Knockouts and Rope ties

  • Knockouts
    A knock out system, maybe by a blunt melee weapon or by pistol whipping a player on low health.

    The player can't move, interact or see and can only rely on sound for 10-15 seconds.

    To the conscious pirates remaining, the unconscious pirate will appear to be sleeping until they come to and rejoin the fight, albeit somewhat dizzy.

    Rope Ties
    Found in the barrels of SoT a short bundle of roped can be used to tie up an unconscious pirate. Once a pirate has been bound, any other player may move them to wherever they like without jumping.

    The tied up pirate will appear be on their knees and when they regain consciousness they can either remain tied up or try to shimmy loose.

    If a tied up player attempts to escape their binds, their character will start to wriggle giving away his intention to the victors, they in return can either;
    -release him and see what happens
    -finish the job with a final blow
    -knock him out again after a certain time span giving the player time to escape or each time a player is knocked out in the same life, a small chunk of heth is removed.

    This would create a whole new experience in SoT where in pirates could take a ships plunder without having to waste the resources sinking a ship.

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  • 😂 Love it, reminds me of Clubs and Cuffs on Ark, but I'm sure there will be a way to abuse it so I doubt it would work:(

  • @donklol yeah to counter greifing I was thinking maybe a delay or health loss.

    If a player regains consciousness, he cannot be knocked out again for X amount of time so that the player can attempt to wriggle free.

    If however the player is knocked out a second time the KO time will be shorter and the player will lose a chunk of health each time so that it is not an infinite amount of knock outs.

  • This will never happen, as Rare won't forcibly take away a player's ability to control their own pirate, much less put that control in the hands of another.

  • @galactic-geek Yeah.... I hate to break this to you, but Rare already put something in the game that does exactly that....

  • @galactic-geek well not permanently of course, it would probably be even shorter of a time span than the Cursed cannonball.
    Maybe not the dragging feature cause I could see problems with that.

  • @betsill Are you talking about the brig?

  • @galactic-geek said in Knockouts and Rope ties:

    This will never happen, as Rare won't forcibly take away a player's ability to control their own pirate, much less put that control in the hands of another.

    You mean like the Dance ball? Vomit ball? The brig?

  • That's different because it's either temporary (in the case of the CCBs) or in the power of your own crew (in the case of the brig). Putting that power on a more or less permanent basis in the hands of the enemy will open up virtually endless opportunities for trolling. Besides, even if you were to escape, what then? Fight off a whole crew by yourself? Not likely. It's also not likely that you'd have an effective means of escape either (a rowboat at best). Besides, taking prisoners is akin to slavery, which is something that I'm fairly certain Rare doesn't want to promote. Regardless of how you look at it, it'd all be a big waste of time for all parties involved. Why would you want to take prisoners if you can't profit from doing so?

  • @galactic-geek First of all, prisoners don't equal slaves. Second of all, it's not "more or less permanent". It's temporary just like the dance/vomit balls and brig. It's all about funny and social interactions.

    If this feature got implemented, it would probably get implemented with some other features like purses and banks to keep your money in. After that stealing some gold from pirates or something along those lines. Maybe we can prevent the pirate to go back to his team so we can ask for x amount of cannonballs/planks/banana's? What are they gonna do? Fight 3v4? Even if they choose to do so, it would give the captured pirate a nice opportunity to escape and ambush them from behind.

    If you tie your hands loose they get the choice again to knock you out (which leaves them at risk of getting killed by your sharp weapon instead of a blunt weapon). Or they're gonna think twice and attack you with a sword just to be safe. Maybe knocking someone out a second time requires 3 or 4 hits?

    Why would you need a rowboat to escape btw? There are mermaids in this game lad. If you try and "fight off a whole crew by yourself", you get killed and go to the ferry. I really dont see the problem you're making.

  • @davidbarlow Many fair points - the mermaid in particular (I admit that I forgot about that part).

    It's a bit off topic, but being a prisoner IS being a slave - you lose your freedom and what happens to you is entirely up to the whim of others; looking at the American prison system is proof enough of that - slavery, still exists even today. It's just hiding out in the open. I'll say no more on this part of the subject - just rumenate on what I've said, and if you insist on continuing this aspect of the discussion, please PM me or message me via XBL.

