Shop opening hours and residential areas

  • Probably a big ask but it would add a little more realism and make more use of the otherwise redundant pocket watch.
    So shops open at 8:00am and shut at 6pm, if the shops are closed you're unable to obtain any new quests or sell your loot. This would make 6pm to 8am a dangerous time where skulduggery is rife on the seas.
    Do you hole up on a fort island and defend yourself or go in search of pirates that were late turning in their loot? It would create a rush at certain times too, forcing pirates to either get on or kill each other in the process.
    The tavern would become livelier at 6pm and some of the NPC's can be found there drinking. This would add to the future Tall Tale quests as some of the clues would only be obtainable once the NPC's was suitably drunk and their lips suitably loose.
    There could be residential buildings that are empty in the day, if you're sneaky enough (with a new lock pick mechanism added to the game) you could break in and steal from the NPC's chests. The NPC chests would slowly refill between thefts, but if noticed by a new Outpost roaming NPC you'd be chased off the island by him, followed by a trail of otherworldly accurate pistol shots. You're other crew mates could help distract him.
    The tavern would stop selling booze at 2am, and all drinking NPC's would head back their homes or fall asleep in the sand.

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  • @guybrush3pwood2 said in Shop opening hours and residential areas:

    Probably a big ask but it would add a little more realism and make more use of the otherwise redundant pocket watch.
    So shops open at 8:00am and shut at 6pm, if the shops are closed you're unable to obtain any new quests or sell your loot. This would make 6pm to 8am a dangerous time where skulduggery is rife on the seas.
    Do you hole up on a fort island and defend yourself or go in search of pirates that were late turning in their loot? It would create a rush at certain times too, forcing pirates to either get on or kill each other in the process.
    The tavern would become livelier at 6pm and some of the NPC's can be found there drinking. This would add to the future Tall Tale quests as some of the clues would only be obtainable once the NPC's was suitably drunk and their lips suitably loose.
    There could be residential buildings that are empty in the day, if you're sneaky enough (with a new lock pick mechanism added to the game) you could break in and steal from the NPC's chests. The NPC chests would slowly refill between thefts, but if noticed by a new Outpost roaming NPC you'd be chased off the island by him, followed by a trail of otherworldly accurate pistol shots. You're other crew mates could help distract him.
    The tavern would stop selling booze at 2am, and all drinking NPC's would head back their homes or fall asleep in the sand.

    NOW THAT'S A GOOD IDEA!

  • it is quite refreshing to have some content to read that includes new ideas :)

  • You could make it that if an NPC arrived back at their home to discover they had been robbed then the island becomes shut down to all player pirates for the night. Perhaps new cannon placements could become active and the sharp shooting NPC receives orders to kill on sight.

  • @guybrush3pwood2 said in Shop opening hours and residential areas:

    You could make it that if an NPC arrived back at their home to discover they had been robbed then the island becomes shut down to all player pirates for the night. Perhaps new cannon placements could become active and the sharp shooting NPC receives orders to kill on sight.

    aye that would be cool

  • @guybrush3pwood2 said in Shop opening hours and residential areas:

    So shops open at 8:00am and shut at 6pm, if the shops are closed you're unable to obtain any new quests or sell your loot. This would make 6pm to 8am a dangerous time where skulduggery is rife on the seas.

    This is actually a pretty cool idea, however, I would probably make it so shops are open from 6am to 6pm (half a day/12 minutes irl), just so things are a little more predictable and even. Half a day of being open, half a day of being closed.

    The tavern would become livelier at 6pm and some of the NPC's can be found there drinking. This would add to the future Tall Tale quests as some of the clues would only be obtainable once the NPC's was suitably drunk and their lips suitably loose.

    I definitely think the Tavern should be open 24/7 so people can have a building to spawn at, a place to congregate in, access the PL hideout, the ability to speak with Duke, and the ability to start the first Tall Tall at all times. The Mysterious Stranger could only spawn within certain hours (y'know, being mysterious and all). Having NPC's appear in the tavern after shops close could be nice, but is also completely necessary unless they work it into a Tall Tale or something.

