Sea forts

  • Im looking to get some fast gold before captaincy comes out and about half of the people in discord say sea forts are the best way to get fast gold and others say they are absolutely terible so how good are they really?

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  • And if they are not the fastest way to get gold then what is?(im on a 2 man sloop and have about 3 hours)

  • merchant shipwreck voyages

    quick and all of the loot benefits from the emissary bonus

    mid risk, good gold reward

    anything with mixed faction loot will be a slower process unless you're running reapers

    consistency and efficiency, don't focus on what makes the most, focus on what you can do the quickest and lose the least of.

  • @ultimatex50 said in Sea forts:

    And if they are not the fastest way to get gold then what is?(im on a 2 man sloop and have about 3 hours)

    Reapers + world events with a crew will get the most gold imo. During the gold and glory coming up, and if you wait to turn in till gold rush, you'll make crazy gold. Very doable on a 2-man sloop.

  • @danbeardluff my crewmate cant play this weekend sadly and im not sure if i can either we will play tommorow

  • I have always found the Merch quests to very nicely lucrative, the sunken ship voyages in particular. Take hardly any time to knock out and once you are grade 5 in Reapers you'll be rolling in it.

  • @hijack-hayes why reapers? Since you only get merchant loot and with a merchant emmisary you are not visible on the map

  • @ultimatex50 don't you get a larger gold sum when running grade 5 reapers in comparison to merch 5?

  • @hijack-hayes
    No. Treasure sells the same to anyone that will accept it and emissaries all provide the same multipliers. Selling merchant items to the merchant as a grade 5 will earn you the same as selling to reaper at grade 5.

  • @ultimatex50 said in Sea forts:

    @hijack-hayes why reapers? Since you only get merchant loot and with a merchant emmisary you are not visible on the map

    I wouldn't recommend it if you have short term goals.

    One decent haul take out by hoppers sets you back in ways you're far less likely to take with merchant and because shipwreck voyages are all merchant items you're going to realistically make about the same amount of gold or more anyway

    the only crews that benefit (goal wise) from reaper pve event runners are those where the entire crew is skilled and efficient, Most people don't have that so it doesn't make sense for most people with gold goals.

  • @testakleze well I learned something new and I’m comfortable with learning. I Always thought Reapers gave a slight bump in comparison to other emissaries because the risk of running reapers.

  • @hijack-hayes
    Glad I could help. I know a lot of information isn't made clear in game.
    The advantage is getting the 2.5x bonus on all loot instead of one type. Plus they take treasure none of the others take.

    However I agree with everyone saying the shipwreck voyages are great.
    Lots of quick treasure
    Minimal time away from your ship
    Quick turn ins

    It's just very boring until someone wants your flag.

  • @ultimatex50 said in Sea forts:

    @danbeardluff my crewmate cant play this weekend sadly and im not sure if i can either we will play tommorow

    You could find a pick up crew in the SoT discord. Communication is key, but i've found many solid crews that way.

  • @danbeardluff said in Sea forts:

    @ultimatex50 said in Sea forts:

    @danbeardluff my crewmate cant play this weekend sadly and im not sure if i can either we will play tommorow

    You could find a pick up crew in the SoT discord. Communication is key, but i've found many solid crews that way.

    communication is key

    important things to discuss before sailing together (when there are goals)

    1. most important is selling, avoid stackers and those that have the "this server is safe/dead" mentality. You will lose loot with these crews. Set goals and stick to selling

    2. Defense strategy, avoid people that are arrogant/over confident about pvp. You are on a random crew with no chemistry and no reps. You are likely to sink against any decent crew without a pvp plan in place. Stick to naval and protecting the ship, repairs, naval, pressure, only board when there is a lot of pressure. So many lose their ship because there is no coordination and everyone wastes resources trying to get a pointless anchor drop. Unless there is pressure and a helm ready to capitalize boarding spam is a waste of resources and likely going to lead to a loss.

