Dynamic party sizing.

  • Alright, here is a situation I've been finding myself in a lot in this game, ever since day one:

    1. I wanna play SoT with my friends
    2. My friends are impulsive, I figure if I'm already playing I may stimulate them to join me.
    3. However if I start on a sloop, only one person is allowed to join me.
    4. If I start a galleon it's way too painful to steer the ship alone.
      It's getting late and nobody plays SoT in the end.

    Here is my ask: Add a function that allows us to scuttle a ship and change its size. Then we can upsize and downsize the party according to the friends available to play at the moment. I hope you find this suggestion helpful.

    Cheers!

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  • @tito-filho this has been a common request for the last few years. I would also love to see it.

  • Yeah, @Captain-Coel yeah, I figured if we keep asking whenever we are bothered by it (like I was today xD) someone might listen

  • Just have a menu selection to vote to change ship size and when everyone agrees, a server merger will occur, except it'll start a whole new session instead with everybody spawning at an outpost. No loot, supplies, or active voyages would carry over.

  • I know this situation and agree completely. Should be a function and easy to implement. Anyone see a real downside of about this? A way to exploit?

  • @sir-buildalot81 I think the closest to an "exploit" that could happen is "you sink a sloop", the sloop guy then calls a few friends and they return on a galleon. But even that would be a kinda cool game mechanic in my opinion!

  • @tito-filho Hence why a server switch and ship reset is a must!

  • @galactic-geek I respect your point of view, however I guess that's where our opinions differ, I don't see a reason for voyages to be reset, and if you change sessions there is no reason for the feature at all. The point is not leaving the session. We are not talking about adding boats here but changing crew size

  • @galactic-geek sagte in Dynamic party sizing.:

    ... except it'll start a whole new session instead with everybody spawning at an outpost. No loot, supplies, or active voyages would carry over.

    Which would be like starting a new session from the menu, what we can do anyways. The point of this would be to have one player, that is more into the game, help the casual gaming group he/she has aswell to get into a session faster and boost them a bit in terms of gold income. So they don't need the preparation as a whole crew, which feels tedious for casuals with maybe two hours potential session playtime. This way they could get some skins to have fun with faster. It would help this combination and maybe help casual gamers to get something out of SoT.

    Potentially this could be abused by a coordinated PvE-Crew going 24/7 Session, splitting the jobs... but actually, I don't think that would hurt the game. They would make a very nice target, always being filled with loot. ;-)

    @tito-filho sagte in Dynamic party sizing.:

    @sir-buildalot81 I think the closest to an "exploit" that could happen is "you sink a sloop", the sloop guy then calls a few friends and they return on a galleon. But even that would be a kinda cool game mechanic in my opinion!

    That might happen, but that's what happens anyways. Doesn't matter much, if someone does it with revenge in mind or some random galleon attacks you. Would maybe even feel more intense, if you know the player is coming back with a vengeance.

    Still looking for a real drawback...

  • Forgot something: You should only be able to to that, while anchored at an Outpost and without another ship being in close range. Midgame in the action that would be ridiculous.

  • It will be a great way to smoke out tuckers 😎.

    Just once in a while change your ship type, make the rounds and when you spot someone, take care of him and change back to your original ship type.

  • @sir-buildalot81 that's what scuttling is though

  • @lem0n-curry sagte in Dynamic party sizing.:

    It will be a great way to smoke out tuckers 😎.

    Just once in a while change your ship type, make the rounds and when you spot someone, take care of him and change back to your original ship type.

    Well, I think it shouldn't be possible to change the ship class in that situation. When I wrote "ship" before I actually meant other "Crew". So you could basically only utilize it to find out, if someone is near or maybe on your ship hiding, though you've spotted nobody. In which case the function to change the ship wouldn't be available. But in that case you would clearly see the merman with his signal I assume and that wouldn't really help anymore than this does already. If it's bound to being anchored to an Outpost, it really shouldn't have much abusive potential.

    You could even say, you lose your emissary status and you lose your loot. If you keep the supplies, it still kickstarts a session for casual player groups.

    @tito-filho sagte in Dynamic party sizing.:

    @sir-buildalot81 that's what scuttling is though

    So you want the ability to change the shipsize anywhere, anytime and still keep the supplies? Or do I misunderstand?

  • The benefit to my version is that you don't have to back out and view the main menu or long-lasting loading screens.

    Anything less is a broken idea that can be abused in some way - whether it's staying on the server, or keeping the supplies, loot, or the voyage.

  • While I understand this complaint, generally I think that if playing with your friends is important to you, then you should leave your current game as soon as possible and start a new session with your friends. If you need some time to cash in your loot, then have them log in and begin stocking up a new ship ready to go. This is of course dependent on whether you have time to start a new session, but that's not Rares fault is it? Just tell your friends that they need to be more reliable.

  • @tito-filho Ich sehe folgendes Problem.

    Du startest z.B. auf Golden Sands mit der Schaluppe sammelst ein paar Schätze. Dann merkst Du, dass ein paar andere Spieler mit der Schaluppe unterwegs sind. Jetzt landes Du an Kraken Fall´s und wechselst einfach zu einer Galone holst Deine Schätze von der Insel und wechselst wieder zu einer Schaluppe. Sobald sich ein "Feind" nähtert" holst Du Dir einfach eine Galone. Wer greift schon eine Galone an?

