Why Revive is a Great Mechanic

  • @realfickface said in Why Revive is a Great Mechanic:

    @galactic-geek You can say what you'd like. Would I have done better if I had a blunderbuss? Probably... but I have been trying to play more with the sword. What you can see from the clip is that the revive is overpowered and should never have been introduced.

    You know you can carry the sword and a blunderbuss right? The EoR was the worst possible choice for this engagement.

    Sloops are the easiest boat to defend against boarders with as all you need to do is watch ladders. In your VoD I saw you abandon your ship to go for a kill. You should have remained aboard and taken them from the ladder. You know.... the place they cannot shoot you from when they are on it?

    Every possible advantage opportunity you had was given away or destroyed by some aim issues.

    Saying I need more practice or team work? I'd like to face off against you some day, I guarantee you'd be sunk.

    Love the "1v1 one me bro" as if it would prove anything.

    Me and my crew mate killed each one of them at least once, but that alone simply does not matter anymore because at the end of the day when it comes down to competent crews it only boils down to if you have 4 players or 2. In situations like this, if you are on a sloop your chances of victory are pretty low since now players can be revived an infinite number of times.

    When someone is reviving they are not doing anything else. If you and your crewmates are already dead when they perform the revive then they would have been back before you ANYWAYS in most situations.

    The feature is broken if you are facing a larger crew - and if you deny that you are delusional or are most likely happy to use this mechanic to gain an even larger advantage against sloops. Keep in mind that we also usually run on a galleon and also use this when appropriate against smaller sloops. But after experiencing this myself, I see how broken the feature is and how the feature only favors larger crew sizes.

    Rare - get rid of revive.

    "Agree with me or you're delusional." When you have no fact to back up your claims you will instead just use ad hominem? You've lost the debate at this point.

  • @galactic-geek said in Why Revive is a Great Mechanic:

    Editor's Note: I am tired of rewriting similar responses to this 1 regarding the new revive mechanic; the following has been saved on my phone for future reference, and will either be copy-pasted in future threads regarding the subject, or reference back to this 1.

    If you decide to comment in this thread, please be respectful towards other pirates and their responses, and try your best to view things from both sides of the divide - not just from your own. Also, please try to respond using logic - evidence, facts, and so on rather than respond based upon a singular personal experience or with your emotions.

    Thank you for reading, and GG, from GG. 😉
    -Galactic Geek


    The new revive mechanic added in Sea of Thieves' April 2020 update, Ships of Fortune, is a controversial one for many. They mistakenly believe that it's a hindrance to smaller crews, when they couldn't be anymore wrong. I'm here to explain why.

    First, let me preface this by saying that smaller crews will always be at a disadvantage over larger crews, simply because, well, numbers. In other words, math. But that doesn't mean that smaller crews don't stand a chance - far from it, in fact. With proper planning and execution, skill can and will still win over numbers.

    Prior to revive being added, when you died, you were sent to the Ferry. This was unavoidable. This meant that if you were a solo pirate taking on an entire crew, you were at a severe disadvantage in a straight up fight. 1v4 in a straight up fight is going to be hard no matter how you look at it.

    This still remains true post-update - if downed pirates ultimately decide to go straight to the Ferry, except for faster respawn times than compared to pre-update, nothing really changes from pre-update gameplay. For example, if a solo pirate gets lucky (or used their skill to outmatch them), and defeats a pirate, the odds are still against them because it would then be 1v3.

    However, post-update, if said solo pirate downs an enemy, that enemy's crew is now forced into a difficult decision: either let their crewmate die, in which case, see the above paragraph; or attempt to revive him. If they attempt the revive, it leaves them even more vulnerable, because now their crew is temporarily down 2 pirates. Sure revive is faster than respawning, as it only takes 4 seconds, but it's riskier because it effectively takes another pirate out of the fight. All of a sudden, that 1v3 from pre-update becomes a 1v2 post-update - much better odds.

    Think about the things a pirate can't do while reviving:

    1. Attack
    2. Move (a lot)
    3. Defend
    4. Run away
    5. Heal
    6. Sail
    7. Repair
      Etc.

    Now think about what their solo enemy can do with those 4 seconds:

    1. Attack the reviver
    2. Attack the remaining crew
    3. Heal
    4. Run away
    5. Damage the enemy ship
    6. Distract the enemy
    7. Drop anchor
    8. Steal loot
      Etc.