    3. People that get excited about a fof or want to fotd in mostly random crew scenario are not efficient. Nothing about a fotd is currently efficient unless it's an alliance server or an over kill brig/galleon with very skilled pvpers (even that doesn't make it efficient as time wasted on fighting is time not spent making gold). A veil voyage is far more efficient and far less risky, efficiency matters in gold goals.

    4. Crew chemistry is very important. Micromanaging is death of an enjoyable experience. Rudeness, impatience, snappiness, etc these all bring down morale and bring down performance.
      A skilled player on a adventure crew is only as good as they can support their crew. There is more to it than hitting shots and getting kills, chill and supportive or the pressure will break a random crew.

    There is no room for blame or making someone feel bad about something. That is digging deeper into loss. It's easy to win, it's easy to handle a win, it's most important to be supportive in losses. Not enabling, supportive. The crew grows together or they fall apart.

  • @wolfmanbush said in Sea forts:

    @danbeardluff said in Sea forts:

    @ultimatex50 said in Sea forts:

    @danbeardluff my crewmate cant play this weekend sadly and im not sure if i can either we will play tommorow

    You could find a pick up crew in the SoT discord. Communication is key, but i've found many solid crews that way.

    communication is key

    important things to discuss before sailing together (when there are goals)

    1. most important is selling, avoid stackers and those that have the "this server is safe/dead" mentality. You will lose loot with these crews. Set goals and stick to selling

    2. Defense strategy, avoid people that are arrogant/over confident about pvp. You are on a random crew with no chemistry and no reps. You are likely to sink against any decent crew without a pvp plan in place. Stick to naval and protecting the ship, repairs, naval, pressure, only board when there is a lot of pressure. So many lose their ship because there is no coordination and everyone wastes resources trying to get a pointless anchor drop. Unless there is pressure and a helm ready to capitalize boarding spam is a waste of resources and likely going to lead to a loss.

    3. People that get excited about a fof or want to fotd in mostly random crew scenario are not efficient. Nothing about a fotd is currently efficient unless it's an alliance server or an over kill brig/galleon with very skilled pvpers (even that doesn't make it efficient as time wasted on fighting is time not spent making gold). A veil voyage is far more efficient and far less risky, efficiency matters in gold goals.

    4. Crew chemistry is very important. Micromanaging is death of an enjoyable experience. Rudeness, impatience, snappiness, etc these all bring down morale and bring down performance.
      A skilled player on a adventure crew is only as good as they can support their crew. There is more to it than hitting shots and getting kills, chill and supportive or the pressure will break a random crew.

    There is no room for blame or making someone feel bad about something. That is digging deeper into loss. It's easy to win, it's easy to handle a win, it's most important to be supportive in losses. Not enabling, supportive. The crew grows together or they fall apart.

    I mostly agree, but....

    For point 2, I feel that's a little rigid. Flexibility is essential, and goes hand-in-hand with communication. What you don't want is 2/3 of your crew going for a board in a bad situation, but with good communication it is certainly viable sometimes.

    FOTD's/FOF's can be efficient, given they are uncontested and your crew coordinates well to finish them quickly

    Everything else, yes 100%

  • @danbeardluff said in Sea forts:

    @wolfmanbush said in Sea forts:

    @danbeardluff said in Sea forts:

    @ultimatex50 said in Sea forts:

    @danbeardluff my crewmate cant play this weekend sadly and im not sure if i can either we will play tommorow

    You could find a pick up crew in the SoT discord. Communication is key, but i've found many solid crews that way.

    communication is key

    important things to discuss before sailing together (when there are goals)

    1. most important is selling, avoid stackers and those that have the "this server is safe/dead" mentality. You will lose loot with these crews. Set goals and stick to selling

    2. Defense strategy, avoid people that are arrogant/over confident about pvp. You are on a random crew with no chemistry and no reps. You are likely to sink against any decent crew without a pvp plan in place. Stick to naval and protecting the ship, repairs, naval, pressure, only board when there is a lot of pressure. So many lose their ship because there is no coordination and everyone wastes resources trying to get a pointless anchor drop. Unless there is pressure and a helm ready to capitalize boarding spam is a waste of resources and likely going to lead to a loss.

