abusing re-spawns to turn in loot effortlessly via mermaid. pass by an outpost, jump off without dropping anchor, turn in, return to ship via mermaid, repeat.

  • (edited because comments used ad hominem)

    players are going from outpost to outpost without stopping, drop a few men off, turn in their reward, travel back to their boat via mermaid, repeat. deny it or not, this is not how mermaids are meant to be used.

    i feel as if sharks should spawn more often near outposts or directly make some changes to how players use mermaid re-spawn.

    seggestions so far.

    • mermaids should only spawn while your ship is anchored. players can still use the tactic once for a more limited amount of reward (such as the number of crewmates [one chest per crewmate]), but they'll need to scuttle their ship if they want to get it back, or if they have more loot than their crew can carry, they'll need to actually dock their ship.
    • mermaids should fine players for their services. players can still use the tactic multiple times, but doing so will give them less reward than they could have by actually docking their ship.
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  • @mysticdragon297

    People also ram their ships aground and scuttle it after without penalty.

    This has been a known issue and so far there has been no word on alleviating it.

  • If I am understanding correctly, you forfeited the event and let them complete it? You also failed the the opportunity to sail up and try to steal the loot while they were loading it on their ship. Instead you just wanted to lazily rob them at the outpost? Yeh I am fine with you getting nothing in this situation.

  • @timidobserver
    and the actual topic?

    both of our crews worked hard. we completed some of the waves too. so no, you are not understanding correctly. this is not about me.

  • @mysticdragon297 said in abusing re-spawns to turn in loot effortlessly via mermaid. pass by an outpost, jump off without dropping anchor, turn in, return to ship via mermaid, repeat.:

    @timidobserver
    and the actual topic?

    both of our crews worked hard. we completed some of the waves too.

    @mysticdragon297 My response relates to the topic. I am fine with players having an option to avoid being robbed at the outpost by the lazy people. Jumping people off the ship with that much treasure at different outposts is risky and time consuming.

  • @timidobserver said in abusing re-spawns to turn in loot effortlessly via mermaid. pass by an outpost, jump off without dropping anchor, turn in, return to ship via mermaid, repeat.:

    @mysticdragon297 said in abusing re-spawns to turn in loot effortlessly via mermaid. pass by an outpost, jump off without dropping anchor, turn in, return to ship via mermaid, repeat.:

    @timidobserver
    and the actual topic?

    both of our crews worked hard. we completed some of the waves too.

    @mysticdragon297 My response relates to the topic. I am fine with players having an option to avoid being robbed at the outpost by the lazy people. Jumping people off the ship with that much treasure at different outposts is risky and time consuming.

    my point is that it is not risky at all. not as much as actually docking a ship and turning in the entire reward. plus it is clearly taking advantage of game mechanics that are clearly not supposed to be used in such ways.

  • @mysticdragon297 said in abusing re-spawns to turn in loot effortlessly via mermaid. pass by an outpost, jump off without dropping anchor, turn in, return to ship via mermaid, repeat.:

    @timidobserver said in abusing re-spawns to turn in loot effortlessly via mermaid. pass by an outpost, jump off without dropping anchor, turn in, return to ship via mermaid, repeat.:

    @mysticdragon297 said in abusing re-spawns to turn in loot effortlessly via mermaid. pass by an outpost, jump off without dropping anchor, turn in, return to ship via mermaid, repeat.:

    @timidobserver
    and the actual topic?

    both of our crews worked hard. we completed some of the waves too.

    @mysticdragon297 My response relates to the topic. I am fine with players having an option to avoid being robbed at the outpost by the lazy people. Jumping people off the ship with that much treasure at different outposts is risky and time consuming.

    my point is that it is not risky at all. not as much as actually docking a ship and turning in the entire reward.

    My point is that you guys had two opportunities to win or at least get away with some of the loot. You could've defeated them rather than forfeiting. You could've timed your arrival to get some loot before they loaded it. Those events tend to drop a lot of loot and it takes multiple trips to get it all. I don't see why the game needs to give you a third opportunity.

    Moving with a chest is slow. A shark could catch the jumper or if you guys were close enough you could've used the lunge dive or fire someone out of a cannon to close the distance on the carriers.

