Reaper's Bones Rework

  • I believe the concept of Reaper's Bones is a faction dedicated to causing chaos within the Trading companies as they dislike how it takes away from piracy. You wouldn't know that from how the Reapers currently work in the game. The most efficient way to level up or gain money as a Reaper as of right now is to do world events to gain loot that is NOT stolen, quickly get to grade 5 from it, then sell to reapers and carry on. This does not fall in line with the ideology of the faction.

    I understand that if Reapers is purely a PvP faction, it would be locking this part of the game away from certain playstyles that tend to avoid PvP, however I do think PvP, or at least fighting against the factions, should still remain the core principle of the faction regardless. So heres a few ways I thought of to change reapers into a move fighting-oriented faction, not all of these ideas need to be added, you may like some and dislike others, feel free to comment on your thoughts.

    1. Stolen Loot/Personal loot:
      If a Reaper finds loot on an island and sells it to reapers, they did not aid in disrupting the Trading Companies, as such I think Loot that is NOT Stolen should be sold at a lower value, similar to Alliance selling, at a 50% reduction for Gold/Rep/Emissary Grade value. This would mean that it takes them longer to reach grade 5 purely from doing world events, and when they do sell these world event pieces, they are not worth nearly as much. If you're wondering if the game will be able to tell what is/isn't stolen, they can, as they already have systems such as commendations that require specifically stolen loot, and the fact that you wont receive emissary grade for items you've already touched.

    2. Reapers Bones Voyages:
      If we're going to flesh out Reapers to be a faction that players can represent to do both PvP and PvE, while still keeping inline with the factions ideology, then I think new voyage types would be a good way to do it. Heres an example of a voyage; ''Head to Smugglers bay to interrupt a trade deal between Merchant Alliance Representatives''. Once arriving at Smugglers bay, you will notice an AI ship parked inside of the bay. If you park your ship too close or attack it with cannonfire, it will fight back and attempt to sink you. If you are able to sink it then you will be able to claim a small amount of loot, but your voyage will stop there abruptly. Park your ship on the outskirts of the island and sneak onto the island and go near the boat. Once on the beach nearest to the boat, you will be able to follow footprints in the sand leading to some AI Merchant characters, talking to each other in front of two piles of loot. Similarly to some talltales, you can stay back and listen on their conversation to learn information that may be useful towards the end of your voyage. Once you get close enough, they will realise you are there and try and fend you off, once defeating them you will be able to take their treasure. After defeating them, the Merchant ship will sail away. The last Merchant you defeat will drop a note detailing the next rendezvous point. You can head there and do basically the same thing, listening in again to find information. On the third Island, the Merchant ship will no longer flee, but instead fight back, once sunk you will be able to claim a large amount of loot it was holding. in this loot pile you will find Merchant Loot, as well as a Merchant Alliance Flag (Grade 1-5 depending on your Reaper Level as well as some rng). You will also discover a note with the final clue that can be used alongside the information you discovered listening to the AI, you will be able to sail to a different island to find the last set of loot, which also features a treasure item unique to the voyage, similarly to a Chest of Ancient Tributes. This last set of loot will be optional, similarly to how you are not required to find the Captains Key in a Merchant Alliance Manifest Voyage, or how you could choose to sell the Vault Key in a Gold Hoarder Vault Voyage. If you did not get all of the clues during the voyage, you won't be getting that last set of loot, so be careful.

    I'd imagine similar voyages could be created themed around the Gold Hoarders, Order of Soul, and maybe even Athena's Fortune (accessible only to Level 10 Athena Fortune players). Each of these voyages would only be playable by Reapers Bones Emissaries, If you lower your Emissary while on a voyage, the voyage immediately ends. When it comes to the value of these voyages, I would consider them to be of the same strength as Merchant Alliance Manifest Voyages, or Gold Hoarder Vault voyages. They are lengthy voyages with unique aspects, that dwarf the standard voyage types such as regular Gold Hoarder Treasure Digging, Order of Souls Bounty Hunting, or Merchant Alliance Cargo delivering.