    3. People that get excited about a fof or want to fotd in mostly random crew scenario are not efficient. Nothing about a fotd is currently efficient unless it's an alliance server or an over kill brig/galleon with very skilled pvpers (even that doesn't make it efficient as time wasted on fighting is time not spent making gold). A veil voyage is far more efficient and far less risky, efficiency matters in gold goals.

    4. Crew chemistry is very important. Micromanaging is death of an enjoyable experience. Rudeness, impatience, snappiness, etc these all bring down morale and bring down performance.
      A skilled player on a adventure crew is only as good as they can support their crew. There is more to it than hitting shots and getting kills, chill and supportive or the pressure will break a random crew.

    There is no room for blame or making someone feel bad about something. That is digging deeper into loss. It's easy to win, it's easy to handle a win, it's most important to be supportive in losses. Not enabling, supportive. The crew grows together or they fall apart.

    I mostly agree, but....

    For point 2, I feel that's a little rigid. Flexibility is essential, and goes hand-in-hand with communication. What you don't want is 2/3 of your crew going for a board in a bad situation, but with good communication it is certainly viable sometimes.

    FOTD's/FOF's can be efficient, given they are uncontested and your crew coordinates well to finish them quickly

    Everything else, yes 100%

    You are looking at this as someone that sails with a regular and competent crew. If I remember right you also sail a galleon with your skilled crew, correct?

    A random adventure crew that is new to playing with each other needs to approach the environment in a different way than a skilled pvp crew that regularly sails together.

    Self awareness and awareness of crew vulnerabilities and risks is very important in a open crew/discord/lfg crew. If the goal is to make some gold then the goal is to get things regularly sold and to not sink. For consistent success they need to approach this as what they are and not what others are.

    You could take 4 skilled solo sloopers and throw them on a galleon together and it'll be a mess without the reps and chemistry building in a competitive fight.

    Protecting the ship at all times (this includes making risk decisions that make the most sense) in adventure leads to currency consistency. Gold runs to pay bills aren't about showing off they are about results, efficient results.

  • @ultimatex50 depends on a few things if it’s a double gold weekend and your grade 5 gold hoarders I’d say it’s not a half bad way most of the chests are captains ghost and normal and there a few gems dotted around plus their super easy to beat but yea you’d probably do better with Reaper grade 5 if you on a chill server

  • If you're Athena, maybe just do 2 stages of veil, rinse & repeat

  • @wolfmanbush said in Sea forts:

    @danbeardluff said in Sea forts:

    @wolfmanbush said in Sea forts:

    @danbeardluff said in Sea forts:

    @ultimatex50 said in Sea forts:

    @danbeardluff my crewmate cant play this weekend sadly and im not sure if i can either we will play tommorow

    You could find a pick up crew in the SoT discord. Communication is key, but i've found many solid crews that way.

    communication is key

    important things to discuss before sailing together (when there are goals)

    1. most important is selling, avoid stackers and those that have the "this server is safe/dead" mentality. You will lose loot with these crews. Set goals and stick to selling

    2. Defense strategy, avoid people that are arrogant/over confident about pvp. You are on a random crew with no chemistry and no reps. You are likely to sink against any decent crew without a pvp plan in place. Stick to naval and protecting the ship, repairs, naval, pressure, only board when there is a lot of pressure. So many lose their ship because there is no coordination and everyone wastes resources trying to get a pointless anchor drop. Unless there is pressure and a helm ready to capitalize boarding spam is a waste of resources and likely going to lead to a loss.

    3. People that get excited about a fof or want to fotd in mostly random crew scenario are not efficient. Nothing about a fotd is currently efficient unless it's an alliance server or an over kill brig/galleon with very skilled pvpers (even that doesn't make it efficient as time wasted on fighting is time not spent making gold). A veil voyage is far more efficient and far less risky, efficiency matters in gold goals.

