[Mega Thread] - Safe Zones
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@ii-jumper-i said in [Mega Thread] - Safe Zones:
Safe Zones need to happen, period.
The counter arguement is safe zones need to not happen period.
Many of us would rather not deal with safe zones.
Why would a feature that most players don't want need to be added?
I'm sure there could be some middle ground such as lobbies with safe zones and lobbies without.
If safe zones are added, it would upset more people than it would make happy.Majority of the players that want no safe zones aren't complaining about the subject on the forums.
However, I bet that almost all the players that want safe zanes are complaining about it on the forums. -
If they must add "PvE/safe zone" content for some players, my idea is to add a few trading outposts (larger with more docks/warehousing etc), where pirates can sell/do trade company missions only. These pirates would buy a license for gold, and become "privateers" of the trade ports. The trade ports would be protected by an NPC (maybe notorious pirates from legends like Edward Teach) police force (think Elder scrolls).
As a privateer you can build up reputation with these trade posts that give you 5% gold bonus (for missions completed on-time) per rep level (5 levels max for 25%). The gold however will still be less than using a "riskier" (the current) outposts (which will be buffed slightly), but the security means you're likely to survive the hand-ins a lot more.
Pirates (the rest of us) can kill these privateers and take their loot to hand in at these trade posts, but we don't get the bonus (because they're stolen goods). We can also kill privateers in the trade ports, but this will bring down the NPC's pirates wrath, causing us to fight/flee and turned to KoS until we pay a "fine" to be allowed back into port.
Privateers aren't allowed to do any "pirate" activities whilst under the license agreement, but they can suspend it and forego the bonus gold and reputation hand ins for the trade ports. Re-instating the license when they want for a small cost in gold, like 300-400g.
These trade posts can be run separately or incorporate the current trade company in the game . The trade company would still exist on the riskier outposts, but the gold incentive wouldn't be there. However all riskier outposts will now reward higher gold to compensate for the "riskier" hand ins.
This added option isn't meant to replace or hinder the current game as it is, it's an additional option for PvE players to do something (for less gold), without the worry of dying during hand ins. Plus I feel it would add an interesting dynamic to the game, were "pirates" can assault the trading port, facing off against the NPC police armies and privateers who try to defend it/their loot from a stronghold.
Although would probably need more than 16 players in a world for this to work.
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right guys they will not add a safe zone at the outposts they have stated in the past that they tested it and it didnt suit the game when the world gets bigger there will be less grief at outposts plus i love the challenge of getting chased down by a ship whilst trying to get my crews chests to an outpost. As i said when the world gets bigger which it will there will be less trouble at the outposts. Remember guys this is a very early build beta
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- A funny Solution i think is pretty cool is to put NPC Guards who attack every body who use a gun...BUT be carefull then to don t fight back or you might get trouble too!!!... ( the best will be if the gards put u in a "GIBBET" so you cant get out only if someone release u or if you change server...) Could be fun. Olso, at that time of pirates, when you stay in a port you got daily tax to pay ... maybe we can charge 100 coins per day circle per players so camping would be a useless for get rich. The 2 solutions could be combine... :D- Olso the barmaid look so strong she might knock u out and kick u from the tavern if you show a weapon... or just kill you with a blunderbuss hahaha. DAM she is scary and strong!!
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@kinggzanga Love the safe zone social traders hub city / island . and as for some other players posting about camping at said safe zones, just make some OP AI to guard it, like there is in world of warcraft, sorry for using that game as reference but horde nor alliance camp each other at trading cities. noobs will be noobs and as you make friends or form a Pirate Horde! or Alliance at siad island of trade and social grog-ing, this concept not only is needed but will work as it works great in all other games i have played with a somewhat safe zone with AI guards. Not everyone will like it, nor will we please all players. it is pvp and pvp should be allowed in all areas but AI should also attack anyone fighting in said safe area. I think this would be the best set up, and if a player acts a fool, the reputation of such a player will be know at every port , maybe by a bounty posted for said pirate, You could have options on the bounty on a pirate , like sink ship, sink and kill, or other options. in any case a island trade center is needed and would make the game way better, as for camping. I don't see anyone camping outpost so that complaint is sunk. and yes i have been playing the game, streaming it on twitch from 9am to 6pm so i have time in game and don't see any camping going on. Now go get them chest , i'll be waiting for ya at the outpost Bahahaha, RRRR.