    1. Marked Loot:
      Loot that is Stolen by a Reapers Bones Emissary and placed on their ship will be converted into a Marked Variant of the loot type, Visually it will look the same but have some Red Spray Paint on it, maybe with the initials RB on the side, and the Reapers Bones Logo on top. This helps the player figure out which loot they have is Considered stolen, and which isn't. If an enemy player is able to recover their loot that a Reaper has Marked, it will still be sellable, but only at either 50% or 75% of the value it normally has. To re-emphasise, you have to place the loot on your ship in order to mark it, you can't just troll an enemy by sneaking aboard and touching all their loot and marking it. Potentially you may only mark loot once the player that it it belonged to has had their ship sunk. This would mean that you can't just quickly ruin their Chest of Legends after getting it on your boat and then they immediately take it back. If they are able to defeat you, their loot remains pure. Loot accquired during Reapers Bones voyages would not receive a Mark, but would sell at regular value, not the reduced value for Non-stolen loot. When it comes to if the game is able to change loot values, they can, certain existing loot items have different stages they can convert to, such as Rum bottles, Crates of Plants, and Crates of Cloth, each different stage changing the value and texture/model of the loot item. Likewise, Ashen Trinkets such as Roaring Goblet, Brimstone Casket and Magma Grails that are acquired during Ashen Wind events are worth more then their regular counterpart, while looking the exact same with the same name, the game IS able to decipher which is which.

    2. Outpost Infamousy:
      I believe if you are a Reaper's Bones Emissary, the outposts should want nothing to do you with you. You're entire existence is to cause chaos against these people, meanwhile you can be a grade 5 Reaper, wearing Reapers Bones Costume, and the Merchant Rep will still say ''Hello my Lovely!''. I think if the Outposts turn your back on you when you become a reaper, the world will feel much more alive, as the people in it seem to have actual personality instead of just being empty husks there to provide you a service. As a Reaper's Emissary, you won't be able to buy voyages or sell treasure anywhere on the outposts, including the clothing, guns, equipment and shipwright. The only one who still will being Larinna or any other Bilge Rat Representative that she may or or may not be replaced by. I wouldn't imagine Larinna would care who you are. You may also not go down to the Pirate Legend Hideout. Alongside this, Outposts currently are completely defenceless, the only one with a gun seems to be the weapon smith, other than that, any firepower from either Ship or Pirate would completely overwhelm any outpost the Reapers attempt to invade. As such i think it would be cool if Outposts had Cannons, similar to the Reapers Hideout, that can be used. These Cannons could either be banned by AI with the same quality of aim as Skeleton Forts, or maybe also have a few cannons that a player may be able to use. These AI controlled Cannons would Fire on any Reapers Emissary or Reapers Mark ship that comes within a close range similar to a Skeleton Fort. Maybe even some AI controlled guards that cannot be killed (maybe you can stun them after a certain amount of damage just to make them not totally overpowered) that will attack enemy Reapers that step foot on the outpost. In a similar way, the Reapers Hideout would have AI Controlled Cannons that Fire on any Emissary Ship that is not a Reaper, as well as some AI controlled Reapers that fight any Emissary Players that are not Reapers. When it comes to the Reapers Emissary vote table on the outpost, these tables would be moved slightly to make them look more Hidden and out of the way, so it makes it feel more like you are doing it in secret behind the backs of the outpost. When you initially Raise Reapers Emissary at an outpost, the AI on the outpost wont immediately start attacking you, as that would be pretty unfair. I would imagine the traders would still ignore you, but you won't be attacked by the AI unless you provoke them.

    Please comment below any thoughts you have on the ideas as well as changes that you can think of.

    I also wrote a thread about Hunters Call Voyages and World events, as well as a world event for the Merchant Alliance. I know the concept for a Merchant Alliance Fleet is not completely original, but please feel free to read my specific concept for them. https://www.seaofthieves.com/community/forums/topic/128169/aquatic-update-hunters-call-voyages-merchant-alliance-world-event-and-hunters-call-world-events/1

    Thanks for Reading!