    I'm mostly concerned about the fun and balance factors. It may sound like fun, and it is, at least for the captors, but not necessarily for those being captured - for them it's more wasted time and work. Imagine grinding for hours, when you're finally about to grab the chest of legends, but then you get knocked out and taken prisoner. Now, you gotta go through the hassle of being ridiculed and taunted, and attempting to escape. And worse, there would be nothing stopping them from doing it all over again. It's bad enough being welayed if they kill you, sink your ship, and still doggedly pursue you - this new dynamic that you're proposing adds a whole other complicated layer upon that.

    Besides, if there was a way to end a fight early, say with a 1-hit KO from behind for example, then what's to stop players from double-teaming you from the front (the distraction) and back (the trap)? Fights will end quickly, but your misery won't. It'll be the DGE all over again, but worse, because you'll be captured instead of simply respawning - at least with the latter you get a reprieve, as well as a chance to immediately fight back and/or save yourr boat from sinking and loot from being stolen.

    I can already imagine a prisoner transport - a fully-crewed galleon that specializes in capturing players just because they can. What's to stop them from capturing more than 1 person?

    Another way to look at it is from the viewpoint of the captors - aside from the things they already get for offing other players (their loot for example), what would be the point? All you'd be doing is taking a calculated risk in the near future (because you know they'll try and escape) with virtually nothing in it for you. Also, because you'd be stealing player's valued time, they'd be more likely to just up and quit instead - mark my words: if implemented, the number of quitters and players who drop the game entirely will rise dramatically (higher than the tallest of tidal waves).

    I'm also against the idea of other pirates having the ability to steal the gold I've already rightfully turned in or earned unless I personally choose to take that risk (e.g., like gambling with a poker hand). With your methodology, that choice wouldn't even be up to me. Again, this opens up a whole new way to troll people, and out of their lifetime earnings no less! What's to stop them from taking the next step, and stealing your dubloons too? No - steal my loot if you want (you can certainly try), but you'll never get my gold.

    Bottom line - it breaks the game and would be nowhere near as fun as you think it is...

  • @galactic-geek I've read your entire post and ofcourse respect your opinion. But let me get some points from your post and comment on them:

    "Now, you gotta go through the hassle of being ridiculed and taunted, and attempting to escape. And worse, there would be nothing stopping them from doing it all over again."
    -This is just an assumption. There are tons of ways to prevent it from happening again. Already talking about it being harder for a second KO. Rare has prevented things alike (spawning further from forts so it's harder to harass people that have beaten you), and what about the piece of paper on the ferry (go to options to scuttle ship). Brigging annoying teammates. Who says smart game developers cant think of ways to overcome this?

    "say with a 1-hit KO from behind"
    -Well this ofcourse is a toxic way of implementing this. What about the blunt weapons taking 2 hits more than a sword to KO/kill someone?

    "aside from the things they already get for offing other players (their loot for example), what would be the point?"
    -Stealing gold as I said.

    "I'm also against the idea of other pirates having the ability to steal the gold I've already rightfully turned in or earned unless I personally choose to take that risk (e.g., like gambling with a poker hand). With your methodology, that choice wouldn't even be up to me."
    -Pirates game? I already said purses AND banks. You could store ALL of your gold in the bank. And maybe Rare can give you reason to carry gold in a purse. To buy cosmetics in the shops, grog's in the tavern and maybe give the seaposts unique items so you gotta carry your gold in a purse to get those things. And more can be thought of ofcourse! How wouldnt it be your choice according to me? What else is a bank for? It's the risk you take for some rewards. A purse would enable trading with players as well.

    "mark my words: if implemented, the number of quitters and players who drop the game entirely will rise dramatically (higher than the tallest of tidal waves)"
    -Well ofcourse. If you assume a lot of things without thinking about it. If you develop things in a toxic way people will leave. But making KO's harder than kills solves most things. Try to KO me while I'm slashing you.

    Before you respond with "yes but..." or "but what if it doesnt work because...", please take some time to think for yourself. How COULD it work? It's a cool idea the OP thought of. So how COULD it work. Optimism is what these feedback&suggestion threads are for, not pessimism. I've seen some more of your posts and your mindset is mostly about why things cant work. If we all had this mindset, these threads would go nowhere.

  • @galactic-geek I never said 1 hit K-O, I said a knock out when on a small percentage of health.

    I imagined it being used like 1 person stays with the bound pirates whilst their crew sails away with the spools.

    If the bound player is continually knocked out, each time that player will be closer to death.

    I feel we wouldn't be saying the same points if people read the whole thread hahah

  • @davidbarlow Pirates don't use banks or purses, and using either goes against everything they stand for. All a pirate needs is a good shovel.