    4. Crew chemistry is very important. Micromanaging is death of an enjoyable experience. Rudeness, impatience, snappiness, etc these all bring down morale and bring down performance.
      A skilled player on a adventure crew is only as good as they can support their crew. There is more to it than hitting shots and getting kills, chill and supportive or the pressure will break a random crew.

    There is no room for blame or making someone feel bad about something. That is digging deeper into loss. It's easy to win, it's easy to handle a win, it's most important to be supportive in losses. Not enabling, supportive. The crew grows together or they fall apart.

    I mostly agree, but....

    For point 2, I feel that's a little rigid. Flexibility is essential, and goes hand-in-hand with communication. What you don't want is 2/3 of your crew going for a board in a bad situation, but with good communication it is certainly viable sometimes.

    FOTD's/FOF's can be efficient, given they are uncontested and your crew coordinates well to finish them quickly

    Everything else, yes 100%

    You are looking at this as someone that sails with a regular and competent crew. If I remember right you also sail a galleon with your skilled crew, correct?

    A random adventure crew that is new to playing with each other needs to approach the environment in a different way than a skilled pvp crew that regularly sails together.

    Self awareness and awareness of crew vulnerabilities and risks is very important in a open crew/discord/lfg crew. If the goal is to make some gold then the goal is to get things regularly sold and to not sink. For consistent success they need to approach this as what they are and not what others are.

    You could take 4 skilled solo sloopers and throw them on a galleon together and it'll be a mess without the reps and chemistry building in a competitive fight.

    Protecting the ship at all times (this includes making risk decisions that make the most sense) in adventure leads to currency consistency. Gold runs to pay bills aren't about showing off they are about results, efficient results.

    I've been mostly sailing with randos on a galleon from the SoT discord, most of the folks on my crew server (The Iron Fleet) are on break from the game.

  • @danbeardluff said in Sea forts:

    I've been mostly sailing with randos on a galleon from the SoT discord, most of the folks on my crew server (The Iron Fleet) are on break from the game.

    If op were to take high risks (especially on a random crew) and came to the forum to vent about it, everyone would pile on with similar information that I am posting now.

    People might as well implement strategy that leads to consistency before the issues rather than taking the unnecessary risks and getting frustrated about it after the gamble goes south.

    People can succeed taking unnecessary risks but they often won't and if the goal is to get gold in the bank it only makes sense in this environment to do it at a level that is most consistent, a mid to lower end high level. There are many many many many open crews/discord/lfg crews that take those gambles and they come away with nothing because they think they are safe enough or that they are skilled enough for what waits. Without goals this is irrelevant but if gold is a goal 100-150k in the bank most of the time simply makes more sense than 300-500k in someone else's bank a lot of the time.

  • @wolfmanbush said in Sea forts:

    @danbeardluff said in Sea forts:

    I've been mostly sailing with randos on a galleon from the SoT discord, most of the folks on my crew server (The Iron Fleet) are on break from the game.

    If op were to take high risks (especially on a random crew) and came to the forum to vent about it, everyone would pile on with similar information that I am posting now.

    People might as well implement strategy that leads to consistency before the issues rather than taking the unnecessary risks and getting frustrated about it after the gamble goes south.

    People can succeed taking unnecessary risks but they often won't and if the goal is to get gold in the bank it only makes sense in this environment to do it at a level that is most consistent, a mid to lower end high level. There are many many many many open crews/discord/lfg crews that take those gambles and they come away with nothing because they think they are safe enough or that they are skilled enough for what waits. Without goals this is irrelevant but if gold is a goal 100-150k in the bank most of the time simply makes more sense than 300-500k in someone else's bank a lot of the time.

    Suppose it depends on ones personal hierarchy of risk. I wouldn't have suggested it had I thought it was unlikely to succeed.

  • @danbeardluff said in Sea forts:

    @wolfmanbush said in Sea forts:

    @danbeardluff said in Sea forts:

    I've been mostly sailing with randos on a galleon from the SoT discord, most of the folks on my crew server (The Iron Fleet) are on break from the game.

