Safe zones and gankers/campers

  • Ive come across a couple of instances, in the forums and in game, of the fun being sucked out of the game. With all the hard work put into collecting booty to have it easily taken at an outpost by people laying in wait. Fair scout ahead before dropping anchor but there are some scenarios where there is just pvp at an outpost. With minimal risk and high reward to camp/gank whats the point, I may not be making sense but this is just my thoughts on how I view safe zones and what seems fair (to me) to minimize camp/ganking.

    Do all outpost need to be safe zones? No there should be an equal risk/reward for everyone

    Should there be a safe zone? Yes there is an unmarked island at L,15 (top left) or even the rocks in the middle of the map M,13 (bottom right) why not make that a pirate port where pirates vote for pirate rules and rare items can be bought, sold, traded, or gambled with.

    Should anyone be able to sell chests on an island that is in combat? No but here is my solution.
    If any combat takes place within island territory (combat that hits land) all vendors should flee (despawn) to return once the fighting is over. Any cargo that has been dropped on land or in island vicinity waters durring the "flee" should be marked as "unwanted by ____ outpost" and "Was owned by (captains name)" with its safe zone island value increase (mentioned above). This way it keeps players moving (potentially) and it adds rarity to cargo not being turn in for gold or rep but as there could be legendary pirates there could be legendary booty with quite a story to tell (potentially).

    agree, disagree, agree to disagree add your thoughts about my words and thanks for reading

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  • Hey!

    There's always a post with a lot of replies to it that is about the same subject.

    I posted there an idea:
    You could chose to be a corsair or a pirate.
    There could be one island (and one only) with a fortified castle on it (or a fortified town).

    This would be a safe place for everyone as guards would attack you (and own you unless you are really strong and a lot of you attacking at the same time the same NPC).
    You could sell everything there, but therefore chose to be a corsair and earn less rewards. Or you could go at the actual outposts with the risk of being taken down.

    You would have a reputation there, and when really low (after several attacks towards the NPC or the players on the island) you would be shot on sight.

    I think I disagree with the idea of ID on chests. Unless it's roleplay, like the player carves something on it.

    Then you could still steal it, but if you sell it to someone where the player has a higher reputation than you do, you'd get a smaller reward.
    Example:
    You are Captain A, you and your crew steal to Captain B, who has a reputation of 10 at outpost 1.
    You sell the chest at outpost 1 : you earn 200gold
    If you sold the chest at outpost 2 you would have earned 300g
    The next time Captain B comes to sell something at outpost 1, he will earn 100g with the shopkeeper saying "I bought a chest with your name carved on it, here is your reward for it".

    So PVP would still exist, PVE players getting owned at outpost would still benefit a bit from their treasures hunts and everyone would be satisfied a bit somehow, the frustration for the players would be lowered.

    What do you think about it?

    Staf'

  • @StafyLocok Id leave the idea for npc strongholds to some pve content like some skeleton fort, nothing like an outpost with guards.

    All cargo should be sold at outpost it keeps it simple, as for the ID on chest I think of it more as a paper trail and a boolean for npc of accept or not. Imagine the perspective of a chest, I know kinda weird but, its created by a quest or random spawn in the world then fought over perhaps even traded if that becomes a thing. All the while still containing the same treasure the npcs don't care the contents are the same. But what if the more events a cargo (chest) is apart of the more valuable it becomes to something or someone else?

    And that's why I think there should be 1 and only 1 safe zone to trade, sell, or exchange in these items, and if there ever is a place for a market board it needs to be in a neutral safe place.

    Now as for everyone gets their share of the loot even if you steal it kinda take away from the risk/reward feel that's already in the game, and if you have reputation per outpost what if someone camps it and you have to go to another outpost and receive less. I don't think all the rep should be rewarded on turn in but divided among the parts within the quest IE solving clues, finding islands, actually unearthing the treasure, etc. The system right now is simple, clean and it works but it isn't perfect (I feel).

  • the only idea here im not a fan of is the npc's running during combat, ive had some dam satisfying experiences engaging in combat on an island and battling my way to the vendor with my crew, i feel thats something that should not be taken away, rather to build upon your idea of paper trails i think a neat idea might be a chest stolen on or close to that outpost should be worth less for the people that stole it, making it so that they have to travel with said chest giving the other players time to hunt down and reclaim their treasure. and maybe those chests can only be sold at a specific black market vendor island so you no where their going and can cut them off.

