Mermaids should only appear if you're not holding an item / if you summon them

  • The mermaids randomly appearing to send you back to your ship is a constant hassle in PvP, it makes it impossible to hide on an outpost as anyone can see the mermaid waiting when they come in to dock. It makes it impossible to powder-keg an enemy ship because sure enough they'll just see your mermaid appear as soon as you're close enough and jump under the water to kill you.

    Edit: In my opinion, the current system leads to a poor experience and even more importantly, unpredictable game-play. As is you just have to hope you get lucky and it doesn't show up right as you approach an enemy. Sometimes the mermaid will appear right when you don't want it to, other times it doesn't. Sometimes it appears properly when you get thrown off your ship, other times it doesn't. Sometimes it appears on the opposite side an island you're marooned on, sometimes it appears right in front of you. If people think this type of RNG is actually good for the game then I don't know what to say, that position baffles me.

    I suggest that at the very least, the mermaid won't appear if you're holding an item, (like the skull fort key, or keg), since you can't take the mermaid back to your ship with an item in hand anyways.

    But ideally you should be able to summon the mermaid with an item if you're far enough from your ship.

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  • @captainblastoff said in Mermaids should only appear if you're not holding an item / if you summon them:

    it makes it impossible to hide on an outpost as anyone can see the mermaid waiting when they come in to dock.

    The above sentence perfectly illustrates why mermaids must not be changed.

  • @genuine-heather said in Mermaids should only appear if you're not holding an item / if you summon them:

    @captainblastoff said in Mermaids should only appear if you're not holding an item / if you summon them:

    it makes it impossible to hide on an outpost as anyone can see the mermaid waiting when they come in to dock.

    The above sentence perfectly illustrates why mermaids must not be changed.

    I'll second this, one of the main ways those who prefer to avoid pvp where possible are given an 'early warning system' is through the mermaid. I've lost count of the times they've indicated possible danger and we've sailed elsewhere, spotted the fact there might be hostile crew in the sea, someone has fired themselves unsuccessfully out of a cannon towards us - even in pvp it can give an indicator for danger, especially since we lost the underwater gamertags.

  • @captainblastoff I'm a firm advocate for having the ability to 'summon' the mermaid when he/she is needed - after ones ship has been sunk, or when the player is far from their ship and needs to return.

    For me SoT needs to enhance it's emphasis on stealth to a greater degree. We already have our gamertags giving us away when we are standing or on the move. Thankfully a player can make their pirate sit or lie down, which will make the gamertag disappear. But even so... it's so easy to see players in the water or on land, especially at night, because the gamertag gives them away. There have been times I would not have seen a player running through brush/trees on an island, were it not for the gamertag.

    The mermaid does essentially the same, but not with so much immediate proximity. The mermaid gives away the fact there is a player nearby, regardless of the fact that others don't see the rising smoke signal.

    Some have said this would give unfair advantage to stealth players because then an unsuspecting player has no clue he may be about to be ambushed - well, that's the point. We are ambushed regularly by bosses and other environmental hazards. Who gets to decide what is fair ambushing from unfair ambushing. Pirates will ambush those who are not prepared. Be prepared. As it is now, the mermaid, and by extension the game itself, literally assists ones opponent/competition in giving away their general location, which can then provoke a search for the pirate, whom may be just hiding and not a sniper. Imv, that is unfair. You are literally giving the enemy an advantage he would not otherwise have.

    Having a menu option to 'summon' the mermaid at an opportune time then gives a player a way out without having his general location given away to others.

  • @starship42 I agree with some of what you've said here. But none of that can override the fact that mermaids are necessary evils for spotting outpost campers. Alert pirates can spot a mermaid and choose not to engage. Without mermaids (and gamertags for that matter), campers would have far too much advantage. People must visit outposts as part of normal play, and they must turn in their loot to specific characters on those outposts. Without any visual clues, campers would be almost impossible to spot until it's too late. That's not fun for anybody. So although I agree sometimes it would be nice to be able to dismiss the mermaid for stealth purposes, the potential for abuse is pretty high. I simply don't see it working.

  • @genuine-heather I've heard this outpost camper concern alot. I've only experienced it a few times myself. Yes, it is annoying. Especially as a solo player. If I had another crew member, one of us could be the scout to make sure the coast is clear, so to speak. But consider this too...

    As a player trying to hide, you can deliberately move the mermaid's position. I've done this a few times. It's tricky, but can be done. I once was trying to hide on an island and saw a galleon coming. My mermaid was in plain view to where I figured the galleon would drop anchor. So I quickly ran to the other side of the island and managed to provoke the mermaid to rise up there, away from where I thought the galleon would turn up. Then I hid.

    Now, snipers and outpost campers, as well as innocent hiders, could do the same. That's one partial solution.
    Yet there's always the possibility the ship you want to avoid seeing your mermaid will choose to take an alternate route and see your mermaid anyway, no matter where you move it. I find circling an island with your spyglass drawn a good way to check for snipers/outpost campers and mermaids. But we don't always have that kind of time and luxury to take such precautions.

    Another potential solution could be to implement a mechanic that makes pulling out your weapon, gun or rifle, summon the mermaid. But as long as you don't ready your weapon, the mermaid stays away until summoned. This could help toward deterring outpost camping somewhat, because if you know your mermaid is going to surface the moment you ready your weapon, you may not want to. But by the time a mermaid surfaces, the shot could be fired, so it would be a clear giveaway regardless. Also, sniper rifle scopes give off the same sparkle as the spyglass when drawn, so that is one way to spot a sniper, but again... once you see the sparkle you have a split second to react before you are shot.

