in the meantime we are waiting for new contents from the developers ..
what do you think about if they add in the future navy ships as npc?
and if they added the possibility to put a black flag, the navy ships attacked us ..
it would be a further thing to be careful of, would make the more interesting game..
What do You think?
Idea.. npc ships
@mastucauz "what do you think about if they add in the future navy ships as npc?"
That's not going to happen, one of the key design point of this game is that when you see a ship, it's an enemy player ship... Whole game is designed around that.
Though i would like some kind of ghost ship event... or Davy Jones himself shows up and just totally wrecks everyone! 8D
The ONLY way I could get behind this is if it's a temporary event, and the ship was drastically different from the galleon and sloop so you would know right away what it was, such as the ferry of the damned being all spectral and stuff.
But I would not want that to happen all the time. Special events should be special.
@mastucauz dijo en Idea.. npc ships:
if you have had the chance to play assassins creed black flag you can understand what I mean. there was much more life at sea.
I know! This made the whole game fun. The only thing missing was reputation like in sea of thieves. No matter how evil you were on assassins, they wouldn't really recognize you.
I can imagine the outpost with wanted post at least for real players to hunt.Being a pirate legend should be recognized on the forums and on servers.
Have the pub manager to tell you of this legend on the server who sinking his ship should give you rep on another alliance.@mastucauz said in Idea.. npc ships:
in the meantime we are waiting for new contents from the developers ..
what do you think about if they add in the future navy ships as npc?
and if they added the possibility to put a black flag, the navy ships attacked us ..
it would be a further thing to be careful of, would make the more interesting game..
What do You think?You could then have missions to find and sink gold ships. Or convoys, that are like the fort raids but at sea, having to take on multiple npc ships that are protecting a gold ship full of treasure.
@lord-danielw ha detto in Idea.. npc ships:
I can imagine the outpost with wanted post at least for real players to hunt.Nice idea too!!
@lumpaywk dijo en Idea.. npc ships:
@mastucauz said in Idea.. npc ships:
in the meantime we are waiting for new contents from the developers ..
what do you think about if they add in the future navy ships as npc?
and if they added the possibility to put a black flag, the navy ships attacked us ..
it would be a further thing to be careful of, would make the more interesting game..
What do You think?You could then have missions to find and sink gold ships. Or convoys, that are like the fort raids but at sea, having to take on multiple npc ships that are protecting a gold ship full of treasure.
Yeeeeees! Yes! Yeeeeeeeheeeheeeees!
I think it'd be a cool thing to do, especially for people that aren't as keen on attacking other players or to help get practice in navy combat. I think they should look a bit different from player boats so you can tell they're NPCs, but it'd really be all positive and a cool experience. The only concern is working out how to make sure they're not as hyper accurate as the skeletons on cannons otherwise you'd probably get wrecked hahaha
@thirddegreepun
you're right, but they're the experts, if they take this idea into consideration, I know they can do a lot@mastucauz said in Idea.. npc ships:
@dtm-draco
Ahahahaha
I was thinking of something simpler
:DIt would be something temporary, that would only appear sailing against the wind, in the storms, to fight against other human players who were going through the storm.
In short:
1 - A player dies
2 - Option to choose to return to their ship, or, to make temporary part of a crew with other human players (not NPC) who also died in the game
3 - They would reappear only during the storm (in The Flying Dutchman) , to fight against other human players who were going through the storm.
4 - Ending the storm (or being defeated in the fight), The Flying Dutchman's trip would return to his original vessel.Everything only between human players, without NPCs, and, online, and temporary.
@dtm-draco said in Idea.. npc ships:
@mastucauz said in Idea.. npc ships:
@dtm-draco
Ahahahaha
I was thinking of something simpler
:DIt would be something temporary, that would only appear sailing against the wind, in the storms, to fight against other human players who were going through the storm.
In short:
1 - A player dies
2 - Option to choose to return to their ship, or, to make temporary part of a crew with other human players (not NPC) who also died in the game
3 - They would reappear only during the storm (in The Flying Dutchman) , to fight against other human players who were going through the storm.
4 - Ending the storm (or being defeated in the fight), The Flying Dutchman's trip would return to his original vessel.Everything only between human players, without NPCs, and, online, and temporary.
Yeah that sounds pretty complicated for what it is. I think the best way to implement this idea would simply be to have merchant ships you can attack to get some of those resources such as crates of rare silks/spices/tea etc. It would create a cool dynamic as well if multiple pirates saw the same target; who do you shoot: the target or the competition. Will you work together and split the loot or try get it all for yourself? It'd really add more variety and things to look out for whilst going between points on quests and facilitate interesting player interactions which is all what this game is about!
