Should there be Punishments for Alliance Betrayer(s)? Yes or no? why or why not?
Punishments for Alliance Betrayer(s)? Yes or no?
@crackerjackx13 said in Punishments for Alliance Betrayer(s)? Yes or no?:
Should there be Punishments for Alliance Betrayer(s)? Yes or no? why or why not?
No, there's no benefit from breaking an alliance only downsides. If they break the alliance all that changes is that they won't get 50% of your loot and they'll still get 100% of their own loot.
Just make sure you don't let a crew you don't fully trust grab all the loot and you'll be fine.
@fishst1ck Agreed, even if I were to betray someone I'd probably still stay allied with them. No need on taking that 50% from them as well.
@hynieth said in Punishments for Alliance Betrayer(s)? Yes or no?:
@fishst1ck Agreed, even if I were to betray someone I'd probably still stay allied with them. No need on taking that 50% from them as well.
Yea the only "betrayal" I could even think of is hoarding all the treasure. Leaving an alliance isn't beneficial for anyone because if you hand in the loot you will get full rewards anyway, why would you care if the others get 50%.
@fishst1ck Might be because people in your alliance spawn near you and can find you on the map.... That might be a thing people could break the alliance over first.
Edit: But I see this as only being a factor with skullforts way before they are cleared having someone spawn on the other side of the map in stead of near you.
This is an interesting subject. The only Alliances that have worked for me has been when our "band" of pirates (Parrotheads) had two ships in one server. Last night we had two Brigantines and were working with a non Parrothead sloop at Smugglers. Throughout the fight the sloop hoarded the sinking treasure while we took the fight to the skeleton ships. When we defeated the last ship 5 of the 6 of us almost simultaneously said "sink em". The only guy who didn't say "sink em" was the one who made the deal but even he said "I'm down" after hearing the crews decision. So we pulled up next to the two man sloop that was at the last ship we sunk waiting for the treasure to rise and we destroyed them.
Why did we do this? We are all good guys! We help people within the game.
We make friends within the game. It was so natural and almost unanimous when we all said "sink em"!The Reason:
- Fear of betrayal-
We didn't know our allies and had no bond whatsoever with them. So when the final ship went down we all thought it was best to attain our hard earned loot and break the alliance then start a new one between our two ships.
The Cure if RARE isn't involved:
When forming alliances it might be a good idea to go to the bar and have a grog or two with your new found friends then hammer out the details of the battle and the split.
Example: We'll let you yellow bellied worthless sloopers have one Captains Skull and one bone chest. You'll collect all the treasure while we sink the ships and give us everything except those two items at the battles end. If we see you move an inch away from the last ship we'll sink you on the spot. Agreed?
If they say "yes" and honor it they get a decent pay out plus 50% of what we turn in, plus we're patching their ship half the time while the liver bellied cowards are rounding things up.
If they say "no" then we steal their supplies at the outpost, sink them, then kill them because we don't like "no".😈☠😈
If RARE is involved:
It's simple! Put a time lock on alliances. An Alliance can't be canceled for 5 game days (120 minutes). By locking an alliance for a significant time it will deter "betrayal". Will it completely wipe out "betrayal"? No! It's a pirate game so there will always be some hardcore crews that run around with the loot refusing to cash until the alliance can be canceled. The "average means" though will show that alliances will be honored.
Now do we kill you, take your loot and cash leaving you only 50%? That's another story entirely.😈- Fear of betrayal-
@bern-dimall said in Punishments for Alliance Betrayer(s)? Yes or no?:
It's simple! Put a time lock on alliances. An Alliance can't be canceled for 5 game days (120 minutes). By locking an alliance for a significant time it will deter "betrayal". Will it completely wipe out "betrayal"? No! It's a pirate game so there will always be some hardcore crews that run around with the loot refusing to cash until the alliance can be canceled. The "average means" though will show that alliances will be honored.
Now do we kill you, take your loot and cash leaving you only 50%? That's another story entirely.😈Bad idea, your looking at it from the end of being the stronger group. Picture this you find this galleon full of Glowing Players. This team is the stronger group, they are seasoned PVPers and all legends. They want to do commendations, cause thats all they need, they are already rich as hell.
They change their mind and attack you for the fun of it. They sink you and proceed to hunt you down for 2 hours, very easily due to knowing where your exact position is at all times. They have nothing better to do.
Now with not intending to sound arrogant/cocky, you might be similar to me. We sink very rarely, while actively seeking fights. We enjoy the fights and are pretty consistent with success. However experience tells me, that the majority of players aren't. Why force them to suffer through something like that? Leave Alliances in their current state. No system is perfect their will be always a way to find an avenue of abuse.
@nabberwar Good point! So give each ship the power to share location or turn it off? This would circumvent your concern would it not?
