Sea Fortress can we make them more relevant??

  • Good day Pirates and DEV’s,

    Well, here we go suggestion time Sea Fortress can we make them more relevant?? I, was spit balling Ideas with my Twitch Community I thought up an idea to make better uses of these fortress so here are a couple of my ideas.

    1. The Captain of the crew keeps a key for the loot room. After securing the fort, Key appears on Map.

    2. Fortress have chest in the vault that can store loot like a mermaid statue excepted there will be marked emissary chest EX: Athena only Athena items, Gold hoarder only so on. That way servers stay stable, and your loot does not despawn.

    3. Flag is raised on fortress that indicates items stored 1-5 mark. Grade 1 (1-25) 2 (26-50) 3 (50-100) 4 (100-200) 5 (200 or More).

    4. Achievements are as Followed: 1. capture 25 Fort Flags, 2. store 25 items of each emissary in chest. 3. Reach Grade 5 20 times.

    I, mean it's set to be an amazing place to call home just needs fine tuning.

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  • They aren't irrelevant.

    They are already relevant for nearly all play types.

    Supplies for pvpers, stationary plays in some scenarios by or against them.

    cooking area with good food for anyone

    Great for casual and mid risk pvers

    Great for high risk taking pvers that just need a grade bump

    Getting overly specific in content kills content in a shared adventure experience, they currently serve nearly everyone in one way or another which maximizes activity.

  • @lt-robinson25 I 1000% agree, and these are really exciting ideas to give Forts more play.

  • I always thought it would be cool to see Rare add a flag/emissary system to the forts. Crews should be able to raise a flag at captured forts. The flag would then be visible to everyone on the map. Once the flag is raised, it would provide a small multiplier like the emissary system to that particular crew (this is in addition to the existing emissary multiplier). Additional forts could be captured to add an increased multiplier. Forts would still respawn with phantoms, but the flag would remain up. These flags could be captured and sold just like the emissary flags. This would give players an incentive to defend the forts and use the cannons. A flag would remain active until either another crew has captured the fort or the original crew has been sunk/ departed the server.

  • @prescafatty said in Sea Fortress can we make them more relevant??:

    @lt-robinson25 I 1000% agree, and these are really exciting ideas to give Forts more play.

    It entirely misses the point of the design that went into a sea fort.

    Short time requirement, mid to low risk, to serve casual players and those that are less experienced and want less intensity.

    It's driving out activity to replace it with less activity because at no point in recent history of SoT has content been shown to be more active by over-complicating design, and moving it outside of appeal for casual and in-the-middle players.

  • @wolfmanbush Not sure I understand you.

    First, I would consider myself a "casual player," though I've put a lot of hours into this game. I prefer short play sessions, don't care about cosmetics, hate grinding... I'm just here for the fun PvP. And OPs suggestions work for casual players like myself, they're just PvP focused.

    Second, I don't think @lt-robinson25 is suggesting replacing Fort's current functionality. He's just saying augment it to give Forts more.

    Forts can still be used for casual PvE, or to gather supplies. But if a Flag could be raised (as a separate event from current casual farming), that would provide an additional use for casual PvP players like myself.

  • @prescafatty said in Sea Fortress can we make them more relevant??:

    @wolfmanbush Not sure I understand you.

    First, I would consider myself a "casual player," though I've put a lot of hours into this game. I prefer short play sessions, don't care about cosmetics, hate grinding... I'm just here for the fun PvP. And OPs suggestions work for casual players like myself, they're just PvP focused.

    Second, I don't think @lt-robinson25 is suggesting replacing Fort's current functionality. He's just saying augment it to give Forts more.

    Forts can still be used for casual PvE, or to gather supplies. But if a Flag could be raised (as a separate event from current casual farming), that would provide an additional use for casual PvP players like myself.

    People still fear reapers in many scenarios where there is no reason to fear them. When word gets out that forts are more dangerous for pvp the narratives will be exaggerated and less casual players will use them.