    I'm not sure one can avoid outpost campers entirely anyway, anymore than island campers, or surprises on the seas generally. I don't think we'd want to. It would severly take away from the danger and excitment of the game.

  • I agree, mermaids exist to get you back to your boat. I do not think they were ever intended to be an "early warning system" for those who want to avoid conflict.

    I suspect they spawn the way they do now, to make it easiest for new players, this could be fixed though.

    I too would like to see mermaids become a little more controllable. Sneaking around is fun!

  • @genuine-heather There must be some sort of system that prevents the mermaid from showing up when you don't want it to (during PvP at a skull fort) and still allows some sort of security when rolling up to an outpost to dump treasure. Although I feel like people's concerns over outpost camping is blown out of proportion, there's no way a large enough amount of people are going to sit at an outpost for hours by themselves. It's simply too boring.

    I do think we can all agree that you should be able to swim up to an enemy ship undetected with a powder keg.. That's literally part of what makes this game exciting, nothing kills that excitement more than just suddenly seeing your mermaid appear 10 feet from your target to give you away immediately.

    If you don't agree with that assessment, maybe you should ask yourself why? Why do you feel entitled to a free "early warning system" to prevent you from getting in danger? Especially one that doesn't even prevent island campers as it's pretty easy to situate the mermaid on the opposite side of the dock purposely. But out on the sea, in open-world pvp you think it's OK for a mermaid to just randomly appear giving away positions? You didn't earn that in any way, instead the game simply outs a hiding player due to lazy programming.

    This game needs more stealthy pirate tales, not less.

  • @captainblastoff said in Mermaids should only appear if you're not holding an item / if you summon them:

    @genuine-heather There must be some sort of system that prevents the mermaid from showing up when you don't want it to (during PvP at a skull fort) and still allows some sort of security when rolling up to an outpost to dump treasure. Although I feel like people's concerns over outpost camping is blown out of proportion, there's no way a large enough amount of people are going to sit at an outpost for hours by themselves. It's simply too boring.

    Usually that is the case. Nevertheless, from time to time I do find outpost campers. They seem more prevalent on busy servers, especially with all the skull forts now. Daggertooth seems like the most popular outpost to camp, perhaps because it's the most centralized, or maybe because of the long distance from the dock to the trading companies. Since the addition of the Devil's Roar, Morrow's Peak has become an obvious choice, being the only outpost in the region. In any event, the point is some people do still camp at outposts, even though it seems like a boring way to spend your time.

    But if the "early warning system" of mermaids in the water didn't exist, I genuinely believe we'd see a spike in outpost camping. Without fear of detection, camping would be a far more successful and fruitful use of time. This is not the kind of "stealth" gameplay we should be encouraging.

    I do think we can all agree that you should be able to swim up to an enemy ship undetected with a powder keg.. That's literally part of what makes this game exciting, nothing kills that excitement more than just suddenly seeing your mermaid appear 10 feet from your target to give you away immediately.

    I do agree with this. But I'll qualify that with the fact that I don't believe the mermaid by necessity foils powder keg shenanigans. By the time you spot a mermaid, usually it's too late to stop a keg from ruining your day. I don't think removing the mermaid would matter all that much in most cases.

    If you don't agree with that assessment, maybe you should ask yourself why?

    This is starting to sound a bit snarky. I think I made it clear early that I agreed with some of your points. I think we can discuss the topic without getting personal and making it about me or you.

    Why do you feel entitled to a free "early warning system" to prevent you from getting in danger?

    That's a fairly hostile proposition, honestly. No answer deserved.

    Especially one that doesn't even prevent island campers as it's pretty easy to situate the mermaid on the opposite side of the dock purposely.

    Most people don't bother, and even if they do it means that they have to remain on land. Many campers seem to prefer to swim underwater and board as you approach the dock. The mermaid definitely serves as a warning in these situations. Even if a camper goes to the time and trouble of moving the mermaid, there's nothing stopping wary pirates from circling the outpost to check for mermaids. There's still a degree of danger since not everyone is as alert as they should be. Without the mermaid, however, there'd be virtually no chance of detecting a camper, either on or off the outpost, until it was too late. And that's simply not fun.

    But out on the sea, in open-world pvp you think it's OK for a mermaid to just randomly appear giving away positions? You didn't earn that in any way, instead the game simply outs a hiding player due to lazy programming.

    More unreasonable assumptions. The fact is you don't have to "earn" basic game mechanics. I don't know how this became some kind of entitlement rant. Anyway, I'm fine with "stealth" tactics. I think you're overstating the degree to which mermaids give you away. They do indicate the presence of a pirate, but not their exact location. Sometimes spotting that mermaid unexpectedly can really make your heart race. I like that. And if I'm not mistaken, doesn't your mermaid go away when you board another ship? I've hidden myself away in the crow's nest on enemy ships, waiting for a prime opportunity to strike with complete surprise, or maybe just make off with some prime bit of loot. I don't recall my mermaid giving me away in those situations.

    This game needs more stealthy pirate tales, not less.

    I think there's no shortage of stealthy pirates, and they've gotten along just fine to this point, mermaids or no mermaids.

  • @genuine-heather just out of curiosity, would you be averse to having a mechanic where having one of your weapons selected and ready to pull out, triggering the mermaid?
    I see this as a potential compromise that can benefit those who are concerned about outpost campers, and those who are concerned about their stealth being spoiled.
    As it currently stands, an outpost camper can wait with their weapon drawn and ready. With a weapon-drawing-triggers-mermaid mechanic, the camper/sniper has an added deterrent to readying his weapon and aiming.

