Rare and all Pirates. Read. Spawn Change!

  • **As most of ye pirates are aware. Spawn camping is the biggest of topics on these forums. This is in no way a new suggestion and it has been brought up countless times that I am sure devs and others are ready to puke just like they drank too much grog.

    The way we pirates come back from the ferry of the damned needs to be changed gents. Sure there is the option to scuttle yer ship and get out of harms way. But, for those that dont it makes it even more irritating for the Pirates that sank you as well. Some dont want to sit around your spawn and kill ye over and over like you are the undead. Some try to get out after havin killed ye only to be boarded over and over. Once a man has took that hellish trip on the ferry of the damned he needs to spawn on a random island or outpost that has no pirates in the proximity. After all it will be a big map.

    Captain Burke Black is a streamer that entertains many for hours on end with hs SoT streams. He also expressed how once a pirate and his other crew mates have been beaten an killed they need to spawn across the map from the location they died in. He has high hopes it will change and I hope the devs be readin this and are looking into or otherwise considering it.

    Thank ye Pirate Lords for your time to hear me. Let the discussion and debate begin on how and why you dislike this idea or why you support it. All comments will not be the kindest I imagine, but I respect each and alls opinions. Let us be civil for moderation sake.**

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  • @ximp0sterx They need a chance to defend their treasure and come back and get it though so they should have a small number of spawns at the sunk location but once used up they are force to their new ship further away then it currently spawns.

  • Another idea, what about making it so that when you spawn back from the Ferry of the Damned, have a small timer where you can't lose health, just for a short moment in case of camping, you'd have a bigger chance at killing your enemy? Could be like a buff for about 10 seconds or so from respawning, should be enough time to defend yourself without getting spawn killed. Again, just an idea though. Not saying spawning far away is a bad idea, just a harmless suggestion.

  • @bambidk7 Uhhh their talking about the exact opposite problem. Talking about how if you destroy someones boat and the crew keeps respawning constantly stopping you from taking their loot, which isn't fair because they were the ones who lost the battle.

  • I was another forum about this and what I came to the conclusion of this: If your ship sinks near an island, talking swimming distance in a minute or two at max, you have a total of 1-2 spawn chances to grab your loot and take it upon the island while your teammates try to come back, but if your out in sea and sink, you don't come back, nada, zippo, you lost in the sea you have no reason to respawn back there you can't save that treasure.

  • @canadianmuscle3 I largely disagree with this. I think if you die once your treasure should be theirs for the taking with no struggle. I hate comeback mechanics like this where you aren't sufficiently punished for being outplayed the first time.

    The larger problem with Rare's "scuttle" solution is that it doesn't work with human psychology. You get your sloop boarded and you have some chests. You get killed and are waiting to come back. No one is going to just scuttle their ship because there is a perception that you have at least some semblance of a chance to kill the boarders and escape with something. Even if there are four players running up and down your sloop, there is still that 0.001% chance in your head that you might be able to spawn in, blunderbuss one, knock another off with the sword, and outplay the last two. So in practice no one really ever scuttles while they have treasure on board, which leads to frustration when you spawn in and get killed immediately while the other crew is still offloading.

    From a psychological standpoint, I don't think people want to make a choice about something like this. If death was more punishing upfront, if you simply knew that dying once was a big deal and that you weren't going to get any second chances, the game would feel a lot more fair (paradoxically) because it would be more consistent. As it is now, you can get killed by a cannonball, respawn on your sloop and find one hole that you can easily patch up. Or, you could respawn on your sloop and find you have been boarded and have 5 holes. If the simple act of dying was game over to begin with, you would at least know what to expect on a more consistent level.

  • @capn-multi Oh derp, my bad.. Flew right over my head, my mistake, sorry!

  • @bambidk7 Its all good friend!

  • @natsu-v2 You are going to get both sides in no matter what way you look and spawning. People will say we deserve to try to get our treasure back well others say no lets get everything handed to us when we sneak on board and blow their ship up with a boom barrel without them knowing well they are on the island. The bottom line is ships need to spawn farther apart for sure. But they should have at least one chance to defend and save what they have worked for.