    If op were to take high risks (especially on a random crew) and came to the forum to vent about it, everyone would pile on with similar information that I am posting now.

    People might as well implement strategy that leads to consistency before the issues rather than taking the unnecessary risks and getting frustrated about it after the gamble goes south.

    People can succeed taking unnecessary risks but they often won't and if the goal is to get gold in the bank it only makes sense in this environment to do it at a level that is most consistent, a mid to lower end high level. There are many many many many open crews/discord/lfg crews that take those gambles and they come away with nothing because they think they are safe enough or that they are skilled enough for what waits. Without goals this is irrelevant but if gold is a goal 100-150k in the bank most of the time simply makes more sense than 300-500k in someone else's bank a lot of the time.

    Suppose it depends on ones personal hierarchy of risk. I wouldn't have suggested it had I thought it was unlikely to succeed.

    The hunting environment isn't a complex one

    Skilled pvpers largely hunt through server hopping and are largely looking for indicators of potentially decent hauls and marked targets sitting at events.

    Fotd and fof being the most sought after

    This means that a person is opting into being a delicious meal for nearly every skilled hunter around. That doesn't mean everyone gets sunk 100% of the time but it's not only an incredible risk it's a incredibly imbalanced risk as hoppers are over powered from the dock and they have no treasure to lose.

    The high risk community isn't very large. There are a lot of hoppers hopping not only for themselves but for others, the odds are very likely that one of them is going to find that server with a clear indicator of high value activity. There are not a lot of trophies anymore so there isn't enough supply to keep everyone distracted, they will all be trying to find that server.

    It's like having a goal of looking for some underwater treasure and jumping in a tank full of hungry sharks to randomly search. There are just less sacrificial ways to go about it while reaching the same objective.

  • @wolfmanbush said in Sea forts:

    @danbeardluff said in Sea forts:

    @wolfmanbush said in Sea forts:

    @danbeardluff said in Sea forts:

    I've been mostly sailing with randos on a galleon from the SoT discord, most of the folks on my crew server (The Iron Fleet) are on break from the game.

    If op were to take high risks (especially on a random crew) and came to the forum to vent about it, everyone would pile on with similar information that I am posting now.

    People might as well implement strategy that leads to consistency before the issues rather than taking the unnecessary risks and getting frustrated about it after the gamble goes south.

    People can succeed taking unnecessary risks but they often won't and if the goal is to get gold in the bank it only makes sense in this environment to do it at a level that is most consistent, a mid to lower end high level. There are many many many many open crews/discord/lfg crews that take those gambles and they come away with nothing because they think they are safe enough or that they are skilled enough for what waits. Without goals this is irrelevant but if gold is a goal 100-150k in the bank most of the time simply makes more sense than 300-500k in someone else's bank a lot of the time.

    Suppose it depends on ones personal hierarchy of risk. I wouldn't have suggested it had I thought it was unlikely to succeed.

    The hunting environment isn't a complex one

    Skilled pvpers largely hunt through server hopping and are largely looking for indicators of potentially decent hauls and marked targets sitting at events.

    Fotd and fof being the most sought after

    This means that a person is opting into being a delicious meal for nearly every skilled hunter around. That doesn't mean everyone gets sunk 100% of the time but it's not only an incredible risk it's a incredibly imbalanced risk as hoppers are over powered from the dock and they have no treasure to lose.

    The high risk community isn't very large. There are a lot of hoppers hopping not only for themselves but for others, the odds are very likely that one of them is going to find that server with a clear indicator of high value activity. There are not a lot of trophies anymore so there isn't enough supply to keep everyone distracted, they will all be trying to find that server.

    It's like having a goal of looking for some underwater treasure and jumping in a tank full of hungry sharks to randomly search. There are just less sacrificial ways to go about it while reaching the same objective.

    If that were true, I feel like I'd get way more engaging pvp battles. The risk is marginal at best. The potential reward far outweighs the risk.

