Lack of risk for kill on sight no loot crews

  • First, I enjoy pvp on the high seas so this is no means a remove pvp in any form thread. Now that is out of the way, I would like to point a lack, in my opinion, of risk balance in some pvp battles. The main area I see this is with Kill on Sight crews.

    I define Kill on Sight crews as crews that carry no loot and simply sail around to sink every ship they see and kill every pirate on sight not part of their crew and most times leaving any and all loot and treasure behind.

    This playstyle is again in my opinion promoted by the lack of risk of having your ship sunk with no loot on it while at the same time attacking other ships (in other words not a player first starting out on a server). You risk nothing with this playstyle as your ship is restocked with supplies (not a ton by enough) enough to immediately begin a fight a new in a relatively rapid fire fashion. You are not required to purchase another ship after having your ship sunk and repair is cosmetic only so sailing time is the only cost to you playing this way.

    Players not playing this way risk far more by having spent time collecting treasure or building up flag reputation doing various activities (mostly pve even strangely enough Reaper flag rep , but that is a subject of another thread). This time collecting is risked until the crew turns in their treasure and/or flags by being sunk by another crew whether or not that crew collects and turns in that loot or not.

    What I am suggesting is more risk be added to attacking other ships while not yourself having treasure of other loot on your ship to risk in the event you lose and are sunk.

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  • @sairdontis4317 said in Lack of risk for kill on sight no loot crews:

    What I am suggesting is more risk be added to attacking other ships while not yourself having treasure of other loot on your ship to risk in the event you lose and are sunk.

    How do you propose that would work in a way that won't hamstring the average player?

    You'd need to define a specific criteria to differentiate who is considered as "attacking" and then apply whatever you determine is extra risk.

  • Loot is just one of many treasures. Not all treasure is silver and gold mind you.

    Time is also a valuable thing. Sinking ships without loot, that waste of time.
    Or maybe they sink you because you have resources? When a ship sinks now any resources you had can be retrieved

    Everything a ship has is value in a pirates eye.
    So in a way, no such thing as “sunk for no reason”

    Now these random attacks are pirates being pirates. Even Blackbeard was known for sinking ships just because. (Or they were in his path)
    And with PS players joining. Everyone is just wanting to play, how they wish

    It’s a pvpve game.

  • @d3adst1ck Define specific criteria? You are damaging another's ship or their character. Also, don't look at this suggestion as a penalty for fighting and more for fighting with nothing material to lose. Some might say not getting the loot from the other player(s) would possibly be the penalty for being sunk by the player(s) you were trying to attack and sink, but your are restocked with a ship and the means to attack so quick that this a minor inconvenience at best.

    I understand what you are saying about what about the other player getting sunk and should they not being able to rejoin the fight quickly to recover their loot? I agree with you for that player, but what about the other one who started out risking nothing but the time to sail up and and start shooting?

    @BurnBacon I would counter to say that the player with the treasure is risking much more and for no reward other then to keep what they already had where the other crew risks nothing. It is the time risk imbalance I am trying to have addressed in some way.

    Also, Blackbeard risked real life and limb in these actions. That is reality this is a video game where even your ship is replaced from free.

  • @sairdontis4317 I want to hear your solution, especially since you've made it clear you understand there's not just pve and PvP players because many sessions for many people include both, and we've spoken about this on previous threads. How would reapers work with this is mind because it was originally intended to be the PvP and stealing faction (even tho its semi morphed in to a world event faction), I couldn't think of anything worse if I was running reapers and I sunk a ship contesting for a world event or just sunk a ship for its loot, then was hit with a 30 mins wait time before I could sell since it might be the last thing I was doing before logging off for some irl responsibilities

  • There is no reason to punish people for attacking you just because they have no loot (assuming the game could even know for sure who the aggressor is), since as it stands this is a pirate game. The devs intended for players to be allowed to attack anyone for their loot regardless if they have any. Considering even you are allowed to attack others without loot onboard, it is fair since its not exclusive.

    This is a pvpve pirate sandbox, meaning people should be allowed to play how ever they like. And pirates logically would not fight on an even playing field if they can avoid it. Pirates like to lie, cheat, steal and swindle! So it is by every means fair game if some one chooses to play a way that you your self can but choose not to.

