NEW FACTION - COMBAT/PVP

  • @MostlyJustOkay

    Ok so this idea was from another thread but I think it has REAL potential. One major controversial issue in the game at the moment is PvP, and I think that largely comes from people not understanding why people PvP so much, and how people can enjoy it, and it also sucks from a PvE perspective when you've gathered loot and someone steals it. I think this could be a viable solution. It combines two aspects, a new faction, and a bounty system as has been suggested many times on the forums.

    New Faction
    An extra faction - combat/PvP. Essentially this would be a 4th faction which would be gained by sinking ships/killing pirates. I know that players have suggested things like a bounty too, and I have combined this with the faction idea, as I think positive reward is the best way to encourage healthy PvP, rather than punishments for people who sink ships.

    Killing any pirate or sinking any ship will earn you rep with this faction BUT killing pirates which have a higher PvP rep OR players with a higher bounty, will earn you more rep. The idea of this is simple, you would have to know the rep of a ship within a certain distance so you could decide whether to engage or not. (i.e. this is something which would have to be added to the game, perhaps a red colour for high rep targets, a green for newbies/low rep) If a PvP player sees a newbie ship, or someone who hasn't trained their PvP faction, they will be really low, and yield virtually no rep, so they are far less likely to engage.

    Whereas if the PvP ship spots someone with a level 30 PvP faction, and they're level 20, they are more likely to engage, and as they are a higher level if they win they'll get rep plus a bonus as the enemies were a higher level.

    It's important to state that EVERYONE is always able to get rep. So if someone did decide to engage a new ship, the PvP attacker would get very little BUT if the newbies (or for instance, PvE players defending their loot) managed to turn it around and kill the players, or sink their ship, they would earn much more rep.
    Higher PvP rep = people get more rep when sinking/attacking you, unless they're a higher level themselves.

    Bounty
    Bounty would work as follows: if you kill multiple pirates/ships, people get more rep from killing you, and when it goes above a certain threshold, your name would be on wanted posters in outposts. People could then see your name and 'last seen here' and choose to try to find you and sink you, earning them a nice boost to their rep if they are able to kill you, or sink you. (Kills = a small amount of rep, sinking ships = much more rep). When your ship is sunk, the bounty on you resets.

    NOTE: this faction only rewards rep, not gold. The reason being, it will encourage PvP players to do some PvE as well, if they want gold to upgrade their ship etc, so they need to do some other aspects of the game to grow. PvE players will also need to do some PvP in order to earn the pirate legend title and rep with the combat faction.

    Another reason why I think this is a good idea is because combat is a big part of being a pirate, so I have always thought it odd that you could potentially get to pirate legend status whilst being extremely passive. This way pirate legends will also be well versed in combat and truly worthy of the pirate legend status.

    SORRY for long post, please tell me what you think or want clarification. This idea may need tweaking but I really think it has potential for making PvP a more healthy experience for EVERYONE...

    EDIT: I wanted to add any problems with this idea here, so people can see both the pros and cons.

    • How do you stop people abusing it? 'hey i'll let you shoot me if you let me shoot you, free rep for both of us', same with sinking ships 'yo man, we'll let you sink us for free rep if we can sink you after?'...

    Possible solutions: Max PvP faction rep you can gain in one day, or a 'timer' if you kill someone you can't get rep from that individual again for a certain length of time...

    OR you spawn in an ocean with 6 ships right? You can get PvP rep from each pirate and each ship ONCE in that session. Will stop people chasing the same ship over and over?... Perhaps this then resets when the majority of ships/pirates (lets say... 4 ships and their crew) have been killed, then all ships will award rep once again. Should stop people camping the same pirates over and over :) Nothing wrong with being engaged by the same crew 2-3 hours down the road, but will stop it being so quick, as they won't get rep!

    Another suggestion I found from another thread: When you ship is sunk you spawn on a new server? This has pros and cons... pro: you can't be camped, you are in a new ocean so it would feel like a 'fresh start', this would avoid people farming each other for rep.... con: people can't then respawn and chase after their attacker if they want revenge... personally I think I'd be happy with this change?... although there would be other issues with implementing, still, food for thought.