    Note: I'm saying the moment you choose your weapon in your inventory, not simply raising it to fire. That's what I mean by having a weapon at ready.

    It takes a second or two to select your weapon, then another second or two to draw it to ones eye and aim.

    That's an extra few seconds to your benefit, and that the mermaid can be in view - which we don't have now.

    Whereas for the non-PvP stealth player who just wants to hide, all he has to do is hide and not worry that the mermaid will give him away, as long as he isn't tempted to draw his weapon.

    I see that as a win/win. No, it won't guarantee an outpost camper won't care. But then you have the benefit of an early mermaid because he has his weapon selected and ready. Keep in mind that's not how we have it now.

  • @starship42 said in Mermaids should only appear if you're not holding an item / if you summon them:

    @genuine-heather just out of curiosity, would you be averse to having a mechanic where having one of your weapons selected and ready to pull out, triggering the mermaid?

    It literally takes a fraction of a second to draw a weapon. If someone were sitting inside the Gold Hoarder's tent, as an example, how would your idea help anyone detect them? No, I don't see this working. Nobody would have any warning until it was far too late.

  • @genuine-heather said in Mermaids should only appear if you're not holding an item / if you summon them:

    @captainblastoff said in Mermaids should only appear if you're not holding an item / if you summon them:

    it makes it impossible to hide on an outpost as anyone can see the mermaid waiting when they come in to dock.

    The above sentence perfectly illustrates why mermaids must not be changed.

    Why??? Because you need a flashing blue light to tell you the island isnt safe instead of being cautious and searching with your spyglass or sending a search party? This literally detracts from gameplay in so many ways, ruins ship combat, makes boarding the most effective method because you can just tele back to your constantly running away ship...

    Im not trying to say these things to you personally idk how you play, but in the alpha we were told the mermaid was a “first iteration” and was only to make testing during short windows more efficient....

    Its like they just gave up on this game before it even launched... and it really sucks to not see more intelligent design for things like this being developed, and im being so dramatic because i feel
    Like they take any opportunity to see a comment like this and go “its good enough”, well thats just it, i dont want good enough, i want satisfying and thoughtful game design.

    The mermaid as is, is unsatisfying and thoughtless.

    Also as always dont focus on my
    Grammer or formatting, im on my
    Phone, and my points should be somewhat clear in all my posts if people really try to understand them lol.

  • @genuine-heather well, if the weapon has not been selected, and the player is sitting in the GH tent, the sniper would need extra seconds to stnad up (because you can't draw a weapon sitting down) draw the weapon and fire.

    If the player was standing in the tent, and weapon was already selected and waiting... the mermaid would have already been up since the weapon was selected prior. Long before the other players arrived at the outpost and GH tent.

    That's what I'm saying. The weapon having already been selected guarantees the mermaid will already be there. It needn't be raised up and aimed to trigger the mermaid.

    This means the camper needs an extra second to select and draw/aim/fire (and if he's sitting, a moment to stand up). That may be the difference any target would need to quickly react and either fight or run.

  • @starship42 said in Mermaids should only appear if you're not holding an item / if you summon them:

    @genuine-heather well, if the weapon has not been selected, and the player is sitting in the GH tent, the sniper would need extra seconds to stnad up (because you can't draw a weapon sitting down) draw the weapon and fire.

    Standing up and drawing a weapon can literally be done in a fraction of a second. I don't know how you figure it would make such a difference.

    If the player was standing in the tent, and weapon was already selected and waiting... the mermaid would have already been up since the weapon was selected prior. Long before the other players arrived at the outpost and GH tent.

    Wherever the player hides, all they'd have to do is not hold a weapon while they waited. How do you figure this would make any difference at all? I'm sorry, but it's just not making sense.

    That's what I'm saying. The weapon having already been selected guarantees the mermaid will already be there. It needn't be raised up and aimed to trigger the mermaid.

    So an outpost camper would simply lie in wait and avoid drawing a weapon until the last second. It wouldn't change anything. No mermaid, no warning.

    This means the camper needs an extra second to select and draw/aim/fire (and if he's sitting, a moment to stand up). That may be the difference any target would need to quickly react and either fight or run.

    By the time you're on the outpost offloading your loot, it's far too late. The whole point is that the mermaid helps alert pirates spot the trap and avoid it. Your idea is no different than taking mermaids away altogether. That split second it takes to draw a weapon would have no impact because it would already be too late to avoid the trap.

  • @a-cranky-eskimo said in Mermaids should only appear if you're not holding an item / if you summon them:

    Why??? Because you need a flashing blue light to tell you the island isnt safe instead of being cautious and searching with your spyglass or sending a search party? This literally detracts from gameplay in so many ways, ruins ship combat, makes boarding the most effective method because you can just tele back to your constantly running away ship...

    Well, gee. I'm not saying the mermaid mechanic couldn't be improved in certain ways. There's always room for improvement. But how is a solo player supposed to find an outpost camper who doesn't want to be seen? Sending a search party isn't an option. Even with a search party, a clever camper can easily hide without being detected until it's too late. That might seem fun to you, but for most people it's really not. The mermaid in the water gives wary players a chance to avoid a trap. Unwary pirates will suffer the consequences. Removing the mermaid gives outpost campers far too great an advantage.