    There could be residential buildings that are empty in the day, if you're sneaky enough (with a new lock pick mechanism added to the game) you could break in and steal from the NPC's chests. The NPC chests would slowly refill between thefts, but if noticed by a new Outpost roaming NPC you'd be chased off the island by him, followed by a trail of otherworldly accurate pistol shots. You're other crew mates could help distract him.

    This is straight up unnecessary. SoT doesn't need to become the next Elder Scrolls game. Thieving should be done from players, not NPCs. There's not enough room for 'residential' buildings on outposts without a complete island rehaul. Roaming/moving/fighting NPCs on outposts would add too much server load for not a good enough reason. Lockpicking mechanics are overdone, boring, and are not at all needed. All in all, I think this specific idea would ultimately be very bad for the game

  • @ambiguousmonk without a residential area or other things happening because of shops closing all this would really do is increase PvP which from the suggestions here I'm thinking wouldn't make loads of people happy.
    I'd just like for outposts to be a bit more interactive. Essentially it's not just pirates stealing from pirates already, we constantly steal from NPC skeletons, megs and Krakens.

  • @guybrush3pwood2 agreed on all points, especially your reasoning for outpost guards and npc theft. No good reason not to and plenty good reasons to do.

    disagree on outpost having cannons though.

  • If they extended night and daytime hours then maybe made it where some shops are opened longer hours but not all of them that way if it is 1am you know you can only go to 2 of shops or so.

  • Hey matey, while I personally love the idea of hours of operation, they did at one point in development have hours for shop operation, and ultimately decided to take it out. They found that it placed limitations that they weren't happy with.

    That being said, I'm not opposed to them trying it out again!

  • @eva1977 said in Shop opening hours and residential areas:

    If they extended night and daytime hours then maybe made it where some shops are opened longer hours but not all of them that way if it is 1am you know you can only go to 2 of shops or so.

    I would only like this if it was still knowledge based, not the same for every outpost.

    Like on the 1-12th of the month dagger tooths gold hoarder accepts chests all night because he is broke, and on specific days the OOS vendor opens at night to take skulls but only for an hour or two, etc.

    This way people dont get locked out of turning in because they have to leave, there will always be one npc open if you know where to go, while still having the benefit of these additions and how they affect gameplay.

    If we could always steal from outposts and get gold directly, they could even add in gold sinks for things without fear of it being to vertical of progression, and obviously gold sinks would have to be balanced anyways

  • @guybrush3pwood2 said in Shop opening hours and residential areas:

    @ambiguousmonk without a residential area or other things happening because of shops closing all this would really do is increase PvP which from the suggestions here I'm thinking wouldn't make loads of people happy.

    And that's exactly why I like it. Honestly, I find this the only actual reason to implement any of this. If you want to steal stuff, steal it from players. Adding in your bog standard Skyrim PvE theft sounds completely mind-numbing. Also: this will naturally increase the rate of PvP no matter what, since the more reason there is to stay at an outpost, the more people will stay at outposts. Since players must stop by outposts to cash in, it will naturally lead to more hostile player encounters.

    I'd just like for outposts to be a bit more interactive.

    That's not what they're for. They're a stopping point. Pirates should be spending most of their time out in the world and especially on the high seas. The game is literally all about promoting interactivity with other players. The PvE stuff is simply the context for doing such.

    Essentially it's not just pirates stealing from pirates already, we constantly steal from NPC skeletons, megs and Krakens.

    I wouldn't call killing megs and Krakens 'stealing from them'. I doubt they would have any sense of possession or property. We definitely do steal from NPC skeletons though, so if you really want your NPC theft, then there you go. You already have it, and in a much more interesting and engaging way than lockpicking and 'stealth.' Not only that, but it's also stealing while out on the seas, like all activities should be.