    Little edit, you also fail to consider how easy it is to get just a single piece of loot to bypass the "no loot onboard" system. Just vote a small treasure map and grab a chest, and you are free to pester people with so little loot that it wouldnt matter. As well wood and cannon crates count as treasure by the games standard, so having one of those bypasses it.

  • @sairdontis4317 said in Lack of risk for kill on sight no loot crews:

    @d3adst1ck Define specific criteria? You are damaging another's ship or their character.

    That definition covers cases where you fire first as a defender. It doesn't work because it puts players trying to defend their loot or their ship at a disadvantage right off the hop.

  • @d3adst1ck said in Lack of risk for kill on sight no loot crews:

    @sairdontis4317 said in Lack of risk for kill on sight no loot crews:

    @d3adst1ck Define specific criteria? You are damaging another's ship or their character.

    That definition covers cases where you fire first as a defender. It doesn't work because it puts players trying to defend their loot or their ship at a disadvantage right off the hop.

    You missed the part I believe in the OP that stated attacking without loot on their ship. The defender shooting first to defend their loot would obviously have loot on their ship. The defender's risk is obvious they have loot. The attacker risks nothing, but what they started out with on first spawn.

  • @sairdontis4317 said in Lack of risk for kill on sight no loot crews:

    You missed the part I believe in the OP that stated attacking without loot on their ship. The defender shooting first to defend their loot would obviously have loot on their ship. The defender's risk is obvious they have loot. The attacker risks nothing, but what they started out with on first spawn.

    So I sail past an island and pick up a random piece of loot from the beach (there is tons of this everywhere) just to have something on my ship. Or maybe I just raise the merchant emissary and buy a crate for 70g or whatever it costs. Now who is 'attacking'? Keep in mind that new players are also likely to have little to no loot on board.

    Trying to assign a morality for who is right or wrong is not black/white in this game, and poorly defined rules are easily circumvented.

  • @d3adst1ck You and @GoldsMen seem to be assuming that the game doesn't have a tally of treasure on board both ships and the risk mechanics could not be adjusted to reflect the amounts? The point is: Is this game about fighting over treasure on both sides or not ? Presently quite frankly and obviously it is not.

  • @sairdontis4317

    The only thing anyone ever loses in this game is time. It doesn’t matter how they spend their time, if they don’t succeed at their goal, they lost time. Whether you collected a bunch of shiny items, or chased someone across the map for 10 minutes, if you fail to succeed at your goal then you lost time, nothing else. Everyone in this game is susceptible to losing time. When we sink we respawn with a new ship, and we don’t even lose the items on our person, so really what is the risk to a player with shiny items on their ship or than time?

    The PvE in this game is extremely easy. You can finish a FoF solo in what, 10 minutes tops? I don’t speak for Rare, obviously, but it seems to me that the PvE being easy is by design, because the real challenge are the other players who might challenge you for the shiny items acquired from the extremely easy PvE. They put giant clouds in the sky to make sure everyone on a server knows that shiny items are available at the location, emissaries essentially say “loot on board come get it”, legendary veils appear as massive tornados in the sky essentially saying “everyone come contest this”, everything in this game screams fight over loot, and if you sink… you lost nothing but time, just like anyone else who sinks in this game, regardless of what they’re doing.

  • @sairdontis4317 said in Lack of risk for kill on sight no loot crews:

    @d3adst1ck You and @GoldsMen seem to be assuming that the game doesn't have a tally of treasure on board both ships and the risk mechanics could not be adjusted to reflect the amounts? The point is this game about fighting over treasure on both sides or not ? Presently quite frankly and obviously it is not.

    The game isn't going to keep a running tab on what you have on your ship to determine whether the ship hitting you with a cannonball should be more 'at risk', whatever that means, than you are.

    It's definitely not going to compare loot values between ships to do that either, so if you're trying to define 'risk' by having loot vs not having loot, it's very easy to just put some rubbish on your boat to avoid the penalties.

    And if you just so happen to have your loot in a rowboat, and it gets dropped / destroyed during battle and you happen to shoot at the other ship who has a crate on it well, oops you just extra-punished yourself for making a mistake. If someone boards you and throws your loot overboard and you happen to kill them before putting something back onto your ship, oops now you're punished because you don't have loot on board.

    The thinking behind the idea is good, but the implementation brings all sorts of additional problems that didn't exist in the first place.

