@cotu42 said in Loot in red sea should float back.:
@archangel-timmy said in Loot in red sea should float back.:
@cotu42 Nobody should be able to traverse it at all with the exception of one location, which is the area separating the Shores of Gold from the Wilds and Devils Roar. That is not meant to be a boundary to the game, but for the story.
It very much is a boundary of the game.
I never said it was not a boundary as it is obvious to anyone that Devil's Shroud running along the outer edge of the map is indeed a boundary.
Yes it has lore attached to it, which is all nice and dandy, but it just is the edge of the game world. This is not a story, a book or a movie... it is a game and the gameplay is still the most important key element of it.
It is more than just the edge of a map, otherwise it would more than likely be a simple invisible wall that one cannot pass. The Shroud is implemented in a way that follows the lore in that it destroys your ship and venturing too far is a perilous venture that ends in death. A ship running is lost to the Shroud along with anything they may carry. Gameplay is important, and gameplay is influenced by the lore.
You are being disingenuous with this statement, as the fact of the matter is yes, the red sea is made to be the boundary of the playfield. It literally prevents us from venturing forth.
Nothing disingenuous about what I said, you are merely misunderstanding.
@archangel-timmy said in Loot in red sea should float back.:
Nobody should be able to traverse it (Devil's Shroud) at all with the exception of one location, which is the area separating the Shores of Gold from the Wilds and Devils Roar. That (U1-U7, U7-Z7) is not meant to be a boundary to the game, but for the story.
The Shroud along the exterior of the entire map is different than the Shroud protecting the Shores of Gold. The former (impassable) is a boundary for the game while the latter (passable) is not.
@cotu42 said in Loot in red sea should float back.:
@archangel-timmy said in Loot in red sea should float back.:
Whatever reason the other player uses for running into the red is irrelevant to me, my goal is to stop them by the various means allotted to us just as they do to try and escape.
If the shroud were made more difficult to traverse before hitting the hard boundary, this would be even less of a problem.
- Make the shroud act as a storm, constantly throwing your wheel which would keep 1 player from bucketing and repairing.
- For a drowning effect on the player as the shroud becomes more dense around them.
- The deeper into the shroud, more holes or even larger ones.
- As the shroud gets thicker, your ship moves slower.
The issue is not the difficulty to traverse it, as those that head there have no interest in traversing it at all and just want to go to the boundary with the goal to be a bad sport, to go NANANANANA... you cannot have my loot! The game will prevent you from gathering it even though the ship is being intentionally destroyed, defeat is what they choose. They are not trying to escape at that point, as that implies that they are trying to survive.
They are literally traversing (to pass across or through) the Devil's Shroud. The fact that it is so easy is also the issue, arguably more so than they are able to do it all in my opinion.
They aren't trying to be smart, go in there make it more dangerous with the goal to get out and survive. There is also no means to stop this either, if they have a larger ship they head with the wind, if they have a smaller ship they head against it... it is literally sail in a straight line and you can reach the red sea without any counter play, as the red sea is in a 360 degree. You have no various means to stop a crew you are chasing from reaching the red sea, unlike in a normal chase... the red sea isn't going to cause them to change course, as that is designation.
Didn't say they were trying to be smart, trying to survive, or anything in regards they why they are doing it. I said I do not care for their reasoning as my only goal is to try and stop them. The chaser has the option to sneak up on their prey, out sail them, trick them into coming back by backing off, etc. The chaser isn't completely powerless and aren't being forced to blindly follow behind another ship that they are unable to catch.
The simple fact of what this does in the game, the gameplay it provides is: The crew is simply denying the ability of the other crew to gather the spoils, because they are bad sports. What their reason to be that way is irrelevant, whether it is out of spite, wanting to see the world burn and seek an emotional reaction from the others, or simply out of entitlement... that is not the question.
The reason is irrelevant and the game allows it in a meaningful way, it is just too simple to do.
Yet the impact it has on the game is important, not the reason why people do it: Why should the game allow players to place loot in an position where nobody can collect it to be sold? Should scuttling your ship or it being sunk just drag all the loot to the bottom of the seas with it? No, it floats up for a reason... so why should the red sea not act in the same manner?
The impact is so minor that it is largely insignificant. The loot belongs to nobody until it is turned in for gold, but the one in possession gets to make the decisions up until they lose said possession.
It fits the lore, isn't emersion breaking, adds another way of play for both PvE and PvP. Players getting booty-hurt because they didn't get the loot is not enough to change my mind on this, but I offer some suggestions that make it more difficult and fun to do.