    Even if the larger crew gets a successful revive, the gains are minimal - the revived pirate is only at 25% health, and will die in a single shot or sword slash unless they take the time to heal, which again leaves them vulnerable and out of combat for a couple of more seconds

    So, in summation, I would say that yes, 1v4 is still a tough fight - there's no doubt about that (and that will never change, sans some drastic redesign decisions). But I would argue that post-update, it's actually become harder for larger crews and easier for smaller crews. The larger crews are forced into an inevitable choice while options open up for the smaller crews based upon their choice. If the larger crew chooses to let them respawn, then essentially nothing changes from pre-update gameplay; it's still hard for the solo pirate. However, if they choose to revive post-update, then it becomes a little bit more manageable for the underdogs.

    ...and for the record, if you're going into a straight up brawl by yourself against 4 pirates, you're either arrogant beyond measure, or completely clueless - either way, you're likely to end up dead; the odds simply aren't in your favor. Instead, try outsmarting your foes using guerrilla ambush tactics, or strategic, surgical strikes - it'll take a lot of the worry out of being outnumbered.


    TL;DR: Revive is a good addition because it affords smaller crews more opportunities to even the odds a bit more, while simultaneously forcing larger crews into a difficult choice.

    when I heard about revive I was miffed that they weren't going to do it right but they did and I like it

  • @mr-tickle5 What have you contributed to this discussion other than to attack or try and blame me for the situation? If you've read or watched the video I posted, you would know the situation. Revive is broken. Enough said.

    The video and situation of is a perfect example for why revive is broken and should not be in this game. And I usually play on a galleon.

  • @realfickface said in Why Revive is a Great Mechanic:

    @mr-tickle5 What have you contributed to this discussion other than to attack or try and blame me for the situation? If you've read or watched the video I posted, you would know the situation. Revive is broken. Enough said.

    sir I don't think so but you can have you're option

  • @realfickface said in Why Revive is a Great Mechanic:

    @mr-tickle5 What have you contributed to this discussion other than to attack or try and blame me for the situation? If you've read or watched the video I posted, you would know the situation. Revive is broken. Enough said.

    When you provide your own VoD as evidence everything you do is up for scrutiny. You made tons of mistakes and you losing was not because of revive. It was because you made terrible decisions and could not get the job done.

    Simple as that.

    The video and situation of is a perfect example for why revive is broken and should not be in this game. And I usually play on a galleon.

    It is a perfect example of what NOT to do when you are fighting on deck.

    Don't use EoR.
    Don't jump at a blunderbuss opponent on deck.
    Don't leave your ship if you are defending if they have jumped off deck.

    These are the reasons you lost. Not revive.

  • I have nothing to add but I like these threads because it has a lot of helpful tips on what to and what not to do in a combat situation. They're very helpful when given proper thought.

  • @jollyolsteamed said in Why Revive is a Great Mechanic:

    @galactic-geek said in Why Revive is a Great Mechanic:

    TL;DR: Revive is a good addition because it affords smaller crews more opportunities to even the odds a bit more, while simultaneously forcing larger crews into a difficult choice.

    it really doesn't favor the smaller team if one person goes down in a two man crew they have no choice but to keep fighting

    1: they'll have the risk of enemy boarding them
    2: they'll be pounded by two cannons
    3: they have to repair
    4: defend
    5: attack
    6: heal
    7: sail

    if a man goes down in a 4 man crew they can revive AND keep fighting theres really nothing that favors smaller crews as smaller crews has not only no choice but is at a disadvantage as the bigger crew can bring back their fallen comrade and the smaller crew CANNOT revive if the bigger crew is pounding them with cannonfire while one guy revives i really don't know how you can't see that this only works in the favor of bigger ships everything you mentioned that affects bigger crews affect smaller crews just the same it bides them zero time and zero chances to turn the tide

    i dont mind the revive feature despite the fact i really don't think it has a place here but i know when a feature needs a rework and this one is one of them
    i rarely sail on sloops and i know how much of an advantage me and my crew has over a sloop

    one of them got a nice shot on my friend he went down on our ship while i turned the wheel perfectly to follow the sloop i just went over got him up by the time someone shouted hes in the water he was up just mere 2 seconds after he went down a guy was going to board while i was reviving one of my friends stood by the ladder and shot while my other friend was shooting cannon and within the time my friend pulled the trigger the downed mate was up it needs an increase in how long it takes to revive "you really shouldn't be rewarded when you go down you should be punished your entire team should be punished for going for revives" having two less people on a galleon for a mere 4 seconds is not a punishment its barely a noticeable downside

    i wouldn't blindly call it a "great" feature because i support rare its definently not great and it needs a rework to become a "great" feature

    maybe up the time it takes to revive to 10 seconds so that theres an actual punishment to reviving someone as you wont be able to do anything for 10 seconds