  • @sairdontis4317 said in Lack of risk for kill on sight no loot crews:

    @d3adst1ck You and @GoldsMen seem to be assuming that the game doesn't have a tally of treasure on board both ships and the risk mechanics could not be adjusted to reflect the amounts? The point is this game about fighting over treasure on both sides or not ? Presently quite frankly and obviously it is not.

    The entire proposed idea is so convoluted and seems to just be planned out on the fly as issues with the idea arise. Either way, as a pirate sand box, it should not punish people for playing a way that everyone can choose to play.

    If the other player sinks you, they earned the loot you may have had since pirates steal and kill. There is no logical reason to punish that other than trying to dissuade pvp since a lot of people are less likely to attack if they have nothing.

    My entire bread and butter in this game is stacking massive hauls and fighting anyone who comes my way, and as i see it, if i sink, they earned my loot regardless if they had any, and if i win, my reward is that i keep my loot. If they have any loot of their own ship then that is only a bonus. The people who beat me in fair battle should not be punished only because they had nothing onboard and wanted to be pirates in a pirate game.

  • @capt-greldik "everything in this game screams fight over loot, and if you sink… you lost nothing but time, just like anyone else who sinks in this game, regardless of what they’re doing."

    Like I said in the OP this is not always the case. Only one side is fighting over loot as the other sides hasn't even bothered to gather anything before the fight (on purpose most cases to mitigate risk) and there is downside to this again no risk. I know time is what at stake, but obviously one is risking more time than the other hence, simply there is an imbalance here that should be addressed. This is a numbers tally not a skill issue to balance out. That is something that Rare could mitigate. The system also knows the difference between low value and high value loot so that too could be tallied.

    Also, let us not forget that there are kill on sight players (in the title btw) who don't even care about the loot and will let it sink to the bottom of the Sea so to those they risk absolutely nothing at all and will risk nothing at all the entire game. This is why you keep seeing threads about players not getting to enjoy pve content because to the KOS players the pve content need not exist at all. To the KOS player this game does not have a pve in the discription.

  • @sairdontis4317 said in Lack of risk for kill on sight no loot crews:

    I am suggesting more risk be added to attacking other ships.

    Ok, so I've abbreviated OPs' quote above, this is how I understand your idea.

    Might be a hard thing to define, when you can sink a boat with just a bucket.
    Any penalty based system penalizing aggressors is gonna catch a lot of SHOOT FIRST noobs. These people don't need help to suck.

  • @smuntface said in Lack of risk for kill on sight no loot crews:

    @sairdontis4317 said in Lack of risk for kill on sight no loot crews:

    I am suggesting more risk be added to attacking other ships.

    Ok, so I've abbreviated OPs' quote above, this is how I understand your idea.

    Might be a hard thing to define, when you can sink a boat with just a bucket.
    Any penalty based system penalizing aggressors is gonna catch a lot of SHOOT FIRST noobs. These people don't need help to suck.

    By abbreviating you have missed the point entirely. It has to do with the lack of risk to fighting with nothing to lose if you are sunk that wasn't simple given to you upon spawn while potently gaining hours of loot after playing only a few minutes . Yes, I know port often and I do, but that is not entirely the point is it ? I hear constantly how this is a pvpve or is it pvevp game (whatever), but to the KOS player simply leave off the "pve" part as it is meaningless to them as it carries no weight.

  • @sairdontis4317 said in Lack of risk for kill on sight no loot crews:

    @capt-greldik "everything in this game screams fight over loot, and if you sink… you lost nothing but time, just like anyone else who sinks in this game, regardless of what they’re doing."

    Like I said in the OP this is not always the case. Only one side is fighting over loot as the other sides hasn't even bothered to gather any before the fight and there is downside to this again no risk. I know time is what at stake, but obviously one is risking more time than the other hence, simply there is an imbalance here that should be addressed. This is a numbers tally not a skill issue to balance out. That is something that Rare could mitigate. The system also knows the difference between low value and high value loot so that too could be tallied.

    Also, let us not forget that there are kill on sight players (in the title btw) who don't even care about the loot and will let it sink to the bottom of the Sea so to those they risk absolutely nothing at all and will risk nothing at all the entire game. This is why you keep seeing threads about players not getting to enjoy pve content because to the KOS players the pve content need not exist at all. To the KOS player this game does not have a pve in the discription.