  • @galactic-geek There are banks in pirates of the caribbean. Pirates used to rob banks.

    Instead of banks, if it really is out of line with Rare's vision of pirates, you could hoard your gold in a chest and hide it on an island (and nobody would be able to dig it up). Still a place to hide your gold safe, and still the risk/reward of a purse and it's possibilities.

    Pirates didnt use purses? Where do they keep their gold? I guess you could also call it a pouch of gold (sounds more piratey).

    Once again, think in solutions.

  • @sailorkek I don't know how well it would work, but I like the idea. I think it could work well with the brig. I just think it's missing something. Don't know what though.

  • @davidbarlow You can already hide your loot on islands. I do it all of the time when being chased. I'm surprised more pirates don't do it. It takes forever for loot to despawn on land!

  • @cstrap one thing I missed would be the option to escort bound pirates into your brig.
    The player cannot be sent to their own brig during this time and must be rescued by their crew. If the ship sinks the player is sent to the ferry with them but returned back to their own boat after.

  • @galactic-geek Yea and now they could add the function to dig it in the sand and still be there when you log off! :)

    My pirate is getting tired of hoarding thousands of gold in his pockets, you know?

    On a sidenote, do you know how long it takes before loot despawns? Very curious to know and to apply your tactic.

  • @sailorkek I had this idea a while back where you would be able to bring pirates that you locked in the brig to a NPC on a random island and turn him in for a bounty (few thousand gold?) and when they get turned in, they just respawn back on their ship. I'll drop the link to the topic in case you're interested in reading it.

    https://www.seaofthieves.com/forum/topic/82067/the-brig-is-underutilized/7

  • @davidbarlow I've never fully tested it, but I have crossed the world and returned 30 minutes later to find out the loot was still there.

    I'm actually against burying loot, as it's too tedious and would make it virtually impossible to rob someone.

  • Why not just disconnect and then rejoin your crew? Easy way to avoid being unconscious or bound.

  • @d3adst1ck because it takes can take minutes to rejoin compared to the seconds in respawning.

  • @sailorkek Well yeah, but it would still be faster than dealing with trying to break free or wake up from unconciousness - you don't even need to exit the entire game, just back to the main menu and then join back from there.

  • I think what you are talking about is called the "weary all" lol

  • @d3adst1ck the unconsciousness or trying to free yourself from your bind would only take a few seconds. Maybe half the time it take to go to the ferry and back.

  • @sailorkek so what is the point then? Kill them and take them out of the battle for a longer period of time so that you can deal with their crew or ship instead.

  • @d3adst1ck the point would be to add more features to a developing game.

  • @sailorkek You don't just add features to a game. The feature has to have a purpose otherwise you are just adding fluff and wasting development resources on things that no one will ever use when you could instead allocate time towards more useful features or bug fixing.

    If the time to be bound/knocked out is less than the time it takes to send someone to the ferry and respawn, you're better off killing them and forcing a longer time punishment so you can take their stuff or sink their ship. No one is going to bother using a tie up feature if they can just break out in a few seconds.

    If the tie up / knockout feature takes longer than the ferry, people will just disconnect and reconnect so that they respawn back on their boat and don't have to bother dealing with breaking out, running back to their ship to stop you, etc..

    It sounds like a fun idea, but its a black hole of wasted development time on a feature that doesn't really provide any useful benefit or interesting gameplay. If this game had persistent player positions and states then it would be worthwhile but in an instanced game world like this one people will just avoid the feature entirely.

  • @d3adst1ck the purpose would be to add features to allow player to play in different styles.

    It's a suggestion. Nothing here is garauntees so poking holes in it is pointless.
    It's merely an idea that I want people to contribute to and think of their own ideas.

  • @d3adst1ck maybe a purpose could be to K-O a skeleton captain and bring him back alive to the outpost.

  • @sailorkek said in Knockouts and Rope ties:

    @d3adst1ck the unconsciousness or trying to free yourself from your bind would only take a few seconds. Maybe half the time it take to go to the ferry and back.

    If it'd only take a few seconds to do, then that means the captors would have to allocate 1 of their crew as a guard the entire time the prisoner is held. The crew is a resource, and as such, this would effectively deplete their resources. And for what exactly? I'm sorry, but I think your idea is falling apart.

    @D3ADST1CK The point about quitting and rejoining was a good 1.

  • @galactic-geek just the same as if you left someone on their boat to kill, either way youd be leaving a crew mate aboard the enemy ship as your ship is sailing away with the Loot.

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