  • @loopysnookems Obviously ideas are never perfect, and sharing makes it easier to go in the right direction.

    Reputation could lead to factions. And actually to a more developed pvp game with several ships fighting at once in the same team. Which is something that came up in one of Rare's videos of this game. Where you could see one big ship being attacked on both sides by 2 smaller ones.

    Also, even though I can quite understand that not everyone shares the sames ideas and thoughts on the same topic. I'm unsure if I understood your point of view correctly about the NPC. I understood you don't want it to be a thing (the "guards") but I don't see any others reasons than "I think I wouldn't like it".

    In world of warcraft for example, this was a thing where factions would raid the enemy capitals despite the guards being really stronger, outnumbering them to kill everyone even though this was a "safe" zone.

    I think in a pirate game this would be interesting to have an overall relative "safe" place rather than a 100% safe one.

    Staf'

  • @stafylocok i like the idea of a single 100% safe place but i dont think you should be able to drop loot there, sorta have it used more as a social hub. As for rep, ive been talkin about a notoriety system being a great idea for a while. my crew and i were talking about it just yesterday and came up with the idea that it would be really cool and non immersion breaking if you could check a notice board in town and get the rough location of notorious pirates and sink them for a reward, or buy intel from the bartender on areas where alot of ships have been sunk.

  • @loopysnookems Look around for mermaids to see if their might be someone there, if there is go to another outpost. The loot isn't yours until you tun it in.

  • @StafyLocok It would be cool if people could fly under the same flag and become a fleet that honestly sounds amazing on both ends, "don't mind me and just looting the island for bananas OMG LOOK AT ALL THOSE BOATS".

    As for the guards I understood guards as 100% safe unless you can overwhelm them, and yes "For the ___" ach I see that and want to say yes but there arn't really factions were all pirates in it for our crew. I see it more as like a raid on an island to clam something. Its not that I don't like it its the whole risk/reward aspect I feel becomes lessor with guards.

    My idea I believe stops the easy" reward of camping/ganking if their reward is free turn ins whelp you got it but you cant turn them in where you where camping/ganking and if they get camped/ganked/engaged on that cargo has one interesting journey that might be documented and viewed by the final victor.

  • @fayzon11 I understand your point of view. However if you do not allow people to drop loot there, you won't have much people hanging out there.
    I am not a hardcore pvp player, I mean... I like to PVP, but I don't like camping someone or getting camped. I've played with players terrified by PVP, because they were casual players and didn't want to see all their efforts crushed all at once because some random guy killed them.

    Imagine two players both playing 2 hours of the game.
    Pvp player would have 100% of the rewards, selling all his loots at the outposts
    Pve player would have like 60% of the rewards, selling all this loots at SafeTown

    Overall if both players want the same rewards, Pve player would have to play 3 hours while Pvp player would have to play only 2 hours

    (now hours is a way of seeing it, because obviously Pve player could be attacked on his way back to safetown)

    It's all risk-reward strategy...

    Your ideas in your post are also really interesting.

    Staf'

  • @StafyLocok Oh I agree you can't turn in on the safe island for its actual reward maybe turn it in for renown or player rep something new that isn't rep. I mentioned island combat locking loot from being able to turn in on that island, while increasing a different "status" that status is what you can turn loot in for or not this is just an idea.

    I like the bounty board idea with the safe island holding leader boards or something. You think something like paragon / renegade those who uphold the code vs those who do not? I like that.

  • @Madame-Ching Oh I do, I've learned that lesson but the risk/reward doesn't seem even to me with players doing the quest work putting the time in to have a single moment have what you have worked for lost before you could respawn. My idea is that if there is a fight on an island over cargo that it would be locked from being able to be turned in there and must be turned in else where, the chance for revenge and to claim your hard work back.

  • @loopysnookems why would you need a flag system, i sailed with a random galleon just last night, they attacked us we beat them it was an epic fight, after beating them we sailed to their spawn outpost to give them some chests in commemoration of their plays. yet when we got to the island with the chest we were taking them they shot us and stole said chest and bailed. they heard us say we were just coming to say hello but freaked out and bailed because of killing one of us, so we proceeded to hunt them a second time sunk them quite quickly. then on the third time we chased them to gloat about our win :) they sent someone over dureing the chase to negotiate peace and form an armada under our superior captaining. we then agreed on terms swaped a crew member each to relay communications and sailed around together for a good 2 hours.