  • @timidobserver said in abusing re-spawns to turn in loot effortlessly via mermaid. pass by an outpost, jump off without dropping anchor, turn in, return to ship via mermaid, repeat.:

    @mysticdragon297 said in abusing re-spawns to turn in loot effortlessly via mermaid. pass by an outpost, jump off without dropping anchor, turn in, return to ship via mermaid, repeat.:

    @timidobserver said in abusing re-spawns to turn in loot effortlessly via mermaid. pass by an outpost, jump off without dropping anchor, turn in, return to ship via mermaid, repeat.:

    @mysticdragon297 said in abusing re-spawns to turn in loot effortlessly via mermaid. pass by an outpost, jump off without dropping anchor, turn in, return to ship via mermaid, repeat.:

    @timidobserver
    and the actual topic?

    both of our crews worked hard. we completed some of the waves too.

    @mysticdragon297 My response relates to the topic. I am fine with players having an option to avoid being robbed at the outpost by the lazy people. Jumping people off the ship with that much treasure at different outposts is risky and time consuming.

    my point is that it is not risky at all. not as much as actually docking a ship and turning in the entire reward.

    My point is that you guys had two opportunities to win or at least get away with some of the loot. You could've defeated them rather than forfeiting. You could've timed your arrival to get some loot before they loaded it. Those events tend to drop a lot of loot and it takes multiple trips to get it all. I don't see why the game needs to give you a third opportunity.

    Moving with a chest is slow. A shark could catch the jumper or if you guys were close enough you could've used the lunge dive or fire someone out of a cannon to close the distance on the carriers.

    defeating them was pointless. they re-spawned every time. like i said, we kept sinking each other ships and completed a few waves. tried to communicate, but they were in a party.

    we played it smart. let them take the reward and waited patiently just in case they had something planned. there was a lot of supplies on the island + gunpowder barrels, so we thought it was too risky. it was our decision to make, the wrong decision, but only because they abused a game mechanic.

    your last few points are easier said than done. please note that when i say that they sailed nearly past the outposts, i really do mean that they were close; as in, not even a few seconds of swimming distance. they turned in the chest and their was no time to actually kill them at full health before they made it and turned in the loot.

    so lets just say that my story is gone. then what? what is your defense and how can you reasonably disagree?

    i will take what you have suggested to mind, but it is not going to stop the abuse of this mechanic. in fact, im editing the topic to erase somthing i simply wanted to share, and i would like it if you gave a comment on that without attacking me directly.

  • @timidobserver

    I agree. If this situation involved two full galleons, you should have had the upperhand in any of the situations.

    Since they can't shoot themselves off with loot in their hands, they would have had to swim to shore. The two left behind wouldn't be able to outrun a full ship if your crew was adjusting sail when necessary to catch up. Outmanned and outgunned; You could have sunk or boarded their ship and taken control.

    Or you could have fired two of your crew with cannons, on to the outpost and cut off the two swimming. Then used the mermaid to get back on to your boat and repeat for the next outpost.

    You can cover a pretty long distance being shot from a cannon.

  • So let's say they got killed or suicided by shark instead. Whats the difference other than a 30 second delay?

  • @mysticdragon297 said in abusing re-spawns to turn in loot effortlessly via mermaid. pass by an outpost, jump off without dropping anchor, turn in, return to ship via mermaid, repeat.:

    @timidobserver said in abusing re-spawns to turn in loot effortlessly via mermaid. pass by an outpost, jump off without dropping anchor, turn in, return to ship via mermaid, repeat.:

    @mysticdragon297 said in abusing re-spawns to turn in loot effortlessly via mermaid. pass by an outpost, jump off without dropping anchor, turn in, return to ship via mermaid, repeat.:

    @timidobserver said in abusing re-spawns to turn in loot effortlessly via mermaid. pass by an outpost, jump off without dropping anchor, turn in, return to ship via mermaid, repeat.:

    @mysticdragon297 said in abusing re-spawns to turn in loot effortlessly via mermaid. pass by an outpost, jump off without dropping anchor, turn in, return to ship via mermaid, repeat.:

    @timidobserver
    and the actual topic?

    both of our crews worked hard. we completed some of the waves too.

    @mysticdragon297 My response relates to the topic. I am fine with players having an option to avoid being robbed at the outpost by the lazy people. Jumping people off the ship with that much treasure at different outposts is risky and time consuming.

    my point is that it is not risky at all. not as much as actually docking a ship and turning in the entire reward.

    My point is that you guys had two opportunities to win or at least get away with some of the loot. You could've defeated them rather than forfeiting. You could've timed your arrival to get some loot before they loaded it. Those events tend to drop a lot of loot and it takes multiple trips to get it all. I don't see why the game needs to give you a third opportunity.