    I never said it favored smaller crews. In fact, I was upfront about that. I simply said it made a hard fight easier for them. That's not saying it's easy either. It's just less hard. The fact is options are now there that simply weren't there before.

    What if it took longer to revive larger crews? You know, kind of like how it takes longer to pull up the anchor or adjust sails with the larger ships. What if it takes longer for larger ships, but they could revive faster if more crew jumped in to help? Do you think that could work?

  • First of all. I love the revive mechanic. It makes the game less frustrating with the loading screens as I can easily get back into the action of what I was doing whether it is PvE or PvP.


    Galactic, you are flat out wrong here when you're leading on a narrative that revive somehow benefits smaller crews over larger crews.

    You're overlooking the Revive mechanic with the new crew status system. It is soo easy to spot when crew members are in trouble. And when you have more crew out there working, you have more information readily available. Thus it makes reviving much more effective for a larger crew.


    I love the whole 1 v 4 argument you made. They must be either arrogant or completely clueless in your eyes. I see those pirates differently. I see confidence and finesse. People with some backbone and not afraid of a good fight. It makes for better tales to defy the odds.

    And people have won versus galleons. I've faced full galleons and won. If the pirate knows what they are doing and the opponents make mistakes then the scales change. Winning a battle means the ship gets sunk. It doesn't always mean its about winning in close quarters 100% of the time. Each scenario is different.

    With revive, their chances to solo that 4 man galleon has gone down. Its just that simple.


    Galactic. Maybe you outta research or try to play a Battle Royale game where revive mechanics are common. It is common place to always down opponents nearby before attempting a revive. So this whole fantasy of 1v3 pre-update to 1v2-post update in your mind is completely false.. Nobody with PvP experience is going to risk themselves dieing to someone nearby someone that is downed.. Its not a good play..

  • I think the revive mechanic, if not removed, definitely needs some work. Because to all the arguments that you can just focus down a guy who goes to revive his teammate you can't. Because a revive takes 5 seconds and bafflingly enough taking damage doesn't interrupt the revive AT ALL. If he is on full health and he goes to revive his friend, good luck getting to him and killing him in that 5 second window. Damage needs to reset the timer or better yet, fully interrupt the revive because at the moment there's no counter play in close quarters. The only thing you can hop works is a blunder bomb but my experience with them so far has been very unreliable in terms of kickback.

  • @galactic-geek said in Why Revive is a Great Mechanic:

    Editor's Note: I am tired of rewriting similar responses to this 1 regarding the new revive mechanic; the following has been saved on my phone for future reference, and will either be copy-pasted in future threads regarding the subject, or reference back to this 1.

    If you decide to comment in this thread, please be respectful towards other pirates and their responses, and try your best to view things from both sides of the divide - not just from your own. Also, please try to respond using logic - evidence, facts, and so on rather than respond based upon a singular personal experience or with your emotions.

    Thank you for reading, and GG, from GG. 😉
    -Galactic Geek


    The new revive mechanic added in Sea of Thieves' April 2020 update, Ships of Fortune, is a controversial one for many. They mistakenly believe that it's a hindrance to smaller crews, when they couldn't be anymore wrong. I'm here to explain why.

    First, let me preface this by saying that smaller crews will always be at a disadvantage over larger crews, simply because, well, numbers. In other words, math. But that doesn't mean that smaller crews don't stand a chance - far from it, in fact. With proper planning and execution, skill can and will still win over numbers.

    Prior to revive being added, when you died, you were sent to the Ferry. This was unavoidable. This meant that if you were a solo pirate taking on an entire crew, you were at a severe disadvantage in a straight up fight. 1v4 in a straight up fight is going to be hard no matter how you look at it.