  • @genuine-heather ok, fair enough. We are 'splitting seconds', (as opposed to hairs) and that really doesn't make any difference. But then it seems to me even having the mermaid doesn't resolve the outpost camping issue. It's going to always be something to watch out for and defend against. Yes, IF you notice the mermaid... you can then have the option to not stop at that outpost. Fair enough. But we don't always have that luxury either. Sometimes it HAS to be that outpost (re: contracts), and sometimes it is just too dangerous to risk trying another outpost, especially on a full server.

    So then, what if... mermaids remained as they are now - but only at outposts? Everywhere else on the map, a mermaid had to be summoned, and wouldn't surface automatically unless summoned by the player. Would that be a fair compromise?

  • @genuine-heather said in Mermaids should only appear if you're not holding an item / if you summon them:

    @a-cranky-eskimo said in Mermaids should only appear if you're not holding an item / if you summon them:

    Why??? Because you need a flashing blue light to tell you the island isnt safe instead of being cautious and searching with your spyglass or sending a search party? This literally detracts from gameplay in so many ways, ruins ship combat, makes boarding the most effective method because you can just tele back to your constantly running away ship...

    Well, gee. I'm not saying the mermaid mechanic couldn't be improved in certain ways. There's always room for improvement. But how is a solo player supposed to find an outpost camper who doesn't want to be seen? Sending a search party isn't an option. Even with a search party, a clever camper can easily hide without being detected until it's too late. That might seem fun to you, but for most people it's really not. The mermaid in the water gives wary players a chance to avoid a trap. Unwary pirates will suffer the consequences. Removing the mermaid gives outpost campers far too great an advantage.

    It really dosnt, you can still win with the odds against you, and if most people dont find that fun, they shouldnt be expecting a game designed around a 4 player crew and the co op involved, to close the skill and teamwork gap, that is the solo players responsibility, and leaving a broken mechanic like these mermaid teleporters in because of the one positive needle in a haystack (which imo is still a negative that detracts from actual pirate stories and encounters playing out, for better or worse) dosnt make sense, they need to improve and add more to the game in general, not defend the overly simple and still broken.

    They could add a dockworker npc that when talked to alerts players of any recent player that has set foot on the outpost, if they are still there.

    They could make it so that kills on outposts make players accrue negative marks so if somebody is camping an outpost and you kill them, they get sentenced to the stockade on the docks for a time affected by their crimes.

    They could have faction associated npc guards at different outposts that defend players with faction associated loot in their hands, or better yet, add actual factions that have nothing to do with the trading companies.

    Im not saying that having visual or audio cues to help people avoid danger is a bad thing, but like i said before, satisfying and thoughtful, at this point id rather be ambushed and killed than pretend im accomplishing something by using an unfair mechanic and going to another outpost.

    I dont mean to condemn your gameplay in any way or seem harsh, i just feel very strongly about this.

    The many cons of this interfering with encounters playing out how they should far outweighs the perceived positive of avoiding gameplay because of this visual cue, its like everyone tries to tell me, its not about if you got ambushed or lost the loot anyways, its about the fun of the gameplay along the way. Mermaids as they are do not add any fun for people using them, and detract from the fun of things like taking the risk of shooting towards an enemy ship, or knocking the helmsman off and discombobulating a crew who needs to react. As is for both cases and countless others there is no risk, you just teleport back, and therefore the reward is left feeling empty.

  • @starship42 said in Mermaids should only appear if you're not holding an item / if you summon them:

    So then, what if... mermaids remained as they are now - but only at outposts? Everywhere else on the map, a mermaid had to be summoned, and wouldn't surface automatically unless summoned by the player. Would that be a fair compromise?

    Yep, I'd be fine with that. I honestly don't think it's necessary but I have no specific objections. I'm only adamant that they remain a thing at outposts, for all the reasons already mentioned.

  • @a-cranky-eskimo said in Mermaids should only appear if you're not holding an item / if you summon them:

    They could add a dockworker npc that when talked to alerts players of any recent player that has set foot on the outpost, if they are still there.

    They could make it so that kills on outposts make players accrue negative marks so if somebody is camping an outpost and you kill them, they get sentenced to the stockade on the docks for a time affected by their crimes.

    They could have faction associated npc guards at different outposts that defend players with faction associated loot in their hands, or better yet, add actual factions that have nothing to do with the trading companies.

    Those are great ideas, and great alternatives to the mermaid at the outpost. Especially the dockworker informant idea. But all of them sound great.

  • @genuine-heather said in Mermaids should only appear if you're not holding an item / if you summon them:

    @starship42 said in Mermaids should only appear if you're not holding an item / if you summon them:

    So then, what if... mermaids remained as they are now - but only at outposts? Everywhere else on the map, a mermaid had to be summoned, and wouldn't surface automatically unless summoned by the player. Would that be a fair compromise?

    Yep, I'd be fine with that. I honestly don't think it's necessary but I have no specific objections. I'm only adamant that they remain a thing at outposts, for all the reasons already mentioned.

    Forgive me for saying so, but I find it a little ironic that you don't mind being camped virtually anywhere else, in any situation on the map; other than the outpost. The only difference between being camped on an island, to being camped at an outpost, is that at an outpost the GH, OOS, & Merchant NPCs can buy your haul...

    A sharpshooter can just as easily snipe you with a ship full of loot, at an regular island, as it can before you step foot on a dock at an outpost. You STILL have to deal with the sniper regardless, and losing your ship and loot. Heh, I've been sniped just sailing past an island/outpost... didn't even have time to anchor or touch the dock.