    Moving with a chest is slow. A shark could catch the jumper or if you guys were close enough you could've used the lunge dive or fire someone out of a cannon to close the distance on the carriers.

    defeating them was pointless. they re-spawned every time. like i said, we kept sinking each other ships and completed a few waves. tried to communicate, but they were in a party.

    we played it smart. let them take the reward and waited patiently just in case they had something planned. there was a lot of supplies on the island + gunpowder barrels, so we thought it was too risky. it was our decision to make, the wrong decision, but only because they abused a game mechanic.

    your last few points are easier said than done. please note that when i say that they sailed nearly past the outposts, i really do mean that they were close; as in, not even a few seconds of swimming distance. they turned in the chest and their was no time to actually kill them at full health before they made it and turned in the loot.

    IMO, being able to jump off of a ship and turn in a chest is not the issue. It's one of the few ways to get anything done when playing sloop against persistent galleons. The issue is the respawning mechanic. You shouldn't have had to forfeit in order to avoid fighting an unending battle of attrition. There is already no safe zone at the Outpost. I don't see a need for them to make turning in chests more difficult.

  • @timidobserver said in abusing re-spawns to turn in loot effortlessly via mermaid. pass by an outpost, jump off without dropping anchor, turn in, return to ship via mermaid, repeat.:

    @mysticdragon297 said in abusing re-spawns to turn in loot effortlessly via mermaid. pass by an outpost, jump off without dropping anchor, turn in, return to ship via mermaid, repeat.:

    @timidobserver said in abusing re-spawns to turn in loot effortlessly via mermaid. pass by an outpost, jump off without dropping anchor, turn in, return to ship via mermaid, repeat.:

    @mysticdragon297 said in abusing re-spawns to turn in loot effortlessly via mermaid. pass by an outpost, jump off without dropping anchor, turn in, return to ship via mermaid, repeat.:

    @timidobserver said in abusing re-spawns to turn in loot effortlessly via mermaid. pass by an outpost, jump off without dropping anchor, turn in, return to ship via mermaid, repeat.:

    @mysticdragon297 said in abusing re-spawns to turn in loot effortlessly via mermaid. pass by an outpost, jump off without dropping anchor, turn in, return to ship via mermaid, repeat.:

    @timidobserver
    and the actual topic?

    both of our crews worked hard. we completed some of the waves too.

    @mysticdragon297 My response relates to the topic. I am fine with players having an option to avoid being robbed at the outpost by the lazy people. Jumping people off the ship with that much treasure at different outposts is risky and time consuming.

    my point is that it is not risky at all. not as much as actually docking a ship and turning in the entire reward.

    My point is that you guys had two opportunities to win or at least get away with some of the loot. You could've defeated them rather than forfeiting. You could've timed your arrival to get some loot before they loaded it. Those events tend to drop a lot of loot and it takes multiple trips to get it all. I don't see why the game needs to give you a third opportunity.

    Moving with a chest is slow. A shark could catch the jumper or if you guys were close enough you could've used the lunge dive or fire someone out of a cannon to close the distance on the carriers.

    defeating them was pointless. they re-spawned every time. like i said, we kept sinking each other ships and completed a few waves. tried to communicate, but they were in a party.

    we played it smart. let them take the reward and waited patiently just in case they had something planned. there was a lot of supplies on the island + gunpowder barrels, so we thought it was too risky. it was our decision to make, the wrong decision, but only because they abused a game mechanic.

    your last few points are easier said than done. please note that when i say that they sailed nearly past the outposts, i really do mean that they were close; as in, not even a few seconds of swimming distance. they turned in the chest and their was no time to actually kill them at full health before they made it and turned in the loot.

    IMO, being able to jump off of a ship and turn in a chest is not the issue. It's one of the few ways to get anything done when playing sloop against persistent galleons. The issue is the respawning mechanic. You shouldn't have had to forfeit in order to avoid fighting an unending battle of attrition. There is already no safe zone at the Outpost. I don't see a need for them to make turning in chests more difficult.

    but what you should do is outplay your pursuer. shake them off, sail against the wind with a sloop, lead them to shallow water, fight them. not result to abusing the mechanic.