  • @StafyLocok I'm not saying outpost are cursed if you drop loot, but if you are ganked and your loot drops than it cant be turned in there. If your just doing pve doing your own thing nothing jumps out of the bushes nice easy turn in. But for those that gank well you have to work a little harder to clam your reward instead of just having an easy turn in. Risk/ Reward

  • @loopysnookems i do like that idea, as i said before making it so they have to turn in stolen chests at a specific location would allow the victims to much more easily locate and intercept the pirates that robed them and regain their loot to. a black market vendor island in a far corner would accomplish that.

  • @Fayzon11 The whole swap a player on each ship to communicate you both choose the same flag boom your now a fleet, kinda like a walkie talkie, its easy to change flags than coordinate like that. And what if random people just decide to join have the brig system so that a ship can be denied?

    I see it as a small mechanic that's simple to understand and put into practice and people with odd numbered groups well more ships easier grouping.

  • @loopysnookems i do like that idea, as i said before making it so they have to turn in stolen chests at a specific location would allow the victims to much more easily locate and intercept the pirates that robed them and regain their loot to. a black market vendor island in a far corner would accomplish that.

    the bottom right of the map has a weird skull that actually has nothing there, or what if it was a random barge that roamed around but only appears on the map within a certain range?

  • @loopysnookems the problem with that is tho it becomes way to easy to dominate a server, at least with the way we accomplished it it had an element of difficulty.

  • @loopysnookems said in Safe zones and gankers/campers:

    @loopysnookems i do like that idea, as i said before making it so they have to turn in stolen chests at a specific location would allow the victims to much more easily locate and intercept the pirates that robed them and regain their loot to. a black market vendor island in a far corner would accomplish that.

    the bottom right of the map has a weird skull that actually has nothing there, or what if it was a random barge that roamed around but only appears on the map within a certain range?

    yea a moving barge would be a great idea eliminates them only camping close to the turnin zone

  • @Fayzon11 Seems like an unnecessary difficulty to me, and like I said it would help those with odd numbered groups. Plus the easier to organize means the option to see interesting fights and ship combinations, even more so if they add ship customizations like harpoons etc...

  • This game is online PVP ! So if you want to play with safe zones go to another!
    No safe zones! Its game about pirates! If you want to sell your loot safely - play safely! Safe zones will kill all nice features in this game!

  • @jekiz2010 said in Safe zones and gankers/campers:

    This game is online PVP ! So if you want to play with safe zones go to another!
    No safe zones! Its game about pirates! If you want to sell your loot safely - play safely! Safe zones will kill all nice features in this game!

    woah chill man, read the thread we are simply discussing things that could potentially find a middle ground for everyone without breaking imersion or ruining experience, im currently quite happy with the way the game is

  • Wow a thread with "safe zones" in it that isn't people berating each other lol.

    I can agree with having a "Tortuga" no-fire island.

    Also, with the shopkeepers fleeing, that would be really difficult to tell from on-board a ship from a distance so I would add the idea of the buildings and/tents being on fire or perhaps flare shots going up so crews can see and avoid the outpost well ahead of time.

    Also, this is where the bounty system faction could reside where players can see a list of notorious pirates who have sunk X amount of ships and/or killed X amount of other players (based on server data so it updates and refreshes) and maybe a blurb like "...last spotted in the southwest near Plunder valley"

  • @xxalfonzxx said in Safe zones and gankers/campers:

    Wow a thread with "safe zones" in it that isn't people berating each other lol.

    I can agree with having a "Tortuga" no-fire island.

    Also, with the shopkeepers fleeing, that would be really difficult to tell from on-board a ship from a distance so I would add the idea of the buildings and/tents being on fire or perhaps flare shots going up so crews can see and avoid the outpost well ahead of time.

    Also, this is where the bounty system faction could reside where players can see a list of notorious pirates who have sunk X amount of ships and/or killed X amount of other players (based on server data so it updates and refreshes) and maybe a blurb like "...last spotted in the southwest near Plunder valley"

    as we've been discussing all great idea except the traders feeing, my crew and i have made some great sneaky plays dropping treasure whilst 2-3 man operating our galleon initiated in combat just offshore. id hate for that to stop, some of the best fun frantically cashing chests in the heat of battle

  • @stafylocok said in Safe zones and gankers/campers:

    @fayzon11 I understand your point of view. However if you do not allow people to drop loot there, you won't have much people hanging out there.
    I am not a hardcore pvp player, I mean... I like to PVP, but I don't like camping someone or getting camped. I've played with players terrified by PVP, because they were casual players and didn't want to see all their efforts crushed all at once because some random guy killed them.

