Trinkets that give you perks.

  • @threezool I knew how to do those after a 3 hour sit down! As said before...not very much "skill" needed in this game.. you cant even snipe headshots lol It needs upgrades to add depth! The game is shallow

  • @threezool

    I don’t think it would really divide the community as the ships already lose all loot when you log off, so if you log off you have to re-find the trinkets. It would add some much-needed depth in my mind. However, each bonus should come with a distinct drawback.

  • I don't mind adding unique items that offer perks - but not perks that impact PvP to any real extent (other than maybe being able to hold more ammo/supplies).

    OR the perk items only exist for your current session or specific time period. So, you find the Conch Shell of Ship Speed .... but once you log off or an hour passes ... the perk is gone.

  • @omnimushu sure one ship could hoard them all, but since they would only have one activated at a time they wouldn't be this enormously unfair threat. You can still sink them. Then they lose all of their hoarding.

    It's not like it's impossible to kill someone with a 10% health buff. Also it would feel more satisfying to kill someone that has a minor advantage. Then steal the trinket and now have it.

    Plus they aren't all stat changes. Some trinkets could not really effect combat at all. Like maybe there's one that just makes snakes not spit at you.

  • @jor-damn569 said in Trinkets that give you perks.:

    @lord-of-goats you wouldn't be able to just switch them on and off in like a menu screen. Maybe there's a pedestal you have to put the trinket on. One you have to physically take off one item, drop it, pick up another, place it back on the pedestal to activate it. You would need to run to the pedestal every time to switch.

    There's always the chance someone jumps on your boat and steals it. Or you get sunk and lose everything.

    Right. So like moving a chest, or whatever. That's effectively a menu if I have 20 items ordered nicely by the pedestal.

    On a sloop, there's basically no place to put it that doesn't mean it takes a few seconds. On a galleon, you can have the repair guy also be the pedestal guy.

    What you meant to say is that once I put something on a pedestal, all other trinkets I own immediately self destruct, so that if I want to change, I need to find another.

    But the fact that you didn't even go there shows how little you've thought about this, and how little you're able to think about it.

    We can continue to argue over this, but it's a pointless post, because Rare have said, repeatedly and categorically, that giving any kind of player any kind of boost over a level 0 is something they're simply never doing.

  • @lord-of-goats I'm not arguing. This is a discussion. The self destructing trinket idea is definitely an interesting possible solution. I don't think it's necessary tho. I feel like having to physically switch them would be enough to distract someone into making a fatal mistake and losing it all eventually.

    You're being pretentious when you say "you didn't even go there". You're the kind of guy who always thinks he's the smartest guy in the room huh? I have a friend like that.

  • @threezool How do you Know if you are getting better if you keep fighting new players ? Becoming a pirate legend should make you feel like you are one. If you become one and can’t even fight some Fresh sailors then you are not a legend.

    It’s the way I feel.

  • @jor-damn569 said in Trinkets that give you perks.:

    @lord-of-goats I'm not arguing. This is a discussion.

    Discussion and argument are essentially synonyms.

    You're being pretentious when you say "you didn't even go there". You're the kind of guy who always thinks he's the smartest guy in the room huh? I have a friend like that.

    "A friend". Heh.

    Nope. I'm usually the dumbest guy in the room. I'm currently sitting with a couple of PhD students, and they're definitely smarter than me. But that's not even relevant.

    The fact is that you didn't give this any thought at all before posting. And you can't possibly think that posting something with zero thought on any kind of internet forum is a good idea? You're going to get lit up.

    If you'd given a well-considered set of reasons why this was a good idea, how it could be balanced and some examples in your first post, instead of shameless bumping yourself with replies to yourself for ideas for poorly conceived perks, you might have fared better.

    You might argue that you hadn't thought of those ideas when you first posted. Which only underlines further how little thought you'd given.

    Again. When posting online, ensure you've spent more than 25 seconds thinking about something, or expect to get shot down.

  • @xxxhellhammer You become better by playing the game, learning how it works and using tricks that new players might not even be aware of. That was how it worked before in older games where you actually had to learn how to play them and all the little quirks.

    Getting "better" by artificially increasing some stats is in the end just a grind and in the end every one except new players will be on the same level anyway and that just excludes new players and then we are stuck in the same situation again anyway.

  • @my-dirty-muffin So your definition of "depth" is having a advantage over other players?

    The depth in the game is that every one is equal and to overcome some one you have to have actual skill and a better strategy. Not the "faked" skill like perks, stats or levels.

  • @deadtree-alive Yah this is a edge case but as some one mentioned, if some one has something in the game that another one does not it is a advantage and that goes against the vision RARE has for SoT.

  • @Lord-of-Goats Discussions are not essentially arguments. If you believe that then you must be depressed or something.

    Imagine someone jumping on the boat and stealing the trinket. Boom someone has to switch it to another trinket they weren't planning on using. You could argue, oh well then just change tactics to suit the other trinket. And I would say, that now the other person has a trinket too if they can make it back to the ship.

