High Seas Rework

  • I wanted suggest my thoughts in a rework of the high seas to improved the high seas

    The "Bounty & Infamy" System
    Currently, there is no long-term consequence for attacking every ship on sight. A Bounty system could add a layer of "risk vs. reward" for aggressive players.

    The Mechanic: Attacking "unaligned" ships (those not flying an Emissary flag) increases your Infamy.

    The Consequence: High Infamy makes your ship visible on the map to others at a certain range and attracts elite NPC "Privateer" ships that are more difficult than standard Skeleton Ships.

    The Reward: Sinking a high-infamy ship grants a massive gold bounty, turning hunters into the hunted.

    Territory-Based Threat Levels
    Instead of the entire map being a free-for-all, the world could be divided into zones with varying degrees of NPC protection.

    The Shores of Plenty (Low Risk): Increased presence of Grand Maritime Union (NPC) patrols that fire on players who initiate combat near Outposts.

    The Wilds/Ancient Isles (Medium Risk): The current standard experience.

    The Devil’s Roar (High Risk): No NPC protection, but significantly higher loot multipliers and unique cosmetics to reward those who brave the chaos.

    "Social Hub" Outposts
    One of the biggest complaints is the lack of non-violent player interaction.

    The Idea: Designate one Outpost (like Port Merrick) as a Peace Treaty Zone.

    The Rules: Weapons are disabled, and ships cannot be damaged while docked at the main pier. This allows players to find crewmates, trade supplies, play tavern games, or show off ship cosmetics without the fear of being "spawn-camped" while buying a new hat.

    Also While on the topic only on higher seas should give you an option of going PvP Or PvE, So people Looking to Grind and not be attack while just grinding and having a player attack your ship or blow it with with a powder barrel also While Having the PVPVE aspect

    The "Voyager" Stance (PvE Focus)
    This is for players who want to focus on Tall Tales, fishing, or standard voyages.

    The Banner: Your ship’s nameplate and your player tag are surrounded by a vibrant Emerald Green or Sapphire Blue glow.

    The Ship Aura: A subtle, shimmering white mist trails from your ship’s wake, visible to others through the spyglass.

    The Mechanic: * The Shield: You take 25% less damage from world threats (Kraken, Megalodon, Skeleton Ships).

    The Passive Bonus: You earn a "Safety Multiplier" on gold for every hour you go without firing a cannon at another player.

    The Penalty: If you fire the first shot at a player, your banner instantly turns "Cursed Red," and you lose all accumulated bonuses for that session.
    The "Marauder" Stance (PvP Focus)
    This is for the hunters, Reapers, and those looking for a fight.

    The Banner: Your nameplate is encased in a jagged, Crimson Red or Obsidian Black frame with a flickering flame effect.

    The Ship Aura: Dark, tattered "smoke" rises from your masts, making your ship look more menacing on the horizon.

    The Mechanic:

    The Hunter's Sense: You can see "Voyager" ships on your map table, but only if they are within 3 squares of your position (it’s not global like a Reaper 5).

    The Reward: You receive "Blood Gold"—a massive bonus for any loot stolen from another player's ship.

    The Risk: You are always visible to "Privateer" NPC ships that will hunt you aggressively if you stay in one region too long.

    1. Visual "Intent" Indicators
      To make sure everyone agrees on the "rules" of an encounter, the game could use the Banner Setting to change how you appear in the world:

    Feature Voyager (PvE) Marauder (PvP)
    Nameplate Color Bright White/Green Glowering Red
    Map Icon A Small Blue Circle A Large Red Skull
    Spyglass View Shows "Friendly" Icon Shows "Hostile" Icon
    Ship Lanterns Naturally Glow Gold Glow Purple/Damned Green

    Transitioning Between Settings
    To prevent players from "toggling" PvP off just to escape a fight:

    Outpost Lock: You can only change your Stance at a Mystic Table located at an Outpost.

    The Cooldown: Once you choose "Voyager," you cannot switch to "Marauder" for at least 30 minutes, preventing "stealth" attacks.

    Opt-In "Defensive" Emissary
    Give players who aren't interested in hunting others a way to signal their intent while still participating in the shared world.

    The Vanguard Flag: A new Emissary type that provides a gold bonus for PvE activities (Forts, Voyages) but disables the ability to initiate damage on other players first.

    The Trade-off: If a Vanguard ship is attacked, they gain a temporary defense buff (e.g., faster repair speed or reinforced hull), making them a "hard target" that isn't worth the effort for casual griefers, but still a valid target for dedicated Reapers.

    Skill-Based Matchmaking (SBMM) Tiers
    The gap between a "Day 1" sailor and a "Pro" is massive.

    The Mechanic: Use "Gold Earned" or "Distance Sailed" as a loose metric to group players into similar brackets.

    The Benefit: New players aren't immediately crushed by veterans, and veterans get the challenge of fighting people who actually know how to angle sails and aim cannons.

