Fixes for Server Hopping and Player Activated World Events

  • I realize most of these ideas are going to upset server hoppers and content creators to varying degrees, so I'll start with my idea(s) for addressing the main reason for server hopping: finding an "active server"

    Player Activated World Events:
    To create more "obvious" activity on a server, there should be an allowance for 2 world events per server. One randomly spawned, and one player activated. Allow for people to activate world events at a tavern by throwing down a bet (read: buying a voyage) with the barkeep for whichever event they want to bet on. Different Events will require different minimum bet amounts. The bet would be completing the event or not. If the event gets completed (by you or another crew), EDIT: you would get double your money back, or 10k gold, whichever is lesser. If your event de-spawns, you lost that bet and the money. In my head, the FoTD would be able to be bet on as well, for the highest minimum bet amount...but that's debatable. And the FoF could not be bet on...again, debatable. If 2 events are active, no bets can be placed. EDIT: Scrap the current FoTD activation method. Make it bet activated only. Make the bet at the tavern be the Ritual Skull. Upon completion, you get your 10 doubloon reward. This way, the FoTD could not be activated while 2 other events are up.

    Plus, how many times do you get on a server hoping to do literally any event except Flameheart, you hop in a server, the Skull Fort despawns while you're in route, Flameheart pops and all you can think is...welp...that'll be up for the next 2 hours. Sweet.

    Easy way to make more obviously active servers
    Bring back Mercenary Voyages and commendations. Specifically, the ones where you had to fly the Reaper's Mark flag to to complete it.

    Fixes for Server Hopping
    Again, the main reason people hop servers is to find theoretical activity.

    1. The little ships on emissary tables. Get rid of them. They serve no purpose other than to give server hoppers a reason to hop and speculate the value of a server. The argument could be made that if you want to play the role of the hunter, you use those little wooden ships to see which emissary you should run. My counter argument would be that you should probably be running Reaper if you're playing hunter...or take your best guess based on what loot you are hoping to get.
    1. Reaper Emissary. Make it so that you don't see them on your map unless you're at least Grade 2 in another company. Conversely, to make it fair, Reapers can only see Grade 2 and above emissaries when they've achieved Grade 5.

    2. Server Timer. Once you've loaded into a server as a closed crew, that's your server for 5-10 minutes. If you leave that server, the only way you can get a different server is to join on someone else. Otherwise, you'll load right back into that server you just left. This one is a bit extreme, honestly, but aside from server hopping, I can't think of any negatives. Might you get spawn camped within 5-10 minutes by a toxic crew slinging gamer words? Sure...I guess...but that's the only real negative I can think of.

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  • @sweetsandman 2 events...probably won't work, because of server stability
    The little ships on the emissary table, I guess you are right...might be a good thing to get rid of them
    That's the only thing I think is worth thinking about...no to the rest

  • 2 World Events is already a thing with exactly this setup:

    1. Server Spawned Events (Forts, Fleets, Flameheart, Ashen Lord, Kraken, FoF)

    2. Player Spawned Events (FotD)

    So you can have instances where a Server and Player event are spawned at the same time already. I assume the reason we don't have additional Player events is because that could cause situations where 3 or more events (Server Event & 2+ Player Events) are active at a time which would likely strain the server too much presently. Granted, they do note server stability improvements from time to time in the Patch Notes, so it is possible they might sooner or later clear the overhead to allow that to be a thing.

  • @schwammlgott said in Fixes for Server Hopping and Player Activated World Events:

    @sweetsandman 2 events...probably won't work, because of server stability

    There can already be 2 active with 1 Random and 1 FoTD.

    That's the only thing I think is worth thinking about...no to the rest

    Fair enough.

  • @sweetsandman said in Fixes for Server Hopping and Player Activated World Events:

    1. Server Timer. Once you've loaded into a server as a closed crew, that's your server for 5-10 minutes. If you leave that server, the only way you can get a different server is to join on someone else. Otherwise, you'll load right back into that server you just left. This one is a bit extreme, honestly, but aside from server hopping, I can't think of any negatives. Might you get spawn camped within 5-10 minutes by a toxic crew slinging gamer words? Sure...I guess...but that's the only real negative I can think of.

    If you want to kill Open Crew and make it really hard for new players to get into the game, this is how to do it. If they happen to get stuck in an open crew full of disruptive players, they're now stuck there for at least 5 minutes.

    I suspect they won't want to play that lottery too many times before they just give up.

