Concept - PvP Respawn Map including Devil's Roar

  • Alright, so we've all sunk a crew one or more times and had them back for another bout faster than you can even recoup supplies. With my suggested alteration to respawn regions and opening up the Devil's Roar for PvP related respawns, the sailing time would be drastically increased between respawn and getting back for another battle. In fact, I'd argue that this would deter some crews from coming back at all.

    I want to stress that these should be PvP specific respawns. PvE respawns could follow the current in-game mechanics. No reason not to, but that can be debated I suppose.

    The shape/color for each squared off region corresponds with the shape/color at islands where you would respawn if you sank in that corresponding region.

    The center square is the only oddball as there's nothing that's really that far away from it. For that reason, if you sink to PvP in that center square, your respawn would be at the Coral Fortress.

    I thought about doing this on a per-island setup...but that seemed like overkill and there would be a lot of overlap.

    Thoughts?

    alt text

  • 17
    Publicaciones
    20.5k
    Visitas
  • @sweetsandman Sure! It was always weird to me how the losing ship spawns so near where they lost. Might help get rid of the horrible strategy of aimless throwing yourself against the opposing ship in hopes of somehow squeaking a win

  • @el-spaniardchi Exactly. Even a below-average crew can get lucky after 2...3...4.....5+ attempts.

    This aims to mitigate that...or at the very least, provide a longer time-lapse between attempts 2...3...4.....5+

  • @el-spaniardchi said in Concept - PvP Respawn Map including Devil's Roar:

    @sweetsandman Sure! It was always weird to me how the losing ship spawns so near where they lost. Might help get rid of the horrible strategy of aimless throwing yourself against the opposing ship in hopes of somehow squeaking a win

    This.

  • @sweetsandman
    IMO there should always be two different regions to spawn in (determined randomly), so people won't use it as a fast travel.

    Sinking in Shores of Plenty and The Roar seems to be punished harder than the other regions.

    Perhaps have the first or PvE sink a bit closer and PvP or 2nd and further sinks (within a certain time-frame) more to where you have put them.

  • @lem0n-curry in my head, this was just for PvP related sinks. PvE can stay as is. PvE sinks are painful enough that there's no need to add salt to the wound by making your journey back lengthy. Thinking of those newer players who sink to pretty much everything.

  • @sweetsandman said in Concept - PvP Respawn Map including Devil's Roar:

    @lem0n-curry in my head, this was just for PvP related sinks. PvE can stay as is. PvE sinks are painful enough that there's no need to add salt to the wound by making your journey back lengthy. Thinking of those newer players who sink to pretty much everything.

    Just in case people aren't "faking PvE" sinks - thus any sink with even only a slight hint of PvP should spawn a significant distance.

  • @lem0n-curry I'm not sure what, if any, mechanics exist for determining if a ship was sunk to PvP or PvE or a combination of those things. Obviously we know if a player dies to PvE or PvP....but not sure about ships.

    If it isn't a mechanic that gets measured and all ship sinks are lumped into one, then I would agree that a first sink follows current mechanics and then subsequent sinks follow my proposed guidance. That way, it doesn't hurt PvE too much, and would at least make a crew's 3rd PvP attempt a lengthy sail back.

  • This can still be abused in alliances. Oh, we just turned in our loot at Ancient Spire, but want to grab that 10K in gold Reaper Bounty all of the way at Smuggler's Bay quickly without having to take the time and danger to sail all of the way across the map? Ask your ally 1 island over to sink you.

    See. Bad idea.

  • @galactic-geek Really grasping at straws with that one, eh? Or are you joking?

  • @sweetsandman I think this makes sense. The old argument against it was that the Roar was a difficult region to exist in due to volcanoes, and so you should only be there by choice.

    The region is so toned down now that spawning there wouldn't be much of an issue.

  • Personally, since the distance situation actually has a number of factors that play into it (which even outside of any potential bugs in the system can still produce results where a Ship ends up pretty close to where it went down), I think the better solution would be for a respawned Ship to just not have Supplies on board (fresh spawns onto a server would still start off with a base level of Supplies like now). This will mitigate the pains of a Crew coming right back as they will at least need to gather some Supplies manually to be any kind of significant threat. I know a lot of folks are against the idea, but I personally think it is the best solution on the table.

  • @redeyesith I agree with that [Ships respawning with no supplies] completely and have proposed as much in other threads as well. I thought about adding it to the main topic but figured it would come up organically in the thread.

  • @sweetsandman glad that I could deliver on that for ya!

  • @sweetsandman said in Concept - PvP Respawn Map including Devil's Roar:

    @lem0n-curry I'm not sure what, if any, mechanics exist for determining if a ship was sunk to PvP or PvE or a combination of those things. Obviously we know if a player dies to PvE or PvP....but not sure about ships.

    I think it would be hard to determine which or who was responsible for the actual sink (or else we probably would have gotten rewards for it in Arena). Is it the Player who defended the holes that another player ship, skeletal ship or a Meg made &c; but I'd think they can figure out if some PvP was involved. There still might be some fringe cases left, but those will be mostly manufactured by the ones who did the sink and that's their own fault then I guess (assuming they want to have the other ship further away).

    Half a map sailing, preferably combined with less to no supplies, after a sink seems reasonable. Perhaps make them all spawn close to the red sea beyond easy reach of most islands. Make them work for it if they want to revenge or another attempt at someone something.
    The longer the travel the more barrels'o'plenty they encounter and can use for supplies.

    If it isn't a mechanic that gets measured and all ship sinks are lumped into one, then I would agree that a first sink follows current mechanics and then subsequent sinks follow my proposed guidance. That way, it doesn't hurt PvE too much, and would at least make a crew's 3rd PvP attempt a lengthy sail back.

    Current mechanics are far too forgiven, and while I am happy if I spawn only one island over after some careless play with two big kegs, in PvE situations there needs to be some loss to take into account when you're sailing the seas.

  • i dont think the current system needs to be changed, i just think it needs to be implemented better

  • @greatfailure82 said in Concept - PvP Respawn Map including Devil's Roar:

    i dont think the current system needs to be changed, i just think it needs to be implemented better

    Remind us all...what is the "current system" for the basis of your statement?

    I am not sure that there has been a revision to the system since patch 1.0.2 (April of 2018).

    For reference, those patch notes state: "When a ship sinks, we have significantly increased the distance at which the crews new ship will respawn. Ships will now respawn outside of visible view of the ship that sank them."

    While I can appreciate that this is good (when it works)...it's not great. My suggestion simply offers a better implementation of that philosophy and puts fixed respawn options for PvP related sinks...which (@Lem0n-Curry) appear to be measured in some way based on the wording in those patch notes.

17
Publicaciones
20.5k
Visitas
1 de 17