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  • Agree with points 1&2 for sure. Although I don't know where exactly I'd want to prioritise it in terms of trading company reworks.

    Not sure what the benefit is to point 3 though.

  • Just to make note, I completely forgot to add the 4th thing, I just wrote it up, so please take a look!

  • Good concepts and ideas

  • The Point of the 3rd concept is that Reapers Bones doesn't have any Faction loot except their Reapers Chests, and Flags based on each faction. This makes sense as their point isn't getting loot for themselves, but stealing the factions loot. This is why I think that it would be cool if the Reapers marked Faction loot as their own. As PvE Reaper would be much harder to do without doing the new voyages, this would mean partaking in PvP as a Reaper would be more rewarding, as such being able to Mark loot which in turn lowers the value of the loot for other crews would make them more threatening. As even if the Reapers lose, they've still shown themselves to be a threat to the companies as they have tampered with their supplies.

  • I agree with you but will never happen...

  • @frogfish12 said in Reaper's Bones Rework:

    The most efficient way to level up or gain money as a Reaper as of right now is to do world events to gain loot that is NOT stolen

    You mean the EASIEST? Yeah, its easier to go do a fire tornado than it is to sail around looking for people to rob, but THAT is part of the work. That is part of being a reaper pirate, the hunt.

    They did not aid in disrupting the Trading Companies, as such I think Loot that is NOT Stolen should be sold at a lower value

    "Disrupting other trading companies" is just your opinion about how reaper should work mechanically in the game. Reapers are the real pirates of sea of thieves. Thats it, its not about disrupting anyone, its about making money, whether it is from events or from people.

    1. Reapers Bones Voyages:

    I agree with the idea of reaper voyages. But not making them PVE. I would like voyages that send you to:

    • Kill whatever random crew and bring 4 chests back to the reaper.
    • Bring a particular kind of flag (Merchant's etc, which could be tied to online/existing crews)
    • Go sink a specific currently online crew. You get either their location or hints about where they are or where they have been spotted. They get a notification that a reaper ship has been dispatched to hunt their heads. Maybe spawn 1 new "Reaper bounty" skull for the first time killing any of them.
    • Allow non-reaper players to place a bounty on another crew's head (revenge for sinking you).

    If an enemy player is able to recover their loot that a Reaper has Marked, it will still be sellable, but only at either 50% or 75% of the value it normally has.

    "Lets punish PVE players who recovered their loot from a primarily focused PVP player for absolutely no reason" HAhaahahh HAHHAHaa aha X). Worst idea of this post.

    1. Outpost Infamousy:

    Overall I think this is a good idea to add immersion to the game. I do not agree with all the details but there's a lot of things that can be done to make factions more unique, although I think this should be part of a broader plan to add uniqueness to each faction rather than specifically for reaper

    I also wrote a thread about Hunters Call Voyages and World events.

    Hunters call is quite an afterthought right now. I think they could put focus on hunting kraken and megalodon to improve this faction, maybe voyages that send you vs stronger meg or kraken.

    Voyages hunting mermaid could also be a thing.

    Honestly if any faction needs rework is hunters call :P

  • Thanks for the Reply.

    @kakaroto9766

    '' You mean the EASIEST? Yeah, its easier to go do a fire tornado than it is to sail around looking for people to rob, but THAT is part of the work. That is part of being a reaper pirate, the hunt.''

    I guess this part is more up to interpretation of the Reapers motives as well as how each individual has different opinions on ways the Game could change or be improved upon. I Personally think that if a Faction is dedicated to fighting, then the most efficient way of making money shouldn't be doing voyages or world events. That's not to say they can't do world events, but I don't think it should Overshine PvP as much as it does currently. Sure you can run reapers and hop for 3 hours, it only takes finding that one good server and steal that one loot haul to make your millions. PvE via world events is much more consistent and why a lot of people do it. I think Reapers should promote PvP or Reaper Specific PvE Rather than doing the regular stuff everyone else is doing. Currently Reapers is kind of just the faction to raise if you're gonna do something that gets a lot of loot that isn't just one faction, so you get more money, it doesn't really feel all that threatening as it should. But again, that's my opinion, and its what a suggestions thread is for, posting opinions.