    People still won't use emissaries because they don't fully understand how they function and think they are at more risk than they are.

  • If you want to store items and have to defend them against other crews, use the burying feature and fly a Reaper mark because this is basically the exact same thing with different set dressing.

    Oh wait, no one uses that feature either. I wonder why?

  • Grab rowboat, use a sea fort as a base of your own. It has a map room and 4-burner stove. What does it not have that you can pretty much have your entire session based out of it independently?

  • @wolfmanbush

    This can still be accomplished if it's players with little time or experience then they grab loot sell this only adds to the game. I'm starting to think you are just satisfied with the game as is where I'm sure this is a place to stir creativity add to the game to make it better.

  • @prescafatty

    You Nailed it should have read down before responding that is exactly what I'm saying. GG

  • @wolfmanbush

    I will say this @wolfmanbush this is in many ways a sandbox game. I place reapers inside stack loot in the vaults already it's always a player's choices to engage or not too. If you see a reaper chest inside a sea fortress you might want to stay clear it might be me looking for PVP mate.

  • @d3adst1ck

    No one knows what is buried on the map most don't want sail place to place to do it. The system as I mentioned would give you an idea that it has high value loot based on the flag. plus the chest system set up. Players that enjoy stacking loot there are many of us would like to do so without fear of losing it to despawning. Nice to have a place to store it and defend it. The Achievement system would challenge all pirates.

  • @lt-robinson25 said in Sea Fortress can we make them more relevant??:

    @wolfmanbush

    I will say this @wolfmanbush this is in many ways a sandbox game. I place reapers inside stack loot in the vaults already it's always a player's choices to engage or not too. If you see a reaper chest inside a sea fortress you might want to stay clear it might be me looking for PVP mate.

    There was a serious lack of low to mid risk content for people with around 20-30 minutes of time to play. That's ultimately what a sea fort was based around. The environment has a need and it was catered to with a type of content that there isn't an abundance of in a game like this.

    Going by history of content your suggestion will not remain active enough to serve the organic experience and sea forts as they sit now very much serve those that they cater to as well as others and have shown to improve the organic experience with more activity and more loot production.

  • @wolfmanbush and none of that is changing. You'd still have casual PvE content, just also sometimes PvP content. If you wanted to make it super clear, the devs could shoot a rainbow down when Forts are open for PvE, and a big scary skull when it's PvP time.

    I know devs are focused on new content that serves different player types, but it's been a minute since PvPers have gotten any love. We've stopped playing... I hope some day there's new stuff to return to!

  • @prescafatty said in Sea Fortress can we make them more relevant??:

    @wolfmanbush and none of that is changing. You'd still have casual PvE content, just also sometimes PvP content. If you wanted to make it super clear, the devs could shoot a rainbow down when Forts are open for PvE, and a big scary skull when it's PvP time.

    I know devs are focused on new content that serves different player types, but it's been a minute since PvPers have gotten any love. We've stopped playing... I hope some day there's new stuff to return to!

    This is a very flawed view of how organic activity operates imo.

    Pvpers in this game are served by a healthy food chain where the middle is doing well so they produce more.

    Pvpers have shown to be low contributors when it comes to participation outside of hopping around for targets.

    This whole "we need more pvp content" thing is not based in a large amount of the activity we have witnessed for years. Pvpers largely want to sneak up and steal or ambush unsuspecting pirates and steal, that's what they activity has always shown.

    Talk doesn't create activity, people need to walk the walk if that's truly how they want to play because activity largely does not support the narrative.

  • @wolfmanbush
    And yet I've always got more enjoyment out of fighting over skeleton fort loot than sinking an emissary.

    Sure, PvPers to try to sneak up and steal loot the majority of the time, but this is the chicken or the egg problem.

    Do they sneak up because they don't want a fight? Or because the ability to run prevents them from forcing an engagement without sneaking?

    Are PvPers low contributors? Or do they just hop for emissaries because no one fights them for world events any more?

