[Mega Thread] - Safe Zones
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@ultimathule what if I have 7 chest?? And this is also beta much more trolls will be in at full game and more boats on the sea as well
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@f0ur20-4ever There will not be more people on the sea. There will be more instances of the world. But there is a set limit of boats/people per instance. Now what Rare decides to set that limit at is a question. But again perhaps what you experienced was then changing the dial on player population. As I have never had a problem finding at least one outpost empty. And earlier in the alpha I did get in a cannon with a chest but I haven't tried in a while. Perhaps I experienced a bug or it was removed.
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@ultimathule ya it was removed because I thought it was a good idea too haha but ya it wouldn't let me. They removed it for the beta I'm pretty sure
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So I'm not going to read all 500+ responses in here so if this has been noted before i apologise.
Going against all the initial designs (so does adding a safe zone from my understanding) why not add faction based ships, these would be NPC ships sailing under a factions flag.
GH would sail to and around local small islands searching for maps or clues to give to you in the form of voyages.
OOS would sail near forts and larger islands with stone paintings and carvings looking for lore and history.
MA would sail between outposts.
Each could be used for turn in of their respective quests and if they were attacked would become aggressive to their attacker. If you sunk them they'd damage your rep with that faction.
Something to that effect.
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@kinggzanga I am usually against safe zone, but you put some thought into it and as such appears to be well thought out.
I would like this because it would be a nice place to show off ships and other cosmetic choices.
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@jetorchidee97 if you are on Xbox you can easily report griefing players via your friends list. It automatically remembers those you come into close proximity too.
So if you have someone griefing you, pull up your friends list and check recent players, find their name and report them.
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@avirex-idyll Well I do think we have to be careful about reporting some things. Just because you were killed right at the turn in point is not a sufficient reason. Usually my most aggravating situations occur when teaming up with randoms. Guy on our crew steals a chest and jumps overboard then logs out. That kind of thing.
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@ultimathule I am not saying report someone for simply killing you in a game. But I would hope that the majority of us know then difference between simple pvp behavior and griefing.
I apologize if I was not clear in my previous comments.
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@apocacide If enough people report the same user within a pre-defined timeframe, that user gets bad rep and possible suspension. When reporting users via Xbox Live, it's important to add 'cliff notes' as to why you're reporting that specific behavior. This allows the teams at Xbox to prioritize complaints. Just an FYI.
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@apocacide I was simply clarifying on what you had said. The system used for 'reporting' players needs to be honored and not abused. If you get killed at an outpost, tough luck. However, if you're subjected to abuse in any form (verbal, constant griefing, etc.) then you have a right to report. People need to learn the difference.
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@f0ur20-4ever I promise I'm not trying to be a pain. I'm curious about the exact actions that are griefing. Besides randoms in a crew being a**holes. I havent experienced it. I know some folks are talking about being sunk by the same crew over and over. But the way the world instances work. You and that other crew stay in the world together until someone quits playing. So I have had that experience, but they weren't out for my head per se. We just kept being near each other and they were spoiling for a fight
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@ultimathule alright say Im heading to turn all my chest in and there is a boat chasing me so I pull up to Outpost hurry turn my ship to shoot other ship down kill their crew but still can't get my chest cashed in because they keep grief spawning on mermaid at the outpost until they actually kill me then end up taking most my chest even though I'm the one who won to begin with by sinking their ship and killing the whole crew yet they are the ones rewarded??
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@f0ur20-4ever why would you not just leave after sinking their ship for another outpost? While your scenario is plausible, it does not expel all possibilities or available actions.
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@ultimathule You do realize that I was just saying to read a bit of the conversations before hopping in that way things won't be repeated kinda like whats been happening.