    The game being a SWAG game people need chances on both sides because its all circumstance. Like the example above. Whether its sinking a ship in a big battle or sneaking on board blowing up their boat or sinking it with bucks. Every one needs a chance. There has to be a happy medium.

  • @canadianmuscle3 I'm curious what you would think of my respawn overhaul idea.

    I would leave the ferry as is, but the white barrier would be blocked off by a black barrier while enemies are on or immediately next to your ship. The black barrier goes away instantly as soon as they all leave or die. So you can come back to life if your other teammates drive them off the ship.

    In the event you are solo or your whole team is dead, you vote to scuttle (because otherwise they would keep the ship forever as long as someone was on it), or maybe have an auto-scuttle once the black barrier is there while the whole crew is dead. But scuttling would be changed. The losing crew gets to immediately respawn on a new ship (that spawns very far away), while the other ship exists for about 3-5 minutes. There can be a flag dropping down slowly with a noise to indicate that the ship will scuttle in a few minutes. The winning crew now knows that no respawns will occur and can work on getting stuff off the ship before it sinks.

    The only issue I have with such a system is that it would be tedious to team up with other crews. You would have to have someone ask them to leave your ship so you can respawn on it. If you could turn them to a green-named player organically, that would be cool. Though they should still be able to "default back to original crew" so that the feeling of the uneasy alliance never goes away.

  • @canadianmuscle3 Definitely can't agree with you.

    It makes more sense to me that, when your ship is done, you will no longer be a deadly threat. If you manage to survive the sinking (which, as everyone knows, is a disgrace to every captain, but we didn't choose the pirate life to live by honor), you have one last chance to overcome your enemy by boarding them and, for example, start digging holes in their hull from the inside (with a new weapon like a Privateer's Axe or whatev'). You could also use the Row Boat and try to escape with a few chests you managed to secure, but your enemy will shoot you... In either way, if you die after your ship is sank, it's over, you respawn on an island with new ship.

  • @natsu-v2 That's not to bad of an idea. It still gives people a chance to try and save their loot but not over whelm the other crew that came in to steal their bounty. Its working towards a happy equal for sure. By that I take it you are taking the mermaid away for the sunk crew. But if they manage to over take the other crew they counter great but if they die they get forced to new ship automatically. If I'm understanding this correctly?

  • @nekrosorken Your not actually in disagreement with me at all. I just put out and idea and stated that there has to be equal value that the sunk crew can reclaim their treasure one way or another. Like the idea @Natsu v2 was saying to me. That is more towards a way that both parties could lose but still keeps in with the skill of your crew. If this is something we all look together and brain storm instead of to bad so sad idea then we both parties feel they stand a chance.

  • @canadianmuscle3 Right, I've never been for "teleporting" everyone directly to the new ship once the first sinks. They can choose to still go there off a mermaid if they just don't want anything to do with the situation, but they could also try to take the other ship with them by forcing a scuttle if they can get on board and kill everyone.

  • @natsu-v2 Yes I like it. Your hitting two issue in fact. Once is spawning constantly like you say but the other is the PVP issue people say there is. So now with that kind of idea the people coming in to PVP have a risk as well. And you have to weight all that.

  • @natsu-v2 change the looting timer to a longer 8-10 min or more salvage timer. You can then take their ship to an outpost and salvage for gold. This way you could even salvage your own ship and keep the customized ship you captured that you may not have the same cosmetics unlocked, aswell as making it one more risky decision to split your crew to attempt to salvage the ship, which would possibly give rep for a pvp npc or group, or just be sold for gold to the shipwright. To prevent to many ships being spawned the losing crew has to spawn on an island until that 10 minutes is up or a ship salvaged.

    I also think things like the artifacts shouldn’t float which would provide another reason to risk boarding and taking a ship rather than just sinking it.

    Maybe if a ship is salvaged that forces the losing crew to another server, or atleast gives the option to do so on the ferry with some sort of system that moves consistently winning crews up servers and consistent losers down servers, merging and closing servers as needed to keep the encounter frequency stable.

  • You have the option to spawn elsewhere if your ship has been sunk. Having that option made for you would not be a good one as some people would like to be giving the chance to take revenge.