  • @danbeardluff said in Sea forts:

    If that were true, I feel like I'd get way more engaging pvp battles. The risk is marginal at best. The potential reward far outweighs the risk.

    Why are fotd's nearly non existent in an organic scenario?
    why are fof's so often ignored?

    Because the average adventure faces increased risk if they participate in them in an environment where the reward is more spread out.

    Fotd isn't even a truly competitive event anymore from a loot standpoint, the risk has increased and the loot has remained stagnant.

    Fof takes the average adventurer far too long to complete and loading the loot is even more time added on just to get chain shot and camped after finishing it all.

    Activity by organic players, middle of the chain players is a truth teller in a risk/reward environment. Higher risk activity has been decreasing steadily because there are more efficient ways to farm and because the risk has only been increasing (at high risk levels) as more and more features favor server hopping pvp aka quick action.

    Higher skilled players that play on over powered ships telling them they are wrong doesn't change anything, those that grind organically on crews and boats that aren't over powered know what they face, they have adapted to it and the lack of high risk activity shows that.

  • @wolfmanbush said in Sea forts:

    @danbeardluff said in Sea forts:

    If that were true, I feel like I'd get way more engaging pvp battles. The risk is marginal at best. The potential reward far outweighs the risk.

    Why are fotd's nearly non existent in an organic scenario?
    why are fof's so often ignored?

    Because the average adventure faces increased risk if they participate in them in an environment where the reward is more spread out.

    Fotd isn't even a truly competitive event anymore from a loot standpoint, the risk has increased and the loot has remained stagnant.

    Fof takes the average adventurer far too long to complete and loading the loot is even more time added on just to get chain shot and camped after finishing it all.

    Activity by organic players, middle of the chain players is a truth teller in a risk/reward environment. Higher risk activity has been decreasing steadily because there are more efficient ways to farm and because the risk has only been increasing as more and more features favor server hopping pvp aka quick action.

    Higher skilled players that play on over powered ships telling them they are wrong doesn't change anything, those that grind organically on crews and boats that aren't over powered know what they face, they have adapted to it and the lack of high risk activity shows that.

    I think you answered your own question about FOTD's and FOF's, and it doesn't have much to do with risk. I just simply don't agree with you that reapers/world events are such high risk endeavors for the 'average player' that they aren't worth doing. Seems like you're defining average players as sloopers and everyone else as 'high skilled players that play on op ships', which I don't really think is fair.

  • @danbeardluff said in Sea forts:

    @wolfmanbush said in Sea forts:

    @danbeardluff said in Sea forts:

    If that were true, I feel like I'd get way more engaging pvp battles. The risk is marginal at best. The potential reward far outweighs the risk.

    Why are fotd's nearly non existent in an organic scenario?
    why are fof's so often ignored?

    Because the average adventure faces increased risk if they participate in them in an environment where the reward is more spread out.

    Fotd isn't even a truly competitive event anymore from a loot standpoint, the risk has increased and the loot has remained stagnant.

    Fof takes the average adventurer far too long to complete and loading the loot is even more time added on just to get chain shot and camped after finishing it all.

    Activity by organic players, middle of the chain players is a truth teller in a risk/reward environment. Higher risk activity has been decreasing steadily because there are more efficient ways to farm and because the risk has only been increasing as more and more features favor server hopping pvp aka quick action.

    Higher skilled players that play on over powered ships telling them they are wrong doesn't change anything, those that grind organically on crews and boats that aren't over powered know what they face, they have adapted to it and the lack of high risk activity shows that.

    I think you answered your own question about FOTD's and FOF's, and it doesn't have much to do with risk. I just simply don't agree with you that reapers/world events are such high risk endeavors for the 'average player' that they aren't worth doing. Seems like you're defining average players as sloopers and everyone else as 'high skilled players that play on op ships', which I don't really think is fair.

    A large majority of the content made around this game is skilled players wrecking adventurers that are in no way prepared to defend themselves in the high risk scenario they put themselves in.