Also you have no idea what they might do with the number of players/gamers that might come in. In fact that is actually one of the many worries that many of us have said. All I said is it happened in the beta and without any knowledge of the size of the instances, You cannot tell me that it won't happen in the full game. Maybe you founders have a better knowledge about this but I haven't read anything about the number of players in the separate instances. If you do please tell me because as of now this is a huge worry for me about this game, The Call of duty/GTA trolls are on their way to this game and without a safe zone of some sort this game will drive many gamers off. -
@f0ur20-4ever Well that is a problem that has more to do with where the mermaid spawns I think after you down a ship. It has to spawn reasonably close in case there were any crew in the water at the time the ship went down. But I do agree that if your ship is sunk and you are on the Ferry you should not come back to the mermaid . You should come back to the new ship.
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@therealcaptain3 Well you're right I don't know. But I have seen the game with a population of about 30,000 then 75,000 and during the beta about 370,000. Usually the number of ships in the world has me actively looking for other ships.A few times you could tell they were playing with that number but for the most part I have never seen so many ships I couldn't find an empty outpost. The design of the game including the recent change to draw distance (making it easier to see far off ships) suggests they know there won't be a ton in the instance. I think they also want the times when you see a ship on the horizon to be exciting. Not "Oh god not another one"
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@ultimathule I guess your right if they fix the mermaid spawn that fixes that. I'm just worried more about the trolls who I feel will just be at all the Outposts trolling lol especially when the full game arrives that's when they'll really eat it up
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@nunoazuldimeter said in [Mega Thread] - Safe Zones:
The best safe zone if this is to happen, should be a room on the first floor is the tavern..
We all just realized there are stairs and something to happen there..Since there are too many players asking for mini games. Could be a mini game social room.
Maybe this is already in the game
Look at the tavern page of the art book in amazon
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@nunoazuldimeter I said the second floor months ago (I think that’s what you mean). It’s unused at the moment. People could still sink your ship (who cares if nothing is on it. Supplies are easy enough to get), but you could play cards with your crew without getting shot in the head.
Why is this even a mega thread Rare? You guys internally tested this a very long time ago and said it straight up doesn’t work in SoT. Why get everyone all hot and bothered? ;)
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@spent-d there aren't trolls or griefers internally. And they don't want trolls driving people away from the game or not purchasing the game altogether. Not saying I'm one of those people... Yet lol but since I am buying it and have it pre ordered I would like a way to minimize trolling/griefers so I can stay interested in the game. That's why it has become a mega thread
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@f0ur20-4ever I know first hand some of the people making this game are “trollish”, so I’m confident in their internal testing :)
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What about if there was an island (port royal or something, not tortuga as that was always a pirate hang out but not a safe one) that was not a "safe zone" per say. But was an island that had a heavy military presence. So they remain neutral against you if you keep the peace. However they attack swiftly and strongly against anyone who breaks the peace? And since its military no factions are aloud. So no turning in treasure chests.
This way people have more security to socialize and group up to make treatise for armada runs and for guilds or crews to discuss politics.
But the acts of piracy can still happen on the island for the sneaky or well armed. My 2 cents
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@spent-d who isn't trollish from time to time??😁 But some people live for it and that's how they play their video games by trolling everyone
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Hmm, safe zone. Kind of like the idea of a place where you don't have to be afraid of getting killed but understand the idea of a truly free world where a priate can do as pleased.
How about not a complete safe zone where you can't attack or get attacked but at some places there is NPC who would attack priates who ruin the business of others. After all trades don't like when business fail. So they have "guards" protecting the trade of some islands. And some places where they don't.
Don't want to remove PvP (plz don't make it just PvP just 'cause battle royale is on the rise), but at the moment it´s all revard no lost to attack others. Why grind PvE when you can get the thrill of danger attacking other priates? Worst case scenario, you sink and...do it again! (and that´s kind of fun :D) -
@ultimate-powa said in [Mega Thread] - Safe Zones:
I personally think there should be absolutely no safe zones.
If there were to be, there should be no way to sell chests, livestock, skulls, or even restock.
And if a safe zone were to be added, there needs to be a "hardcore" lobby where these safe zones don't exist.The game you've built is absolutely amazing.
Safe Zones would take away alot of the magic for players like myself that enjoy Rust, Ark or The Division's dark zone.