    If they have not sunk your ship, scuttle it and talk to the mermaid to spawn with a new one at a different location. I think the spawning system works perfectly the only grip i have with it is the white screen. Its blinding when i play on a 4k, 50 inch TV i have to look away. However its been said this will be removed anyways.

  • @cmdr-armored But everyone's natural reaction is to take revenge, and then you get spawnkilled instantly and it feels like it's the game's fault always. It's kind of the opposite of Battlefield's squad spawn system. I tend to blame myself if I spawn on a teammate and get killed immediately because he was in the open. But in this game, the natural reaction is to just always try to make a comeback, and then you have to deal with the terrible respawn mechanic, or if you're the winner of the fight you have to keep killing someone who already lost. It's not fun for anyone involved. You can get your revenge by being forced to a new ship and trying to find the enemy again on the other side of the map. Comeback mechanics are dumb. They're like the death streaks from older CoD games.

  • @natsu-v2

    I get the point you are making, but how about this? You sail up to an island that has skele's on the cannons and they land that money shot that kills you. Would you want to restart with a new ship on a different island, losing any chests/supplies you had? Or would you want to spawn back on your ship and try to make a comeback?

    We can't have different re-spawn mechanics for different situations.

  • @cmdr-armored Did you read the solution I provided a few posts up? I basically mentioned that the ferry's door is blocked by a black barrier while there are enemy players on your ship. If there is no other teammate alive, or you're solo, then this causes an auto-scuttle that let's the other team take your goods, but also removes the barrier and sends you to a new ship. Dying to PvE stuff wouldn't change unless someone snuck on your ship while you were battling skeletons or something, and frankly that would be hilarious.

  • @natsu-v2

    I don't see how this would solve the problem. People would rage even harder if they are forced to stay on the Ferry of the Damned for longer periods. How would they solve the issue if a crew decides to camp out on your ship just for the giggles knowing you are stuck on the Ferry of the Damned?

    A crew member from the other ship might even decide to die just to taunt you. I see this having many more issues then the current system has.

  • LONGER Base respawn wait (BRW) time for bigger crews!

    Me, my friend and our sloop ended up in a server with other 3 galleons (4 crew members). There were a lot of PVP land and oversea's battles and we lost most because the same respawn time gave the other 4 crew members SERIOUS advantages over us.

    Sea of Thieves PVP it is unique. The respawn system puts you back in the action giving you chances to win a battle. The respawn system punishes the smaller crews because they have the same BRW as the bigger crews that already have the outnumbered crew size advantage.

    Suggested respawn time based on the crew size in the actual game:

    1 crew ships: 1 standard BRW.
    2 crew ships: 2x standard BRW.
    4 crew ships: 4x standard BRW.

    News ships? No problem! The formula for respawn time is: crew size(CS) multiplied by base respawn wait(BRW). In shorts terms, CS * standard BRW= BRW.

    PVP situations:

    SMALL CREW VS BIGGER CREW: Longer respawn time for bigger crews will give the smaller crew remaining living players more time for strategic actions, and maybe more diplomatic actions for the remaining living bigger crew players. It would be risk for bigger crews ships trying to take over smaller crew players but the rewards would be anything the smaller crew would be carrying or a total wasted time in cases nothing were carryed. Bigger crew's advantages will be the outnumbered smaller crew sizes. The best crew may win even outnumbered.

    SAME SIZE CREW VS SAME SIZE CREW: May the best crew win! Equal BRW will make no difference at all!

    PVE situations:

    Bigger crews: Longer BRW will demand better communication and better strategic actions.

    Smaller crews: Longer BRW will demand better communication and better strategic actions. In solo PVE situations the BRW will not be changed so it will make no difference at all!

    Games focused on PVP that change the BRW for balance:

    League of Legends BRW:

    Death Timer
    Upon death, every player must wait a given amount of time noted over the champions image. On Summoner's Rift the death timer base can range from 10 to 52.5 seconds and will be rounded when shown when dead.

    The time can increase after 15 minutes in a match by (up to a cap of 150% of BRW).

    EX.: Level × 2.5 + 7.5 = your Base Respawn Wait time (BRW) before minute 15.

    DOTA 2 BRW:

    BRW = Level * 4

  • @moe-furbino

    I think something like this might work. Its simple and effective.