    This doesn’t change my thoughts on anything I said above. You risk time, nothing else. How you choose to spend your time is up to you, and what you consider a worthwhile use of your time is your opinion. How someone else spends their time, or what they consider a good use of their own time, is up to them. Just because you chose to spend your time collecting shiny items on your boat does not make your time more important than anyone else’s.

    Btw, I do everything in this game. There’s nothing you’re doing that I’m not, and there’s no manner of sinking, with or without shiny items, that you’ve experienced and I haven’t. Everyone sinks in this game, everyone.

  • @capt-greldik "Everyone sinks in this game, everyone." And to some that sinking them cost them more time than it did to the others just spawned in to KOS.

    Alright, I feel the need to define the type of KOS (Kill on Sight) player I am referring to as this is being glossed over (intentionally ?) . I am not referring to the player who is looting islands and killing players to add their haul to theirs to turn in to port. What I am referring to by KOS is the player who spawns in and immediately sets sail looking for ships to sink and pirates to shoot and after they sink other said ships they sail away looking for other ships to sink leaving the treasure behind. To this player(s) this is team death match that they could get on any other shooter game, but with the added benefit to some of no stakes. This player(s) are not playing a pvpve game .

  • @sairdontis4317

    I believe that your KOS definition is a bit disingenuous. How many players sail away without collecting the loot? Some, I’m sure, but to put that criteria in your definition cheapens your definition of KOS.

    Again, even if your KOS defined players were commonplace, and I don’t believe that they are by a long shot, they would still be risking their time just as much as you do while doing whatever it is you choose to do.

    What is your risk if you go straight to a FoF after you spawn? Time. What is your risk if you stack FOTD? Time. What is your risk if you chase someone across the map? Time. What is your risk if you spawn a veil and sink? Time. You aren’t taking items out of your safety deposit bank and risking losing them by sailing from one point to another, instead, you’re setting out with a goal of some kind and attempting to accomplish it, all the while risking nearly nothing, other than time.

  • @sairdontis4317 said in Lack of risk for kill on sight no loot crews:

    By abbreviating you have missed the point entirely.

    Nah. I understood you just fine.

    I don't like penalty for "Kill on Sight" crews, instead incentive. Giving them a reason to hold something of value, is better than penalty. I posted a half baked idea about this a while ago;
    https://www.seaofthieves.com/community/forums/topic/164597/suggestion-wearing-a-stolen-emissary-flag/1

  • @sairdontis4317 said in Lack of risk for kill on sight no loot crews:

    @smuntface said in Lack of risk for kill on sight no loot crews:

    @sairdontis4317 said in Lack of risk for kill on sight no loot crews:

    I am suggesting more risk be added to attacking other ships.

    Ok, so I've abbreviated OPs' quote above, this is how I understand your idea.

    Might be a hard thing to define, when you can sink a boat with just a bucket.
    Any penalty based system penalizing aggressors is gonna catch a lot of SHOOT FIRST noobs. These people don't need help to suck.

    By abbreviating you have missed the point entirely. It has to do with the lack of risk to fighting with nothing to lose if you are sunk that wasn't simple given to you upon spawn while potently gaining hours of loot after playing only a few minutes . Yes, I know port often and I do, but that is not entirely the point is it ? I hear constantly how this is a pvpve or is it pvevp game (whatever), but to the KOS player simply leave off the "pve" part as it is meaningless to them as it carries no weight.

    I think by far the majority of these "KOS" players tend to stay on HG probably, because it's the quickest way to get into a fight. I know when all I want to do is PVP I just do HG. If you are sailing for hours stacking loot and you don't have the ability or intention to defend it, it is your own fault for not turning in regularly. Every player here has been new and sunk more times then they can count, the only way to get better at fighting is fighting, so I don't fully agree with penalties for just fighting. How are players that decide they aren't defending they're loot well enough and decided to practice PvP until they can defend loot comfortably supposed to practice? HG probably isn't the answer because HG is full of crews that are practiced already and will probably sink people trying to learn in seconds before they can grasp where they went wrong. I understand your frustrations but I don't think you, and many other people that make similar posts or pve only posts see the game as a hole and how everything works and connects, you tend to focus only on just wanting to pve forgetting about the open world sand box full of other players that might help, might steal, might just want to fight. Heck on Monday I made a deal with a guy that I wouldn't sink him if he gave me the ashen winds skull from the AW event he just completed

  • @capt-greldik Ok, I wish Rare would let us run this experiment. Player sinks another player ship and doesn't loot anything. The player who sunk respawns with all the treasure and items that the other player did not loot on their new ship. Seeing how the KOS player didn't want the loot anyway no harm done, correct ? Here for the KOS player is maybe another idea all respawn ships fighting other respawn ships server (no pve gathering besides cannonballs, flags, food, and wood). How popular do you think that server would be, and why?

