Crabs, Fishing, Merchant Alliance

  • Many were expecting crabs to be introduced with The Hungering Deep.  This is my concept for introducing crabs to the game. This concept is based in reality and has many relevant aspects that would only add to the core experience of Sea of Thieves.  In the Pacific Northwest, USA, recreational crab fishing (otherwise known as “crabbing”) is carried out in the following way:

    1. One to two people set out on a small aluminum boat carrying approximately three crab traps (also known as “crab pots”).
    2. At some distance from shore, the crab fishermen load the traps with bait and drop the traps to the bottom of the sea at about 100-300 ft. The traps are designed to attract crabs which enter the trap through a one-way gate.
    3. Traps are spaced in a grouping with varying distances and depths according to the fishermen.
    4. After a day or two, the fishermen return to the traps.  Traps are located by their uniquely colored floating buoy which is visible on the surface of the water.  The buoy is attached with a rope which is connected to the trap at the bottom of the sea.
    5. The fishermen then pull the traps by hand or with a motorized winch and collect the crabs based on the legal species, sex, or size of the crab.

    This method has a number of intriguing aspects which I believe would translate well into Sea of Thieves’ gameplay:

    1. Crab fishing could be incorporated into the already existing merchant alliance faction or as part of a rumored upcoming fishing faction.  This would allow a different experience than the current animal gathering system.
    2. This system integrates with the randomized reward structure of treasure already in the game.  To illustrate, pulling a trap to the surface could yield different values or quantities of loot (e.g.  golden, red, or blue crabs).  This is similar to the system of finding a captain’s chest verse a seafarer's, for example.
    3. Loot quality and quantity could also be regulated by variables such as: time traps are in the water, quality of bait used, quality of trap used, distance from an outpost, shoreline, or other traps.
    4. The player would have to mark on their map the location of the traps, so as not lose track of where they were left.
    5. Storms over traps could cause traps to be lost.  Indeed, in real life, traps are lost from a changing tide or other natural causes.
    6. This system could be tied into a daily or weekly quest similar to other games to encourage regular play.  For example, set your traps on a given day and return in 24 real-life hours to collect.
    7. Traps' buoys could support a customizable flag system unique to the player – perhaps one that matches your sails or the flag at the top of the mast.
    8. This system adds more character to the open seas which go beyond the current elements of shipwrecks, floating barrels, and unmarked islands.
    9. Adds the possibility of pulling up random loot such as a chalice, sunken chest, or skull.  Adds the possibility of pulling up a new AI threat (we often pull up other creatures in our real traps).
    10. Traps should unquestionably be able to be looted by enemy players.  This encourages another form of Pirate-like player interaction.  As the crab fisherman: do you stay locally and watch your traps or venture out on the seas and return later?  As the potential crab poacher: how long has that trap been down, is it worth it, are you being watched?
    11. The anticipation of what might be in the trap is fun in real life and is a worthy game experience.  As a player, I personally I love the moment before opening a skull fort or hearing the audible “bonk” when putting the shovel in sand. Both tasks are satisfactory because of the build-up and work it took to get to the end.  The act of pulling up a trap should be manual and the player should otherwise be able to “feel” if the trap is full of good crab before seeing it or collecting it.

    My opinion is that Sea of Thieves is characterized by stretches of mellow gameplay and treasure hunting interrupted by intense adrenaline filled battles.  Imagine yourself slowly pulling up a heavy crab trap knowing that it must be filled thousands of gold in crab.  But you suddenly look up to see an enemy galleon with full billow crashing towards you…

    Thank you for reading,

    Sharkinos

    P.S. If by some far off chance Rare deems this a worthy concept.  Please consider naming the associated NPC after my grandfather, Poppy.

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  • It takes some skill to come up with an even more boring activity than the ones already in it. I have another one: Refilling barrels so other players can restock at outposts. Or grow trees and water them.

  • @x1-two said in Crabs, Fishing, Merchant Alliance:

    It takes some skill to come up with an even more boring activity than the ones already in it. I have another one: Refilling barrels so other players can restock at outposts. Or grow trees and water them.

    Lol... thing is they could add 100 ideas like the ops and then the simplicity would be fine and imo a good thing. They just need to start adding stuff like this.

    Btw your post was really well thought and constructive overall..

  • I like it, I'd be well up for it, something else for the merchants and potential for pvp, cool idea bro

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