    The point I'm trying to make is that I think this is a good idea. The gameplay needs more flavor. I want a discussion to see how to iron out the kinks. You want an argument because you want to contradict.

  • @threezool not the advantage.. but what I have to do to get it is where the depth is... again..what strategy? Spawnkilling with a blunderbuss? The game feels like its ment to be a intro to FPS it's so basic..

  • @my-dirty-muffin Or learn how do avoid the blunderbuss instead and learn some tactics how to do that. Instead you want better stats and/or that the blunderbuss to be removed because you cant beat it.

    So in this case its not about a lack of depth but the lack from you to learn new ways to overcome some one else tactics and weapons. You rather take the easy way out and just grind a game with time to get artificially better.

    The depth in this game IS that it is a equal playing field where every one has the same equipment and the difference is skill in how to use them and tactics in how to apply your skills in the best possible way.

  • @jor-damn569 The WHOLE idea of the game is to have no power progression. Play a different game if you don't like that.

  • @threezool I do fine in PvP encounters. Dosn't means its fun! You can see my blunderbuss topic if you would talk about that now.. You don't think you'll have more fun if they add more stuff to the game? You defend the games basic blueprint like its perfect the way it is...its not. I like exploring and digging up treasure! If i find a rare item Awesome! Who cares if i walk faster because of it? Its about FUN!

  • @x1-two The whole idea of the game is to be more pirate! And this is Feedback forums... this is my feedback..not a great point to say go play somthing else if I think this will make the game better

  • I agree - this would be cool.

    Treat it like rogue-like progression. Every time you log off or sink - you lose all your upgrades. The longer you play, the more random perks you can unlock.

    Or - how about slots on your ship. You put them in and they're locked until you sink, log off, or they're stolen. You can't remove them yourself. The effect isn't decided until it's locked in. These effects could be positive, negative, or weird/silly. That way there's a risk to plugging them in.

    To not alter PvP - the effects could just be pve based. If they effect damage / resistance - then only make it vs pve encounters, not player characters.

  • @threezool that’s why he said the perks don’t stack .... not that overpowered at all As long as the perks don’t stack and the attributes don’t carry over server to server .

  • @my-dirty-muffin Sure they can add new content, that is not the issue here. The issue is what kind of content they add and any content that gives a advantage to any one player at any time goes against the vision of the game letting any one join at any time and contribute just as much as the 100+ hour players.

    I enjoy the game due to it being just that, a game of skill and tactics when it come to PvP where i know that no mater how little i play i can still compete and wont be left behind. There are games that reward players for the time they commit to a game and making them "stronger" but this is not one of them.

    Why change the one game that is actually unique in some way and make it in to all the other hundreds of games we already have? Play them instead and let us that enjoy this type of game-play have this one game for once.

  • @lord-of-goats said in Trinkets that give you perks.:

    @jor-damn569 Awful idea, poorly thought out.

    You're rewarding players with no life, like me. I regularly play 10+ hour play sessions (I'm lucky, I'm semi-retired). If I had a choice of 20 small boosts that I could flip on and off, I would be unstoppable. Go a little faster when being chased or chasing. Swim underwater forever... with gunpowder. Change the wind to screw with other people because I don't care, but I find it funny to wreck their fun. Get close to other players and cast a storm. More supplies is insanely imbalanced. If I have 10 bananas, I win all PvP encounters, and 15 cannonballs gives me a 50% advantage in combat.

    Just no.

    Read the damn post before spouting stuff like this mate - you missed the entire point in which he states trinkets can’t stack or move to other servers .

  • @hawaiin-skunk But hes still not wrong, players with tons of time that stays on the same session would have a huge advantage over players just joining. And in the end if they were easy to find then every one would have them any way and we are back to square one.

  • @threezool But who cares??? You can find the stuff too. Its even and encourages people to search islands for stuff. They also don't get to keep them. Its a good idea that compromises with people who want stats.

  • I don't like it.

  • @hawaiin-skunk said in Trinkets that give you perks.:

    Read the damn post before spouting stuff like this mate

    Oh sweet irony, how wonderful you are. @Threezool has already made it pretty clear you're the one who's misunderstood.

  • @my-dirty-muffin But it's not even. Assuming equal player skill, any advantage swings things in the favour of the owner; if it's a random pickup that I get, then the player who has been on the server for the longest time has all the advantages, because they can pick whichever perk is best for the current situation. Even if it took a minute to switch them, that's still more than enough time, given you always have at least a minute to plan. If it's a case of one trinket for the entire play session, then everyone's taking the speedy one.

    For PvE, I love this idea, but when you include PvP (which you have to), you must realise this is fundamentally flawed, because all it does is reward no-life griefers.

    If you flipped it and let the gems give sweet, sweet cosmetic rewards for the ship (rainbow flashing lights, shark tooth paint on the hull, barnacles) then that's an idea which is implementable.