    Eine Galone lohnt sich dann immer, wenn die einfach nur vor der Insel steht und auf Dich wartet. Deine Schäze sind darauf viel sicherer.

    Also Schiffswechsel ja, aber dann muss man auch die Schätze aufgeben. Welche man dann aber auch auf einem Ruderboot "retten" könnte.

    Ich halte das für keine gute Idee. Ich verstehe aber auch nicht, warum sich die Leute nicht besser zusammentun.

  • @sir-buildalot81 said in Dynamic party sizing.:

    @lem0n-curry sagte in Dynamic party sizing.:

    It will be a great way to smoke out tuckers 😎.

    Just once in a while change your ship type, make the rounds and when you spot someone, take care of him and change back to your original ship type.

    Well, I think it shouldn't be possible to change the ship class in that situation. When I wrote "ship" before I actually meant other "Crew". So you could basically only utilize it to find out, if someone is near or maybe on your ship hiding, though you've spotted nobody. In which case the function to change the ship wouldn't be available.

    Even better !!!

    But in that case you would clearly see the merman with his signal I assume and that wouldn't really help anymore than this does already. If it's bound to being anchored to an Outpost, it really shouldn't have much abusive potential. (...)

    Oh, it has it drawbacks and probably won't be used every time a castaway chest is about to be turned in, but great hauls or an Athena ?

    It also breaks immersion; if you've spotted a brigantine two islands away and a second later it's a brigantine.

    By the way, all reasons for & against aside, Rare have said in the past that it would be difficult to implement. My guess is, is that our pirates are tied to the ship - can't have a pirate without it belonging to a crew of a ship, all kinds of crew mechanics are tied to the ship, the strength of the AI as well as inter-crew mechanics are tied to the ships.

    The joining process should also be locked, just in case when the fourth crew member leaves and you want to change to a brigantine and in that process another one of your friends wants to join your crew.

    Or, when you and a friend have voted at a previous dock to change ship type; the other person gets disconnected - brigantine turns into sloop - disconnected person tries to reconnect but can't join as there isn't an empty spot on the crew. For a friend you might change it back ...

  • @lem0n-curry sagte in Dynamic party sizing.:

    Oh, it has it drawbacks and probably won't be used every time a castaway chest is about to be turned in, but great hauls or an Athena ?

    Indeed, you could use it, to quickly check, if you're safe at the Outpost or if someone is around, stalking or waiting for you there to ambush. Which would take the tension out of the trade-in sequence. Though i personally would like to have this trade-in sequence changed, as it's simply more of the same time consuming "grab stuff, run from A to B as fast as possible and again and again" which already occurs when you get the loot. But it's a very strong point, for as it is now, that carrying over loot really shouldn't be possible.

    It also breaks immersion; if you've spotted a brigantine two islands away and a second later it's a brigantine.

    You should really be out of visual range to do that. You need a cleared radius or it won't work. If any other player is not able to see it, it's like Crew A quit the game and Crew B joined the server with another shiptype and they "mysteriously" have the same skin... in that matter, all ship skins should be reset aswell on class change.

    By the way, all reasons for & against aside, Rare have said in the past that it would be difficult to implement. My guess is, is that our pirates are tied to the ship - can't have a pirate without it belonging to a crew of a ship, all kinds of crew mechanics are tied to the ship, the strength of the AI as well as inter-crew mechanics are tied to the ships.

    It certainly would be a very niche function for a very niche situation. For that it would take some real work to implement, if you have to consider all the variables we have discussed by now and probably some more. At this point, I feel it's unlikely to be added, simply for the workhours it would take to implement, in comparison to the small gain this might bring to a very small group of players.

    The joining process should also be locked, just in case when the fourth crew member leaves and you want to change to a brigantine and in that process another one of your friends wants to join your crew.

    Or, when you and a friend have voted at a previous dock to change ship type; the other person gets disconnected - brigantine turns into sloop - disconnected person tries to reconnect but can't join as there isn't an empty spot on the crew. For a friend you might change it back ...

    True, another thing to consider and more code to write.

    Don't see it happen guys, though it would have helped my casual gaming group to maybe get more into the game. But even that hadn't stopped them from abandon ship anways, I fear. ;-)

    See you in another thread, folks!

  • @sir-buildalot81 said in Dynamic party sizing.:

    (...) You should really be out of visual range to do that. You need a cleared radius or it won't work. If any other player is not able to see it, it's like Crew A quit the game and Crew B joined the server with another shiptype and they "mysteriously" have the same skin... in that matter, all ship skins should be reset aswell on class change. (...)

    There goes the tucker&outpost camper-detector 😉- guys there is someone on the island or in a 5 square radius (*) from here...

    Which makes is rather useless for the intended feature ... a friend wants to join, yeah lets sail for half an hour to find an outpost with no other ships around...

    (*) I don't know the actual limit to the drawing distance of other ships, it's at least 4 squares.

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