@sshteeve said in
I have a few concerns about this:
- How does this fit in with the immersion of the world if we simply appear back at the other side of the map? The Devil's Shroud suddenly isn't dangerous, as fits with the lore, but instead is magical and able to teleport? It could work, don't get me wrong, but it's a big lore change.
G'day mate.
Rather than think of it as magical teleportation, think of it as simply continuing the direction of travel as it is in the real world. No smoke and mirrors used there.
The lore is nothing without a good game to back it up. Just like a good story / plot of a movie is ruined by bad acting or senseless dialog.
It's funny that you ask about explaining "magical" teleportation but don't have a problem with teleporting from mermaids to your ship, teleporting to the ferry when you die then teleporting from the ferry to your ship. Then to top it off with the fairytale of lore. lol
- How do people defend themselves against the 45 minute grief chase now? Chases would last a lifetime and force more people to quit servers, rather than simply going into the red sea to try and stop others following.
Not all chases end up in the red sea.
If you can't out sail them then fight them. Win or lose you can't do any worse than giving in to the certain death and loot loss of the red sea.
If you have loot there's a million posts about doing outpost drive-bys or out-sailing other vessels.
You could also abandon ship, wait for the chasers to pass then scuttle which would provide the same result as the red sea.
- How do we explain increases in map size as new land is uncovered later in the game? This goes back to the shroud theory.
Increasing the map size simply means moving the respective teleport trigger out further to accommodate any expansion. Map editing programs for games allow you to select any item and drag it into position with your mouse. It's no harder than peeling a banana.
With all due respect, who gives a flying hoot about explaining bedtime stories. It's all fictional. It's only a game.
When I sea the red sea all I see is the end of the gaming map. Nothing more.
Lore should be treated like Santa Clause and the Easter Bunny. It's okay if you haven't reached double digits in age but they shouldn't base everything on lore in a game played by adults. In fact I'll place money on the fact that lore is already killing the progress of this game. Their "road map" is more of a storyboard and the six month stockpile of content is only waiting in mothballs for lore to be created.
- How would the server deal with us just "popping" into existence elsewhere on the map - especially with mergers of servers - you could walk (sail) right into a trap/skeleton battle unwittingly.
It would make no difference to the current system.
Merging servers are calculated depending on many factors, similar to spawning at an unpopulated outpost or re-spawning at an unpopulated island.
To the best of my knowledge they don't drop you in range of another ship.
The main fix we could have to combat slow ride times, as well as giving other players who aren't on the helm something to do is simple and has been used on larger vessels back "in the day" - oars to row with.
We have the mechanic now, the change to ships can be easily explained (or not if they don't want to like layouts of the ammo box and bell etc.) and that way we can row to freedom - it also makes PVP interesting now as lazy crews will be outsailed by those who want to work for the bounty!
ROW YE' SCURVY DOG!
lol That would be amusing.