  • @starship42 thank you, i know saying things like this is easier than creating and adding them to the game, but that is rares job to figure out, and defending lackluster mechanics dosnt do either them or us as players any favors, though i can understand people having a different opinion than mine, i just feel like a lot of the defense of the faults in this game comes from an attitude of “what is the easiest way to patch this hole” rather than “what is the best possible solution” and i hope im wrong when it comes to rare themselves but i wish people on here would have loftier hopes for the games development. The more apathetic we become about the quality of the content they do add, the less quality they feel is necessary. Based on rares history i dont feel to bad about holding them to a higher standard.

  • @starship42 said in Mermaids should only appear if you're not holding an item / if you summon them:

    Those are great ideas, and great alternatives to the mermaid at the outpost. Especially the dockworker informant idea. But all of them sound great.

    Yeah its too bad they've all been tried before in various MMOs and have failed.

    Interaction with an NPC is just going to make that NPC the focal point of any ambushes. Marks/Karma/etc... never works properly and can lead to a lot of grey area - someone attacks you at an outpost and you kill them, now you have accrued karma? Now you need to introduce a bunch of fiddly what-if rules to fix the various issues. NPC guards? We've seen the AI that the enemies have, I don't think the guards will be much of a problem.

    If the mermaid showing up is a problem, and you want to require players to summon it then all you need to do is add signal torches to the Outpost islands that are lit up whenever someone is within the outpost zone. Then you can see that someone is in the area before you even get to the shore and the zone is big enough that if they are doing something like waiting outside of the zone in the water, it would take awhile for them to hit the land.

  • @d3adst1ck said in Mermaids should only appear if you're not holding an item / if you summon them:

    @starship42 said in Mermaids should only appear if you're not holding an item / if you summon them:

    Those are great ideas, and great alternatives to the mermaid at the outpost. Especially the dockworker informant idea. But all of them sound great.

    Yeah its too bad they've all been tried before in various MMOs and have failed.

    Interaction with an NPC is just going to make that NPC the focal point of any ambushes. Marks/Karma/etc... never works properly and can lead to a lot of grey area - someone attacks you at an outpost and you kill them, now you have accrued karma? Now you need to introduce a bunch of fiddly what-if rules to fix the various issues. NPC guards? We've seen the AI that the enemies have, I don't think the guards will be much of a problem.

    If the mermaid showing up is a problem, and you want to require players to summon it then all you need to do is add signal torches to the Outpost islands that are lit up whenever someone is within the outpost zone. Then you can see that someone is in the area before you even get to the shore and the zone is big enough that if they are doing something like waiting outside of the zone in the water, it would take awhile for them to hit the land.

    The point is that having a mechanic similar to the flare or signal torches that you suggest, takes away from actual gameplay occuring. Its just lame and even when used to your advantage isnt adding anything to the game, the stories of stranded players who fell overboard or players who succusfully stowed away are lost just so that people can return to their ship faster and sail aimlessly some more, or so that they can avoid players because of a visual cue that wasnt earned, its just not a good mechanic, im not saying i have all the answers, but again, i try to think for the sake of the game not for my own ego, for others i cant say.

    You can say those ideas have all failed but the mermaid teleporter is also a failure, and atleast im trying to suggest things that could be an option.

  • @starship42 said in Mermaids should only appear if you're not holding an item / if you summon them:

    @genuine-heather said in Mermaids should only appear if you're not holding an item / if you summon them:

    @starship42 said in Mermaids should only appear if you're not holding an item / if you summon them:

    So then, what if... mermaids remained as they are now - but only at outposts? Everywhere else on the map, a mermaid had to be summoned, and wouldn't surface automatically unless summoned by the player. Would that be a fair compromise?

    Yep, I'd be fine with that. I honestly don't think it's necessary but I have no specific objections. I'm only adamant that they remain a thing at outposts, for all the reasons already mentioned.

    Forgive me for saying so, but I find it a little ironic that you don't mind being camped virtually anywhere else, in any situation on the map; other than the outpost. The only difference between being camped on an island, to being camped at an outpost, is that at an outpost the GH, OOS, & Merchant NPCs can buy your haul...

    Surely you understand the difference between camping at an outpost and any other stealth situation. Every player must eventually visit an outpost to sell their loot. It makes no sense to "camp" anywhere else.

    You asked if I was willing to compromise, which I did. Then you criticized me for compromising. This is sounding less like a discussion and more like trolling.

    A sharpshooter can just as easily snipe you with a ship full of loot, at an regular island, as it can before you step foot on a dock at an outpost. You STILL have to deal with the sniper regardless, and losing your ship and loot. Heh, I've been sniped just sailing past an island/outpost... didn't even have time to anchor or touch the dock.

    Fine, you're absolutely right. Bad idea to eliminate mermaids. I think we should keep mermaids as they are across the board and we'll avoid all these unpleasant situations. When you're right you're right. You win, let's keep mermaids everywhere in all situations.

    Some people seem to want to keep arguing for argument's sake.

  • @a-cranky-eskimo It seems to me you're arguing against the mermaid system as a whole. That's a somewhat different topic, though, isn't it? We're talking about making the mermaid controllable by players so they can conceal their presence. We are not talking about removing mermaids altogether. That would be a much larger discussion and would in all likelihood include ideas to alert players to the presence of other players at outposts.

    I'm not a staunch defender of the mermaid mechanic as a whole so to frame your comments to me in that context, you're really doing me an injustice. That's not what this is about. This is about having the ability to remove your mermaid, within the current system, for the purposes of stealth. As I've said repeatedly, my main, if not only objection to that idea is the potential for abuse at outposts, specifically. This discussion assumes that mermaids will continue to be a necessary in-game mechanic. In that context, making the appearance of the mermaid a player-controlled option is not acceptable due to the concerns I've already expressed. It simply gives outpost campers far too great an advantage.