    This still remains true post-update - if downed pirates ultimately decide to go straight to the Ferry, except for faster respawn times than compared to pre-update, nothing really changes from pre-update gameplay. For example, if a solo pirate gets lucky (or used their skill to outmatch them), and defeats a pirate, the odds are still against them because it would then be 1v3.

    However, post-update, if said solo pirate downs an enemy, that enemy's crew is now forced into a difficult decision: either let their crewmate die, in which case, see the above paragraph; or attempt to revive him. If they attempt the revive, it leaves them even more vulnerable, because now their crew is temporarily down 2 pirates. Sure revive is faster than respawning, as it only takes 4 seconds, but it's riskier because it effectively takes another pirate out of the fight. All of a sudden, that 1v3 from pre-update becomes a 1v2 post-update - much better odds.

    Think about the things a pirate can't do while reviving:

    1. Attack
    2. Move (a lot)
    3. Defend
    4. Run away
    5. Heal
    6. Sail
    7. Repair
      Etc.

    Now think about what their solo enemy can do with those 4 seconds:

    1. Attack the reviver
    2. Attack the remaining crew
    3. Heal
    4. Run away
    5. Damage the enemy ship
    6. Distract the enemy
    7. Drop anchor
    8. Steal loot
      Etc.

    Even if the larger crew gets a successful revive, the gains are minimal - the revived pirate is only at 25% health, and will die in a single shot or sword slash unless they take the time to heal, which again leaves them vulnerable and out of combat for a couple of more seconds

    So, in summation, I would say that yes, 1v4 is still a tough fight - there's no doubt about that (and that will never change, sans some drastic redesign decisions). But I would argue that post-update, it's actually become harder for larger crews and easier for smaller crews. The larger crews are forced into an inevitable choice while options open up for the smaller crews based upon their choice. If the larger crew chooses to let them respawn, then essentially nothing changes from pre-update gameplay; it's still hard for the solo pirate. However, if they choose to revive post-update, then it becomes a little bit more manageable for the underdogs.

    ...and for the record, if you're going into a straight up brawl by yourself against 4 pirates, you're either arrogant beyond measure, or completely clueless - either way, you're likely to end up dead; the odds simply aren't in your favor. Instead, try outsmarting your foes using guerrilla ambush tactics, or strategic, surgical strikes - it'll take a lot of the worry out of being outnumbered.


    TL;DR: Revive is a good addition because it affords smaller crews more opportunities to even the odds a bit more, while simultaneously forcing larger crews into a difficult choice.

    Totally agree and ive even had a few scenarios where when a bigger crew revived i had a chance to wipe thrm out entirely with my blunderbuss.

  • @galactic-geek I still dislike the feature due to it still being broken since testing. It 80 % still makes me have to press the button twice to give up my soul to the ferry because when you immediately die you get the prompt to give up but if your pirate hits his knees before the circle is complete it stops and you have to repeat the process again and cost you more time if you aren't paying attention. It's still a broken and redundant feature in my opinion.

  • @galactic-geek said in Why Revive is a Great Mechanic:

    @jollyolsteamed said in Why Revive is a Great Mechanic:

    @galactic-geek said in Why Revive is a Great Mechanic:

    What if it took longer to revive larger crews? You know, kind of like how it takes longer to pull up the anchor or adjust sails with the larger ships. What if it takes longer for larger ships, but they could revive faster if more crew jumped in to help? Do you think that could work?

    i think this would be a good idea changing up the speed and time it takes depending on crew size and how many is reviving it would balance it it out a bit to where it actually punishes crews for reviving

  • @galactic-geek This entire argument is specious. Looks good in theory, but... nope. Yes, solo players have and always will be at a disadvantage. This increases that disadvantage - especially when defending. In a 1v4 situation, a solo player can’t camp a body to make sure it stays down. A smart 4 man crew can have two occupy the solo player while the third raise the 4th - which doesn’t take long. Rinse. Repeat. While the raising player may be vulnerable, so is the solo player attempting to focus on the raiser. It can take the revived player seconds to reach full health again and you’re then dealing with the full crew - in seconds.

    And, if you’re unfortunate enough to be boarded by two players as a solo, unless you kill them both, you will always be greeted by two players when you return from the ferry - meaning they will be able to cover all the spawn point on your ship. Before, if you took one down before you died, you had a chance of having to deal with only one aboard your ship when you returned.