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As many have mentioned already and i did myself too it would not be logical for a safe zone.. Also the crying about a 1/2 player ship vs 4.. you guys are aware that the 1/2 player ships are way more easy to manoeuvre and outrun the big ships?
So why would you even engage vs such big ships? Its just at the top of stupidity in my eyes, but just go with the flow. If you shoot a big ship with a small one and you lose, don't blame the game, blame yourself instead.
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Anyone seen John Wick 2? The hotel was the hitman factions 'safe zone' where the code was no guns no killing. Any killing in the safe zone results in banishment from the faction.
I wonder whether a central outpost would work, a virtual one yes; though I love the designs of the outposts esp the two newer ones so I hope they get used more, meeting place, games, recruiting etc.
While I like the idea of 50% chest payout at in-game hub, what's to stop ships loitering around it knowing many ships will approach it often. It is easier to patrol 1 outpost than 6. Outposts are sanctuaries in a way as they are where you remove chests off your ship and therefore remove than tension and vulnerability of being fully loot laiden in the open seas. Would the main hub be any different, would most ships race there weighing the odds that 50% reduced payment as a fair tradeoff for sanctuary.
Then theres the question how many players on a server and can they be all be docked in one place and a lot of voice chatter, but I'm sure that's not a problem that can't be worked out. -
On the topic of safe-zones:
- I'm okay with one or two safe zones. The difference between the two zones (apart from PvP/non-PvP should be the amount of gold gained when turning in chests or missions. If turning in a chest yields 100 gold at a PvP outpost, then a non-PvP outpost should yield 15% less. This is actually how dangerous outposts worked a long time ago, and it's really simple as to why. If pirates traded loot where it was safe and business was thriving, they'd get less for their loot, but trading it where it's dangerous, they could earn more! Supply and demand! The deduction to gold earned should be enough to reward PvP play, but also shouldn't punish players who choose not to. After all, once you leave the safe-zone, you're fair game anyway! This is a nice compromise, and obviously you can always change the magic number (%15) to any value you see fit.
After playing the SoT beta, I've gathered the feedback of multiple people (crew and non-crew), from reddit threads, and from my experience playing. It's my hopes that sharing these concerns with Rare will help to make SoT a better game and offer a better experience for players. I'm well aware much of this might already be fixed or is just an undesirable effect of the game being in a beta state but it's better to bring these issues up anyway so they might be discussed further. Keep in mind that none of these changes are feature requests, they're simply bug reports and tweaks to existing systems.
Gameplay Bugs/Tweaks
- Having enemy crews spawn on their ship constantly while raiding a ship. It appears the respawn time is either too short, or that there's simply not enough time to raid a ship and get away with loot before the enemy respawns and kills you to take it back. Someone suggested being able to raise a flag on the enemy ship to greaten the respawn timer.
- Accidentally placing chests just below the crow's nest is possible, making them untargetable by players, and since they're on the ladder it's impossible to pick them up without falling and taking damage, still unable to pick them up.
- Jumping off a ship onto a ladder will slide you down the entire ladder instead of placing your character on the rung in which you landed when you attached yourself to it. Is this intended?
- While it's great to have fun with friends, it's not fun to join a random crew and be instantly sent to the brig. Consider adding a small timer to this so people can't be stuck in the brig for longer than x-s|m.
- Just a friendly reminder that many people don't use WASD (myself included) as our default control schematic on PC. Consider this when adding/adjusting controls.
- Switching weapons sometimes just after shooting causes player to stop aiming.
- When transitioning between land and water, don't disable auto-run (debatable request as bug/tweak).
Communication Suggestions
- When servers go down for maintenence, be it emergency or planned, tweet that directly from the SoT twitter/media, not directly from the developers. There was no warning of downtime and no ETA of expected service restoration during the downtime experienced on 1/27/18, apart from an XBOX Community Manager.
Game System Suggestions (Some probably already fixed)
- Please allow players more than two weapon bindings in the options menu. Instead, let us bind keys to each weapon. I know it's more clutter adding the binds for these weapons in the options menu, but PC gamers love good control customization, and there are more than two weapons.
- The options menu requires you to actually be in-game in order to make changes. This could cause severe issues for those experiencing video issues/driver problems. Additionally, it causes long AFKs for people who need time to set up controls, change video configurations, etc. Consider making the options menu accessible before the game starts and you're in the world.