  • @cmdr-armored You didn't understand my point then. Basically, you would get a new ship and the barrier would be lifted. As this happens, the old ship will still persist in the world, but on a small timer of a few minutes. Once that timer is up, it will sink so that the other crew won't have two ships. You aren't sitting around waiting for them to loot your ship so you can get a new one. You would get a new one immediately and the old ship will sink in a few minutes.

  • @moe-furbino said in Rare and all Pirates. Read. Spawn Change!:

    LONGER Base respawn wait (BRW) time for bigger crews!

    Me, my friend and our sloop ended up in a server with other 3 galleons (4 crew members). There were a lot of PVP land and oversea's battles and we lost most because the same respawn time gave the other 4 crew members SERIOUS advantages over us.

    Sea of Thieves PVP it is unique. The respawn system puts you back in the action giving you chances to win a battle. The respawn system punishes the smaller crews because they have the same BRW as the bigger crews that already have the outnumbered crew size advantage.

    Suggested respawn time based on the crew size in the actual game:

    1 crew ships: 1 standard BRW.
    2 crew ships: 2x standard BRW.
    4 crew ships: 4x standard BRW.

    News ships? No problem! The formula for respawn time is: crew size(CS) multiplied by base respawn wait(BRW). In shorts terms, CS * standard BRW= BRW.

    PVP situations:

    SMALL CREW VS BIGGER CREW: Longer respawn time for bigger crews will give the smaller crew remaining living players more time for strategic actions, and maybe more diplomatic actions for the remaining living bigger crew players. It would be risk for bigger crews ships trying to take over smaller crew players but the rewards would be anything the smaller crew would be carrying or a total wasted time in cases nothing were carryed. Bigger crew's advantages will be the outnumbered smaller crew sizes. The best crew may win even outnumbered.

    SAME SIZE CREW VS SAME SIZE CREW: May the best crew win! Equal BRW will make no difference at all!

    PVE situations:

    Bigger crews: Longer BRW will demand better communication and better strategic actions.

    Smaller crews: Longer BRW will demand better communication and better strategic actions. In solo PVE situations the BRW will not be changed so it will make no difference at all!

    Games focused on PVP that change the BRW for balance:

    League of Legends BRW:

    Death Timer
    Upon death, every player must wait a given amount of time noted over the champions image. On Summoner's Rift the death timer base can range from 10 to 52.5 seconds and will be rounded when shown when dead.

    The time can increase after 15 minutes in a match by (up to a cap of 150% of BRW).

    EX.: Level × 2.5 + 7.5 = your Base Respawn Wait time (BRW) before minute 15.

    DOTA 2 BRW:

    BRW = Level * 4

    I think they need to do this and make it so you only respawn at your ship. If your ship is in the process of sinking, you have an opportunity to try and save as much of your plunder as possible. Once it has fully sunk and teleported away (which needs to be farther than current) any deaths will teleport you to the ship.

  • @natsu-v2 said in Rare and all Pirates. Read. Spawn Change!:

    @canadianmuscle3 I largely disagree with this. I think if you die once your treasure should be theirs for the taking with no struggle. I hate comeback mechanics like this where you aren't sufficiently punished for being outplayed the first time.

    The larger problem with Rare's "scuttle" solution is that it doesn't work with human psychology. You get your sloop boarded and you have some chests. You get killed and are waiting to come back. No one is going to just scuttle their ship because there is a perception that you have at least some semblance of a chance to kill the boarders and escape with something. Even if there are four players running up and down your sloop, there is still that 0.001% chance in your head that you might be able to spawn in, blunderbuss one, knock another off with the sword, and outplay the last two. So in practice no one really ever scuttles while they have treasure on board, which leads to frustration when you spawn in and get killed immediately while the other crew is still offloading.

    From a psychological standpoint, I don't think people want to make a choice about something like this. If death was more punishing upfront, if you simply knew that dying once was a big deal and that you weren't going to get any second chances, the game would feel a lot more fair (paradoxically) because it would be more consistent. As it is now, you can get killed by a cannonball, respawn on your sloop and find one hole that you can easily patch up. Or, you could respawn on your sloop and find you have been boarded and have 5 holes. If the simple act of dying was game over to begin with, you would at least know what to expect on a more consistent level.