    Dynamic Scaling for Solo Sloops
    Playing solo on High Seas is currently "Hard Mode."

    The Rework: Implement faster interaction speeds for solo players (raising anchor, reloading cannons, or bailing water). This doesn't make them "stronger" in a fight, but it levels the mechanical playing field against a coordinated four-man Galleon.

    Consumable "Parley" Tokens
    The Item: if you wanna take the PVP approach A rare, findable item (like a Cursed Cannonball) that, when fired at the sky, creates a "Peace Flare you can also buy the tokens at the emperorium for 100 coins for one."

    The Effect: Any ship within a certain radius that enters the flare zone cannot deal or take damage for 5 minutes. It’s a literal "time-out" button to allow for negotiation or a hasty retreat.

    I would love to here your opinions since im starting to get back in the game would love to here your thought on my thoughts

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  • I’ll never be on board players getting upset for being attacked “for no reason” and want a system for players who wanna do tha.
    That says to me “your playstyle is wrong and should be punished”. Meanwhile pve only people get no punishment?

  • @defaltrises3340

    Territory-based threat levels doesn't make sense if a contested world event happens in those zones. If a FoF spawns in the Shores and a sloop is doing it, I'm to be punished with AI ships that will attack me, just for the intended purpose of the game?

    "Social Hub" already exists: the community SoT discord. Also, this can be severely abused. If weapons are disabled, what's to stop my crew and me from boarding your ship and taking/selling all your treasure/supplies? If a Reaper ship is chasing a lvl 5 Athena who sails to this outpost, they can lower without being prevented from doing so, which goes against the core of the game-- PvPvE. What the Athena crew needed is someone who was observant-- not a safety zone.

    While on the topic-- SoT is a PvPvE game. They're not going to split the community with PvE and PvP servers.

    The "Voyager stance"-

    • There's no reason to take 25% less damage from world threats. They're dangerous for a reason.

    "The Passive Bonus"-

    • Love this feature, because I can simply park my ship next to them, wait for them to finish what they're doing-- and if they fire at me it hurts their gold revenue. Not only am I punishing them by taking all their loot, this system punishes them for defending themselves. What's not to love?

    "The Marauder Stance"-

    • Since you can see other emissaries on the map as a lvl 5 Reaper, why anyone would want to limit themselves to see just 3 squares out, is beyond me.
    • "Blood Gold"-- So, if I park my ship next to a "Passive Bonus" ship, encourage them to shoot me first AND I stay in the region "too long" where an AI ship will start attacking both of us (I'm parked right next to them), I get a massive bonus for any loot stolen from them? Again, I love this feature because I can abuse the heck out of it.

    "Visual Intent Indicators

    • This just shows where everyone is on the map. Not sure everyone wants this feature lol.
    • Just because we're Reaper, doesn't mean we sink every ship we see. My crew and I were lvl 5 Reaper on a galleon headed to the northern Ashen Garrison. The sloop there had dove to the event (GH), which we weren't interested in, and after stea-- borrowing his curseballs, we left him alone and sailed away. Those representing Reapers can be friendly!
      I also don't think anyone's going to care what you're trying to represent, as your actions on the seas are all that matters.

    "Defensive Emissary" is pointless. It's no different than firing a white flare telling you I'm friendly, and then once your guard is down, I suddenly open fire. It's a pirate game sir. I also never signed any agreement to be truthful.

    "Vanguard Flag"-- Once again with the Passive Bonus and Blood Coins. We won't shoot them-- we'll just board, anchor, and start harpooning their loot off. If they fire at us, they now lose their bonus, and we gain blood coins.

    SBMM tiers.

    • How are new players supposed to learn from experience? I was a new player on a galleon with an open crew, and this sloop comes over to us and sinks us. I was so amazed by what I witnessed, I took notes. Keeping new players and veterans seperated, won't help them learn.
      "Dynamic Scaling" -- already exists. Sloops take 10 seconds to raise their anchor. They have a faster respawn time from the ferry. It takes 2 chains to take their masts down. They receive less damage on the port side. They're a smaller target. They take much longer to sink. For the record-- yesterday I wanted to earn the achievement to detonate 3 kegs at the same time. I got a Smuggler's keg, mega-keg, and normal keg. Once I harpooned all 3, I lit the Smugglers keg, and jumped off my sloop. After the explosion, I boarded, and was easily able to bucket, repair, and put out the fire. And now you want them to be.. "it levels the mechanical playing field against a 4-man galleon"?

    "Parlay Tokens"

    • Perfect for griefing.
  • @burnbacon PVE has consequences it's just that others have a different experience from what they see as fun and challenging from you. We're not asking to get rid of PVP, some players just want to experience the game in a way that makes the game enjoyable for them. Safer Seas isolates us from one of the big reasons people play online, to communicate, to make friends.

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