  • What about only three trinkets? one that adds +10% dmg, but -10 reload time, one that adds +10% reload time but -10% speed, and one that adds +10% speed and -10% dmg that every player has when they start the game and each crew member can pick differently?

  • @lord-of-goats I have like 5 hours to play on weekends and I don't even care about the no life people... I don't get the absolute fear of someone with a 5% damage buff... I think the idea had potential if done right and could add depth to this game. I know there is a large chunk of the community that wants something like this, including myself. The people against it assume worst case everytime! Which I don't get..if someone gerifs move on to a new server...no big deal. These buffs could even out odds for people who play solo and get bullied by 4 man crews.

  • @threezool I guess I'm not clear enough, because I do agree with you, but I don't know how to explain it haha

  • They want give perks that gives advantages to players BUT it would be a great cosmetic, adding Necklaces and rings that you can put on. Like the Tattoos everyone wants !

    Sort of Funny I can have a Gold Gun but Not a Golden Skull Necklace lol

  • @king-david-73 said in Trinkets that give you perks.:

    I agree - this would be cool.

    Treat it like rogue-like progression. Every time you log off or sink - you lose all your upgrades. The longer you play, the more random perks you can unlock.

    Or - how about slots on your ship. You put them in and they're locked until you sink, log off, or they're stolen. You can't remove them yourself. The effect isn't decided until it's locked in. These effects could be positive, negative, or weird/silly. That way there's a risk to plugging them in.

    To not alter PvP - the effects could just be pve based. If they effect damage / resistance - then only make it vs pve encounters, not player characters.

    Yeah I like the perk being "locked in" until the ship sinks. You should be able to steal it off of someone else's boat tho.

    Also to increase risk of having one maybe all off the lanterns are stuck on and they are green or blue or something. That would act as a sort of beacon to other players so they can attack or avoid.

  • I love the idea of relics/artifacts (and I made a thread last week about it, didn't get much traction though).

    I think the way to do this properly is:

    • No permanent trinkets (obviously) - treat them like loot, they are tied to the server and not your character.
    • Limited use on trinkets - either time limited or a "charge" system that depletes when you activate the trinket. If you're no-lifing a server for 10 hours you can accumulate a bunch, sure, but aren't permanently overpowered.
    • All of them should be sellable for a substantial rep/gold gain, but only when full charged/unused. Creates a fun gameplay dynamic where you have to decide whether to cash out or use it for a gameplay benefit.
  • @sanssariph said in Trinkets that give you perks.:

    I love the idea of relics/artifacts (and I made a thread last week about it, didn't get much traction though).

    I think the way to do this properly is:

    • No permanent trinkets (obviously) - treat them like loot, they are tied to the server and not your character.
    • Limited use on trinkets - either time limited or a "charge" system that depletes when you activate the trinket.
    • All of them should be sellable for a substantial rep/gold gain, but only when full charged/unused. Creates a fun gameplay dynamic where you have to decide whether to cash out or use it for a gameplay benefit.

    I was just about to suggest something similar. I like the idea of findable boons that can be used strategically to some extent. But I think they shouldn't be worth a lot and more abundant, and maybe consumables, and some be purchasable.

  • @savagetwinky said in Trinkets that give you perks.:

    @sanssariph said in Trinkets that give you perks.:

    I love the idea of relics/artifacts (and I made a thread last week about it, didn't get much traction though).

    I think the way to do this properly is:

    • No permanent trinkets (obviously) - treat them like loot, they are tied to the server and not your character.
    • Limited use on trinkets - either time limited or a "charge" system that depletes when you activate the trinket.
    • All of them should be sellable for a substantial rep/gold gain, but only when full charged/unused. Creates a fun gameplay dynamic where you have to decide whether to cash out or use it for a gameplay benefit.

    I was just about to suggest something similar. I like the idea of findable boons that can be used strategically to some extent. But I think they shouldn't be worth a lot and more abundant, and maybe consumables, and some be purchasable.

    Maybe a mix of both types? For me having them be valuable is part of the appeal, like you're actually finding an ancient cursed skull with dark power that you can use for yourself (once) or sell it to the Order of Souls for a hefty commission. Or you find a magical compass that points you towards valuable hidden treasure/shipwrecks, but if you use it for more than a couple of minutes it breaks. You can sell it to the Gold Hoarders before it breaks.

    Then you could also have more common/mundane things like potions and other consumables.

  • @sanssariph said in Trinkets that give you perks.:

    Maybe a mix of both types? For me having them be valuable is part of the appeal, like you're actually finding an ancient cursed skull with dark power that you can use for yourself (once) or sell it to the Order of Souls for a hefty commission.

    Then you could also have more common/mundane things like potions and other consumables.

    maybe... but the idea of giving players something too powerful might offset the balance. If anything players should be easily findable once they have it and it should be a player driven "event" like the skull fort for others to acquire it. Then maybe instead of giving it a lot of power make it so they have a voyage to power it up and they are increasingly stronger in some way during that voyage, but a cloud follows them so everyone knows exactly where they are. Then at the end, it will be worth a lot.

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