@nabberwar As am I! We'll just continue buying out ships, or stealing them by joining them. Creating our own Armadas has become an art form to our crews.😀 We get some really funny responses for sure😀
@hynieth I really didn’t even consider this last night after multiple betrayals. I guess I could of let them have their 50% 🤭
If a crew mutinies, all the loot that they sell that was picked up while in the Alliance should count to the other alliance members at 50%. Obviously loot that the non mutiny crews sell won't count for the mutineers.
That way a crew can still betray other crews but at least the other crews won't loose everything.
I've had instances where some other crew was behaving s****y and even tried to kill us, and after we killed them we still stayed in the alliance. After all it's other players on the other side and didn't cost us anything.
From My point of wiew its a pirate game, and If people want to Cross you they do, and all have to accept it, from My point and How i work, i love PvP and love art of war, so all people i ally with i dont cross because i see the bigger pictur of it all (all time money income) and i rly like that and it helps me on My commendations (cant wait untill this event is over) and we can start do some serius grind.
If a crew would screw me over its okey, i still have the memory of that fight :)
So I am on the opposite spwctrum as most of you. Ive now been in 2 alliances. Both were to fight the skeleton crew amd after a 40 minute battle each both were betrayed by the ship who gathered the most loot. One decided to go on everyones boat and hoard the loot onto theirs. We all thought it was shady but saw bo benefit because we would still be sharing. As soon as the fight was ovwr we all followed each other to the nearest outpost. The boat with all the lppt got a head start and cancelled the alliance and turned it all in. The second oppertumity the thoeving boat devided to join us to the outppst and wait till the rest of us turned our items in so they could get the loot. As soon as we did they jetted and killed anyone who tried to enter their boat turning in the majority. It was disheartening. When you creat a pact you creat a level of trust. I get there is a spirot to the game but it gets frustrating.
@fishst1ck that is completely incorrect. Twice now i joined an allianve to take on the skull crews and twice a tram had broken the alliance after we defeated the crew and they hoarded the majority of the loot. The players get full return if they turn the items in instead of 50%. It sucks but its very much a reality of this game.
@bootstrapswazo said in Punishments for Alliance Betrayer(s)? Yes or no?:
@fishst1ck that is completely incorrect. Twice now i joined an allianve to take on the skull crews and twice a tram had broken the alliance after we defeated the crew and they hoarded the majority of the loot. The players get full return if they turn the items in instead of 50%. It sucks but its very much a reality of this game.
You state "that is completely incorrect" and then say the exact same thing that I said:
@fishst1ck said in Punishments for Alliance Betrayer(s)? Yes or no?:
No, there's no benefit from breaking an alliance only downsides. If they break the alliance all that changes is that they won't get 50% of your loot and they'll still get 100% of their own loot.The players that hand in the loot get 100% whether they are in the alliance or not, the other crews in the alliance get 50% of everything handed in. However as you said yourself the hoarded "the majority of loot" which mean not everything, so by breaking the alliance they lost out on 50% of the other loot that was there.
Short answer: No
I think the alliance system is not that useful. I like the fact that you can interact with other crews more, drop them a voyage and even see them on the map.
I don't like the part where you share loot amongst other crews. I know it is a long grind, but gaining gold and reputation from other crews opens up a new level of griefing (players doing nothing to gain rep/gold).
I am glad friendly fire is on amongst alliances, though.
i recently thought about this and after reading alot of your input i i added another post called alliance management(like crew management) its the only thing that is neutral enough to make sense. so far i like all the input shared, thank you all.
@dutchyankee said in Punishments for Alliance Betrayer(s)? Yes or no?:
All forms of betrayal should be punished. And every last Pirate should be hunted down, captured and hung without trial.
I never felt this way until I met the SoT player base.
But in all seriousness, Rare needs to try to shift the balance of motivation more towards teamwork and away from selfishness if they want to improve the "community" aspect of this game. The obvious tools to achieve this in a game are rewards and punishments.
I am tired of seeing this "community" garbage. Improve your personal community by adding people you like to your friends list. Don't expect the game to force mechanics on people to make them play nice in a pirate game. People should not be punished for being ruthless in a pirate game. Punish them yourself by sinking them.
You should only get betrayed once before you start paying attention. A healthy level of distrust and paranoia in a pirate game is a good thing.
@jimmy-voorhees said in Punishments for Alliance Betrayer(s)? Yes or no?:
@nabberwar remove friendly fire from alliances.
Its so easy to not hit your fellow ships, I'd rather keep the realism. Forces players to coordinate better/punish bad sailing. If you or myself run into an alliance ship accidentally, you deserve holes as a result of bad sailing. If someone is doing it intentionally, then sink them. However, if you remove Friendly fire, they are now protected from you.
