Alliance system needs rework

  • Before they come to say that everyone should play the game as they want, I will say that I fully agree with that, and that I don't think the alliance system should be removed. It also doesn't bother me that players close servers with alliances.

    The "problem" here is actually the risk/reward calculation. The more alliance ships on the server, the lower the risk. Therefore, the reward should be less, not greater, as it is now.

    Explaining to those who do not know how it works now: Currently, when we sell an item in alliance, the ship it sells gains 100% of the value. The others earn 50%. The value is not divided. Even though I sell a chest worth 1000 Gold not being in alliance, when in alliance I currently earn 1000 Gold, while other ships earn 500 Gold each.

    My proposal is that regardless of who sells the item, the total value of the item is divided between the ships of the alliance. Using the previous example, if I sell an item of 1000 Gold and have 5 ships in alliance, the value should be divided by 5, that is, 200 Gold for each ship.

    The less the risk, the less the reward.

  • 75
    Publications
    36.9k
    Vues
  • I say just remove them. It's what i've said since they were added. The game was much more fun when everyone was an enemy and you had to turn in the loot yourself to get anything. Before it was a cost benefit; You can make peace and split the gold or fight for all or nothing. After alliances were added it became the ONLY choice if you care about gold and rep.

  • The Alliance system is trash that almost nobody uses, because people just suck at cooperation. What would be the point of making that pile of rubbish even worse?

  • @archaell I see alliances in almost every game... played 2 sessions last night and both of them I was just fishing(idk why I hate myself?) and people just sail up and offer alliance. Normally I hate that stuff, but all I was doing was fishing so I joined and just got free gold and rep while I kept fishing.

  • Limit alliances to 3 ships max.

    Reduce what you turn in by 33% for each other ship in alliance. (You get 66% for 2 ship alliance, 33% for 3 ships, the other ships will get 33% when you turn in)

    This would both make alliances a shared adventure rather than a group leveling system AND effectively end full alliance servers.

  • Double the gold/xp for each new ship that joins an alliance for all being jolly good sports..

    And then, why not reduce gold/xp by 50% for each item somebody cashes in that they never earned personally as a Boooo!! to their meanness on the seas to other players.

  • I think the split is pretty well balanced at the moment. The fact that the crew turning in gets 100% but the other crews get 50% still gives that incentive to betray. I really don't think that should be tweaked.

    My only gripe really is the size of alliances. I agree with others that they should be limited to 3 ships.

  • @betsill I see the Alliance flags plenty of time as well - it's the last thing I see before ending up on the Ferry and sunk. 90% of time it's people who use it as pvp bait, because they would lose in fair match. Is that how is the system supposed to work? I don't think so. It's supposed to be tool for cooperation and social interactions, but the game is really bad at motivating people in this direction.

    The Alliances are bad as it is. They require trust, honor and social skills, which many players don't have. You might hate the idea, but the Alliance servers are the example how should it work on the normal servers. They still get occassional betrayals but it's in more reasonable volume because players are more conscious about their behavior.

    Alliances do need rework. Something that would provide more direct cooperation combined with unlikely chance of betrayal. That's what they need.

  • @archaell Just make alliances apart of the arena. That's the only place that they would actually add value imo.

  • @targasbr

    Yes this idea was made pretty much after alliances were launched.
    Nerfing the total reward value with more ships in the alliance is a good thing.

    I think the opposite effect should be in play too. Reapers flag will buff loot turn-ins (but time limited so people dont quickly put on the flag - turn in - then take it off).

  • @lord-szarvas said in Alliance system needs rework:

    @targasbr

    Yes this idea was made pretty much after alliances were launched.
    Nerfing the total reward value with more ships in the alliance is a good thing.

    I think the opposite effect should be in play too. Reapers flag will buff loot turn-ins (but time limited so people dont quickly put on the flag - turn in - then take it off).

    Great Idea.

  • @lord-szarvas said in Alliance system needs rework:

    I think the opposite effect should be in play too. Reapers flag will buff loot turn-ins (but time limited so people dont quickly put on the flag - turn in - then take it off).

    Have it increase by 5% (non-accumulative) for every 10 mins the flag is equipped, maybe?

  • @realstyli you have a point, but unfortunately that's not how it happens. Many players prefer to receive 50% risk-free than 100% with risk.

  • @lord-szarvas Nerfing the amount of ships in an Alliance to 3, but increasing the reward to 100% would be the good thing. With the fair share the Alliances would be more stable except for few nutjobs here and there, or greedy people that need commendations.

    I agree that the Reaper's flag should increase the rewards. Flat +50% to loot after it has been active for 20 minutes or more should be enough.

    Speaking about the Reaper's flag perhaps there should also be an increased reward for turning-in stolen loot while in the Alliance to motivate the Alliances to fight other ships instead of themselves.

  • @drbullhammer read the first two paragraphs of my post.