- There's no push to talk key binding listing at all currently. I had to ask someone in my crew what it was. I'm sure this is probably already fixed, but better to be safe than sorry, so I'm bringing attention to it.
- In the current closed beta, key configurations save but aren't reflected in the options menu. The options screen reads one thing, while the real keybinding is entirely something different.
- No tooltips in the current beta. I'm sure there will be, but again, listing them here just in case. Initially, I had no idea what leveling up was, what the rank meant when I turned in chests and got a new one, and that using "Make friends" emote sends a friend invite to other players through XBOX when used in game.
- Allow some time for disconnected users to get back into the game before timing them out and filling the player slots with new players. This can cause issues with players having chests onboard their ships, getting disconnected, then new players inherit those chests without having earned them.
- Missing zoom sensitivity in the game. For those of us that play with low sensitivity, it's really tough (actually, it's nearly impossible) to aim while zoomed.
Thanks for allowing me to participate in the closed beta. My feedback of the current beta is net-positive. Looking forward to release in March!
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@topper-tuesday said in [Mega Thread] - Safe Zones:
Great ideas, but naive, as a whole multiplayer doesn't work that way. Ever been to a safehouse in the division? However the shanties with more musical instruments may turn the tide.
What out places like Orgrimmar or Stormwind? Everyone seems to think this idea is foreign, when its actually been done a lot in other multiplayer games.
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@binbasher I agree with pretty much everything you've said here. I like your analytical style of play. I try to use the same myself.
Your suggestion regarding having both safe and non safe hand in zones is pretty spot on. Take the safe option, sure, but you'll get less for it. Higher risk=higher reward. This makes sense to me.
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My position before the dilemma of Safe Zone Yes or Safe Zone No has always been the same with which we started from the Technical Alpha.
NO to the Safe Zones, end.But a few days ago, I read in the forum a response to a very good Safe Zones defender. Sorry I do not remember the names to quote them. Apologies.
The case was that it was said that the Taverns were the ONLY safe areas of the entire map, in order to be able to:
- Chat while you listen to music and dance, or play your new hurdy-gurdy, drink a little Grogg (or a lot), etc.
- Wait for the connection of your friends, or recruit not so random crew members waiting for adventures.
- Rest and recover strength in the rooms above,
not eating only bananas! - Be able to play cards or something else, for example, a duel of guns outside!
In short, that in that small space we would have a non-aggression treaty imposed by the innkeeper by force (I would not bother her because it scares me).
Out of there, everything would continue the same as before. We are all a mobile target to raze.
ARE WE NOT PIRATES !?I prefer that the game system continue as it is, but if you have to put a safe area, that this is not a copy of any Central Plaza typical of other MMORPG.
Greetings to all and see you in the seas or in bars.
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Game quickly spiraled into 4 person ships sailing around the outposts and just targeting single person ships, half the time they did not even steal chests they just kept blowing up the ships in port, as well as killing people trying to do turn ins constantly. While this made the game interesting at first, it quickly became clear that single playing the game was pretty much a joke. It lost its fun and its excitement after a short while. There are no incentives to actually get the chests, and complete quests. You have the best ships in game at start, so there are people who are going to pride in just killing players non stop. This quickly became a corpse camping game.
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One idea.... Maybe an increase in death time. So that killing off players means they have to wait longer before they "Respawn". Death has no penalty and thus a 4 person vs a 1 person ship quickly becomes a 1 sided battle where just sitting on the ghost ship for 10 minutes was the only way to ensure you could leave and start over again.
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Here are the reasons I have read that people want safe zones.
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I want my kids to be able to play.
I want them to play too. But an outpost safe zone isn't going to stop them from getting sunk or shot anywhere else on the sea. Help em out . If you really want to turn in that treasure chest make sure the outpost is clear before putting in. Circle the island looking for a boat or a mermaid. You'll never lose a chest at an outpost if you are careful. -
I want to be able to fiddle with my gear or whatever after I buy it.
Ok. You don't need a safe zone for that. -
Toxic players.
It's the internet. What makes you think they won't just follow you out of a safe zone THEN kill you.
Ok I am completely against safe zones. However if you want to make JUST the tavern safe. That would be ok. Everyone can drink and be merry. But outside the doors anything goes.
It's literally called "Sea of Thieves" people.