  • @mysticdragon297 said in abusing re-spawns to turn in loot effortlessly via mermaid. pass by an outpost, jump off without dropping anchor, turn in, return to ship via mermaid, repeat.:

    (edited because comments used ad hominem)

    players are going from outpost to outpost without stopping, drop a few men off, turn in their reward, travel back to their boat via mermaid, repeat. deny it or not, this is not how mermaids are meant to be used.

    i see it as a legit strategy of cashing in your loot. they are adapting to the pvpers that attack docked ships. I've done something similarish with my sloop 2 different ways. one was put all my loot on the beach and set my sloop loose as a decoy. the second thing was do a drive by and jump off with tnt to blow up a ship and spawn back to my sailing ship.

  • What's wrong with that? Put one of your guys on the island and the person carrying the loot becomes an easy target.

  • @mysticdragon297 said in abusing re-spawns to turn in loot effortlessly via mermaid. pass by an outpost, jump off without dropping anchor, turn in, return to ship via mermaid, repeat.:

    @timidobserver said in abusing re-spawns to turn in loot effortlessly via mermaid. pass by an outpost, jump off without dropping anchor, turn in, return to ship via mermaid, repeat.:

    @mysticdragon297 said in abusing re-spawns to turn in loot effortlessly via mermaid. pass by an outpost, jump off without dropping anchor, turn in, return to ship via mermaid, repeat.:

    @timidobserver said in abusing re-spawns to turn in loot effortlessly via mermaid. pass by an outpost, jump off without dropping anchor, turn in, return to ship via mermaid, repeat.:

    @mysticdragon297 said in abusing re-spawns to turn in loot effortlessly via mermaid. pass by an outpost, jump off without dropping anchor, turn in, return to ship via mermaid, repeat.:

    @timidobserver said in abusing re-spawns to turn in loot effortlessly via mermaid. pass by an outpost, jump off without dropping anchor, turn in, return to ship via mermaid, repeat.:

    @mysticdragon297 said in abusing re-spawns to turn in loot effortlessly via mermaid. pass by an outpost, jump off without dropping anchor, turn in, return to ship via mermaid, repeat.:

    @timidobserver
    and the actual topic?

    both of our crews worked hard. we completed some of the waves too.

    @mysticdragon297 My response relates to the topic. I am fine with players having an option to avoid being robbed at the outpost by the lazy people. Jumping people off the ship with that much treasure at different outposts is risky and time consuming.

    my point is that it is not risky at all. not as much as actually docking a ship and turning in the entire reward.

    My point is that you guys had two opportunities to win or at least get away with some of the loot. You could've defeated them rather than forfeiting. You could've timed your arrival to get some loot before they loaded it. Those events tend to drop a lot of loot and it takes multiple trips to get it all. I don't see why the game needs to give you a third opportunity.

    Moving with a chest is slow. A shark could catch the jumper or if you guys were close enough you could've used the lunge dive or fire someone out of a cannon to close the distance on the carriers.

    defeating them was pointless. they re-spawned every time. like i said, we kept sinking each other ships and completed a few waves. tried to communicate, but they were in a party.

    we played it smart. let them take the reward and waited patiently just in case they had something planned. there was a lot of supplies on the island + gunpowder barrels, so we thought it was too risky. it was our decision to make, the wrong decision, but only because they abused a game mechanic.

    your last few points are easier said than done. please note that when i say that they sailed nearly past the outposts, i really do mean that they were close; as in, not even a few seconds of swimming distance. they turned in the chest and their was no time to actually kill them at full health before they made it and turned in the loot.

    IMO, being able to jump off of a ship and turn in a chest is not the issue. It's one of the few ways to get anything done when playing sloop against persistent galleons. The issue is the respawning mechanic. You shouldn't have had to forfeit in order to avoid fighting an unending battle of attrition. There is already no safe zone at the Outpost. I don't see a need for them to make turning in chests more difficult.

    but what you should do is outplay your pursuer. shake them off, sail against the wind with a sloop, lead them to shallow water, fight them. not result to abusing the mechanic.

    For me, the out playing happens out at the objective and in transit from and to the outpost. In your situation, the outplaying happened at the fort. You failed twice, or in other words, got outplayed twice.

    Being technical, you got outplayed a third time because they sailed well enough to keep you far enough away from them that you couldn't catch the slow moving chest carriers. Being fired from a cannon that is aimed properly can carry a pirate quite a distance. If you were anywhere near them you should've been able to do an anchor turn to line your cannon up with the island and fire someone ahead of their chest runners.

    They beat the event, loaded the treasure, sailed it to the outposts. You didn't stop them from doing any of those things. I don't see a need for the devs to alter the game to increase your chances of taking the loot from them while they are standing at the vendor.