I, and many others, seek out games with "wild west" PvP rules of anything goes, anywhere.
Adding Safe Zones would remove Sea of Thieves from the list of great "wild west" PvP games to just another good PvP game, except this one has awesome pirates, yar!
I will still enjoy the game if Safe Zones are added, though I'd be very sad knowing the beta was where the game peaked for PvP.The only safe zone for a pirate is on the seas, behind a cultass and a flintlock.
#BeMorePirate
TL:DR
I would be very disappointed if I was forced to play on a map with safe zones of ANY kind. However, I don't care if others play on a map with safe zones, as long as I don't have to play with them.The Division literally has safe houses lol. Also when you extract your gear you get rid of it all in one go. The issue here isn't getting to the seller safe its the fact that if you have more than 1 chest you have to leave a load unprotected while you turn in each one. Also you can get ganked just setting up your corrector or selecting a mission etc. This is nothing to do with removing the "wild west" rules its about making them balanced by saying if you can reach this point unattended then you should be able to hand in without someone just follow you round the map. Currently there is no incentive to attack a ship at sea, you just wait for them to go turn in and steal the ship with any and all chests still on board.
All the games you mentioned do not have any point that you need to leave your loot unprotected while you hand in one thing at a time. And to reiterate the Division literally has safe houses and check points and even a base where you select missions setup your toon sort your loot etc in peace.
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@jonatomm said in [Mega Thread] - Safe Zones:
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...
This guy nails it
I totally agree and to expand on the real pirates point with safe zones. Real pirates where usually quite high ranking members of society. Drake and Riley for instance led what was to become the British Navy and where inside the Queens inner circle. They didn't go around killing in the streets. That said this is fantasy not real pirates BUT fantasy pirates would also not go about killing at port. There was security a navy etc.
The only reason to not want safety at the locations you go to setup your missions and hand in your loot is to make for easy griefing. As far as legitimate battles go all your doing is moving the end point so now its at the "safe zone" as is once you hand in the chest is handed in. At least if your protected at port you don't need to eave you loot unattended for easy picking.
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I really do not understand why people are making a big deal about griefing. Its really a minor issue since it can be easily fixed in some cases by the players and in others by the developers.
Camping at an Outpost?
Go to a different outpost.Enemy camping on your ship?
Well the devs can easily add an option to spawn at the nearest Outpost instead, from there you can simply scuttle your ship.Is there really any other way a player can grief in a way that was not intended by the developers?
There should not be any safe spaces. There should be nothing to protect your treasure as you are turning it in. You should feel the imminent threat of losing it all the way up to the point you turn it in.
I would be willing to compromise on a social hub like lobby, though. Something that's instanced separately from the core game experience, like a pre game lobby. Someone mentioned that you could do things like poker, black jack etc, and I think that would be really cool.
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@knightx13 I think that in the game should be a pirate fortress from a safe area to improve ships and equipment without the risk of attack.
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Having safe zones in game take away from the freedom of the game. Having a social zone outside of the main map i would be ok with for example having like a Tortuga social area to meet up and than go to the main map i would be ok with. But in game safe zones takes away how people want to play and thus takes away the freedom of the game.
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I'm an advocate for safe zones but since they are unlikely to be added (outside a potential social zone), here is what I believe should be implemented.
- Any loot taken from the original "finders" should be marked as stolen
- Add or convert some islands and make them "pirate" outposts, these islands contain a "fence" merchant
- Any loot marked as stolen can only be traded in at a fence
This way, camping regular outposts would be worthless as you wouldn't be able to trade in your stolen goods straight away and it would also give the victims a chance to get their haul back from an enemy crew.
This also balances the risk/rewards mechanic as a PvP pirate crew will now have to navigate a sea of PvP players as well to get their loot home safe. -
@neveren Safe Zones basically water down the pirate experience, implementing safe zones will force players who want a true pirate experience to play how people who want safe zones to play. You will be taking the freedom that this game has in it and will be restricting it. I think that if you want to ambush ships at outposts than you should be able to do that.