    In the end, the PvPers are going to do the thing that gets them PvP most often. If that's sneaking up on ships, that's because it works. If that is going to change, Rare has to do something. It's not the PvPer's fault.

  • All your suggestions would defeat the exact purpose of what Sea forts are, which is, a noobs event. It was acknowledged as such and is also why the phantoms on it take only one shot to kill.

    As for myself, forts also have their purpose as they are a decent place to get supplies quickly or if your short on only a few items to get to lvl 5.

    I don’t think having the key displayed on the map would excite anyone past there first month of playing SoT.

  • @grumpyw01f said in Sea Fortress can we make them more relevant??:

    @wolfmanbush
    And yet I've always got more enjoyment out of fighting over skeleton fort loot than sinking an emissary.

    Sure, PvPers to try to sneak up and steal loot the majority of the time, but this is the chicken or the egg problem.

    Do they sneak up because they don't want a fight? Or because the ability to run prevents them from forcing an engagement without sneaking?

    Are PvPers low contributors? Or do they just hop for emissaries because no one fights them for world events any more?

    In the end, the PvPers are going to do the thing that gets them PvP most often. If that's sneaking up on ships, that's because it works. If that is going to change, Rare has to do something. It's not the PvPer's fault.

    The activity shows that they will do what gets them the most steals from pvers the most often. That includes combat but it's a far cry from looking for quality pvp.

    Pvpers could fight hoppers like I do daily if they wanted to by participating in pve and the organic experience but that is largely not where the activity has been for years.

    They want the steals from farmers, they might not care about gold, and it's shown they largely aren't focused on serious competition, steals from farming pvers.

    "I just want the fight" is not something that has ever really shown to be accurate for the majority of pvp in this game based on how they play not how they talk.

    and yes hopping on a server to take out the most valuable target right before they turn in or right after they finish an event over and over daily is low contribution to the environment. That doesn't make it wrong as they don't have obligations, it is what it is. It's not accurate to try to act like it's something else.

    Their hunting struggles currently are from over killing repeatedly and being enabled to do it through features that sacrifice organic risk/reward balance. Unsustainable trophy hunting.

  • @wolfmanbush
    Are you going to ignore that I said sneaking is a required strategy and PvPers would contribute if there was more world event engagement? Change the game, you change the PvPers. Of course there's underlying greed, but that's present in all players and you shouldn't be painting that as a bad thing when it's for a certain playstyle. Aren't we always talking about how people should be able to play how they want?

    Your post was more of you speaking your point than arguing against mine.

  • @grumpyw01f said in Sea Fortress can we make them more relevant??:

    @wolfmanbush
    Are you going to ignore that I said sneaking is a required strategy and PvPers would contribute if there was more world event engagement? Change the game, you change the PvPers.

    Your post was more of you speaking your point than arguing against mine.

    Why do you feel world event engagement so low?

    There are more players and yet high risk activity continues to decline. Why?

    Running has increased significantly. why?

    A lot of hunters in this game simply do not understand their prey.

    There are enough players and content to have a very healthy high risk/high reward food chain but that does not exist. It has not been maintained and all of the weight has been put on the farmer.

    If pvpers truly wanted quality fights they could stack fotd a couple of times and fight skilled hoppers all day long.

    "pvp content" doesn't often get added to this game because the activity shows it doesn't stay active in the environment we have.

  • @wolfmanbush where are you monitoring this "activity?"

    You talk about the health of the ecosystem and high contributors v. low contributors. This seems like there's an implied set of values for what this game should be. My crew never picks up loot anymore—we're just interested in smashing ships. Surely there must be some way for people like my crew to find likeminded folks and get it on?

  • @prescafatty said in Sea Fortress can we make them more relevant??:

    @wolfmanbush where are you monitoring this "activity?"

    You talk about the health of the ecosystem and high contributors v. low contributors. This seems like there's an implied set of values for what this game should be. My crew never picks up loot anymore—we're just interested in smashing ships. Surely there must be some way for people like my crew to find likeminded folks and get it on?