  • @targasbr said in Alliance system needs rework:

    Before they come to say that everyone should play the game as they want, I will say that I fully agree with that, and that I don't think the alliance system should be removed. It also doesn't bother me that players close servers with alliances.

    The "problem" here is actually the risk/reward calculation. The more alliance ships on the server, the lower the risk. Therefore, the reward should be less, not greater, as it is now.

    Explaining to those who do not know how it works now: Currently, when we sell an item in alliance, the ship it sells gains 100% of the value. The others earn 50%. The value is not divided. Even though I sell a chest worth 1000 Gold not being in alliance, when in alliance I currently earn 1000 Gold, while other ships earn 500 Gold each.

    My proposal is that regardless of who sells the item, the total value of the item is divided between the ships of the alliance. Using the previous example, if I sell an item of 1000 Gold and have 5 ships in alliance, the value should be divided by 5, that is, 200 Gold for each ship.

    The less the risk, the less the reward.

    I've been saying this since the release of alliance, it just makes no sense where the extra gold comes from at the moment!

  • I kinda want to agree but I dont think I do.
    Alliance servers are very rare and hard to set up and maintain. I dont think the issue is widespread enough to the point it needs to be regulated. These servers are fun once and a while and this idea only punishes people who casually join alliances. All of a sudden they earn half of their loot bc they want to be friendly? If anything this unincentivises alliances at all.
    Only if alliances became an issue I could agree to this. But they feel balanced enough at the moment. And to be fair... In many alliances your not safe from them either. Countless alliances have been broken by individual pirates let alone every alliance made.

  • @drbullhammer

    I don't care how much people earn. I just don't think the shape it is now is fair.

    The idea is that alliances are formed to reduce risks, not to receive more easy money. Less risk, less reward.

    It doesn't matter if it affects me or not. Nobody talked about it. It's just a matter of logic. Less risk, less reward.

    As you say, it's as if my idea affects your gameplay, as if you don't agree for personal reasons, because you don't want to lose your high reward with low risk.

    The game must be fair for everyone.

  • @targasbr Or how about we don't fix what ain't broken? I barely ever see the alliance feature used for anything except manipulation tactics... Doesn't really break the game, it still requires plenty of players willing to cooperate for large alliances to even occur, that is already rare enough.

    Nerfing it that much would make these alliances nonexistent, which defeats the purpose of the feature.

    It aint hurting you, it aint hurting me, why mess with success, bro? This just seems like a waste of dev time to me, tbvh. : /

  • @targasbr said in Alliance system needs rework:

    @drbullhammer read the first two paragraphs of my post.

    What good would that do? The rest of your post is a direct contradiction of that. xD

  • @sweltering-nick

    It doesn't affect my gameplay in any way, but it doesn't make sense for the risk to decrease while the reward increases. If it is to be this way, let reduce the value of the items of devils roar and increase the others.

  • I have always been in favor of Alliances being capped at 2-3 Ships, and that the loot should not magically increase in value for the sake of distribution.

    Loot should be distributed in favor of the turn-in crew based on 100% value, not a magical 150%.

    1-Ship: Turn-In = 100%
    2-Ship: Turn-In = 75%, Alliance = 25.0% Each
    3-Ship: Turn-In = 60%, Alliance = 20.0% Each
    4-Ship: Turn-In = 55%, Alliance = 15.0% Each
    5-Ship: Turn-In = 50%, Alliance = 12.5% Each
    6-Ship: Turn-In = 50%, Alliance - 10.0% Each

    This would discourage pointlessly large Alliances, especially with a couple modifiers...

    Only ships that are in the same region as the Turn-In ship get a portion of the credit as if the Alliance were scaled to the table above. A 4-Ship Alliance with only 3 of the ships in the same area for Turn-In would be treated as a 3-Ship Alliance with the 4th ship receiving nothing.

    Reputation is not shared. Only the Turn-In ship gets the reputation. The Trading Companies do not care about your friends across the sea or what they did to help as only the crew turning in the loot has earned their favor.


    Similarly, flying the Reapers Mark and/or turning in stolen loot should not grant any extra gold/rep outside of special events. The trading companies do not care where it came from, only that they are able to get their hands on it. If they cared at all for its origin, they would be offering less for stolen loot.

    If loot/rep multipliers were to be considered, I would be in favor of a bulk turn-in bonus where turning in 10 skulls in quick succession would give only the Turn-In crew a 10% bonus all the way up to a max of 25% or so. Taking too long between turning in items would break the chain, and turning in OOS in the middle of your GH chain would break that streak for the bonus.

  • @targasbr said in Alliance system needs rework:

    @sweltering-nick

    It doesn't affect my gameplay in any way, but it doesn't make sense for the risk to decrease while the reward increases. If it is to be this way, let reduce the value of the items of devils roar and increase the others.

    You are ignoring variables such as player cooperativeness.
    Players, are on average, uncooperative, and paranoid, untrustworthy, fickle, you might say... Like pirates. :P

    The risk, is trusting strangers to stay the course, the alliance could fall apart at any moment, the alliance could turn on you just as you're about to deliver an athena chest, etc etc... Full-server alliances are incredibly rare, and incredibly fragile and volatile... The feature... needs... no.... alterations. ._.