    It’s a stupid mechanic which would be fine in Arena, but doesn’t fit Adventure... also, lore-wise... why do pirates suddenly have this magical ability to raise the dead? The entire lore around the ferry has been turned in its head with pretty much no explanation... we suddenly got a magical ability... how?

  • It does not give smaller crews a advantage as its trying to make it out to be. Only a crew that does not communicate wil get themselves killed while trying to revive.

    I always keep asking... What if you encounter a good/smart crew?
    Sure fighting a good larger crew was already hard, but atleast before this patch, if you got some kills & then die yourself while my crew mate is smashing them with cannons, you were able to put them in a tricky situation faster then now.

    it's making it sound like countering reviving is always easy to do. But it is so much harder now to outskill a good larger crew.

    Examples

    • Cannonballing someone in the face & sniping someone of the wheel in a ship battle has little too no meaning anymore, they can turn away and revive each other (did this few times yesterday to save my crew mate).
    • Boarding another crew is more punishable now, because you need to kill them all, stay alive & also prevent crew mates from reviving to keep the upper hand, while staying alive yourself. And a smart crew will simply come all at once at the boarder to quickly dispose of him & then revive, while the other watches the ladders.
    • If they board you with 2, and you as a solo slooper kill one, and the other kills you. he revives his team mate on YOUR ship making it harder to get them off (it even makes spawn camping much stronger now).
    • If the larger crew deals with a boarder quickly while their ship is damaged, they can revive quickly, so they can save the ship faster (wich my crew done couple of times now to).
    • If players die with food on them & they get revived, they keep the food & can immediately heal up (and if they eat cooked food their health will automaticly heal up from regen), it doesnt take long to heal up if you got food on you.

    Trying to revive someone is not as critical as this post is trying to make to out to be.
    Play it safe & communicate with your crew mates & you wil get the revive of. Reviving does not take that long, and your still alive crew mates can protect you while one goes for the revive, and healing up does not take long at all either if the dead player had food on him, or ate cooked food.

    Just because one has to make a decision to go for the revive, does not equals to getting the advantage as a small crew, it is a advantage for all crew sizes.

    Sure the revive is pretty nice for PvE purposes, but it is making PvPing more tricky now to outplay a bigger crew.

  • @capt-soul-beard in addition if they hang around you can still talk to them and emote over their dead bodies.

  • @kzimo13 said in Why Revive is a Great Mechanic:

    I think the revive mechanic, if not removed, definitely needs some work. Because to all the arguments that you can just focus down a guy who goes to revive his teammate you can't. Because a revive takes 5 seconds and bafflingly enough taking damage doesn't interrupt the revive AT ALL. If he is on full health and he goes to revive his friend, good luck getting to him and killing him in that 5 second window. Damage needs to reset the timer or better yet, fully interrupt the revive because at the moment there's no counter play in close quarters. The only thing you can hop works is a blunder bomb but my experience with them so far has been very unreliable in terms of kickback.

    You don't need to kill the reviver (yet); you just need to get him off his dying friend. A blunderbuss, blunderbomb, or a 3-hit sword combo is all you need for that. The best part? If he's not already dead from insta-blunderbuss or other means, then he's still ripe for the picking, because he'll be at 25% health or less, putting him in the same position as his crewmate had he gotten the revive.

  • @inboundbomb I haven't had to press the button twice. Do you have hold to interact turned off in the settings like I do?

  • @galactic-geek yes sir I do. Like I had said during testing that i thought i was beating the prompt faster than the feature would allow but that's not the case. Once you die you have the option to give up as soon as you are falling to your knees but as soon as your knees hit the prompt refreshes itself.

  • @entspeak said in Why Revive is a Great Mechanic:

    @galactic-geek This entire argument is specious. Looks good in theory, but... nope. Yes, solo players have and always will be at a disadvantage. This increases that disadvantage - especially when defending. In a 1v4 situation, a solo player can’t camp a body to make sure it stays down. A smart 4 man crew can have two occupy the solo player while the third raise the 4th - which doesn’t take long. Rinse. Repeat.

    Having the 4-man crew effectively split up is exactly what the solo pirate wants to have happen. Why? Because, in your scenario, it's still 1v2, like I said in my original post. Splitting them up makes it easier and buys the solo pirate time, just like with the larger crew trying to revive their mate.

    While the raising player may be vulnerable, so is the solo player attempting to focus on the raiser.

    That's why solo pirates shouldn't focus on the reviver if there's still a threat. Priorities!