    Also: A sense of bringing time into it? If the system is able to tell when you are in combat, perhaps damage taken over the course of a fight for instance, and approximate length of the fight? It could potentially give more rep the longer a fight went on... Thus if people went up to each other and randomly killed each other they'd get less rep than a longer fight... so giving each other 'free kills' would be less appealing.

    It shouldn't be possible to abuse too much anyway, you don't run into enemy ships too often and you can't actively join servers on separate ships with friends, which is good. The only potential cooperation would be between complete strangers.

    • Scuttling a ship, how do you stop people scuttling when they know they're gunna sink as a way of DENYING enemies exp?

    Possible solutions: add a flat sum of rep awarded when making an enemy scuttle? People aren't likely to scuttle if they have treasure they want to keep anyway, and if they do the attackers can get the flat sum of rep + the treasure which was there would be theirs. Off the top of my head I don't see how this would be abused.

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  • @angrycoconut16 I see no one is replying, original post is probably wayy too long.

    TLDR: New faction, combat. You get reputation from killing players. More from killing players with a higher PvP rep, very little rep for killing new players, and PvE players (if they have a low combat faction rep). If you are attacked but can fight off the attackers or even kill them, you get some nice rep. This should encourage healthier PvP in the game.

    Bounty can be used as a way to further help PvP - people who kill lots still gain their rewards, but are more of a target from other people wanting to boost their combat/PvP rep.

  • Bumping it up, I feel like this has potential and would be interested to hear opinions.

  • @angrycoconut16 I actually really like this idea but one thing that doesn't help is the player health as it is so easy to kill another pirate maybe make the weapons do less damage to other players in that respect otherwise its just going to be a pain in the backside, maybe just base it on the ships instead of the pirate themselves as the ship is harder to sink so more of a challenge

  • @chrisandlewis15 Thanks! :) I am really hoping to get some popularity for this idea, my discussion was a bit lengthy but I've thought about it a lot and combined other peoples ideas into it and I think this is a good 'first idea' towards something which could be very healthy for the game.

    Yea that seems like a fair idea. I think the guns need to be altered as at the moment the blunderbuss is the only attractive PvP option and I like my sniper gun :(

  • @angrycoconut16 yeah I have always been a sniper in any game possible but the sniper just doesn't have any sort of attractive features the aim sensitivity is terrible it moves so slow and it seems the further away you are the less damage it does which to me doesn't make any sense because its a sniper it's powerful enough to be distant as that's what the gun is designed to do the only about the gun i like is the creativity with the cracked glass instead of using a reticle

  • I think your suggestion is better that the system is already in the game, but it needs a way to "penalize" the all-time hostile players IMO.
    This system remains me to others game ELO system, and I don't know if it fit already on the game, maybe yes, but I don't know right now.

  • @nightmaresp Well everyone already has a rank - your rep, all pirates have one on their journey in the direction of pirate legend. Admittedly there's no active system which relies on looking at the rank of different people and using that to make decisions, but for combat purposes I think it would be alright, it's not a case of trying to force players to do a certain thing but actively rewarding more positive player, i.e. taking on players who are actually closer to your rep (and therefore experience level)

    As for all time hostile players, well they will automatically get bounties if they are always killing people, so they will be a target themselves.

  • I love this idea!

  • I like how this idea discourages attacking new or weak players. Many people don't want a separate PvE server but I feel like the only thing it would change for them is that they wouldn't be able to prey on the weak anymore. I definitely think players should be able to attack other players, but your system would make it a lot more sportsmanlike! Upvoted!

  • Really interesting idea! It does have a lot of potential.