    I have often imagined a game world where pirates could actually be marooned. Being marooned on an island is a trope common to pirate fiction but sadly lacking from Sea of Thieves thanks to the mermaid mechanic, along with the impermanence of death. But as long as there's no penalty for death, it makes no sense to cut off the mermaid as a means of return. It does no good to block only one exit when there's another right beside it. Death as a means of return applies just as well to virtually every other situation where a mermaid would appear. The mermaid simply avoids a brief visit to the Ferry of the Damned. In Sea of Thieves, with the mechanics of the game as they are, mermaids are a necessary convenience that fit with the style, flow and lore of the game. In fact they figure prominently into the lore, which in itself is a fairly good reason to keep them.

    I understand the desire for something better, but if you really think it through, mermaids are a necessary part of Sea of Thieves and are unlikely to change much over time. Sorry, that's the way it is. And that brings us back to the original topic.

    Since mermaids are here to stay, any mechanic that gives players the ability to dismiss their mermaid away at outposts will never be acceptable. I could see this as a feasible option outside and away from outposts. But since that compromise is apparently viewed as hypocritical, it seems the discussion has reached an impasse. To wit, the mermaids are working as intended and need no modification.

  • @genuine-heather im fine with the mermaid existing just not automatically appearing, all my points are directly pertinent to that topic, and as to your point about death, they did suggest a death penalty but similar to your stance on the outpost camping, which is easily avoidable through actual strategy not involving a blue mermaid flare, people cried wolf about it without even letting pioneers test it.

    If you were stranded and had to accept a penalty for death to return, or use a mermaid that had limited uses, i would be totally fine with it.

    The point still remains that as they currently are implemented, mermaids are lazily designed and impede good sandbox story telling gameplay, far more than they truly help anyone avoid something that desperately needs to be avoided. If people need the flare to avoid ambushes they are barely paying attention in the first place, or dont want to put in any effort to succeed, why should we keep the game that way instead of changing the mermaid to allow more depth of gameplay and ship combat rather than it being the backbone of all pvp encounters, both aggressive and defensive....

    again i didnt mean to frame my post directly at you and i think i even said that multiple times if you read my entire posts.

  • @genuine-heather said in Mermaids should only appear if you're not holding an item / if you summon them:

    @starship42 said in Mermaids should only appear if you're not holding an item / if you summon them:

    @genuine-heather said in Mermaids should only appear if you're not holding an item / if you summon them:

    @starship42 said in Mermaids should only appear if you're not holding an item / if you summon them:

    So then, what if... mermaids remained as they are now - but only at outposts? Everywhere else on the map, a mermaid had to be summoned, and wouldn't surface automatically unless summoned by the player. Would that be a fair compromise?

    Yep, I'd be fine with that. I honestly don't think it's necessary but I have no specific objections. I'm only adamant that they remain a thing at outposts, for all the reasons already mentioned.

    Forgive me for saying so, but I find it a little ironic that you don't mind being camped virtually anywhere else, in any situation on the map; other than the outpost. The only difference between being camped on an island, to being camped at an outpost, is that at an outpost the GH, OOS, & Merchant NPCs can buy your haul...

    Surely you understand the difference between camping at an outpost and any other stealth situation. Every player must eventually visit an outpost to sell their loot. It makes no sense to "camp" anywhere else.

    No, frankly, I don't. Sorry. It's not self-evident to me. Camping is camping, wherever it is being done. You can be sniped and killed with or without mermaids. At outposts or not at outposts. Please understand, I am only continuing this discussion because your responses to my questions seem lacking to me and inadequately explain, imv, why you think mermaids are essential at outposts. I've already suggested that they can be moved, and thus if you didn't take the time to circle the outpost and examine the waters carefully, and missed the mermaid, you would essentially be in the same position as being at an island, with a camper waiting for just the right moment. Having a GH, OOS, or Merchant at the other end of the dock is irrelevant. You would be sniped before you reached them regardless.

    @genuine-heather said in Mermaids should only appear if you're not holding an item / if you summon them:

    You asked if I was willing to compromise, which I did. Then you criticized me for compromising. This is sounding less like a discussion and more like trolling.

    I'm sorry you feel that way, but there are times on public forums where people will ask questions and challenge your ability to respond sufficiently. Fine, you don't like trolls or arguing. Neither do I. Of course, you don't have to answer my questions sufficiently if you do not wish. Noone is forcing you to. Personally, I'm trying to see where this mermaid necessity at outposts lies, from your perspective. But if you don't feel up to it, that's fine. No offense or needless argument intended.

  • @a-cranky-eskimo said in Mermaids should only appear if you're not holding an item / if you summon them:

    The point still remains that as they currently are implemented, mermaids are lazily designed and impede good sandbox story telling gameplay, far more than they truly help anyone avoid something that desperately needs to be avoided.

    I quite simply disagree with this. I don't think they're "lazily designed." I think they're a thoughtful compromise. I don't believe they "impede good sandbox story telling gameplay." That hasn't been my experience at all. But now we're back to arguing against their very existence, aren't we? Like I said, that's a rather different discussion.

    If people need the flare to avoid ambushes they are barely paying attention in the first place, or dont want to put in any effort to succeed,

    First of all, I'm certain you realize there's no actual "flare" when you spot other people's mermaids, right? It's just the mermaid floating there holding up a torch. No visible smoke. Surely you know this but I want to make sure that's clear. They're not all that noticeable sometimes. You have to be attentive or actively looking for them to spot them.