  • @badrobott Oh really?! I didn't know. Perhaps now with more in the world limiting the hours of operation could work. It makes sense now why pirates have a pocket watch at all if this was a thing before. Well, if they had it in the game before, testing it would be easy. They'd hopefully just be able to "switch it back on"

  • @ambiguousmonk said in Shop opening hours and residential areas:

    @guybrush3pwood2 said in Shop opening hours and residential areas:

    @ambiguousmonk without a residential area or other things happening because of shops closing all this would really do is increase PvP which from the suggestions here I'm thinking wouldn't make loads of people happy.

    And that's exactly why I like it. Honestly, I find this the only actual reason to implement any of this. If you want to steal stuff, steal it from players. Adding in your bog standard Skyrim PvE theft sounds completely mind-numbing. Also: this will naturally increase the rate of PvP no matter what, since the more reason there is to stay at an outpost, the more people will stay at outposts. Since players must stop by outposts to cash in, it will naturally lead to more hostile player encounters.

    I'd just like for outposts to be a bit more interactive.

    That's not what they're for. They're a stopping point. Pirates should be spending most of their time out in the world and especially on the high seas. The game is literally all about promoting interactivity with other players. The PvE stuff is simply the context for doing such.

    Essentially it's not just pirates stealing from pirates already, we constantly steal from NPC skeletons, megs and Krakens.

    I wouldn't call killing megs and Krakens 'stealing from them'. I doubt they would have any sense of possession or property. We definitely do steal from NPC skeletons though, so if you really want your NPC theft, then there you go. You already have it, and in a much more interesting and engaging way than lockpicking and 'stealth.' Not only that, but it's also stealing while out on the seas, like all activities should be.

    You seem to be reaching to discount the idea to me.

    Why does a stolen item need to be from a person who feels loss lol? That has absolutely nothing to do with the gameplay being added, especially when pve theft could be interupted by pvp at any moment anyways.

    All of the ideas do no real harm to people who pvp, and even benefit them more than the guards would be an impediment. Its just more content, more to learn, more to do...

    Saying they shouldnt add these things for the reasons you state is like saying minecraft should have just not done a villager update adding trading, because players could already play pretend and trade diamonds for wheat.

    Its just a completely empty argument. All stealing needs to be at sea why?thats not what outpost are for why? We already have the legend hideout... Etc. just because you dont/do like something, unless you have a real argument, dosnt mean much and any content should be considered for this empty game at this point.

  • These are persistent servers and new players need to be able to join at any time. You can’t close outposts, overpopulate them or suspend the availability of voyages and resources to players joining the game. This idea would essentially half the available servers and I’m sure this would be an issue.

    There are many things could be implemented to give the game more depth. Instead of shops closing perhaps at any given time they don’t pay the same and it changes. So, on one voyage you’ll get 50% more fore gold at Sands, 50% more for skulls at Dagger and 50% more for merchant at Sanctuary. These enhanced prices are advertised on a parchment in your inventory and change every few game days. Occasionally one outpost may be offering all 3 special prices (or two). So, just done a fort? then do you settle for 25k or try for 37k and the extra progression. Trouble is, all the other pirates know where these better prices are being paid out and may be ready to pounce.

    What about special requests. A vendor could at any time issue a “wanted ad”. For instance the OOS on one outpost could offer 5000 for the first Hateful skull delivered to her. Who wouldn’t try to get there first particularly if you had one on board.

    Anyway, I’m sure most ideas have already been thought out and discarded but it’s harmless trying to think of a few.

  • I love this idea, it would make the sea of thieves world feel so alive. Its already breathtaking, but with NPCs displaying some kind of life everything would be much more entertaining.

    Nice idea!

    Ps totally agree that the pocketwatch needs some love. Why is it even in the game, honestly (besides nerch quests, but even then you could shove off and do what you please for 4 days and still be fine)

  • I don't think closed shops during a considerable time will make the game more fun.