    @Rotten-Rocko My "frustrations" (as you put it) are with the imbalance in risk not the pvp. I enjoy the pvp. I would find pve only with no risk to be boring as I see pvp with no risk equally boring.

  • @sairdontis4317 said in Lack of risk for kill on sight no loot crews:

    @capt-greldik Ok, I wish Rare would let us run this experiment. Player sinks another player ship and doesn't loot anything. The player who sunk respawns with all the treasure and items that the other player did not loot on their new ship. Seeing how the KOS player didn't want the loot anyway no harm done, correct ? Here for the KOS player is maybe another idea all respawn ships fighting other respawn ships server (no pve gathering besides cannonballs, flags, food, and wood). How popular do you think that server would be, and why?

    @Rotten-Rocko My "frustrations" (as you put it) are with the imbalance in risk not the pvp. I enjoy the pvp. I would find pve only with no risk to be boring as I see pvp with no risk equally boring.

    You can always sail back to where you sunk to see if your loot was left if you fast enough. And they did do that PvP only server it was called arena and it got closed because the number of people looking to only do PvP is relatively small and they didn't have the resources to support that part of the player base.

    That is a fair point but if they crew didn't leave the loot they have now just acquired the risk the crew had they stole it from, if they didn't take the loot they're a bit mad really because if they aren't interested in selling it it does act as good incentive for other players who want it to fight them

    I do think dropping arena was a mistake because it was good for learning how to PvP and I would of liked to get it maxed if I had the time I only got somewhere between 35-40 can't remember the exact number before it shut down 😭

  • @sairdontis4317 Sometimes I sink others when I have no loot and they do, sometimes I get sunk with loot on board while the attackers don't....sometimes we both have loot on board.

    Over time it all balances out. The only way it won't is if a given crew never ever attacks others, and that's a consequence of the choice they made.

  • As an attacker, there isn't a way to always clearly determine the amount of loot another boat has, so it would seem unjust to potentially punish someone if they attack an opponent who you thought was looted up and wasn't. And I think this is just assuming that the notion of simply attacking other pirates for the sake of it isn't a valid reason.

    Also, really, it doesn't make a difference if someone takes your loot or not after defeat. They attacked you and you lost and it kind of just boils down to that. I never think when I get defeated "at least they stole all my stuff and made money off of it after they killed me". In fact, if they don't take your loot then you have a higher potential of retrieving that loot without conflict.

    In that sense I feel like it is wise to just treat other players in this game like PvE enemies with really well coded AI. I mean, PvE enemies will attack you indiscriminately and they don't take your stuff if they sink/kill you.

    The only thing I could think of that may work along these lines is making some kind of bounty system? I mean probably not, probably super hard to sort the logic out, but could be an incentive for other players to sink a player who has a high bounty. But I could also easily see it having the unintended consequence of being a beckon to other players to leave the server or could turn the server super sweaty...

  • More focus on treasure and exploration would also help it sounds like. Much of the issue could be players running out of things to purchase with gold to begin with or at least things they wish to spend gold on is lacking so in turn gold becomes less important to them ?

  • I sink fresh spawn ships for supplies. Primarily for their chainshot. If I could buy it instead, I would.

    The High Seas be untamed, me matey. Keep a weather eye about ye and yer head on a swivel as thar be ruthless cutthroat pirates abound in the Sea of Thieves! They'll gut ye fer a single banana! 🍌

  • @sairdontis4317 said in Lack of risk for kill on sight no loot crews:

    @capt-greldik "everything in this game screams fight over loot, and if you sink… you lost nothing but time, just like anyone else who sinks in this game, regardless of what they’re doing."