@sweltering-nick said in Idea.. npc ships:
That's not going to happen, one of the key design point of this game is that when you see a ship, it's an enemy player ship... Whole game is designed around that.
That's a really dumb thing to stick to though if it gets to a point where that design philosophy is hindering the games potential, as long as the NPC ships are distinct enough that you can still always tell them apart from player spawned ships then I think NPC ships would add a lot of depth to the game that would benefit players of all types.
PvE players benefit from more variety to their voyages, e.g. instead of "go to [island] and (solve riddle+find chest/kill skellys+loot skull/catch animals) etc" it might be "a rogue merchant vessel that refuses to pay tribute was last spotted somewhere between [island] and [island 2], find them, board them and teach them a lesson, then take their cargo as your prize".
Even PvP focused players benefit from having NPC ships because if nothing else it's something they can practice on while hunting for actual players to fight, or even kill off the NPC crew of a merchant ship but keep the ship intact and lie in wait on it for the PvE players that are hunting down the NPC ships and set an ambush for them etc.
@ch4o5bl4d3 "That's a really dumb thing to stick to though if it gets to a point where that design philosophy is hindering the games potential"
What potential? It's a PvP game... It's not a singleplayer PvE game like skyrim, so NPC ships is not gonna happen, contemplate what that means, make peace with it.
"then I think NPC ships would add a lot of depth to the game that would benefit players of all types."
You mean via treasure for PvP players? Except they're PvP players, they don't benefit from it when they're playing the game, for the PvP... Not everything is about the rewards, sometimes it's about the journey.
For instance i don't play TF2 for the chance to get new weapons or loot... No i play TF2 because the PvP entertains me... I go on servers and just fight enemy players for several hours 'cus it's fun, it's dynamic.
@sweltering-nick said in Idea.. npc ships:
@ch4o5bl4d3 "That's a really dumb thing to stick to though if it gets to a point where that design philosophy is hindering the games potential"
What potential? It's a PvP game... It's not a singleplayer PvE game like skyrim, so NPC ships is not gonna happen, contemplate what that means, make peace with it.
"then I think NPC ships would add a lot of depth to the game that would benefit players of all types."
You mean via treasure for PvP players? Except they're PvP players, they don't benefit from it when they're playing the game, for the PvP... Not everything is about the rewards, sometimes it's about the journey.
For instance i don't play TF2 for the chance to get new weapons or loot... No i play TF2 because the PvP entertains me... I go on servers and just fight enemy players for several hours 'cus it's fun, it's dynamic.
Stating this game is a PvP game is disingenuous and counter to the statements of Rare. The game is an exploration-PvE game with a PvP element to it.
Rare SHOULD add NPC ships. Not yet, but eventually. I think they need to get a few things in order first, but eventually it should be added.
To do it right, I believe they need to add a Pirate's Guild and a Bounty Hunter's Guild. The Pirate Guild takes stolen items from players and NPCs (the original merchants won't buy them). Additionally, selling stolen items will eventually decrease your standing in the other guilds.
The Bounty Hunter's Guild will act to motivate other players as a police force. A player who engages in PvP or attacks NPC ships gets notoriety in the BHG. Which makes you a target to other players.
Something like that. But saying "this is a PvP game" is just a cop out.
@captainsloopdog "Stating this game is a PvP game is disingenuous and counter to the statements of Rare. The game is an exploration-PvE game with a PvP element to it."
I don't care what rare said the game was supposed to be, the design of the game speaks louder.
PvE is a great way to produce treasure, which incentivizes players to keep returning to the PvP to grab it off of the players who have produced it.
Rare said "treasure isn't really yours until you've cashed it in" directly means the whole treasure concept is based around PvP... Meaning it's a PvP game before anything else.
"Additionally, selling stolen items will eventually decrease your standing in the other guilds."
Wont work, given the other guilds are here to profit off of pirates. Essentially meaning they are also pirates.
If they were to implement what you're suggesting, you wouldn't be a pirate, you would be a privateer.
There's a difference between them, fyi.
"A player who engages in PvP or attacks NPC ships gets notoriety in the BHG. Which makes you a target to other players."
Which in turn, eventually makes themselves targets to eachother. I see, excellent, you want to completely separate the PvP player base by Setting them up in an infinite circle of battle with eachother so you don't have to worry about them attacking you.
Way to seem like a complainer who doesn't want to improve at ALL aspects of the game because you only bought it purely for the PvE.
Sorry to disappoint you but when you buy a game, you don't only get the aspect of the game you want, you get the WHOLE GAME, that's what you are paying for.
You are suggesting to separate the player bases, which is exactly what rare said they don't want to do. :P
@sweltering-nick said in Idea.. npc ships:
I don't care what rare said the game was supposed to be, the design of the game speaks louder.