  • @princes-lettuce Thanks! Exactly, and I think some players are more like 'ok we need to escape to a PvE server' or 'ok punish people who do it', I think it's far healthier to REWARD positive play, and no one should be punished for PvP - it's a core part of a pirate game! But lets give people more incentive and reward for targeting people who are more their level, or far more of a challenge if they like! :)

    (Oh and the merchant faction always confuses me - not particularly piratey? xD Whereas this faction would fit right in to a pirate game I think. :) )

  • I like this idea a lot +1

  • @barthornftw Thank you :)

  • Yes! I'd like the 4th faction thing. One thing i've thought of is that if you sink another ship, there should be some bonuses for others who attack you, like a bounty system that ticks up each session maybe (that maybe shows up automaticly on your ships flag?)

    Another thing is that there should be no rep-bonus for ship-camping. I dont quite know how this's gonna work, since if you sink a ship (and therefore get a bounty on your head) the ship you sunk probably wanna get revenge (and the bounty-bonus), and here the problem kicks in: To avoid ship-camping there should be a no-bonus for sinking the same ship, but if the same ship attacks you, you have to defend yourself.

    Anyhow, i like that people are speculating at improving the pvp, so it's more enjoyable for both pvp-ers and pve-ers!

  • The main issue I foresee with this is that, since player NEED the rep to become legends, it will directly add to the grind, and probably push a lot of the players to attack anyone and everyon in order to level that rep up :/

    In addition, all other factions can be advanced through both PvP and PvE, the main factor being the delivery of goods not their obtention, which would make this faction different. This might not be a bad thing, but I believe that forcing players towards a specific playstyle (here PVP), is not the solution.
    What do you think?

  • I think adding rep exclusively acquired through PvP is... not a good idea. Right now PvE and PvP tend to be parrallel in how to rank the trading companies. Things of value are physical stealable objects, and everyone has the incentive to bring those things back to outputs by any means necessary.

    It would be nice to keep the systems parallel and not more to segregate the two modes of play.

  • @angusmcstabby I think this should be resolved if the respawn distance is far enough away. And at that point... if there's still a problem then there could be no bonus for the same ship... I suppose also the system could be abused if two friends on separate ships LET each other sink each other for free rep, so this system would also prevent that. Good idea :)

  • @sir-placoderme True. All the grinds could be reduced quite easily though, they could adjust rep according to number of factions etc.

    The thing is, you could argue that people who prefer PvP are being 'forced' to do PvE things to become pirate legend. I think the other factions are mainly advanced through PvE, any PvP contribution is largely luck if enemies happen to have ship and ship encounters are generally easy to avoid if you keep an eye out and sail accordingly.

    I do see your concern, but I think this would allow PvP to be healthy thing, even if more players do it to obtain the pirate legend status, it can be something whereby everyone always feels like they can get something from it - in the form of rep and therefore progress towards legend, even if they lose some loot in the process.

    I do understand your concern, although remember no one is forced to do it per say, but yes it is a requirement if people want to achieve the pirate legend status.

  • @savagetwinky I respectfully disagree, you can not level any trading companies by PvP, not at all, only by PvE. PvP is purely every here and there to defend your loot, and PvP can result in you LOSING rep (not literally, but you can lose the loot you need to gain rep, I mean sure you can win it too, but more often then not you will be losing it if something goes sour)

    I understand your concern but I feel as though it would intertwine the two as well - if you are sailing and pirates attack you, you still have the chance of gaining PvP rep by sinking them back, or killing your attackers.

    I also don't believe it would segregate them as people wanting to achieve pirate legend would be involved in both, which works both ways, PvP players have to go some PvE, and PvE players need to do a bit of PvP, so players who want legend would experience both worlds.

  • @angrycoconut16 said in NEW FACTION - COMBAT/PVP:

    @savagetwinky I respectfully disagree, you can not level any trading companies by PvP, not at all, only by PvE. PvP is purely every here and there to defend your loot, and PvP can result in you LOSING rep (not literally, but you can lose the loot you need to gain rep, I mean sure you can win it too, but more often then not you will be losing it if something goes sour)

    You are factually incorrect, you can level solely through PvP, you never have to complete a single voyage or fort.. how is that not by definition leveling the merchants through PvP.