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@ultimate-powa said in [Mega Thread] - Safe Zones:
@ii-jumper-i said in [Mega Thread] - Safe Zones:
Safe Zones need to happen, period.
The counter arguement is safe zones need to not happen period.
Many of us would rather not deal with safe zones.
Why would a feature that most players don't want need to be added?
I'm sure there could be some middle ground such as lobbies with safe zones and lobbies without.
If safe zones are added, it would upset more people than it would make happy.Majority of the players that want no safe zones aren't complaining about the subject on the forums.
However, I bet that almost all the players that want safe zanes are complaining about it on the forums.Give this guy a prize for getting it.
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It is currently called Sea of Thieves.
A place is safe only if you can enforce it to be.If we change the game's name to Sea of People and add "civilized" towns and thus making it Pirates vs Civilization with the idea that civilized towns which are "safe zones" are not safe because the programming makes it so but there are actual city guard NPCs that would attack criminals on sight (and not insta-kill but you gotta fight like any other NPC)
Think of guard zones and Blue/Criminal/PK system in Ultima Online. -
Originally posted this in the PvE versus PVP Discussion until I saw this thread:
While I don't agree with the Outposts becoming safe zones that outright prevent combat within them, some form of laws, code or truce that should be observed along with consequences for violating it (bounty system, guards, whatever) would be nice and I'd say fitting. They are after all supposed to be the "civilised" areas of this frontier, so some form of enforced order would be expected.
At present the only reason to go to an Outpost where another crew / players are located is if you want a fight, or really don't mind having one. As said, I don't propose combat at them be prevented, but the lack of consequences effectively encourages it.
It's also been made significantly easier to camp islands (including Outposts) with the plume of smoke from other crews mermaids not being visible, it's possible to strategically "place" your mermaid where it's very unlikely to be spotted. That should be returned but of a different colour to the one you can interact with.
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@binbasher OK here's some food for thought. I was just talking with @ser-pineapples here and they said that it could get tedious if you're rushing to hand in, players hot on your tail or server shutdown imminent, and the closest outpost if a safe zone. I agree that this could be annoying. What do we think of the concept of having a centralised place where there's a no killing rule where you can still kill or be killed, but there's a punishment? Punishment being potentially a bounty on your head. If you get a bounty on your head then other players get a reward for killing you. I would consider, briefly, not killing someone in the safe zone if it meant I'd have people teaming up on me until I was dead.... then I'd probably do it anyway and take the hit lol. What do you folk think?
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@ser-pineapples - This one.
@binbasher said in [Mega Thread] - Safe Zones:
On the topic of safe-zones:
- I'm okay with one or two safe zones. The difference between the two zones (apart from PvP/non-PvP should be the amount of gold gained when turning in chests or missions. If turning in a chest yields 100 gold at a PvP outpost, then a non-PvP outpost should yield 15% less. This is actually how dangerous outposts worked a long time ago, and it's really simple as to why. If pirates traded loot where it was safe and business was thriving, they'd get less for their loot, but trading it where it's dangerous, they could earn more! Supply and demand! The deduction to gold earned should be enough to reward PvP play, but also shouldn't punish players who choose not to. After all, once you leave the safe-zone, you're fair game anyway! This is a nice compromise, and obviously you can always change the magic number (%15) to any value you see fit.
After playing the SoT beta, I've gathered the feedback of multiple people (crew and non-crew), from reddit threads, and from my experience playing. It's my hopes that sharing these concerns with Rare will help to make SoT a better game and offer a better experience for players. I'm well aware much of this might already be fixed or is just an undesirable effect of the game being in a beta state but it's better to bring these issues up anyway so they might be discussed further. Keep in mind that none of these changes are feature requests, they're simply bug reports and tweaks to existing systems.
Gameplay Bugs/Tweaks
- Having enemy crews spawn on their ship constantly while raiding a ship. It appears the respawn time is either too short, or that there's simply not enough time to raid a ship and get away with loot before the enemy respawns and kills you to take it back. Someone suggested being able to raise a flag on the enemy ship to greaten the respawn timer.
- Accidentally placing chests just below the crow's nest is possible, making them untargetable by players, and since they're on the ladder it's impossible to pick them up without falling and taking damage, still unable to pick them up.
- Jumping off a ship onto a ladder will slide you down the entire ladder instead of placing your character on the rung in which you landed when you attached yourself to it. Is this intended?