    Consistently active for the organic experience, the organic experience feeds all other play types.

    It would be real difficult for someone to make an argument on behalf of the organic experience being balanced at the high/risk/high reward level.

    That is where sea forts benefit the environment. By picking up the production slack for a lack of maintenance that has viewed "QoL" as loading fresh spawns with power they should not see unless they invest in the server.

    Content like sea forts are needed now more than ever as they are designed to get loot floating around.

    There is a reason they are going in a sea fort direction instead of a "pvp content" direction. There is a reason that the new athena voyage operates how it does rather than some big pvp event. It's catering to the activity wishes of a base of pve/pvpers that have been long been sending a message with their activity about what kind of content they will do over and over and what they won't.

  • @lt-robinson25 said in Sea Fortress can we make them more relevant??:

    @d3adst1ck

    No one knows what is buried on the map most don't want sail place to place to do it. The system as I mentioned would give you an idea that it has high value loot based on the flag. plus the chest system set up. Players that enjoy stacking loot there are many of us would like to do so without fear of losing it to despawning. Nice to have a place to store it and defend it. The Achievement system would challenge all pirates.

    The exact same thing would happen with this content; abandonment or cheesing on empty servers. All the achievements do is force players to interact with it as little as possible to hit the criteria for the commendations/achievements and then be done with it forever.

    The reality is that servers do not have the capacity for attack/defend, KOTH or similar types of content.

  • @wolfmanbush
    PvPer: * Wants PvP *
    "Lol just PvE, you'll the attacked then."

    I thought the point of wanting to PvP was to PvP, not to do the opposite and hope what you want happens...

    I PvE frequently, and most of the time world events are uncontested. Even FoF. Why would I gamble by PvEing just to find PvP? Your suggestion of doing FotD is twice as boring as world events.

  • @hawk2148

    You have to sail back every two hours make sure the loot is touch so it does not despawn. I would say if they mad sea fortress a place that loot could not despawn then cool. We thought that out why not have a storage system that if no under lock and key. Can be accessed by anyone still. That is why the key system make's sense.

  • @d3adst1ck said in Sea Fortress can we make them more relevant??:

    If you want to store items and have to defend them against other crews, use the burying feature and fly a Reaper mark because this is basically the exact same thing with different set dressing.

    Oh wait, no one uses that feature either. I wonder why?

    I might actually do that just for fun... 😅

  • @galactic-geek

    No one would know about your loot just that you are Marked on a Map. Reaper chest Stacking them in a Fortress vault is like hmm that is not supposed to their let's investigate.

  • @lt-robinson25 said in Sea Fortress can we make them more relevant??:

    @galactic-geek

    No one would know about your loot just that you are Marked on a Map. Reaper chest Stacking them in a Fortress vault is like hmm that is not supposed to their let's investigate.

    You're right; they won't know. But with the Reaper's Mark flag equipped, they'll know something's up. If curiosity gets the better of them, and they come to investigate, they can either try to sink me, to get my maps, or sneak aboard and get them that way.

  • Sea Forts are already relevant, they fit a nice niche in the game. Quick, easy activity for a decent hit of loot and a good place to load up on basic supplies. Fine as they are IMO.

  • @wolfmanbush said:

    Why do you feel world event engagement so low? There are more players and yet high risk activity continues to decline. Why?

    Because the rewards aren't balanced for the high risk, compared to lower risk alternatives.

    I don't mind doing fleets. Of all the World Events, they're the most fun imo. But if a fleet isn't up, and I'm trying to get to Reaper 5 quickly, I'll just 1 tap ghosts and get a ludicrous amount of supplies in the process. Why deal with waves of bullet sponge skellies & bosses?

    Even prior to Sea Forts, the devs added content that was lucrative enough to take away activity from Events. Nothing wrong with new types of voyages or locations, but when Events are left dull and unprofitable, players lose interest. Nowadays, it seems folks only do them for commendations.

    Running has increased significantly. why? A lot of hunters in this game simply do not understand their prey.

