thing. As long as the coin has a 1-time use and you would still have to find said coin first, it is not going to shift balances any more than a keg.

  • @rsgtivr6 No. I'm not against having powder kegs and they are not the same thing. They are in no way rare. Anyone who has played the game for a while knows exactly where to go get them. You said the coins would be very rare which means not all would have them.

    Secondly having a powder keg does not make it instantly get used in the correct way. You have to figure out how to correctly apply a tactic in which to make it work. The coin would simply activate upon death.

  • @zep-darkwater said in Ferryman's Coin:

    @rsgtivr6 No. I'm not against having powder kegs and they are not the same thing. They are in no way rare. Anyone who has played the game for a while knows exactly where to go get them. You said the coins would be very rare which means not all would have them.

    Secondly having a powder keg does not make it instantly get used in the correct way. You have to figure out how to correctly apply a tactic in which to make it work. The coin would simply activate upon death.

    Per OP's first post:

    @s0ul-phoenix said in Ferryman's Coin:

    ...when picked up the coin stays in the players inventory and when they next die, they have the option to give the coin to the ferryman who will then open the spawn door instantly. the coin can be used only once and they vanishes from your inventory.

    This is what I was going by. The other part was another option, which I agree, is not a good idea. It should be directly paid to the ferryman. This inserts possibility of error/lapse of memory. It also adds the need to go up to him and pay, which adds some time to the door opening and doesn't make it instantaneous.

  • @rsgtivr6 Its still highly advantageous for a person that has a coin. I just think it would be a little too strong. Imagine you board a boat kill it's occupant and begin to search for treasure. You are expecting to have a few moments to do your business and leave, the player pops up and kills you.

    Perhaps you are in a small crew and are fighting a galleon and seem to be winning one or two players with coins could shift the entire balance of the battle.

  • @zep-darkwater said in Ferryman's Coin:

    @rsgtivr6 Its still highly advantageous for a person that has a coin. I just think it would be a little too strong. Imagine you board a boat kill it's occupant and begin to search for treasure. You are expecting to have a few moments to do your business and leave, the player pops up and kills you.

    Perhaps you are in a small crew and are fighting a galleon and seem to be winning one or two players with coins could shift the entire balance of the battle.

    That just adds to the suspense. Just like boarding a sloop thinking there is only one man on board, but another pops up that you didn't see. Also being rare, it's not like everyone will have one. Maybe have one per server at a time, and if unused after player log-out, it goes away and re-spawns in the world again. It is a very minor advantage. Not any different than me having 2-kegs on board and you following me with none because you just started off. You would be at a severe disadvantage at that point.

  • @rsgtivr6 It still adds an advantage. Anything that favors one player over another whether its an item or mechanic is unbalanced. Sorry we will just have to agree to disagree on this one.

  • I'd love to see cool little "functional" relics and trinkets like this in the game - I made a detailed post with more suggestions this morning. They'd make treasure hunting way more exciting. This example in particular I think is super clever and pretty balanced.

    As a bonus I'd say you should be able to sell the coin to the Order of Souls or Gold Hoarders for a hefty fee and bonus rep, letting you weigh the utility of a game-changing fast respawn (say, at a skeleton fort) versus the reward for parting with it.

    Make these items despawn when you quit (don't persist between sessions) like other loot and you're golden. Everyone on a server has an equal chance at finding cool stuff during their session.

  • @atari-cartel said in Ferryman's Coin:

    Someone watched Ready Player One recently...

    You did?

  • @sanssariph
    I love to weigh tactical advantageous vs monetary greed. Often times I will hold onto a gunpowder barrel thinking I can get 150 bucks for this. I'm 100 percent for tactical relics of all sorts. I say begin with enchanted compasses, spyglass, instruments, watches and lanterns. What about a lantern that sucked the light out of the world (making fighting a dark wielder more difficult). What about a compass that didn't show true north but instead directed you towards the most valuable treasure on the island. What if a mystic spyglass acted like an xray and could spot treasure chests below sea and below sand. How about a jiggly puff accordion that when played correctly lulled enemies to sleep. As I've said numerous times the possibilities with this inventory could be infinite and it wouldn't be difficult to code these tools into the game and also wouldn't tremendously throw off the balance. I think enchanted relics would be the x factor this game is seriously deprived of.