  • @sweetsandman I don't count FotD to the regular events, as you have to active them yourself...so guess what happens, if a regular fort and flameheart is up and someone starts a FotD...so there would be 3 events active

  • @schwammlgott @redeyesith

    Maybe I should have bolded this bit in my description

    If 2 events are active, no bets can be placed.

    This would allow for people to activate the FoTD as it is today (or place a bet). But, 3 events could not be activated at any given time. The FoTD is way too involved to activate and is why you rarely see them...or hop servers to find them...

  • @sweetsandman You mean, when I want to start a FotD and 2 events are already active (kraken counts as a event too), I am forced to wait or finish one of them and get fast enough back to the FotD to start it? Are you serious?

  • I love the little ships!

    Like most of the things in this game, they are pleasing to the eye, and visiting each one is essentially a little 'ritual' that we have to do when joining a server - I quite enjoy it.

    I think the bigger issue is that the vast majority of crews who run OOS, GH, and MA are interpreted as prey, while the reaper is interpreted as a predator. Adding some gameplay tweaks to balance this contrast (like actually making the reaper flag worth something to the other trading companies) might actually encourage other crews to stick around on a server when a reaper pops up.

  • @schwammlgott said in Fixes for Server Hopping and Player Activated World Events:

    @sweetsandman You mean, when I want to start a FotD and 2 events are already active (kraken counts as a event too), I am forced to wait or finish one of them and get fast enough back to the FotD to start it? Are you serious?

    Yes I'm serious. Also, I think it would be good to change up how the FoTD is activated. The whole get a ritual skull and all these lights is a cool idea...but nobody does it because it's way too complicated to get all the lights (unless you're on a fresh server). Make the bet for the FoTD at the tavern be a ritual skull. Get rid of the need to get the lights and it wouldn't be such a big deal....made an edit to the OP to reflect that thought/issue.

  • I’m ok with Reaper Flags it a come kill me notification. Boats on the Emmisaries table? Only 4 boats a server? Not a big call sign since you get kicked to another server if it isn’t full. People server hop to find action right. Imagine a 20 boat server? Nobody would hop.

  • @d3adst1ck said in Fixes for Server Hopping and Player Activated World Events:

    If you want to kill Open Crew and make it really hard for new players to get into the game, this is how to do it. If they happen to get stuck in an open crew full of disruptive players, they're now stuck there for at least 5 minutes.

    I suspect they won't want to play that lottery too many times before they just give up.

    Maybe I wasn't clear enough. My suggestion is specific to CLOSED crew. You can join on other (read: open) crews however many times you want.

  • @sweetsandman said in Fixes for Server Hopping and Player Activated World Events:

    Maybe I wasn't clear enough. My suggestion is specific to CLOSED crew. You can join on other (read: open) crews however many times you want.

    I don't see how that is enforceable without imposing restrictions on basically everyone who plays, since you can launch as an open or closed crew, as well as switch the crew type between open and closed while in the game. It also impairs the ability to join a friend, as one or both of you could be locked out from joining the other.

    It's a lot of restrictions to target a very specific segment of the playerbase which won't be very effective. Server hoppers are either going to have several crew members, which means 1 hop per member every 5 minutes, or they're going to be a streamer with hundreds of potential crew mates.

  • @sweetsandman I mean, most of the time you just need the Skull. When a server is first launched the FotD has all the lanterns lit inside already. I often stop there to obtain lights I need or to kick off the FotD cause I have a Skull on me (as a solo Sloop most often I will frequently do this and just leave the Fort and draw the aggressive crews to it so I can go about my business in peace for a bit). So honestly, most of the time it isn't that hard to get going.

  • @redeyesith said in Fixes for Server Hopping and Player Activated World Events:

    @sweetsandman I mean, most of the time you just need the Skull. When a server is first launched the FotD has all the lanterns lit inside already. I often stop there to obtain lights I need or to kick off the FotD cause I have a Skull on me (as a solo Sloop most often I will frequently do this and just leave the Fort and draw the aggressive crews to it so I can go about my business in peace for a bit). So honestly, most of the time it isn't that hard to get going.

    Perfect, so by your own admission, it shouldn't be that big of a deal to have to wait for one of 2 World events to despawn/complete before you can start up a FoTD... although I think reworking the current mechanics is long overdue since most mid-tier players don't bother with it at all.