    I believe that permanent death would be what you want from psychological stand point. It would punish everyone that dies. That would solve part of the problem.

    From psychological stand point we could also say that 4 level 10/10 will allways win a battle against 1 level 10/10 player because he's outnumbered. And the satisfaction from doing something like this would be very short. The same respawn time for every player in the actual game IT IS A TROLL FORMULA and should be fixed.

  • @natsu-v2

    I get that part, but how would this solve anything for those who want to redeem themselves? I don't think you should have only one life.

    You die, your crew member is still alive, so you can re-spawn this would be ok maybe with a 4 man crew as there is a higher chance for someone to always still be alive, for a two/three man crew there starts to have balancing issues.

    I think so far the best idea i have seen is what @moe-furbino had mentioned. Longer re-spawns depending on the crew size.

  • @cmdr-armored I mean if you think about it shouldnt the whole redeeming thing be stopping the opposite boat from sinking you?

  • @capn-multi

    Yes, i agree 100% but i'm trying to think of the mechanic in a wide range of situations and finding something that would work across all situations.

    1. You are at an island/outpost and another ship sails up on you. You should have the ability to grab your booty and hide it on the island at the very least if you can't save the ship.

    You are currently able to do this.

    1. You win a sea battle and sink the enemy ship. Their chests float to the surface, you have the upper hand as not only are you on a ship to stand on and pick them off you can simply wait for the sharks to help pick them off.

    You can currently can do this. I do see the frustration as they can keep re-spawning over and over again. There is very little chance that this crew will ever get their chests back and if you are far enough away from the island there is no hope at all. Thus is where i start to favor some of the ideas you have were the crew simply spawns on a new island (further away then they currently do).

    The thing is, i'm not sure how complex it would be to add in this type of complexity to have the re-spawn mechanic to respond differently to each situation. Sure it's easy to say well if crew X sinks, and there is no island withing X distance crew X will spawn with a new ship on island X. I don't claim to be a game developer but i feel that its far to much work to have the re-spawn mechanic behave differently depending on the factor.

    I think the re-spawn timer increasing with each added crew member is very generic and would work across the board no matter the situation.

  • @cmdr-armored Aye I agree with some of it, like for instance if you are on an island you should be able to run with the treasure, but only x amount of times, and if youre out at sea you shouldnt be able to because youre just that in the sea, so then they spawn far away if Im thinking properly.

  • @capn-multi

    Right, see i think we are pretty much in agreeance on how we'd like the system to work, for the most part. I'm just simply being objective on the matter is all.

    =)

  • I DEFEBITLY dont want to spanw far way from my death point!! I want a revange, a chance to pay back. And if a pirate is waiting for me on my boat thats even better.

    What i suggest is two ways out of that death galleon. One to respanw far from death site and other to get a chance to pay your killer back and send him to hell as wel.

  • @kim-rod1984 Well, then in the first place you should of defended your loot and destroy their ship first! XP

  • @ximp0sterx I like the concept, it would give crews more hesitation when deciding on to engage. Not too unbalanced either. Though, personally I find as a two man crew that it’s ridiculously easy to wipe out a galleon by taking a single barrel of gunpowder, placing it against the bow of the sloop, ramming the middle of the galleon and then shooting the gunpowder, the sloop generally takes minimal damage because of the location of the gun powder and the galleon deck is usually wiped of 3-4 crew members plus about 15 holes across all decks while the sloop has maybe 4, then hoarding and finishing off the two remaining crew members. I have done this with one other player and sank a silly amount of 4 man crews usually one man boarding parties as well, then jacking there treasure and sailing off into the distance. I feel as though with a little clever ingenuity sloops can win over a galleon nearly every time, sure they have numbers but the sloops ability to avoid damage is what makes it dangerous, and as long as you are sailing against the wind the galleon is always slower than the sloop so outrunning then is usually not an issue just have to force them to chase you into the wind.

  • Eve Online has you respawn at a set point of your choosing. I think this should be implemented. If you die and your spawn point is clear across the map, you lose your treasure, so be it. Dont die.

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