I completely disagree. There is no leaderboard. There are no stats tracking how many ships you've sunk. There is no experience or gold given to you for killing someone else.
The game has elements of PvP. It can be used as a PvP-only machine if that is how you wish to play or otherwise.
PvE is a great way to produce treasure, which incentivizes players to keep returning to the PvP to grab it off of the players who have produced it.
Rare said "treasure isn't really yours until you've cashed it in" directly means the whole treasure concept is based around PvP... Meaning it's a PvP game before anything else.
Kind of. It puts an element of struggle to it, but you could also sink your ship and lose your treasure. It isn't yours until you've turned it in.
Yes, PvP is an ELEMENT of the game. It is not THE element.
Wont work, given the other guilds are here to profit off of pirates. Essentially meaning they are also pirates.
If they were to implement what you're suggesting, you wouldn't be a pirate, you would be a privateer.
There's a difference between them, fyi.
Thanks for the sanctimonious, and completely unneeded, history lesson.
If you read what I stated - I specifically said they would not purchase stolen goods. Thus, meaning they wouldn't "work with a pirate" in that they won't engage in piracy activities.
Which in turn, eventually makes themselves targets to each other. I see, excellent, you want to completely separate the PvP player base by Setting them up in an infinite circle of battle with each other so you don't have to worry about them attacking you.
Way to seem like a complainer who doesn't want to improve at ALL aspects of the game because you only bought it purely for the PvE.
You're so busy being a defensive child that you are making assumptions on what I enjoy about the game - and how I would like it to evolve.
I enjoy the PvP aspect of the game. But it isn't fleshed out into the world - nor are there proper incentives/motivations to engage or not engage. My idea would be to make PvP have a home -- a reason to partake (other than wanton violence) and a realistic consequence.
Sink a lot of ships - you'll have a bounty on your head. A large enough bounty will attract those that want to get $$ for it.
AND if it does separate the players into this loop that you speak of ... so what? Does engaging in those that want to engage with you bother you somehow?
You are suggesting to separate the player bases, which is exactly what rare said they don't want to do. :P
I never asked for any separation of player bases - nor would I want to. But, it's cool that you impugn motivations ... must be a really neat and marketable skill in the real world.
@captainsloopdog "There are no stats tracking how many ships you've sunk."
You get a wanted poster in the tavern... Rare goes for immersion.
"Yes, PvP is an ELEMENT of the game. It is not THE element."
Just because it's an element of the game doesn't mean it cannot be the MAIN element, silly.
"Thanks for the sanctimonious, and completely unneeded, history lesson."
Not history, definition. Privateer and Pirate are different in the same sense that a Plumber and Electrician are different.
"Thus, meaning they wouldn't "work with a pirate" in that they won't engage in piracy activities."
Yeah but you lose rep with the pirate factions doing work for that faction, so, you become a privateer instead of a pirate...
"You're so busy being a defensive child that you are making assumptions on what I enjoy about the game - and how I would like it to evolve."
What you are suggesting is devolution, not evolution. Your suggestions need to be compatible, and SENSIBLE to be considered evolution. You need to consider the design flaw in your suggestion mate.
I took your suggestion quite seriously. I considered everything it meant, and i made arguments against the flaws of your idea that would, ultimately, harm the game, because you didn't put in the time or effort to consider the consequences behind your suggestion should it take effect.
Always consider every variable of your suggestion before you present it, otherwise people will dismiss it as flawed.
I personally found your suggestion so stupid because it had an obvious ulterior motive that gave more benefit to the PvE players than the PvP players, ontop of destroying what the game is supposed to be.
"I enjoy the PvP aspect of the game."
You clearly don't.
"But it isn't fleshed out into the world"
In what way? PvP is already fun enough as it is, treasure is merely an incentive, not the main reason... The main reason would be that it is fun, hence why there are so many people complaining about the excessively aggressive playerbase, because the PvP is fun enough to keep those players harrassing other ships, not purely for the treasure, but because it is enjoyable to them.
"so what? Does engaging in those that want to engage with you bother you somehow?"
Nope, making what should be a pirate game, a PRIVATEER game, is what i have a problem with...
"I never asked for any separation of player bases"
You didn't ask for it, you only suggested it.
@mastucauz Kinda want this, Kinda not.
If they are gonna add this i think they need to point out some differences between a merchant ship and a player ship, so i don't waste 10 minute chasing a merchant ship that probably has very little loot.
Additionally, i hope the loot on the merchant ships are not too rewarding. Since that would discourage people from doing voyages/Skull Islands.
@lord-danielw We wouldn't need NPC merchant ships to plunder had Rare made the merchant faction more Merchant/Trader and less UPS/FedEx.