    '' "Disrupting other trading companies" is just your opinion about how reaper should work mechanically in the game. Reapers are the real pirates of sea of thieves. Thats it, its not about disrupting anyone, its about making money, whether it is from events or from people.''

    In the Ships of Fortune Content Update Video, which was the introduction of the Reapers, there's a line that states ''This Sinister Lot are all about battle and bloodshed, and would like nothing more than for you to burn the other emissaries to the Ground''. This is where the idea that Reapers being rivals to the rest of the Factions sort of started, and why their Emissary Power is being able to spot other players repping other companies, as the Reapers want to disrupt them as much as they can, both as a mechanic in the game to find players with loot, as well as lore wise. I've always seen the motive of the Reapers Bones to be this, Disrupt the factions and haul loot in order to terraform the world inside the shroud into an ideal position for Flameheart to come back into, where the Factions are dwindling and pose less of a threat. This would be why they buy loot, to encourage Reapers to steal loot from the Companies, making their lives harder, and to stockpile all of that loot which might prove useful.

    (https://seaofthieves.fandom.com/wiki/Reaper's_Bones#Lore) has a bit on the connection that Flameheart and the Reapers have.

    Most of the people in this Community I've talked to about the topic of Reapers have generally expressed they are disappointed, or at least think there can be improvements made, on how the Reapers work. I think overhauling them to be a bit more interesting in game by tieing the gameplay a bit more to Lore would be a nice way to do this, and benefit both PvP and PvE Reapers.

    ''I agree with the idea of reaper voyages. But not making them PVE. I would like voyages that send you to...''

    The Reason I suggest these voyages is that it would fit thematically for Reapers in terms of trying to disrupt the factions, as well as directly involving battle and bloodshed, in a more formal way than something like a world event. Sure fighting Skeletons is still technically battle, but its fighting waves of nameless throwaway drone skeletons. Fighting faction reps and chasing down faction ships would feel more like actual fighting against the people of Sea of Thieves and I would assume the Servant would be much more satisfied with it. Gameplay wise it would introduce a new voyage type, exclusive to a faction that doesn't see much development in game. It would also still allow people to do Reapers while focusing on mainly PvE. I really like the new Manifest and Vault voyages as the voyages almost feel like a story, you do multiple steps in order and it feels like there's progression throughout a plot, rather than regular voyages such as Gold Hoarder where you just go to any of your islands in any order you want, just to get treasure from each island to bring back. That's why for this Reapers voyage i based it on a similar concept, where you start at one area, listen in on Human characters, then the narrative moves across the world in an order, then you get to the climax when you fight that Merchant ship, and then you reach the end when you claim that loot and set sail to go and collect that last bonus set from listening to the 'story' thus far. I feel like it would be a more engaging voyage type, almost like a mix between Talltale and Voyage.

    I'm not entirely opposed to the common concept of a 'bounty' system, but there's a lot of potential issues with it that would have to be well thought out to solve, I'm sure Rare could do it, and make updates to improve it.

    • What if that crew you're hunting disconnects while you're on your voyage? Does the voyage just end while you're sailing around trying to find them, meaning you just wasted all that time and have to sail back to Reapers to try again? Would it change your target? meaning you have to go back and forth across the entire map. Like if I fought a crew at Smugglers, read the nametags, and saw it was the wrong crew so left them alone. I then sail down to Devils ridge, my hunted crew disconnects, and I'm now told to go fight the Smugglers crew, now I have to go all the way back up there, just to find out they are now at Old Faithful Isle.

    • What if that crew runs for 30 minutes? It means if you finally kill them after 30 minutes and bring back 4 chests, you're making far too little money/rep for the time you spent.

    • What if the game tells you to bring a Merchant flag because there's a merchant online, and then the merchant lowers? Same issues with specific crew hunting.