    I only play solo and open crew. Never had a regular crew, never been a part of a pvp squad, only solo and open crew. I have seen crew after crew after crew after crew make the same mistakes over and over and over.

    I'm invested in providing information based on that experience so that perhaps some that are looking for information make decisions that make more sense for their goals.

    When an op comes to the forums looking for advice imo the advice should be based on their situation not our abilities or our situation.

  • @wolfmanbush said in Sea forts:

    @danbeardluff said in Sea forts:

    @wolfmanbush said in Sea forts:

    @danbeardluff said in Sea forts:

    If that were true, I feel like I'd get way more engaging pvp battles. The risk is marginal at best. The potential reward far outweighs the risk.

    Why are fotd's nearly non existent in an organic scenario?
    why are fof's so often ignored?

    Because the average adventure faces increased risk if they participate in them in an environment where the reward is more spread out.

    Fotd isn't even a truly competitive event anymore from a loot standpoint, the risk has increased and the loot has remained stagnant.

    Fof takes the average adventurer far too long to complete and loading the loot is even more time added on just to get chain shot and camped after finishing it all.

    Activity by organic players, middle of the chain players is a truth teller in a risk/reward environment. Higher risk activity has been decreasing steadily because there are more efficient ways to farm and because the risk has only been increasing as more and more features favor server hopping pvp aka quick action.

    Higher skilled players that play on over powered ships telling them they are wrong doesn't change anything, those that grind organically on crews and boats that aren't over powered know what they face, they have adapted to it and the lack of high risk activity shows that.

    I think you answered your own question about FOTD's and FOF's, and it doesn't have much to do with risk. I just simply don't agree with you that reapers/world events are such high risk endeavors for the 'average player' that they aren't worth doing. Seems like you're defining average players as sloopers and everyone else as 'high skilled players that play on op ships', which I don't really think is fair.

    A large majority of the content made around this game is skilled players wrecking adventurers that are in no way prepared to defend themselves in the high risk scenario they put themselves in.

    I only play solo and open crew. Never had a regular crew, never been a part of a pvp squad, only solo and open crew. I have seen crew after crew after crew after crew make the same mistakes over and over and over.

    I'm invested in providing information based on that experience so that perhaps some that are looking for information make decisions that make more sense for their goals.

    When an op comes to the forums looking for advice imo the advice should be based on their situation not our abilities or our situation.

    I've played open/closed with randoms and with a dedicated crew on a sloop/brig/galleon. I too am providing information based on my experience, and in this situation the goal was to make loads of gold as fast as possible. My advice reflected that. I provided a suggestion on how to find a bigger crew, what goals to aim for, and when exactly to sell for max gold.... You just don't agree with me, and that's fine :p

  • @danbeardluff said in Sea forts:

    @wolfmanbush said in Sea forts:

    @danbeardluff said in Sea forts:

    @wolfmanbush said in Sea forts:

    @danbeardluff said in Sea forts:

    If that were true, I feel like I'd get way more engaging pvp battles. The risk is marginal at best. The potential reward far outweighs the risk.

    Why are fotd's nearly non existent in an organic scenario?
    why are fof's so often ignored?

    Because the average adventure faces increased risk if they participate in them in an environment where the reward is more spread out.

    Fotd isn't even a truly competitive event anymore from a loot standpoint, the risk has increased and the loot has remained stagnant.

    Fof takes the average adventurer far too long to complete and loading the loot is even more time added on just to get chain shot and camped after finishing it all.

    Activity by organic players, middle of the chain players is a truth teller in a risk/reward environment. Higher risk activity has been decreasing steadily because there are more efficient ways to farm and because the risk has only been increasing as more and more features favor server hopping pvp aka quick action.

    Higher skilled players that play on over powered ships telling them they are wrong doesn't change anything, those that grind organically on crews and boats that aren't over powered know what they face, they have adapted to it and the lack of high risk activity shows that.

    I think you answered your own question about FOTD's and FOF's, and it doesn't have much to do with risk. I just simply don't agree with you that reapers/world events are such high risk endeavors for the 'average player' that they aren't worth doing. Seems like you're defining average players as sloopers and everyone else as 'high skilled players that play on op ships', which I don't really think is fair.