    When you're busy to get your loot from your boat to the vendor and then have to wait for 12 minutes or so to continue ? Waiting time will take away time from sailing & having fun on the seas & islands.

    Go to the Roar and go to a sea post, do you have fun for the volcano to stop before you can sail safely to the sea post ? This will be something similar only more regular (and holes in the boat because of other crews instead of lava rocks).

  • @the-sniperninja said in Shop opening hours and residential areas:

    I love this idea, it would make the sea of thieves world feel so alive. Its already breathtaking, but with NPCs displaying some kind of life everything would be much more entertaining.

    Nice idea!

    Ps totally agree that the pocketwatch needs some love. Why is it even in the game, honestly (besides nerch quests, but even then you could shove off and do what you please for 4 days and still be fine)

    Not all merch quests take 4 days, I really use the watch when delivering crates.
    Also for the re spawn time of items at the sea post and supplies in barrels.

  • @dadiodude That's a good point. You would only want new players to spawn into areas where quests were available so I get your point for new players the server options would be halved.

    Perhaps then, if shops need to stay open 24 hours, the NPC who's running them could change their skin (shift work). You'd have three per outpost in constant rotation. 1 skin version would be working, 1 in the tavern and 1 at their home. Perhaps sometimes some times the drinker out of the 3 wouldn't make it back home, leaving their home open to being robbed.

    Each version of a merchant would have different narrative. What they say would also change depending on what they were doing.

    I guess with more NPC's comes the problem of outpost sizes if you were going to have residential areas. I still like the idea of outposts growing in size and variety of NPC's to give the areas a bit of depth. Rare would just have to explain it by a cataclysmic volcanic period. The devils roar takes over the map for 2 weeks and when the dust settles things have changed.

    Perhaps some merchants could give you special deals on the good you turn in. So one of the 3 is rubbish at haggling, 1 feels sorry for pirates and sells quests at a discount.

    This would greatly increase the number of perceived NPC's to each outpost which could be interesting.

  • I thought they discussed this long ago and they didnt want players waitin around at outposts for shops to open

  • @nwo-azcrack I believe a whole day is 24 minutes, so the very longest someone would have to wait would be 12 minutes which isn't really that long if you extended the opening hours to 8am - 8pm
    Having said that @dadiodude made a good point regarding new players spawning into the game hence my comment above.
    I would like to see some of the redundant inventory items have more use, namely; the pocket watch and drinking.

  • Great idea i'd suggest different opening hours.

    Merchants work early to late night.
    Tavern opens late, but to early morning.
    Gold Hoarders 12h day
    Order of Souls 12h night

    Know the times use the clock!
    More life, more diversity.

  • @guybrush3pwood2
    I wanna see more uses for the pocketwatch too. Havnt used it since cursed sails, waitin on the skelly ships

  • I guess, as you may have guessed by my "oh so cryptic" gamer tag, my favourite pirate game is Monkey Island, (in fact, due to this forum I'm actually replaying the first game as I type)

    I would love for this game, within the next ten years, to turn into my dream game... The perfect amalgamation of 2019 graphics, online multi-playability, awesome PvP action and funny, clever, puzzle solving PvE; complete with ridiculous inventory items, interactive backgrounds, meaningful NPC narratives and an ultimate game completing boss.

    I don't believe any PvP/PvE addition would be detrimental to the game, the more content, the more environment, the more interesting ways to have combat and the enrichment of the game has to be a good thing in the long run...

    Yeah I get for the PvP purists, the addition of PvE aspects would make the PvE enthusiasts complain ,they're being sunk and visa-versa.Having said that, within 10 years, I'd love to see a game that's evolved 10 times that of the first anniversary update.

    So, if you're a PvP enthusiast, just remember, the more people the game can attract then the more PvE'ers there is to sink.

    Just stating "The game provides the kind of fun you're asking for" is an empty argument. The more enrichment, the more immersive, the more content the game has benefits us all.

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