    You can't lose rep. You can lose items that will earn you rep. Your view when your entitled to the rep/gold is wrong.

    I understand your concern but I feel as though it would intertwine the two as well - if you are sailing and pirates attack you, you still have the chance of gaining PvP rep by sinking them back or killing your attackers.

    I also don't believe it would segregate them as people wanting to achieve pirate legend would be involved in both, which works both ways, PvP players have to go some PvE, and PvE players need to do a bit of PvP, so players who want legend would experience both worlds.

    I think you're missing the point of what I mean by parallel systems. PvP and PvE can both be used to level up both merchants. By making one merchant exclusive to PvP you are segregating the systems. You can't PvE that rep at all. That's a fundamentally different way the game would begin to operate where there is an exclusive objective that can only be obtained through PvP.

  • Strongly disagree with the OP.

    There is NO way to fairly determine who is the aggressor or the "griefer" in a pvp situation. There is also no way to accurately determine how "good" of a player you are since there is no vertical progression.

    A Bounty system will ruin this game. Giving players punishments will vary wildly from situation to situation. It would be very easy to be punished as a defender and rewarded as a troll. It will also be easy to for people to game the system by goading peaceful players into "firing the first shot", then thereby being marked or punished as an aggresor while the troll is rewarded.

    I've played many mmos with bounty systems. They always have loopholes and you always have people being treated unfairly. Leave it out of SoT.

  • @savagetwinky I SAID not literally, I am well aware you can't lose rep.

    And if you tried to level through only PvP it would take AGES, absolutely ages. Find, you can level up INDIRECTLY through PvP but it takes longer and is nowhere near as efficient. Lets be real though, by that logic the new PvP faction would ALSO allow you to level up your PvE for the same reasons.

    I may well be missing something too. Can you clarify exactly which faction you can level up by PvP currently, and how this would stop with the introduction of a new PvP faction?

  • "the PvP attacker would get very little BUT if the newbies (or for instance, PvE players defending their loot) managed to turn it around and kill the players, or sink their ship, they would earn much more rep."

    This line is flawed in so many ways. How would the game decide when someone is defending their loot? Proximity? What if I sneak aboard your ship and get shot next to your loot? Now I'M the defender of YOUR loot. Last pirate to carry it?

    What if I had just picked it off your ship? What if you sunk my ship, respawn camped me, and taken my loot and I'm returning to take it back. Now I'm the bad guy when I was the one to spend hours grinding for it?

    What if I had spent the last hour killing all the skeletons on fort and you come along and steal my hard earned treasure from out under my nose. When I attack you for it, I would be punished for taking the loot? That would be ridiculously unfair.

    NO BOUNTY SYSTEM.

  • @ilumino The new faction would allow for vertical progression.

    Who is the aggressive and victim/griefer is irelevant, this system would depend purely on kills, and in combat it makes no difference who attacks first or who is defending, if you sink or kill then you are the one who has come out on top.

    The bounty system I have suggested is not designed to punish. It is designed to provide a challenge for stronger PvP players.

    I don't understand, you need to give an example of a troll and how they would benefit, and as I have already said it is irrelevant who fires first..

    Sure, but explain please. How would a bounty system be unfair?

  • @ilumino As I said above, the defender is IRRELEVANT. The experience of a player would be judged by their PvP faction reputation.

    If you sneaked aboard, and they kill you, they get some rep. I'm not saying this idea doesn't need work but it is irrelevant who is the defender and aggressor. There are no good and bad guys. The rep gain doesn't change depending on whether you are defending or the 'good' or 'bad' guy in a situation, just on if you can kill.

    If you had tons of loot, and you killed me, you get rep for killing me. But yes, you would then reward a tiny bit more rep if you were killed, but like I said, there is a THRESHOLD to be on the wanted poster, and it could be quite high, perhaps you have to kill 15-20 pirates, or sink 10 ships? I don't know, it would be a while before other pirates could see you on wanted posters.