    It can take the revived player seconds to reach full health again

    Seconds is often all a pirate needs on offense.

    and you’re then dealing with the full crew - in seconds.

    Not if the solo pirate takes out 1 or both of the other attackers 1st.

    And, if you’re unfortunate enough to be boarded by two players as a solo, unless you kill them both, you will always be greeted by two players when you return from the ferry - meaning they will be able to cover all the spawn point on your ship.

    This is false. Yes, you'll have to take them both down, but for them to watch all of the necessary spawn points, they'll have to split up to the top deck and bottom deck - which again is what a solo pirate wants to have happen.

    Before, if you took one down before you died, you had a chance of having to deal with only one aboard your ship when you returned.

    Yep. Still the case if you can kill 1 while they're separated.

    It’s a stupid mechanic which would be fine in Arena, but doesn’t fit Adventure...

    Why is it fine in 1 but not the other? Aside from longer down time to get revived, they're essentially the same.

    also, lore-wise... why do pirates suddenly have this magical ability to raise the dead? The entire lore around the ferry has been turned in its head with pretty much no explanation... we suddenly got a magical ability... how?

    There's no magic to it, because you're dying - not dead. You're simply coaxing your friend back to the fight for 1 last ditch effort, hence the 25% health (think Boromir's last stand from Lord of the Rings). In this way, the lore is exactly the same as it was - it's just visually represented differently.

  • @galactic-geek said in Why Revive is a Great Mechanic:

    Having the 4-man crew effectively split up is exactly what the solo pirate wants to have happen. Why? Because, in your scenario, it's still 1v2, like I said in my original post. Splitting them up makes it easier and buys the solo pirate time, just like with the larger crew trying to revive their mate.

    What? Yes... for a few seconds, it becomes a 1v2 vs a 1v3, but then, within a few seconds, it's back to 1v4. Doesn't make it easier. That's just not true at all. And, how exactly are you "buying time" with two other pirates on you? You can still, for the most part, only kill one at a time, IIRC - and if you think 4 to 19 seconds is going to make a significant difference, you're deluding yourself.

    The rest of most of the rest of this is the same sort of argument... not really worth addressing as it's all fallacious.

    I mean, this, in particular was a doozy:

    Yep. Still the case if you can kill 1 while they're separated.

    How big do you think a sloop is? You think they wouldn't be able to revive their partner and get them to full health before you get back from the ferry? On what plane of existence does this math work?

    I counted the time on the ferry. You have about a second for the Offer to be accepted, about 20 (maybe more) seconds on the ferry, and then however long the black screen takes. On a boarded sloop, that's plenty of time to revive, get back to full health, reload, and take position for a spawn camp. It's a spawn camper's wet dream.

    Why is it fine in 1 but not the other? Aside from longer down time to get revived, they're essentially the same.

    Because 1: it's got shorter sessions. 2: It's a competitive purely PvP game mode. 3: One can't even begin to argue that, as of this update, they are not "essentially the same." One could have made that argument - and I have - prior to this update, but no longer.

    There's no magic to it, because you're dying - not dead. You're simply coaxing your friend back to the fight for 1 last ditch effort, hence the 25% health (think Boromir's last stand from Lord of the Rings). In this way, the lore is exactly the same as it was - it's just visually represented differently.

    Ah, so, you are never killed until you go to the ferry. Okay... I guess.

  • It's not really necessary. I suppose it has it's time and place in Arena. But in Adventure it is just a waste of a mechanic.

    I can think of 5 better uses of bandwidth off the top of my head:
    Retractable ladders
    Summonable Mermaids
    Crabs
    5 second immunity respawn
    Server change when your ship sinks

    Boom, took me 18 seconds of brainstorming.

    The revive mechanic is fine, but unnecessary.

  • @capt-soul-beard said in Why Revive is a Great Mechanic:

    And wow suicidal kegging is the next best thing now, it's so fun when my buddy goes to suicide keg and kills everyone on their ship then I board and rez him!

    THIS! Huge advantage!

    Also: Any play with multiple pirates away from their boats becomes far more doable (read: easy, read: a little broken?) Sharks are no longer a problem on long swims. So many ways this gives more advantages to larger crews.

    Time will tell, but from my early view, solos and small crew's lives just got harder.