    Like I said in the OP this is not always the case. Only one side is fighting over loot as the other sides hasn't even bothered to gather anything before the fight (on purpose most cases to mitigate risk) and there is downside to this again no risk. I know time is what at stake, but obviously one is risking more time than the other hence, simply there is an imbalance here that should be addressed. This is a numbers tally not a skill issue to balance out. That is something that Rare could mitigate. The system also knows the difference between low value and high value loot so that too could be tallied.

    Also, let us not forget that there are kill on sight players (in the title btw) who don't even care about the loot and will let it sink to the bottom of the Sea so to those they risk absolutely nothing at all and will risk nothing at all the entire game. This is why you keep seeing threads about players not getting to enjoy pve content because to the KOS players the pve content need not exist at all. To the KOS player this game does not have a pve in the discription.

    Ok so I put a piece of treasure on my ship and then attack you and sink you taking all of your loot. NOW according to you, YOU would not be able to come back and fight me for the loot you just lost as you now have NO loot to risk losing in such an occasion.

    The best defense in this game is a strong offense. Also people USE YOUR MIC, many times a discussion can lead to interesting parlays and such. In the end all that is lost is time.

    Lose the attachment to your ship and loot, you’ll be a lot happier.

  • @jon-sea-nah

    Stating you got the point and then proceeds to explain how you really didn't.

    "Lose the attachment to your ship and loot, you’ll be a lot happier."

    The point is that the risk is imbalanced. It is not about attachment it is about risking something if defeated as opposed to risking nothing in the fight. It's called stakes. There is a reason someone just sails out with nothing so that they lose nothing in a fight. The game rewards this behavior by offering a chance of reward while risking nothing.

    Happiness (emotion) here doesn't apply either, but I suspect you already know that.

  • What I mean by it is…… people take loot in this game and leave it on their ship for 12 hours STACKING the server, then get mad when someone comes along and steals it. The loot isn’t yours until it’s turned in….. simple and no amount of rebuffing or tweaking is going to change that. If I just sold a bunch of things and then charge you it may seem like I have nothing and have just loaded into the game to have free loot/easy fights. Grade 5 reaper requires you to stack loot up in order to reach grade 5 then it actively shows you the other emissaries. If you are watching the map and the horizon, you shouldn’t get run up on and lose it all. Also with any trading company other than reapers you can sell everything in sub 2 minutes and I mean EVERYTHING.

    The game isn’t broken or unfair because people lack in game situational awareness. People aren’t wrong for trying to steal loot and more over they aren’t wrong for sinking you. No one in the game should be forced to play in a way that someone else chooses for you.

    I absolutely get what you are saying, BUT you are asking for a handout for a fix instead of becoming a more aware and better rounded pirate. Sell more offer. Ya it’s not as satisfying not seeing 400 million pieces of loot on your ship, but losing 1-2 FOTD is better than losing 10.

  • @jon-sea-nah

    "I absolutely get what you are saying, BUT you are asking for a handout for a fix instead of becoming a more aware and better rounded pirate. Sell more offer. Ya it’s not as satisfying not seeing 400 million pieces of loot on your ship, but losing 1-2 FOTD is better than losing 10."

    Again, I am not trying to be rude or unkind here. You are missing the point of the gameplay mechanic of risk vs reward and how that is imbalanced currently in this game. The line above I have already addressed and parts of it surgically direct.

    I can only gather from this is that risk free offensive play is a totally fine mechanic for you and apparently many and possibly 100% what Rare envisions as perfect gameplay, I simply see this as lacking and room for improvement.

    (Also, small edit here) : Point of fact, I am asking for the "handout" to be removed in some way and for there to be risk involved in just launching yourself back into the fray like a guided missile against someone who has more likely already fought you off and won while risking 100% more in the fight than you ever have to this point. The "handout" is that you spawn and respawn supplies enough to engage/re-engage immediately on the offensive on a new ship.

  • To be honest I must agree with statment than when you are active hunting you are allways risking your time and it's very ok risk!

    Of course it's differs from person to person but as 30+ guy I have limited time for gaming.

    So if our crew luck run dry, or we grt cough in wrong and long chace, or just you know waste time it's precious time "wasted" without loot gain

    [I still not percive it as time wasted as I spens it having fun but just no loot gained]

    Edit: BUT THERE IS HUGE BUT. RARE STILL DIDINT PATCH OUT SOSS EXPLOIT THAT SPAWNS YOU NEAR CREW THAT SUNK YOU EVEN IF BOTH OF CREWS ARE NOT ACTUALLY ENGAGING THE VOYAGE.
    IT LEADS TO SAME FIGHT AFTER FIGHT...