  • @drbullhammer said in Alliance system needs rework:

    @targasbr said in Alliance system needs rework:

    @drbullhammer

    I don't care how much people earn. I just don't think the shape it is now is fair.

    The idea is that alliances are formed to reduce risks, not to receive more easy money. Less risk, less reward.

    It doesn't matter if it affects me or not. Nobody talked about it. It's just a matter of logic. Less risk, less reward.

    As you say, it's as if my idea affects your gameplay, as if you don't agree for personal reasons, because you don't want to lose your high reward with low risk.

    The game must be fair for everyone.

    By your logic, each person on a galleon crew would receive 25% of the value of the loot because having 4 players in the crew is less risk than having 1 on a sloop.

    I think you might be on to something.

  • I'm with @Sweltering-Nick and @DrBullhammer on this - Alliances are relatively perfect as they are, because they are working EXACTLY AS INTENDED.

    I had a successful alliance this morning, myself, that lasted a good 2 hours before my allies simply left the server. It was very profitable for the both of us.

    Even in full server alliances, there's always the PvE risk. Granted, it's nowhere near as dangerous as the PvP aspect, but it's still an element that's not to be counted out or ignored.

  • @sweltering-nick said in Alliance system needs rework:

    You are ignoring variables such as player cooperativeness.

    You are ignoring math.

    Players, are on average, uncooperative, and paranoid, untrustworthy, fickle, you might say... Like pirates. :P

    And what is the problem here?

    The risk, is trusting strangers to stay the course, the alliance could fall apart at any moment, the alliance could turn on you just as you're about to deliver an athena chest, etc etc... Full-server alliances are incredibly rare, and incredibly fragile and volatile... The feature... needs... no.... alterations. ._.

    The idea is precisely that alliances are made on the basis of trust, not on the basis of money. The less the risk, the less the reward.

    My proposal wouldn't affect your game at all. This would make the game more Fair.

  • @drbullhammer

    The problem does not exist. Nothing affects any of us. The only "problem" here is mathematics. My suggestion only leaves the math correct.

  • @targasbr

    If it affects you nothing, and you acknowledge that (better than some), then why are you so insistent on changes solely to the detriment of others? It's a Sea of magic and fantasy, not everything is exactly logical.

  • @ultmateragnarok said in Alliance system needs rework:

    @targasbr

    If it affects you nothing, and you acknowledge that (better than some), then why are you so insistent on changes solely to the detriment of others? It's a Sea of magic and fantasy, not everything is exactly logical.

    My idea also doesn't affect the gameplay of the majority, and it would bring improvements to the game.

    It would make friendly players unite to reduce the risk, it would make alliances formed only by common interest and not by monetary value, it would decrease the server hop they make to join the same server, it would make players create more solid communities.

  • @targasbr

    Alliances are formed by common interest, which is the monetary value or safety in numbers, excluding things like larger crews or events. Serverhopping would happen just as often for those so long as the feature remains in place, since the second interest also remains (though even within an alliance it's not always safer). Only ideas like the sharing voyage votes thing would make more solid communities, though, since players would still join and go do their own thing.

  • @ultmateragnarok said in Alliance system needs rework:

    @targasbr

    Alliances are formed by common interest, which is the monetary value or safety in numbers, excluding things like larger crews or events.

    I'm glad we agree

  • @targasbr said in Alliance system needs rework:

    It would make friendly players unite to reduce the risk, it would make alliances formed only by common interest and not by monetary value, it would decrease the server hop they make to join the same server, it would make players create more solid communities.

    Do you know what's funny? You just descriped private pve servers.

  • i think in general alliance voyage sharing and a limit to the number of people within an alliance would improve the system tremendously 1st off it makes alliances more trustworthy, you can still betray and etc but without a constant stream of rep and revenue after you betray a ship. this would make it more financially risky to betray your alliance especially if you dont get away with it. they should also decrease the rewards depending on the number of players instead of the number of ships. meaning that a duo galleon alliance would make less money per person than a duo sloop or brig encouraging cooperation between smaller ships instead of larger server breaking alliances. an alliance should also be limited to 2 ships to keep stuff balanced. these are just ideas.

  • It just does not make sense for a trading company to pay more for the same item just because you have alliance mates... Not sure how anyone can argue against this fact.

  • @archaell said in Alliance system needs rework:

    @targasbr said in Alliance system needs rework:

    It would make friendly players unite to reduce the risk, it would make alliances formed only by common interest and not by monetary value, it would decrease the server hop they make to join the same server, it would make players create more solid communities.

    Do you know what's funny? You just descriped private pve servers.

    We already have PvE servers when players close the server with alliances. This os why I think that limit Alliance to 3 ships is better.

75
Publications
36.9k
Vues
30 sur 75