    Has it increased? People have always run, and people have always chased mindlessly & without strategy. The whole "reaper runner" thing was a meme shortly after the company was introduced.

    Not saying there hasn't been a significant increase, just that I haven't noticed it. But I don't chase much anyway. I make plans, and if they fail, I'll only chase for short periods when I can close the gap.

    There are enough players and content to have a very healthy high risk/high reward food chain but that does not exist. It has not been maintained and all of the weight has been put on the farmer. If pvpers truly wanted quality fights they could stack fotd a couple of times and fight skilled hoppers all day long.

    The farmers have access to the same storage/supply crates, & RNG in barrels as the hoppers do. Farmers also have a head start on gathering supplies needed to sustain fights. Although portal hoppers might enter with as many, server hoppers often have less. I know you're not a fan of purchasable crates, but they really are a QoL improvement, as they save time to gather supplies & make it easier to get started with your session, whether you plan to PvE, PvP, or both.

    I do enough PvE stacking as a reaper to know that it's pretty hit-or-miss at yielding PvP. And it's usually on weekends when I have the time.

    You mentioned Sea Forts were the solution to those with 20-30 min of play time. Now that Arena is gone, what else is there for PvPers with short amounts of time to play, other than hop for reapers? I usually have about 1-1.5 hours to play on weekdays. And on those days, I'm not gonna stack FotDs with my fingers crossed while hoping for PvP lol.

    "pvp content" doesn't often get added to this game because the activity shows it doesn't stay active in the environment we have.

    This is unfortunately true, and kind of ties into why reaper stacking is hit-or-miss for PvP. But it also explains why OP's idea wouldn't work.

    Back when Sea Forts were new, my buddies tried setting up something similar. They were Reaper 5, and spread a few FotDs & 1 FotD key around a Sea Fort. Their plan was to tell any incoming ship that all they had to do was wipe them in a TDM, and they'd get all the loot. And after all that, and an additional 3 hours of waiting around, they had... 1 crew show up. Which eventually dodged.

    So while it's a nice idea, it's unsustainable with this playerbase.

  • @theblackbellamy IMO there really should just be a straight up naval battle FFA mode. I'm more of a PvEr who will engage in PvP when it presents itself.... but I would absolutely dip into a proper PvP FFA playlist.

  • @theblackbellamy said in Sea Fortress can we make them more relevant??:

    You mentioned Sea Forts were the solution to those with 20-30 min of play time. Now that Arena is gone, what else is there for PvPers with short amounts of time to play, other than hop for reapers? I usually have about 1-1.5 hours to play on weekdays. And on those days, I'm not gonna stack FotDs with my fingers crossed while hoping for PvP lol.

    Hopping pvp by itself is plenty sustainable, even with people having hoppers, sharing servers, all that stuff that people do to keep the action going.

    If chain shots were tied to activity and much more rare (no different than wraithballs which were implemented in a balanced way for power)

    If flooding the dock with supplies wasn't a thing

    If they worked out re-spawn locations after a sink to where it wasn't farmers needing to sink hoppers multiple times when the skill gap is typically pretty wide

    That's why I've never been against server hopping as an option or a style and have always been against these features and algorithms that enable the style too much.

    In a food chain the server hopping pvper is a sustainable predator but imo all of the features that lean towards quick action and against risk/reward balance are what made the style invasive and the activity unsustainable.

    As a style there is nothing wrong with it. No obligations to play organically and people should be able to do it. It's a valid hunting style and they largely target opt-in risk so it's not an issue as a style it's just been enabled because of the push for content/action calling it "qol" while sacrificing food chain balance and risk/reward balance.

    The new respawn timer is a mixed bag depending on crew size.

    Also I've always considered smaller hopping crews to be very positive for the pvp environment. 1 person or duo pvp hopping crews offer challenge without the over kill, although the respawn timer does now interfere with this depending on the scenario. Solo hopping pvp is very positive and healthy as a style for skilled pvpers imo.

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