@troubadour5192 said in Ship Respawn after Sinking:
@wolfmanbush
To clarify, I'm talking about ship respawning, not player respawning. I think player respawning is outside the scope of my feedback post.
As of right now, when a "losing" crew's ship has been sunk and respawns, they assume little to no risk when re-engaging the "winning" crew in PvP. They have everything to gain and nothing to lose. If the "winning" crew was pursuing a PvE objective, they now have no choice other than to abandon their objective, sell anything they may have earned and change servers; otherwise a determined crew will repeatedly attack them. This is especially problematic when pursuing objectives that are very time consuming (i.e. the legacy Athena's voyage).
If the "losing" crew is determined enough, and has the free time to do so, they can continue to harass the other players. What I'm suggesting would add risk to re-engaging another player ship.
I agree and have made many similar posts.
The reason my post is relevant is for two reasons.
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It all ties together in an organic risk reward environment. If multiple things are unbalanced for risk reward and lead to more running and less production it needs to be examined as a whole to make sure we are addressing the true causes of why something is happening and not just approaching it as if one thing will change enough to balance the environment. Ship respawning is but one piece of many pieces that are leading to the same effect. To repair the damaging effect all the major pieces need to be addressed at the same time or near the same time to have a real positive effect.
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If there is a history of harm to an organic experience doing nothing is less damaging than doing something that may amplify the harm. Imo there is a history of tinkering going in the more damaging direction so it may get tinkered with to become worse.
There have been almost no changes in recent history that benefit pvers from a combat/risk perspective. Flooding gold doesn't actually balance anything it's just giving people an ice cream cone as a distraction so they keep producing. Until there is consistency with looking out for the food chain from an angle outside of content creation and quick action I think it's quite relevant to support no new tinkering until other features and other tinkering is addressed in a way that builds confidence for risk/reward balance for the organic experience.
In order for the middle to support world events and emissaries and higher risk activity with decent loot production they need to be able to trust in balance that protects their style and their efforts. There really are no indicators that it's balanced or acknowledged.
Mid risk/mid reward is fine now. That's healthy. Great voyages, sea forts are awesome, underwater stuff is great.
Moving up the food chain from sea forts and voyages doesn't make much sense anymore and that's a problem for retention, longevity, and the organic experience for all due to the lack of activity.