    A large majority of the content made around this game is skilled players wrecking adventurers that are in no way prepared to defend themselves in the high risk scenario they put themselves in.

    I only play solo and open crew. Never had a regular crew, never been a part of a pvp squad, only solo and open crew. I have seen crew after crew after crew after crew make the same mistakes over and over and over.

    I'm invested in providing information based on that experience so that perhaps some that are looking for information make decisions that make more sense for their goals.

    When an op comes to the forums looking for advice imo the advice should be based on their situation not our abilities or our situation.

    I've played open/closed with randoms and with a dedicated crew on a sloop/brig/galleon. I too am providing information based on my experience, and in this situation the goal was to make loads of gold as fast as possible. My advice reflected that. I provided a suggestion on how to find a bigger crew, what goals to aim for, and when exactly to sell for max gold.... You just don't agree with me, and that's fine :p

    It's not even the most efficient use of reapers for gold hunting

    most efficient reaper run for a random crew scenario would be hopping for fleets, they are right by reapers, they have significant amount of treasure, easy reaper grade bump, keeps people from sitting in one spot, easy to rinse and repeat while avoiding the fotd/fof/athena hoppers

    and don't worry about picking up the loot until after, it currently stays up longer than in the past, just sink the ships and collect after, don't touch the loot until after to avoid birds disappearing and loot sinking sooner.

    this is a scenario where people only need to have a lot of loot on their boat for about 10-15 minutes with the selling spot nearby, can't beat that.

    Being so close to reapers will still bring in some random heat but it's going to also keep out a lot as people will see a reaper near the hideout and look for something with more potential.

  • @wolfmanbush Hopping takes time, is super boring, and no guarantee on what you'll get. Not nearly as consistent as just focusing world events and emergent play.

  • @danbeardluff said in Sea forts:

    @wolfmanbush Hopping takes time, is super boring, and no guarantee on what you'll get. Not nearly as consistent as just focusing world events and emergent play.

    Fleets aren't a hard find it's not the same as hopping for pvp, far more common.

    Fleets also have the benefit of often being partially or mostly done which means there are plenty of times where a person only needs to sink 3 or less ships for the boss loot, which is a very nice pile of loot

    I've participated successfully in many many many fleets with open crews most often brand new players or non pvpers where I contributed to get them some gold. It's something they can manage as long as they give me some repairs/bucketing.

    I'd never take those crews through a fotd or fof, not a chance.

  • @wolfmanbush it's the same as hopping for any specific world event. Luck is a big part of getting what you'd like.

  • @danbeardluff said in Sea forts:

    @wolfmanbush it's the same as hopping for any specific world event. Luck is a big part of getting what you'd like.

    Fleet is a central location and stays active longer because people often sail by the area. This makes it easier to find, this is why flameheart hogged servers so often in the past.

  • @wolfmanbush so hopping till you find a fleet, doing the event, selling at reapers and then repeating over and over you think will get more gold then just doing each world event as they appear? Think we will need to agree to disagree on this one.

  • @danbeardluff said in Sea forts:

    @wolfmanbush so hopping till you find a fleet, doing the event, selling at reapers and then repeating over and over you think will get more gold then just doing each world event as they appear? Think we will need to agree to disagree on this one.

    definitely can pound out an easy ashen winds with the tridents if that is the next event after a fleet and it's nearby

    regular forts aren't worth the time/risk in an organic random crew scenario, fof is too risky/time consuming, ashen winds is only worth it because it's easy/low time requirement

    a win isn't much of a win if people spend a lot of time fighting for nothing. Event interrupters without loot take time and plenty of times a lot of time, especially with respawn timers how they are now. Since the goal is gold there isn't much to gain from messing with content that is known to bring in hostile engagement which is time consuming even if it leads to victorious battle outcomes

    at the very least, start with a fleet for the tridents so they can assist the next event.

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