  • @angrycoconut16 said in NEW FACTION - COMBAT/PVP:

    @ilumino The new faction would allow for vertical progression.

    Who is the aggressive and victim/griefer is irelevant, this system would depend purely on kills, and in combat it makes no difference who attacks first or who is defending, if you sink or kill then you are the one who has come out on top.

    The bounty system I have suggested is not designed to punish. It is designed to provide a challenge for stronger PvP players.

    I don't understand, you need to give an example of a troll and how they would benefit, and as I have already said it is irrelevant who fires first..

    Sure, but explain please. How would a bounty system be unfair?

    So you're saying that the reward would be equal no matter who fired first? Then why have a bounty at all if the reward is equal for all?

    NO. The reward already exists from the treasure the other ship was possibly carrying. NO need for another"bounty"on top of it.

    And absolutely NO vertical progression.

  • "If you had tons of loot, and you killed me, you get rep for killing me. But yes, you would then reward a tiny bit more rep if you were killed,"

    You just contradicted yourself. You said there would be no difference in the reward based on who was the aggressor. Now you say there is. Get your story straight.

    Again. YOU CANNOT DETERMINE AGGRESSOR in this game.

  • @angrycoconut16 said in NEW FACTION - COMBAT/PVP:

    @savagetwinky I SAID not literally, I am well aware you can't lose rep.

    And if you tried to level through only PvP it would take AGES, absolutely ages. Find, you can level up INDIRECTLY through PvP but it takes longer and is nowhere near as efficient. Lets be real though, by that logic the new PvP faction would ALSO allow you to level up your PvE for the same reasons.

    I may well be missing something too. Can you clarify exactly which faction you can level up by PvP currently, and how this would stop with the introduction of a new PvP faction?

    I'm just trying to reinforce the idea you are not entitled to the items you have on your ship because you can level all trade companies through PvP when you can take all items on another's ship.

    Also, that's not what indirectly means. You directly acquire valuable items through PvP and turn them in for trade rep. That is completely a direct way of ranking up merchants through pvp. I understand it's not as efficient...

    And no a pvp faction that gives exclusive rewards for the pvp faction only could ONLY level up a PvP faction. You would indirectly get other rewards through PvP but those items cannot be turned into the same vendor. IE There is no PvE alternative to get PvP rep PvP rep is an exclusive reward for PvP.

  • @angrycoconut16 To play devils advocate here, What would happen if a player with a high pvp score decided they wanted to step away from that aspect for a while? Since other ships are incentivized to go after them, they will find that they cannot escape the PvP aspect. Additionally, players of high level are going to find themselves in a fairly significant grind due to the MASSIVE rng that is going to accompany this faction. If the server you get placed in does not have any high or similar-ranked players, you are wasting your time on that server while everyone else will likely do their best to kill you. And you have no control over this. Every other faction has a very defined task-reward system that does get grindy at the end, but there is a guarantee that you will be rewarded if you get A from B and deliver to C. With this PvP faction, there is no guarantee you will even be able to progress when you want to. Any player that takes the time to understand their ship (if you are a PvPer, you damn well should) will understand that it is very possible to outrun other ships indefinitely. Galleons are faster with the wind, while sloops are able to go against the wind faster. Any player that does not wish to fight need only turn tail and you will simply never catch them since you cannot exceed their speed if they sail right. Finally, how would you assign a rating to a ship that rewards commensurate reputation, as well as to players, that correctly identifies the cause of sinking. Lets say a sloop that is badly damaged is being chased by another ship (or two). If they make the decision to run aground or scuttle their ship, will it reward points to the person who caused damage? And if simply causing damage to a ship is enough to raise reputation, what is to stop people from exploiting the system and shooting another ship above the waterline while they do the same, keeping their ships afloat and boosting their reputation.

  • @ilumino You aren't making any sense at all.. re-read my initial post it explains it all, then reply when you're really for some constructive discussion. It isn't hard to understand.