    THAT WAY EPLOITING CREW RISK NOTHIBG NO TIME EITHER.

  • You are asking for things but what you are asking is “Rare, please let me not be attacked until people go and do other things, buying me time to not be attacked and hopefully keep my stuff. Again should I have to keep the FOF on my ship to come fight you for your vault? Nope! Much like you can sell in between stacking things. A crew having loot on the ship doesn’t change much l. Oooooh now I’m risking a sea chest. I understand what you are asking for but it doesn’t make sense to force that action and how would the game track it? If I board your ship and throw the one piece of loot you have on it over does it prevent you from attacking me? Like it’s just not feasible. In the long run it doesn’t mean you get to keep your loot…. If the ship had 1 chest or 10,000 and you sink to it what did it matter?

    It’s a soft form of gatekeeping to attempt to ensure your safety while hiding behind a rouse of Risk v Reward

    The real Risk vs Reward is stacking loot. Do you risk going for more knowing that you could lose it all. That fresh spawned boat you are worried about…. If you have supps just chop them and beat them into the sea so bad they won’t want to come back. This is really your only option as it’s up to them on how they play.

    Further down the rabbit hole; what if I just sold 12 FOTD and hop to a new server and see a reaper 5 with lots of loot go right by me because I don’t have anything to risk??? The grade 5 flag is almost 20-25k for a reaper so I am risking my ability to see other ships, something I had to level up, I lose money and supps, how much more “FaIr” do you need it?

  • @sairdontis4317 also some things to think about. I may not have 7 treasure chests to lose, but the 1000-2000 cannons, 40+ chains, curse balls, and cooked food/pineapples take more work to stock than a vault. Not everyone cares about loot in this game.

    The other argument I see is the “I don’t have loot so don’t sink me” one. That grade 5 flag is worth about 2 Athena’s when a grade 5 reaper sells it, how is it you have nothing?

    PVP is the BIGGEST risk you’ll run in this game and telling me that players shouldn’t be allowed to do that because someone else’s perception of risk doesn’t agree

  • I've tossed around this idea for a while and may consider turning this reply into a separate post after this to gauge more community feedback about it. Maybe it would help bring more attention to this, as well as the current disservice to PvE focused players in the new update, from the developers that monitor the feedback forums here.

    I think we need to get some type of bounty system in place. Sinking other player ships or killing other pirates increases a crew's wanted level, and sinking the ship of a wanted crew comes with nice rewards- plentiful floating loot and a nice gold payout. The higher the bounty, the bigger the reward. Gaining a bounty also marks crews and their wanted level on the map to varying degrees, similar to things like PvE faction Emissary Flags, raising a Reaper's Flag, or picking up special treasure items that already have an inherent map marker on them.

    What this will do is make attacking other players a much bigger risk/reward scenario, where it's no longer a no harm, no foul scenario for player griefers if they lose a ship battle to another crew. It also doesn't require handicapping players at spawn by reducing onboard resources when you login to the game (which was a huge problem that got a nice QoL fix in a previous update a while back). Instead, PvP hungry players fighting outside of hourglass mode now have to contend with other crews maybe wanting to hunt them down for the bounty rewards, effectively introducing a form of privateering/bounty hunting (which is something players across the board have been suggesting for a couple years now at least).

    As far as the implementation goes, I can't imagine this system would be terribly hard to add to the game. It also could be a really nice addon for mid-season 12 refresh update, if not added as part of Season 13. Either way, it's sorely needed ASAP, especially with the new ship cannonball types added in Season 12 that could potentially make this game nearly unplayable for solo players in particular. It could simply be added as a new system that affects all players. No need to connect it to a specific faction or draw up any lore or explanation for it. Just a beautiful and relatively simple QoL fix that, if done correctly, would likely make the game much more playable for casual players, PvE focused players, and especially solo players. That also coincides with the influx of players we'll have with the game now expanded onto the Playstation 5 platform, and returning players brought back to the game by Seasons 12-14.
     
    The idea is to discourage pure griefing in the open world, create a new layer of risk in stealing from other crews at islands or world events, encourage more cooperation and alliances among crews, and introduce a much-wanted new form of PvP that comes with very nice rewards, all at the same time.

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