    Secondly, how do you propose people spot ambushes at outposts without the mermaid? You seem to imply it's easy, and players must be lazy or careless to miss the "obvious" clues. But what clues? If there's no mermaid, then a camper could hide almost anywhere and not be spotted until it was far too late to avoid the trap. This is the primary cause for concern and why mermaids are absolutely necessary at outposts. For this not to be the case, some other obvious means of detecting an ambush would have to be implemented.

    why should we keep the game that way instead of changing the mermaid to allow more depth of gameplay and ship combat rather than it being the backbone of all pvp encounters, both aggressive and defensive....

    Again, this seems to be directed at the mermaid mechanic as a whole. If you have an alternative idea to the mermaid mechanic, I'd love to hear it. But it doesn't really apply to this specific topic. The idea is to give players the ability to dismiss their mermaids. That doesn't really add depth to gameplay, enhance ship combat, or stop it from being the "backbone" of PvP encounters since the mechanic would remain the same. The only difference is pirates would be able to conceal their presence, which would clearly weigh the odds more heavily in favor of PvP oriented players. That's okay at sea, but completely unacceptable at outposts.

    I already know what reaction to expect from this idea, but there's always the option of making outposts safe harbors. Then you can have any mermaid mechanic (or none) that you want. But I don't think you want that.

    again i didnt mean to frame my post directly at you and i think i even said that multiple times if you read my entire posts.

    No problem.

  • @starship42 said in Mermaids should only appear if you're not holding an item / if you summon them:

    @genuine-heather said in Mermaids should only appear if you're not holding an item / if you summon them:

    @starship42 said in Mermaids should only appear if you're not holding an item / if you summon them:

    @genuine-heather said in Mermaids should only appear if you're not holding an item / if you summon them:

    @starship42 said in Mermaids should only appear if you're not holding an item / if you summon them:

    So then, what if... mermaids remained as they are now - but only at outposts? Everywhere else on the map, a mermaid had to be summoned, and wouldn't surface automatically unless summoned by the player. Would that be a fair compromise?

    Yep, I'd be fine with that. I honestly don't think it's necessary but I have no specific objections. I'm only adamant that they remain a thing at outposts, for all the reasons already mentioned.

    Forgive me for saying so, but I find it a little ironic that you don't mind being camped virtually anywhere else, in any situation on the map; other than the outpost. The only difference between being camped on an island, to being camped at an outpost, is that at an outpost the GH, OOS, & Merchant NPCs can buy your haul...

    Surely you understand the difference between camping at an outpost and any other stealth situation. Every player must eventually visit an outpost to sell their loot. It makes no sense to "camp" anywhere else.

    No, frankly, I don't. Sorry. It's not self-evident to me. Camping is camping, wherever it is being done. You can be sniped and killed with or without mermaids. At outposts or not at outposts. Please understand, I am only continuing this discussion because your responses to my questions seem lacking to me and inadequately explain, imv, why you think mermaids are essential at outposts. I've already suggested that they can be moved, and thus if you didn't take the time to circle the outpost and examine the waters carefully, and missed the mermaid, you would essentially be in the same position as being at an island, with a camper waiting for just the right moment. Having a GH, OOS, or Merchant at the other end of the dock is irrelevant. You would be sniped before you reached them regardless.

    I've already responded to this quite clearly. I really don't think you want to frame your argument this way, because it's rather foolish to suggest there's no difference between outpost camping and camping anywhere else in the world. The difference is glaringly obvious. But like I said, I've already responded to every point you just made, so it's pointless to infinitely rehash the same arguments. If you don't get it, you don't get it.

    I'm sorry you feel that way, but there are times on public forums where people will ask questions and challenge your ability to respond sufficiently. Fine, you don't like trolls or arguing. Neither do I. Of course, you don't have to answer my questions sufficiently if you do not wish. Noone is forcing you to. Personally, I'm trying to see where this mermaid necessity at outposts lies, from your perspective. But if you don't feel up to it, that's fine. No offense or needless argument intended.

    Now you're definitely trolling. I have answered your questions very clearly, rationally and precisely. I've explained to you at length "where this mermaid necessity at outposts lies," but you are deaf to the arguments and simply ignore them without ever mounting any coherent counterargument. That's your choice, but don't insult me by trying to gaslight the readers of the forum into believing you've somehow "won" because I haven't "answered your questions sufficiently." I most certainly have, and more. If anything, you've failed to support your own arguments, and at times even contradicted them.

    In any event, this is simply going around in circles at this point. Like I said, if you don't get it, you don't get it. That's not my problem.

  • @captainblastoff said in Mermaids should only appear if you're not holding an item / if you summon them:

    it makes it impossible to hide on an outpost as anyone can see the mermaid waiting when they come in to dock.

    Everyone already said everything pretty much but honestly that comment puts a lot of faith into other players checking for mermaids.

    I had a ship roll onto an island and they rolled RIGHT over the mermaid and then RIGHT over the 3 GPB's I had right on top of each other. Players are very oblivious sometimes because a lot of them believe that they are untouchable or that the belief of someone playing that way is somehow against the rules. That if it happens they can yell at you "Thats not fair" and believe that parents daddy and mommy Rare will ban the bad people.

  • I do think we can all agree that you should be able to swim up to an enemy ship undetected with a powder keg.. That's literally part of what makes this game exciting, nothing kills that excitement more than just suddenly seeing your mermaid appear 10 feet from your target to give you away immediately.

    I do agree with this. But I'll qualify that with the fact that I don't believe the mermaid by necessity foils powder keg shenanigans. By the time you spot a mermaid, usually it's too late to stop a keg from ruining your day. I don't think removing the mermaid would matter all that much in most cases.

