As from Treasure Island - https://en.wikipedia.org/wiki/Black_Spot_(Treasure_Island)
Concept:
Players that overly attack other players, harassment, griefing, etc. will gain 'the black spot' on their character. This means that the kraken will spawn more frequently for their ship to hinder / slow down their attempt to seek out and hunt those they're attacking repeatedly.
More detail:
The kraken will attack their ships/ship they're aboard because they are 'marked'. The kraken will grapple their ship, and will need to be discouraged to let the ship go, it will not drop meat, but its intention is to slow down the aggressive player.
Nuance:
This would be for the high seas and outside of the 'pvp reaper vs athena' mode.
I consider that if you're playing the game, you're not flying the flag of an emissary such as a Reaper, there's next to no point in going out of your way to wantonly sink other players. Perhaps to steal their loot, but it's often that they may not even have anything worth stealing, and you're simply killing for the sake of killing.
If you're flying the Reaper flag and sinking other emissary ships then you shouldn't necessarily gain the black spot, if you're sinking other ships and taking their loot and selling it, or trading it in, then the potential for you to gain the black spot should perhaps be lengthened in time before you may get it.
The length of time for having the black spot and having the kraken bother you should be in proportion to how frequently you've been killing other pirates, and if that's all that you've been doing. Perhaps giving heavier weighting to if it's been the other player repeatedly, especially without handing in any loot or their emissary flags.
Basically the thought is "if you're not doing this with reasonable purpose, then it's more likely you're doing this with malice and it's not fun for anyone else". This black spot should have a cool down, should it follow you if you re-instance? Possibly only if you then repeat the behaviour.
Perhaps it could also have an aspect where the other player 'reports' the aggressor and that's also taken into consideration, along with the other 'markers', and these activity 'markers' are being tracked by the game anyway, you see them as your 'deeds' and 'reputation' actions.
This is partly to address my grievance with there's nothing in the game that discourages mindless, repeated killing that isn't in the spirit of thievery, but it does so in a way that's in the spirit of pirating.
It would also need to be carefully balanced so it isn't abused by players 'setting the kraken onto you', and it acknowledges that if you want to simply duke it out with another player, maybe the pvp mode is the better way to do that else you gain the kraken's wrath. Another reason why this may also not work out so well is, the aggressor is obviously put at a disadvantage if they're caught by the kraken and then the person they were attacking finds them to have a go at them, it depends how that would play out, maybe they'd only appear after a time period due to distance to the player that was recently attacked.
Still, it's an idea, I wanted to think up something that was potentially balanced, or had the possibility to have logic to it that made it balanced, but was also within the 'theme' of the game enough to not be too negative to the experience, while giving a 'free pass' to those that have purpose (eg. reapers versus other emissaries).