  • @sweetsandman not at all what I said, actually. On demand stuff should be on demand. If you have the steps done that you need for it, then you should be able to do it. I would find it quite annoying, in particular in an instance where I did have to farm lanterns (cause you still need to sometimes), so no I don't think that would be good. And what of moves like mine, where I triggered an event I had no intention of doing as a plan to get more aggressive crews distracted. That event might sit for a long while. I certainly wouldn't want to wait 10/20/30+ minutes to activate an event I put in the effort to setup because that is going on with the other event (and potentially no one is actually doing it, or people are tucking waiting on someone to come back that won't which will keep the event from despawning cause there is a crew there this extending the life of the event).

    Now, if they can get the servers to a point where they could manage 3 events at a time I'd be open to more player activated events (cause the benefit that those have, generally, is that someone wants to do them). Otherwise I think we have our player event.

  • Reaper Emissary. Make it so that you don't see them on your map unless you're at least Grade 2 in another company. Conversely, to make it fair, Reapers can only see Grade 2 and above emissaries when they've achieved Grade 5.

    Only one I agree with.
    I kind of like this idea. It also makes it so Reapers gain something worth attacking. Come on, Grade 1 ships have Nothing worth wasting.

    BUT....that to say if a grade 1 hasnt been hoarding loot for awhile and simply lowers and raises the flag every so often....

  • @redeyesith Fair enough. I still maintain that the FoTD activation needs a simplification. This would be a nice way to introduce that simplification.

  • @sweetsandman the only simplification I would make for it is through reintroducing the Bilge Rat Voyage to go hunt the Flame of Fate Skeletons (I wouldn't mind a couple of their Voyages coming back really - Gunpowder Stashes and Mercenary ones along with these). Make them feel like the rag tag adventure seeking crew they are meant to be.

    That would allow players who really want to get that going to do it a little quicker than normal, and the way that all panned out sort of made the whole FotD process feel like it was a mini story along with the slightly grindy gameplay which is nice. And it would make player activation seem more deliberate in some ways as opposed to the somewhat more chance based process.

  • @redeyesith 100% agree with that. When those voyages came out I thought they were really well done and going to be a permanent fixture. I got really excited. Then really disappointed when they vanished.

    I also love bringing back mercenary voyages and suggested as much in my post. They were unique ways of experiencing a lot of the existing content, and in some cases rewarded you for taking risk by flying the Reapers Mark flag.

  • “Content creator”

    Rolls on deck laughing

  • @wavestalker I have to agree with this and disagree at the same time. One of the most fun things I've done in this game since I started playing in the past month or so was fight off 4 ships coming at us as a reaper. (Staggered)

    We were fighting a skelly ship and a sloop rolled up on us. During the fight with that ship and brig rolled up and it was a 2v2. We killed the sloop and were low on cannonballs so we ran from the brig who chased us and fired off to islands to loot barrels during the chase.

    Then we sailed past a galleon who joined in the chase and a 2nd galleon hit us from the other side of that same island. The Brig was bloodthirsty and started a fight with one of the Galleons, but now we had a new pursuer. We managed to loot enough supplies to turn on the 2nd galleon. During that fight the brig who had won their fight caught back up to us and it was another 2v1.

    Maybe it was just fun because it was a challenge that seems pretty rare to find in the game these days. It's very rare to find a challenging 1v1 fight.

    Active servers are a lot of fun and having that Reaper Target on your back usually goes one of two ways. People run and it's boring or they come at you.

    From the people run and it's boring PoV, it might be a good thing to reward other factions for sinking reapers and it's thematic as well.

    Wouldn't the law enforcement pay bounties to rid the seas of pirates and make it safer for merchant vessels and such?

    @sweetsandman I guess my crew is a rare bird. FlameHeart is one of our favorite fights. We pretty much always go directly at em every time we start a new game session to load up on supplies. The ship skelly ship battle is another favorite. If there's no flameheart, we start a session with a ghost ship mission. Gotta get those storage crates and cannonballs. xD

    We have a lot more fun with both of those compared to forts.

  • @venatorlupos in the history of piracy it was a criminal business. They had to fight up close and plunder the ship without sinking it or lose their own ships. Approaching Merchant ships was not without risk. I’d like to see pirate hunting NPCs on patrol. That only attacked opposition factions. For example random merchant escorts going after all reaper flagged ships. Secondly pirates simply couldn’t just roll into an outpost to sell goods. Merchant alliance outposts with guards would be fun. I’m a solo slooper, who logs on when they can. I am my crew so my game options are really limited. I like factions/realms. Why? Even if your solo you have a crew.

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