    Imagine two players both playing 2 hours of the game.
    Pvp player would have 100% of the rewards, selling all his loots at the outposts
    Pve player would have like 60% of the rewards, selling all this loots at SafeTown

    Overall if both players want the same rewards, Pve player would have to play 3 hours while Pvp player would have to play only 2 hours

    (now hours is a way of seeing it, because obviously Pve player could be attacked on his way back to safetown)

    It's all risk-reward strategy...

    Your ideas in your post are also really interesting.

    Staf'

    I mean... the game is a pirate game. If you're not looking for a PvP game... maybe this isn't the game? No one has "earned" their loot until it's handed back in. The games mechanic's are already extremely light, all you lose is time. They've specifically made the game with zero vertical progression, so the sense of loss isn't really there, it's just pride. You can jump in at any time and be on even footing with everyone else.

  • @fayzon11 I absolutely agree and have been in that situation which is amazing. Sooo as I was trying to figure out how to respond and a hilarious thought/image entered my head. The collectors flee but not despawn, so you now you have to catch up to them while they run in circles in a panic haha :P

  • Picture a set of rocks in the sea that resembles the gates at a horse track or say pumps at a service station. Ships could line up between these rocks and this is the designated safe zone. There could be anything from different merchants to buy new gear, barrels to resupply ships, and a tavern to meet fellow pirates. You could then make bets with other ships on who could return with the most chests and so on. However, I don't think you should be allowed to turn in chests in a safe zone. Possibly make a billboard in a safe zone where you can pick up voyages but still force you to return to an outpost to receive any gold.

  • @fayzon11 The collectors flee but not despawn, so you now you have to catch up to them while they run in circles in a panic haha :P

    I like it, lol imagine trying to turn in the grog chest while they flee

    @xxalfonzxx Also, with the shopkeepers fleeing, that would be really difficult to tell from on-board a ship from a distance so I would add the idea of the buildings and/tents being on fire or perhaps flare shots going up so crews can see and avoid the outpost well ahead of time.

    What about audio as well as visual, not so much flare but like a burning island with the sounds of battle and its still up to the player "that's on fire ill find another outpost" or "WE DIDN'T START THE FIRE, THE WORLDS BEEN BURNING SENSE THE WORLDS BEEN TURNING (

  • ok i didnt get to finish that post but yeah you get the gist

  • @caboose452 Possibly make a billboard in a safe zone where you can pick up voyages but still force you to return to an outpost to receive any gold.

    Agreed

  • and guys if you like this thread remember to rate it or what ever that ^ thing is, I dont fourm much

  • Camping an outpost takes a ton more skill, effort, and patience than doing the easy, repetitive, and trivial quests. I really don't get how people think engaging in island PvP is the easy way out, while doing the ridiculously trivial quests that don't take more than 2-5 minutes a piece is somehow "hard work."

  • how about you 1. play with a team and stop crying or 2. refund the game, stop crying, and go play solo minecraft.

  • @natsu-v2 Camping an outpost takes a ton more skill, effort, and patience than doing the easy, repetitive, and trivial quests. I really don't get how people think engaging in island PvP is the easy way out, while doing the ridiculously trivial quests that don't take more than 2-5 minutes a piece is somehow "hard work."

    True I could see the work behind the ambush but 2-5 minutes which voyages are you doing, maybe the beginner ones? But the issue I feel is it doesn't seem earned in the sense of risk/reward what risk does an ambush er take when they lay a trap, they can die but does it cost them sure maybe some time and they don't get their reward. Now reverse it the ambush e using their gold to get the voyage, uses their time to get the cargo, take it to an outpost, check outpost for other ships, move their cargo to turn in, the risk their time money reward.

    If I seem unreasonable let me know Ill talk as level headed as I can I just feel ganking and camping is too risk free thats why I though about locking cargo so a fight for the reward can take place, the winner just has to take it somewhere else.

    There is also this post about respawning which could be part of the issue as well
    an easy fix to the current (bad pvp) delemma

  • @cable0312 I have and its quite enjoyable I am a solo player but I have played with a bunch of randoms, and just between you and me I havent bought the game I was invited to play because I have been following this game for so long. So I dont know how a refun would work, im not cry T.T, mincraft yeah nope id prefer to be spawned killed repeatedly than play mincraft so jokes on you?

    oh I forgot the first

    @cable0312 stop crying

    from the first point so let me reiterate. im not crying T.T

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