Idea: Dropping Wealth upon Death?

  • Has anyone raised the idea of having players drop a portion of their wealth upon dying? My thinking for this stems from the observation that highly-skilled players who tend to possess a lot of gold often have no real consequences for dying in game. A skillful predator has none of the disincentives that real predator might. Loss of life is not only relatively trivial for such play styles, it becomes part of tactical combat, e.g. blowing up kegs while holding them, etc. It is easier to dominate without consequence or risk.

    How would game play change and become more socially dynamic if aggressors have something to lose? I posit the playability and shelf life of the game - would be extended: the game becomes more interesting to those who play the game well.

    This also seems to be fitting with the spirit of the game, especially if dropped wealth became something like a map in a bottle that both the killer and killed could chase to recover (for a limited time). Perhaps the amount lost (strawdog number per death here: 5%) could be modified based on player reputation: a higher gold hoarder standing would lower the amount lost, the accuracy / detail on a map - or perhaps a higher standing with Order of Souls would spawn undead defenders of the loot. Or perhaps whole fort spaces that map holders fight in could be spawned based on the value of dropped gold. There is a lot of opportunity to create dynamic content with such a mechanic.

    Obviously determined players could subvert this, pvp hunt on one account, pve on another, but the type of entropy that comes with high level stable “winners” of a game is also a game killer. Instead of mostly roaming servers to hack-up hapless less skilled players, skilled player might find similar pressures and concerns with roaming the high seas - and that seems realistic and also fits how gold is used in game but without any lose of reputation etc. It feels like there is a parity in an idea like this that enhances the playability of the game.

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  • This is a tax on the poor and disproportionately penalizes pve players that typically care about gold more than pvpers and produce more typically than pvpers

  • @wolfmanbush I can see how a poorly implemented mechanic could to that. Perhaps there needs to be a cap on how much one could dinged in a certain time frame, especially to mitigate loss due to behaviors like spawn-camping.

  • @ekka777 said in Idea: Dropping Wealth upon Death?:

    @wolfmanbush I can see how a poorly implemented mechanic could to that. Perhaps there needs to be a cap on how much one could dinged in a certain time frame, especially to mitigate loss due to behaviors like spawn-camping.

    This doesn't bring consequences to skilled pvpers it penalizes people in a shared environment for not being skilled pvpers.

    It's doubling down on what you are trying to target. Those that produce and are not skilled pvpers and are already losing loot would then be taxed once again for dying.

    Our penalty in this game misfortune is time not fortune that has already been turned in. Pvers face it as do pvpers. Both sides are risking time without result/satisfaction. That's how it should remain

  • @wolfmanbush I do partially question the point of the penalty being time, because in reality, everyone and their ancestor will just tell every other player that they can do what they tried and failed at, another time. Treating these "wasted efforts" as a learning experience. You won't get the 2 hours you spent tucking on the boat for a Chest of Legends back, but you sure as hell are gonna do it again if given the chance. Even for PvE players they can easily do the same voyage or world event they completed on another server in case they lose the items they wanted to turn in related to that event.

    How valuable is losing time when most of the PvP portion of the playerbase have far too much time on their hands that they spend 8-12 hours attempting to steal as much treasure as they can before they either play something else, or stop playing video games for the day/night.

  • If I remember correctly the devs considered this death tax at some point and abandoned it for good reasons. Not only this penalizes the pve, it actually gives a reason to target players and encourages spawn kill camping.

    The balance between pve and pvp, fragile as it is, should be maintained.

  • so people can spawn camp and drain every last bit of coin you have?

    terrible idea.

  • That idea suck.

    Pure PvP only player don’t care about losing or earning gold, they are only there for a fight.

    This would be even more punishing for the lesser skill or the casual player when put up against a skilled pirate.

  • @butterfinger750 @amybun I did offer a trivial fix for this earlier in the thread: rate limit how often this can happen, e.g. once an hour (and, sidebar - why not address the issue of spawn camping directly, not as a given?). If combined with the other dynamics I mentioned, and taking in account the other game mechanics that already exist, you end up with playable engagements opportunities that both sides of an encounter (as well as third parties) would enjoy playing.

    Many other decision points arise too, including the idea that if I suspect my killer has more wealth than me, I, the weaker player, have more incentives not to simply scuttle my ship. If I think I can kill my killer, I have a new incentive to play in a space that forces the dominant player in a self-reflexive way to reassess her own risk. One aspect of the game in place now is the ability to roughly determine how much time or wealth one wants to risk. That is a very nice facet of the game logic. By extension, the losing player still would have many options for disengagement to limit loss.

    However I recognize that I have less time in than other players, and regardless of that each player has their own point of view. But I do believe something like this would lengthen the lifespan of the paying Rare customer, especially in light of the logic of these responses which indicate people hunt for the hunt and not for the loot. This idea offers more of those opportunities while challenging the status quo that can lead to player drop off. A given business maxim here is that it is cheaper for a company to keep an existing customer happy than it is to acquire a new customer.

    I think Rare could evaluate this in a quantitative way and measure the life span of inactive players relative to their game wealth on hand. There is probably a median range of wealth relative to play time in which the player customer is logging the most time and spending the most real world money and generating the most content. Players who left the game or claim the game is dead, probably have a higher degree of game wealth relative to the set of inactive players with less cumulative play time and less game wealth on hand. Controlled chaos that isn't arbitrary to the point of demotivating players would sustain the revenue generating life span of a happy customer. This is an important distinction about why this idea is not simply a "death tax."

    This might also reinvigor arena play style and enhance the value (and units sold) of private servers (which I mention only because it feels like that is coming up soon). Thanks for reading!

  • This will exasperate red sea running. Because when you hit the despawn wall it doesn't count as a death so no money lost. Reapers will find servers even more empty...

    And we won't bring up spawn camping trolls again.

    Bad idea is 👎

  • I feel like the intentions are good, but the result would be the opposite of what you're looking for in a LOT of cases.

    Introducing a penalty mechanic of any kind would likely impact the new and less-skilled players disproportionately.

    Rewarding players for actual activity in game is a better alternative. Seasons does a great job of that, however I do think there could be another mechanism that rewarded players instantaneously with gold for completing activities. Nothing crazy...but as an example, completing a chapter of a voyage could net you 500 gold...or completing a Skull Fort could net you a certain amount of gold based on how much damage you did to the boss. Something instantly gratifying that rewards players for production on the server regardless of whether or not the get the loot sold at an outpost.

    I don't love that option..but I think that's the best alternative to a penalty system that would be impossible to get right.

  • Yes, another reason to spawn camp. Good idea

  • The penalty is the Ferry of the Damned, it might not feel alot at all but thats the intention.

  • Yea that’s a a no when you die and don’t get revived by a crew member you go to the ship of the dammed in the mean time the other crew can have their way with your ship,loot,and supplies I’d say that punishment enough for those who have way to much gold it would be a drop in a bucket and for those with out much it’s going to hurt them to point of leaving the game, the risk reward in the game is good whee it’s at I want to see more quests and new things to explore not new ways to lose gold to some tryhard who just hunts crews(that’s cool if it’s your thing)

  • This sounds like one of the most un-fun mechanics I've seen suggested here

  • Thank you, Rare!

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