  • I think, IMO, a number of members to this post are missing the point of this thread. It is not about how the fight went down or how a player was bested by another. This is about exploiting a game mechanic that I am very confident no one intended.

    The issue is that the respawn mechanic with the mermaids allows for unrealistic and cheesy gameplay that breaks immersion. Was this really intended to be used this way? If so...

    My crew was doing the same thing last night. Except we weren’t in combat. We were just lazy and exploiting the game. We had loot that we wanted to turn in but we didn’t feel like stopping to turn it in. So we just sailed past an outpost and had someone jump overboard with the loot. They swam to shore and turned it in. We all got the $$ and we all got the reputation. Our crew member then was able to just miraculously spawn back onto our ship. The ship never slowed.

    Nobody bested us, we didn’t out maneuver anyone, we didn’t outwit anyone. We were just lazy and exploited the system. Way too easily.

    Do you really think this is a gameplay mechanic that was intended to be used this way?

    Other than grabbing crates for the merchant quests, what’s a good reason to stop at an outpost? I can’t think of one.

  • @mysticdragon297 said in abusing re-spawns to turn in loot effortlessly via mermaid. pass by an outpost, jump off without dropping anchor, turn in, return to ship via mermaid, repeat.:

    (edited because comments used ad hominem)

    players are going from outpost to outpost without stopping, drop a few men off, turn in their reward, travel back to their boat via mermaid, repeat. deny it or not, this is not how mermaids are meant to be used.

    i feel as if sharks should spawn more often near outposts or directly make some changes to how players use mermaid re-spawn.

    Its the perfect method to stop people stealing your stoldn goods 😊

  • @jakeguy59 said in abusing re-spawns to turn in loot effortlessly via mermaid. pass by an outpost, jump off without dropping anchor, turn in, return to ship via mermaid, repeat.:

    I think, IMO, a number of members to this post are missing the point of this thread. It is not about how the fight went down or how a player was bested by another. This is about exploiting a game mechanic that I am very confident no one intended.

    The issue is that the respawn mechanic with the mermaids allows for unrealistic and cheesy gameplay that breaks immersion. Was this really intended to be used this way? If so...

    My crew was doing the same thing last night. Except we weren’t in combat. We were just lazy and exploiting the game. We had loot that we wanted to turn in but we didn’t feel like stopping to turn it in. So we just sailed past an outpost and had someone jump overboard with the loot. They swam to shore and turned it in. We all got the $$ and we all got the reputation. Our crew member then was able to just miraculously spawn back onto our ship. The ship never slowed.

    Nobody bested us, we didn’t out maneuver anyone, we didn’t outwit anyone. We were just lazy and exploited the system. Way too easily.

    Do you really think this is a gameplay mechanic that was intended to be used this way?

    Other than grabbing crates for the merchant quests, what’s a good reason to stop at an outpost? I can’t think of one.

    And you mentioned the word 'unreslistic' in there, i guess you dont mind carrying 10 cannonballs, 5 planks of wood and use bananas to cure gunshot wounds, cutless wounds and yo stop you drowning...just to mention a few... wind your neck in jeez.

  • Its the perfect method to stop people stealing your stoldn goods 😊

    You are absolutely right that it is. But should it be? A week into the game and most players who have played enough have figured out that there is no point in stopping at an outpost. This is gameplay breaking and eventually everyone will figure it out. Then what?

    Our crew discussed how lame it was last night and how none of us liked joe immersion breaking and lame it was. But, one crew member said ‘Just playing the game with what the game gave us’.

    Don’t hate the player, hate the game sort of scenario.

    Also understand that with the random crews this exploit is going to be spread wide and fast. It won’t be long before everyone is doing it, and that’s bad for the longevity of this game.

  • They should just remove mermaids from the game, if you get stuck out at sea you should get eaten by sharks or get hyperthermia and drown.

  • And you mentioned the word 'unreslistic' in there, i guess you dont mind carrying 10 cannonballs, 5 planks of wood and use bananas to cure gunshot wounds, cutless wounds and yo stop you drowning...just to mention a few... wind your neck in jeez.

    You’re taking the discussion in a different direction.

    Stay focused on whether or not the mermaid respawning is being used as intended. That’s the point of this thread.

  • @vavume said in abusing re-spawns to turn in loot effortlessly via mermaid. pass by an outpost, jump off without dropping anchor, turn in, return to ship via mermaid, repeat.:

    They should just remove mermaids from the game, if you get stuck out at sea you should get eaten by sharks or drown.