- While it's great to have fun with friends, it's not fun to join a random crew and be instantly sent to the brig. Consider adding a small timer to this so people can't be stuck in the brig for longer than x-s|m.
- Just a friendly reminder that many people don't use WASD (myself included) as our default control schematic on PC. Consider this when adding/adjusting controls.
- Switching weapons sometimes just after shooting causes player to stop aiming.
- When transitioning between land and water, don't disable auto-run (debatable request as bug/tweak).
Communication Suggestions
- When servers go down for maintenence, be it emergency or planned, tweet that directly from the SoT twitter/media, not directly from the developers. There was no warning of downtime and no ETA of expected service restoration during the downtime experienced on 1/27/18, apart from an XBOX Community Manager.
Game System Suggestions (Some probably already fixed)
- Please allow players more than two weapon bindings in the options menu. Instead, let us bind keys to each weapon. I know it's more clutter adding the binds for these weapons in the options menu, but PC gamers love good control customization, and there are more than two weapons.
- The options menu requires you to actually be in-game in order to make changes. This could cause severe issues for those experiencing video issues/driver problems. Additionally, it causes long AFKs for people who need time to set up controls, change video configurations, etc. Consider making the options menu accessible before the game starts and you're in the world.
- There's no push to talk key binding listing at all currently. I had to ask someone in my crew what it was. I'm sure this is probably already fixed, but better to be safe than sorry, so I'm bringing attention to it.
- In the current closed beta, key configurations save but aren't reflected in the options menu. The options screen reads one thing, while the real keybinding is entirely something different.
- No tooltips in the current beta. I'm sure there will be, but again, listing them here just in case. Initially, I had no idea what leveling up was, what the rank meant when I turned in chests and got a new one, and that using "Make friends" emote sends a friend invite to other players through XBOX when used in game.
- Allow some time for disconnected users to get back into the game before timing them out and filling the player slots with new players. This can cause issues with players having chests onboard their ships, getting disconnected, then new players inherit those chests without having earned them.
- Missing zoom sensitivity in the game. For those of us that play with low sensitivity, it's really tough (actually, it's nearly impossible) to aim while zoomed.
Thanks for allowing me to participate in the closed beta. My feedback of the current beta is net-positive. Looking forward to release in March!
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@faramous Oh I got a notification in the last comment :)
I'll just catch up from the beginning to see where people and ideas are at before doing anything.
Thanks for the link :)
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@kinggzanga Love the idea. A social hub where you can relax, show off you bling, buy and sell from shops and maybe gamble and drink sounds like something we all can use. I think it should be instanced and something you can "zone" into from an outpost maybe. Would hate people to use this as a means of escape while they are sailing, and in the middle of a fight. Love the idea very much though. There will be a good way to implement this.
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Ok so here is the flat truth:
As quoted from Mike Chapman from various articles:
"He also mentions “safe zone outposts” - presumably those ports will make up some or all of these - where players will be able to wield swords and show off their in-game wealth, but seemingly not be able to go full PvP on strangers’ booties or booty."
Hmm.. both ways were mentioned.. so don't give me it's the only one way thing. The one article mostly sited for the "no safe zone's" was when it was a internal test with the Dev's and game designers, and they played the game in the spirit of how they thought the game should be played before the public got a hold of it and the toxic griefers and PKers were introduced. So, yes safe-zones at that point didn't seem to fit and out of place because there were not TOXIC PLAYERS yet, read what Mike and Rare's Code/vision is for Sea of Thieves:
"The pirate code is something that Rare intends to enforce with all means available to them, in order to ensure that Sea of Thieves remains a friendly environment accessible to everyone."
Tell me, how greifing/camping/harassment(verbal and non-verbal) and Pking makes for a friendly environment as envisioned by Rare and their Pirate Code? It doesn't and the inclusion of a safe-zone will help mitigate the toxicity that is already IN THE GAME. Will it get rid of all of it, no, but it will help with the current toxic players currently exploiting players at the player turn-in focal points. Those of you who are putting a patch over your eye to it, are apart of the problem and not wanting a solution because you benefit from the game in its current state, and quite frankly, may be the ones doing the behavior.