  • @captain-arcanic Sharks are still dangerous - even with a friend to revive you, a shark can easily get them during the revive or at least prevent them from reviving you. I've also been seeing more sharks attack in pairs lately too, so attacking them may not work out either.

    Even if you do survive the long swim, you'll likely be out of food and only have 25% health from being revived so much. This puts you at a disadvantage if attacking other pirates, or forces you to resupply and heal up 1st.

  • @galactic-geek I feel more and more like you say things without really knowing what you’re on about. I have a Pirate character who doesn’t use a ship. Dealing with multiple sharks on the regular. So, I speak from experience in saying that you’re talking nonsense.

  • @entspeak said in Why Revive is a Great Mechanic:

    @galactic-geek I feel more and more like you say things without really knowing what you’re on about. I have a Pirate character who doesn’t use a ship. Dealing with multiple sharks on the regular. So, I speak from experience in saying that you’re talking nonsense.

    Well, I'm not saying you can't do it - I do it on the reg. I'm just saying that even with the new revive system, you can still mess up or get unlucky and not make it.

  • @galactic-geek Yes, and that truism can be said of virtually anything and is therefore pretty meaningless. However, you said it was “likely.” That’s the nonsense part. Yes, you can get unlucky or mess up, but don’t make it sound like it’s likely going to happen.

  • @viperishemu2992 a dit dans Why Revive is a Great Mechanic :

    I can think of 5 better uses of bandwidth off the top of my head:
    Retractable ladders
    [...]
    Boom, took me 18 seconds of brainstorming.

    Well that's your opinion because my initial thought on this particular idea is: Oh no, this is definitely NOT a "better use of bandwidth".
    And since when brainstorming is done alone ? lol
    That's not brainstorming, spelling out your ideas and having other people responding to it (like what we're doing right now) is brainstorming.
    Also, having ideas in 18 seconds doesn't make them better ;)

  • @galactic-geek I read the thread and despite all argumentation in favor or against the revive the undeniable fact is that the feature brought an advantage to crews and no advantage to solo players. Crews got revive, solo players got nothing.

    If the game gives the possibility to solo play and wants to increase its player base (a number 1 need for SoT) it should be friendly and balanced. The advantage of already having +players is huge, we all play solo and crew and that is another undeniable fact. The game became less friendly for solo players and an easy fix for that is to make servers just for 1 or 2 players. Most BR games do that for an obvious reason.

    Now, lets put that aside from the discussion if "Revive is a great mechanic or not when fighting in even grounds". My opinion about that is really simple, PVP combats in SoT should be faster and revive makes it longer.

    The revive feature can be seen as a great feature for the PVE portion of the game. It makes it more dynamic and more friendly to new players.

  • Just a quick friendly reminder to please avoid engaging in personal arguments and derailing the topic of the thread. It is fine to debate the content of the post, and the viewpoints therein, but disrespecting any of your fellow pirates personally is against the pirate code, and our forum rules.

    Ta! 🙂

  • @Galactic-Geek I'm sorry but trying to argue that Revive benefits smaller crews is bewildering at best?!

    Now in all situations the crew under attack now has to kill ALL boarders other wise there is a good possibility that when they respawn they will once again be outnumbered.

  • @octopus-lime All situations? Not all situations are boarding situations. Your boat may be your whole world, but it's not the whole world.

    Again, I have always said that it's still a hard fight for smaller crews; revive just presents them with new opportunities that weren't there before.

    Besides, like I said with my original post, if you're a smaller crew and going into a straight up fight, you're probably going to lose. You have to be smart about things. Even the largest crews are still prone to ambush and surprise.

  • @galactic-geek I thought this post was talking about boarding situations judging by your opening post?

  • Didn't read much in here, just giving my 2 cents to it...
    I'd prefer putting revive out of the game, at least in adventure...but I don't think this will happen, sadly...
    By the time I will adapt to this feature, even if it's harder now to survive, just need some new tactics...

  • @octopus-lime said in Why Revive is a Great Mechanic:

    @galactic-geek I thought this post was talking about boarding situations judging by your opening post?

    Nope, not necessarily. That's an assumption on your part.

  • @galactic-geek Fair enough but it was a reasonable assumption as most of the points you listed fro 'things they can do instead of reviving' all pretty much revolve around being on board a ship to some degree. Also I can't really think of any other situation apart from a boarding action were dying actually matters? Perhaps something involving a fort key?

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