    • Being told the location of another crew could be fairly overpowered and for the most part would defeat the point of the Emissary Power to find other crews. If the other crew gets told a reaper ship has been dispatched to hunt them you'll find that 95% of those crews would just head straight to an outpost, sell all their loot, and hop servers. If I'm freshspawn and gathering my outpost supplies ready to start my day and get told that I'm being hunted, I'll just dodge lobbies. Its the same issue you have where if someone is looking to do some emissary work, and look on the map to see a grade 5 reaper, they'll just dodge the lobby, its not worth staying in there.

    • Placing a bounty on another crews head as revenge for sinking them wouldn't be to do with Reapers, but the 'bounty' that is on that other crew that sunk you is the loot. If they sunk you and stole your loot, the 'bounty' you are seeking for sinking them is that loot, so in a sense that mechanic is already in game. If you had no loot and they sunk you then revenge sinking them isn't really necessary unless they were super toxic in chat and you just want to get revenge, but even then, the 'bounty' is getting the sense of accomplishment for defeating toxic players at their own game.

    '' "Lets punish PVE players who recovered their loot from a primarily focused PVP player for absolutely no reason" HAhaahahh HAHHAHaa aha X). Worst idea of this post.''

    Initially I put this as either 50% or 75% of the value as I didn't know how I thought it should be balanced, but I'm definitely more on the side of 75% so that the loss is lower. The idea of this was to make Reapers a little more threatening as you don't just have to worry about sinking, but also the fact you're loot will decrease in value. This is somewhat to counteract the fact that Reapers have a disadvantage in PvP due to them being highlighted on the map giving the enemy a headstart in knowing how to approach the situation. As well as the fact Reapers only have one area on the map to sell, opposed to everyone else having 6, meaning Reapers usually have further to sail in order to sell their loot. Also, their sell spot can be much easier protected. If I sink to a reaper I can just sail to reapers and block it, then start the fight. If I sink to a gold Hoarder and block Sanctuary, they can just go down to Golden Sands or Daggertooth. The reason I didn't want the mark to lower the value too much is because if you're emissary, you already lost a lot of value. As if you were grade 5 you would've gotten 2.5x base value, but now you only get 1x, but then it'd be actually 0.75x with Marking. Maybe the 0.75% is only if you were non-emissary, and depending on your emissary grade, the outpost will be a bit more lenient on the sell price and let you sell for more than 0.75x due to you having shown commitment to their faction by becoming a high level emissary. Balancing that would again be up to Rare, I don't know exactly how that would be balanced or even if it would be balanced. I still do like the Idea of Reapers Marking loot as their own, whether that changes value of loot monetarily, reputationally, emissary value, etc would be something to consider.

    The Hunters call thing was written before Sirens were introduced and talked about adding Sealife to the game that are mainly found in Coral Reef Locations. Sealife such as Piranha, Lionfish, Dolphins, Hammerheads, Crabs, Turtles, Stingray Etc. Some Sealife being passive, some being friendly, and some being aggressive, with the relative hostility being based on the region you're in, Wilds being mostly Aggressive, Ancient Isles being Mixed, and Shores of Plenty being Friendly. My Concept of Sirens was that they effectively defended these Coral Reefs as well as being emergent encounters in general like they are currently. In terms of fighting Stronger Meg or Kraken, I think a Voyage for this would be a little overpowered especially if you can get Commendation Progress for killing Megalodon Variants. My Concept for this was instead a world event, marked by a Seashell Cloud, that had one of many Sealife Bosses, such as Strong Meg, Strong Kraken, Crab Boss, Turtle Boss, Moby Boss, Manta Ray Boss, etc. Each of these would have unique battles that are a bit more than just shoot the main body until it dies.

    The Voyages for Hunters Call had you put Fishing Nets on the Back/Sides of your Ship replacing the Rowboat Spot, and you went to Coral Reefs to Incapacitate Fish and lure them into your net, then Haul the Net to the Hunters Call to sell them. And while you're doing the voyage you'd get hassled by Sirens trying to defend the Sealife.

  • anyone with the TLDR?

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