    I could not agree more.

    You get marooned on an island by your crew? Sorry, but that sort of thing used to happen to pirates according to the stories. Heck, the islands have tons of skeletons that seemed to have died on the island like they were marooned there. It’s already in the lore of the game.

  • @jakeguy59 said in abusing re-spawns to turn in loot effortlessly via mermaid. pass by an outpost, jump off without dropping anchor, turn in, return to ship via mermaid, repeat.:

    And you mentioned the word 'unreslistic' in there, i guess you dont mind carrying 10 cannonballs, 5 planks of wood and use bananas to cure gunshot wounds, cutless wounds and yo stop you drowning...just to mention a few... wind your neck in jeez.

    You’re taking the discussion in a different direction.

    Stay focused on whether or not the mermaid respawning is being used as intended. That’s the point of this thread.

    Erm no, part of the argument was that it kills immersion and isnt realistic, the examples i gave were to show that these reasons are bs.

  • Erm no, part of the argument was that it kills immersion and isnt realistic, the examples i gave were to show that these reasons are bs.

    Read the subject line of the thread and stay on topic.

    Did I mention that I think the mermaid system is unrealistic and breaks immersion? Yes, I did. Because it is and it does. Is that the central point of the discussion? No.

    The subject line is about exploiting a game mechanic in a way that wasn’t intended. Stay focused and on topic.

    If it makes you feel better I’ll give you the win that there are a ton of unrealistic aspects to this game. There you win that teleportation is as unrealistic as carrying cannonballs, planks, and using bananas as a simplified first aid system. Moving on now back to the point of the discussion.

  • I suggested in the megathread for the dying fee that IMO there should also be a fee for using the mermaid.

    After all, what’s in all this for the mermaid? Why are they granting us instantaneous teleportation powers? Gotta be something in it for them.

  • @jakeguy59 you smell funny!

  • @mysticdragon297 sagte in abusing re-spawns to turn in loot effortlessly via mermaid. pass by an outpost, jump off without dropping anchor, turn in, return to ship via mermaid, repeat.:

    (edited because comments used ad hominem)

    players are going from outpost to outpost without stopping, drop a few men off, turn in their reward, travel back to their boat via mermaid, repeat. deny it or not, this is not how mermaids are meant to be used.

    i feel as if sharks should spawn more often near outposts or directly make some changes to how players use mermaid re-spawn.

    Often it's the only way to deliver your treasure when you are being hunted. I like it.

  • @mysticdragon297 Shouldn't complain since you're the problem... abusing a system that many players don't like. Earn your own loot!

  • @mysticdragon297

    Aw yeah, man! I LOVE this move!

    Oh wait.... you're against it.

  • So what I'm getting from OP is, he wants Daddy Rare to stop people from outsmarting him? I mean, you tried to get an easy payday and they took you to school.

  • So you got outplayed and now pour your salt on the forum. Got it!

  • @mysticdragon297 So you want to punish people who are playing smart?

    The sole use for mermaids is to get back to your ship if it's too far away. It doesn't matter if you jumped off or fell off they're just there to send you back to your ship.

    It's not an abuse of mechanics, it's using the tools Rare provided to succeed.

    I've played a solo session where I was being persued. I only had the one chest, so I set my ship to go by the outpost at a distance, hopped off the front of my ship with my chest, swam to the island mostly underwater and hid behind a rock while my ship continued on and the persuers followed it. I then cashed in my chest, climbed up a rock to see the chase still going and scuttled my ship. Then my mermaid popped up and I got a new boat elsewhere.

  • @desolate-hollow just as I said to buddy that using mermaids in a creative fashion isn't abusing the mechanics, neither is other players stealing your loot. That is a core concept of the game itself.

    You have all the same tools they do. Use them to your advantage or you're gonna get robbed. If you can't be creative then you're probably not a very good pirate.

  • @beaghoul exactly, honestly some of these posts on these forums - have some bloody dignity.

    I've never seen such a useless toxic forum community, which is a shame as any good useful posts will just get swallowed in the sea of tears.

  • @subaqueousreach Just from the "you're not a very good pirate" comment, I can already tell you aren't to bright. Pirates practically NEVER engaged each other, only merchant vessels or vessels they absolutely needed to attack. They NEVER fought at a port "outpost" where they were accepted. Don't start saying someone's a good pirate, when they do the opposite of a pirate. Good argument though... Cheers!

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