The existing critique of the lack of depth and repetitive nature of pvp (from beta feedback) is that the ease and location of respawns make fighting last way too long and it feels very tedious. It also ONLY rewards sinking a ship, and even then it's still a tedious process to get your loot.
Example: Killing everyone on a ship and trying to loot a chest only to be stabbed in the back, sinking the ship and the other team spawning ontop of their loot for no reason other than to annoy the victor of the fight (with no repercussions), You sink an enemy ship and they sail back to you and kill you while doing something else within minutes (turning disputes into never ending brawls), etc.
Summary of Points:
- no more mermaid camping
- no more endless fights
Long term points: - King of the Hill respawn system on boats
- Boat turn in for gold
- Matchmaking through instancing
Easy Fixes:
- If your ship is sunk, you should respawn on the new ship.
Respawning on the mermaid has no purpose and draws out fights that don't need to be drawn out. It's not fun to have to endlessly kill people who are just angry they lost and have nothing to lose. It's also wonky and doesn't feel real/kills immersion.
- Your ship, upon sinking, should respawn in a NEW instance...this way you avoid the never ending back and forth that happens because nobody ever "loses." This way a whole session isn't just a never ending battle between one side who can't just accept losing.
These two fixes alone will simulate a perma-death system without the loser having to start over/sit in a death state for too long. The game should stay fun but fights need to be finite and end when the enemy team's ship is sunk.
Implementing a specific "Revenge" vote on a crew (could cost a good amount of gold) that just ganked you could give you one chance to spawn back in the same instance and try and kill them. After that you can't vote for revenge again if you die against them again. (possibly only one revenge vote can be made a day to avoid abuse and voting every single time. If they can always come back, pvp basically becomes a 4 part fight where each side has to die twice...again...kills immersion)
As far as long term options:
- A king of the hill style bell system can add options to how to take loot (the only option right now is to sink the enemy ship)
Upon ringing the enemy crew's Crow's Nest bell after killing a member of their crew (needs to happen so players can be friendly and not turn off respawns by accident) they remove the ability for the other team to respawn on their ship. Either the bell is rung again by the side who owns the ship (allowing them to respawn on the ship again) or they wait till they all die and they can respawn but in a new instance.
The crow's nest isn't used in fights, so making it a capture point allows the enemy team a new way to steal loot without just having to sink the enemy ship being the ONLY way to gain any benefit from PvP.
- Add a blackmarket turn in (chop shop) system for enemy boats. Allowing stealing a boat to be possible opens up new gameplay options.
A few (few and far between) locations on the map house Black Market stalls where players can sell stolen ships for gold. The risk is that they have 2 people on a 4 man ship...meaning they are highly vulnerable and on their way they could be intercepted and taken down...the victor getting 2 ships in the process (if they didn't sink any) they can turn in. The stalls should be far away so that the option is risky and not just free gold.
Blackmarket stalls would also be red-zones by design because they'd be a short distance away from chop-shops where they can make bank quickly. So over time players could know that player's around these islands are looking to chop your ship up and are more likely to pvp you.
- Finally, a matchmaking system could be implemented using this focusing on instancing. Each instance represents a rank (servers you get matched into with certain level of skill players)
a) Losing your ship moves you down an instance rank.
b) You get matched with players who are in your rank bracket. This way new players don't fight new players who don't even know what rotating the mast does (happens a lot) and getting challenges-less fights all the time.
c) If public, it creates prestige and bragging rights for those in the most difficult instances. This creates incentive to keep playing and get better at the ship system.