    Man I don't think we're playing the same game... The amount of times I foil someone's keg attempt thanks to the mermaid is countless at this point. Same with my own being foiled. You just swim so slow with an item that if anyone's remotely paying attention they just hop in the water when they see the mermaid and blast ya...

    Although that's pretty anecdotal, so maybe that's not everyone's experience.

    This thread has gone off the rails a bit with the trolling accusations and all that madness. Some of the suggestions have been pretty good and some have been a bit odd (an NPC you talk to that tells you who has appeared on the island recently, imagine how long it would take the devs to make this considering their current development speed).

    I just think the mermaid spawning needs a slight rework as in my opinion it only takes away from the PvP AND respawning experience, as just running from your ship if you fall off hoping for the mermaid to spawn soon isn't even a good mechanic in and of itself. Although I do believe that you shouldn't be able to call the mermaid if you're still close to your ship, as that removes a benefit of kicking someone off their own boat and taking command of it.

    Even just a quick fix like making the mermaid actually sit under the water by a couple meters so it can't just be easily spotted by anyone nearby?

  • @A-Cranky-Eskimo This is for you too.

    @captainblastoff said in Mermaids should only appear if you're not holding an item / if you summon them:

    I do think we can all agree that you should be able to swim up to an enemy ship undetected with a powder keg.. That's literally part of what makes this game exciting, nothing kills that excitement more than just suddenly seeing your mermaid appear 10 feet from your target to give you away immediately.

    I do agree with this. But I'll qualify that with the fact that I don't believe the mermaid by necessity foils powder keg shenanigans. By the time you spot a mermaid, usually it's too late to stop a keg from ruining your day. I don't think removing the mermaid would matter all that much in most cases.

    Man I don't think we're playing the same game... The amount of times I foil someone's keg attempt thanks to the mermaid is countless at this point. Same with my own being foiled. You just swim so slow with an item that if anyone's remotely paying attention they just hop in the water when they see the mermaid and blast ya...

    Although that's pretty anecdotal, so maybe that's not everyone's experience.

    This thread has gone off the rails a bit with the trolling accusations and all that madness. Some of the suggestions have been pretty good and some have been a bit odd (an NPC you talk to that tells you who has appeared on the island recently, imagine how long it would take the devs to make this considering their current development speed).

    I just think the mermaid spawning needs a slight rework as in my opinion it only takes away from the PvP AND respawning experience, as just running from your ship if you fall off hoping for the mermaid to spawn soon isn't even a good mechanic in and of itself. Although I do believe that you shouldn't be able to call the mermaid if you're still close to your ship, as that removes a benefit of kicking someone off their own boat and taking command of it.

    Even just a quick fix like making the mermaid actually sit under the water by a couple meters so it can't just be easily spotted by anyone nearby?

    There is one thing that most people who suggest things usually forget and I understand that you would like things to be more intuitive, you want more options for stealth operations, however the player base is not separated by anything.

    Let me try to explain as best as I can. So in most games you have players with high levels and high end gear separated by either zones, level or gear restrictions. Some games also keep them separated by gamer stats in an attempt to keep people with the same level of play in the same circle so to speak.

    This game does not do that. Everyone plays with everyone. This game is completely dependent on a players skill level. Now we have players capable of extreme high levels of play and then there are individuals that are just not able to get to that level of play. They either don't have the strategic mind, the dexterity, and/or hand speed for it. Some even have problems processing adrenaline and have anxiety problems. Some players will plateau at low or even mid level. When suggesting balances and ideas take into account these players. Is it balanced for this side of the player base? No it is clearly not.

    You might believe that spotting mermaids is easy but thats you. High levels of play are on the lower end of the player population. The majority of players are probably mid to near high? Then there are the low levels.

    "Why do we have to balance around people who can't play?" - Its just the fair thing to do. Someone getting screwed over the fact that they were not paying attention is a lot more acceptable than someone who just got rolled on an island because a lone player/crew just sunk their ship and killed everyone.

    Mermaids are a defense for these players. We should not change them haphazardly.

  • You might believe that spotting mermaids is easy but thats you. High levels of play are on the lower end of the player population. The majority of players are probably mid to near high? Then there are the low levels.

    Mermaids are a defense for these players. We should not change them haphazardly.

    I don't get this, you say it's for defense of the low level players but you said it's only easy for high end players to spot them? So then isn't it really just an easy defense for mid-high level players? If low level players have the hardest time spotting them then it should be changed for sure..

  • @captainblastoff I didn't read all posts, but first I think the mermaid should stay as it is
    And second, there is a way so the mermaid doesn't spawn, didn't try it on an outpost, but it works on every other island so it should work there too...but I think I won't tell you, because I don't like outpost camper...never had to deal with them, because I always recognized them early enough to kill them/change to another outpost

  • @schwammlgott said in Mermaids should only appear if you're not holding an item / if you summon them:

    @captainblastoff I didn't read all posts, but first I think the mermaid should stay as it is
    And second, there is a way so the mermaid doesn't spawn, didn't try it on an outpost, but it works on every other island so it should work there too...but I think I won't tell you, because I don't like outpost camper...never had to deal with them, because I always recognized them early enough to kill them/change to another outpost

    Nice contribution to this conversation, glad the game's balanced around secret bugs and exploits and not common sense.

    As an aside, I literally just had a bug where I got dropped off my boat and the mermaid just wouldn't spawn so I had to drown myself. Good mechanics all-round.

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