This also doesn't mean players should have to play IN A GROUP as well.. they should play HOW THEY WANT in order to enjoy the game. Yes the description of play from single to 4 man says more experienced to easy, but this is due to what a solo individual has to do on a ship by them self (moore, work the jib, bail water, fire cannons, board up holes etc.. ALONE) vice having a group to do it with... THAT'S what is meant by more experience vice less experience (hard to easy) not, if you are solo you should expect to be ganked cuz thats just how it is unless your grouped.. give me a break... thats not the intent of it..
Also here is some education for you as well, Pirates, all Pirates, had a hideout, a safe-haven or safe-zone or whatever you want to call it, where they took all their hard earned bounty, which ONLY THEY knew about. They just didn't keep it on their ship, and sailed around all the time. Yes, they stopped into ports of call to restock, but they only kept what they needed onboard, the majority of their wealth was kept at their main hideout, not a buried treasure site either (that's the romantic story telling side of things mostly). SoT doesn't allow for this, it is a focal turn in point for ALL players, so everyone knows where every players HAS to go in order to gain wealth or rank-up which is currently the only way to progress in the game. So, for the toxic players, this is where they will prey, because its easy for them to grief/troll/gank/camp/harass and PK there... If Rare allowed for player hideouts, where the player could pick a spot on the map for turn ins, that only they knew about, then sure, I would be ok with no safe-zones too, because then it would take skill to figure out where the hideouts were, but currently thats not the case, so some protective measures are needed FOR HEALTHY PvP to generate and stimulate player growth, NOT DECREASE THE CURRENT PLAYER BASE AND WARD OFF POSSIBLE NEW PLAYERS!
Dont give me this is a pirate game blah blah blah reasons, do your research, and to use your own logic its called Sea of Thieves, not Sea of Griefing or Sea of Killers or Sea of Harassment... Go Pirate, if you can mate...
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knightx13 said in [Mega Thread] - Safe Zones:
As referenced in this announcement, any and all discussion on Safe Zone preferences, and potential suggestions for how to improve the general gameplay for all players, can be posted here.
Great move!
As for the General Discussion of Safe Zones, I'm against any kind of safe zones.
This shared open world is great because of PvP conflict is possible and there are no magical game mechanic's that protect you from PvP. With the one exception, the Ferry of the Damned... This adds tension to the game, every ship on the horizon can be a possible threat to your crew, your ship and it's cargo.
Any kind of safe zone will be used and exploited as means of escaping any kind of conflict or ending a chase quicker, ensuring a guaranteed safe escape from conflict.
Not having those safe zones, results in longer lasting ship chases, more excitement and tension, desperately seeking means of evading your pursuers keeping your ship afloat and cargo intact, those make bold stories to write and read about, it's the thrill of a pirates life.
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@prybar-bas This isn't very engaging to those who would rather avoid conflict though. This is supposed to be a game that is accessible to everyone and it currently isn't.
They can solve this in two ways: Have safe areas for crews not wanting to fight or allow crews to enter a "passive" mode akin to GTA online.
This game has a lot of PvE potential but in its current state, it is not a great PvE game.
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@neveren it's easy to avoid a conflict (especially in a team), starting by opening your eyes to the horizon.
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@sidious8888 By avoiding conflict do you mean simply sailing away from your pursuers until either you or they get bored of chasing you? I don't consider 20+ minutes of cat and mouse chasing interesting or fun.
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@sidious8888 No, but I can cash in my loot and then scuttle my ship and spawn somewhere else away from the enemy ship
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@oldmansutii said in [Mega Thread] - Safe Zones:
Originally posted this in the PvE versus PVP Discussion until I saw this thread:
While I don't agree with the Outposts becoming safe zones that outright prevent combat within them, some form of laws, code or truce that should be observed along with consequences for violating it (bounty system, guards, whatever) would be nice and I'd say fitting. They are after all supposed to be the "civilised" areas of this frontier, so some form of enforced order would be expected.
At present the only reason to go to an Outpost where another crew / players are located is if you want a fight, or really don't mind having one. As said, I don't propose combat at them be prevented, but the lack of consequences effectively encourages it.
It's also been made significantly easier to camp islands (including Outposts) with the plume of smoke from other crews mermaids not being visible, it's possible to strategically "place" your mermaid where it's very unlikely to be spotted. That should be returned but of a different colour to the one you can interact with.
I would agree. I don't like the idea of them being safe zones, but a bounty on your head for entering combat would be cool
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@neveren sell chest in a safe zone is unthinkable, if you did not want to have all the waiter's boats waiting around of this safezone.
The Murder System