  • @savagetwinky I suppose it depends on the individuals aim of doing PvP. Some people do it for fun and don't care about rewards, for them PvE contribution is indirect. But if people purely do it to seek treasure, then yes they are getting PvE directly from PvP.

    PvP is not exclusive to PvP for exactly the same reason you are trying to explain to me - people will definitely win some loot to hand in to the other factions while attacking other players. You can't say 'as it stands PvP can give loot for PvE' and then say it will change with a PvP faction, it won't, people will still be doing PvE quests and if they get attacked by someone trying to improve their PvP faction rep, they can steal their loot if they win, and thus get PvE rep. It's exactly the same.

  • @angrycoconut16 said in NEW FACTION - COMBAT/PVP:

    @savagetwinky I suppose it depends on the individuals aim of doing PvP. Some people do it for fun and don't care about rewards, for them PvE contribution is indirect. But if people purely do it to seek treasure, then yes they are getting PvE directly from PvP.

    The traders are not PvE vs PvP, they are both. There is nothing indirect about it. You PvP and you get same potential items that you can turn into the traders for PvE activities. They are both direct. And it intentionally designed that way, that's why all the quests are fetched quests. So you have a physical item on the ship someone can steal.

    PvP is not exclusive to PvP for exactly the same reason you are trying to explain to me - people will definitely win some loot to hand in to the other factions while attacking other players. You can't say 'as it stands PvP can give loot for PvE' and then say it will change with a PvP faction, it won't, people will still be doing PvE quests and if they get attacked by someone trying to improve their PvP faction rep, they can steal their loot if they win, and thus get PvE rep. It's exactly the same.

    Can you PvE your way to PvP rep in your model exclusively? No, It's completely independent of PvE. So no, if your doing PvE you won't get PvP. You can... avoid players.

    So yes I can say that because of its fundamentality an exclusive PvP reward which you ONLY get by PvPing can change how people approach this game because it takes two parallel ways of getting loot and makes one kind of loot exclusive to one kind of activity.

  • @ultimavisio Hmm, well the bounty would only be there until they are killed ONCE, at which point whoever deals the killing blow earns the bounty rep. But yes, when having a high PvP rep they will always look like a challenging target to anyone with a lower rep, so some people may choose to engage.

    That is a very good point actually! At high levels the grind would be slower, I mean that is also true for the other factions at the moment from what I've heard 25+ the grind gets steeper and steeper.. but yea that is a significant weakness, not only requiring more rep to level up but getting less as almost everyone will be below you. Perhaps to solve that the system can use groupings of players? So rather than saying well a level 44 is lower than you, so you get less rep as you're 47, perhaps say well both of you players are level 40-50 therefore you get a certain level of rep. Maybe everyone can be banded into 5 groups, 1-10, 11-20, 21-30 etc...

    I am not concerned about people trying to escape, I think that is one of the challenges of PvP in general, you will find people docked at an island who you can ambush or people at sea who can't turn in time, and if it proves to be extremely difficult then the rep required for levels in this faction could be chosen in proportion to this..

    That is a point I hadn't considered! Thanks for this. The last one in particular is a big weakness, scuttling could be used as a way to DENY people reputation. I was talking with a friend today about it and we identified another system of abuse - two pirate who decide to cooperate and let each other sink their ship and take it in turns, or let each other kill one another for exp. However, this is already harder as the respawn distance has been increased for ships, so you wouldn't necessarily know where someone else is, but players could also be given immunity for a certain length of time whereby if they are killed by the SAME person they don't reward rep. That would stop abuse of that system?

    With regards to your suggestion... that's a difficult one, scuttling the ship is definitely an important feature.. Off the top of my head I can't think of a way around this, but this has identified a definite flaw in this idea, thanks for your contribution. :)

  • @angrycoconut16 My friends and I also thought a PvP faction with commendations/rep with ship/weapon/clothing/equipment skins was a giant missed opportunity on Rare's part.

    I mean if there was a rep sail that was solid black with blood red skull and cross-sabers that required you to be 50, which means killing thousands of, if not more, players, would you want to mess with THAT ship?

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