  • @unkeptbean6214 said in Ferryman's Coin:

    @sanssariph
    I love to weigh tactical advantageous vs monetary greed. Often times I will hold onto a gunpowder barrel thinking I can get 150 bucks for this. I'm 100 percent for tactical relics of all sorts. I say begin with enchanted compasses, spyglass, instruments, watches and lanterns. What about a lantern that sucked the light out of the world (making fighting a dark wielder more difficult). What about a compass that didn't show true north but instead directed you towards the most valuable treasure on the island. What if a mystic spyglass acted like an xray and could spot treasure chests below sea and below sand. How about a jiggly puff accordion that when played correctly lulled enemies to sleep. As I've said numerous times the possibilities with this inventory could be infinite and it wouldn't be difficult to code these tools into the game and also wouldn't tremendously throw off the balance. I think enchanted relics would be the x factor this game is seriously deprived of.

    Great stuff, this is exactly what I've been wanting, though I think anything that provides a measurable PvP advantage (like the accordion) needs to be limited use to prevent other players from getting frustrated. Maybe that kind of stuff would get dropped from your inventory on death, too, so that other pirates can take it off of you.

  • @zep-darkwater said in Ferryman's Coin:

    @rsgtivr6 It still adds an advantage. Anything that favors one player over another whether its an item or mechanic is unbalanced. Sorry we will just have to agree to disagree on this one.

    It could be argued that 3-4 people in a galleon vs. 1 person in a sloop favors the former over the latter, though it is an essential game mechanic. There are already many ways to gain an advantage over other players; the thing is that most (if not all) of them are temporary. Powder barrels are gone once used; as are cannonballs and bullets. I think that it could work fine as long as it was one-use only; this would force the person holding it to be somewhat strategic in its use, as once it's gone, it's gone, and if they mess up and use it at the wrong time (e.g., if their ship is starting to sink when they die), then it's wasted and provides no real advantage, whereas if they're smart, they can use it and potentially save their ship and/or loot, but only once, so if they die again, that's it: they're stuck on the ship until the doors open.

  • @unkeptbean6214 said in Ferryman's Coin:

    @sanssariph
    I love to weigh tactical advantageous vs monetary greed. Often times I will hold onto a gunpowder barrel thinking I can get 150 bucks for this. I'm 100 percent for tactical relics of all sorts. I say begin with enchanted compasses, spyglass, instruments, watches and lanterns. What about a lantern that sucked the light out of the world (making fighting a dark wielder more difficult). What about a compass that didn't show true north but instead directed you towards the most valuable treasure on the island. What if a mystic spyglass acted like an xray and could spot treasure chests below sea and below sand. How about a jiggly puff accordion that when played correctly lulled enemies to sleep. As I've said numerous times the possibilities with this inventory could be infinite and it wouldn't be difficult to code these tools into the game and also wouldn't tremendously throw off the balance. I think enchanted relics would be the x factor this game is seriously deprived of.

    While I'm not entirely certain what you're describing with the lantern (would it make the person wielding the lantern more difficult to fight because you can't see them as well?), I do like most of these ideas, except for perhaps the accordion (or concertina, as it is actually known); that seems like it could be abused, or at least provide a somewhat unfair advantage over another player (unless the magic ability disappears after 1 or 2 uses, but even then...). That being said, I think stuff like this is needed in the game, as you said. It would certainly make the game not only more entertaining, but open up more possibilities for players as well, which is always a good thing.

  • @dredpiratedski yea I haven't put much thought into the balancing and tactility of the objects because well I'm not paid to do so. But somebody on the developmental side of this game should dedicate the 4 seconds of a day and make these relics a reality. It would be really cool

  • I have been chewing on this idea for a few days and still really love it. I'd probably suggest moving the Ferryman closer to the door (only if you have a coin on hand), both as a reminder that you have one and to avoid needing to run up and down the stairs, sort of defeats the purpose of respawning sooner.

    Or you could just "use" the coin in front of the door and not hand it directly to the Ferryman.

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