How to get players to work together? An idea.

  • I had a fun experience today, but it was also a frustrating one. Basically, there was a galleon crew of 3 teams total at a fort, and we all hastily put together an "alliance" which, as you might guess, went south pretty quickly with one of the three teams going rogue on us.

    To be honest, I like the unpredictability of this, but it got me thinking: it's far, far easier to just lean towards lying or attacking in this game than it is to make arrangements to work together; basically, I think it should be as easy to work together as it is to fight against each other, and it would be interesting to think up ways that the game can "reasonably" support that notion.

    Like, think some kind of impromptu "alliance" mechanic, wherein, players who sign a pact gain invulnerability from each other for a set time. I know the gut reaction of most players is going to be "Not a chance", but hear me out: at any point, players could break the contract. The difference here is that other players will know that the contract has been broken -- say, the contract is an item in your inventory, and you have to keep checking it to see if it has a blood mark on it to let you know that, in some way, the contract has been broken by a player on the other team dumping the item in some way.

    The contract itself also has a time limit; so you'll be pulling up your clock watching the seconds tick by as you realize that after it's over you either need to re-up on the contract, or be prepared for everything to get really crazy.

    This would actually add complexity to encounters; players who are hesitant to engage in a contract might be untrustworthy allies, causing a scuffle anyway. But! Players who genuinely want to work together now have a much easier way to (temporarily) assure some level of protection, but only if they are carefully peeking at this contract every half-minute or so to make sure the status-quo hasn't changed.

    Keep in mind, this isn't coming from a place of complaint; I PvP far more than I PvE in this game, and I've come to realize that I think the game would just be a bit more fun overall if every encounter with another ship didn't always start with a cannonball. This kind of idea would just lead to more socially complicated encounters I think, and add to some of the stress for the untrustworthy, but reduce some of the stress for more genuine "Men of their word" on the seas.

    But, topic is ideas for working together, so I'd love to hear concepts others have for making "interesting" ways for players to work together that still retain the heart and soul of "deception" in a piratey way.

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  • There have been a lot of suggestions for additions like this, and don't get me wrong, I'm not against the idea.

    I think one issue Rare might have looking at this is the risk to immersion; the inability to attack another crew even for a limited time, could hurt it. The ability to break this pact at any time could definitely help, I think it's a fine idea.

    Another issue could be just pure mechanics. For instance, if I drop a powder keg under the anchored ship of one of my allies, it will hit the hull and explode, without actually breaking the pact. Kegs alone could make it mechanically difficult to work this system out.

    Other than that, I think Rare likes the idea that any "contracts" are just as easily broken as they are irl. It helps make the game feel more real.

    As it stands, it is definitely more beneficial to PvP over making an alliance, but I think this will change once ship spawns are moved further away from where the ship was sunk, since losing a fight to the crew you betrayed will have real penalties.

  • I think one issue Rare might have looking at this is the risk to immersion; the inability to attack another crew even for a limited time, could hurt it. The ability to break this pact at any time could definitely help, I think it's a fine idea.

    Yeah, I'm rather sensitive to this myself which is why I wouldn't want the contract to be "binding" in any way; basically, it's just another level of protection, or another means of subverting the expectations of players through higher-level deception.

    What I am most concerned about is that, as things are, the game essentially is going to start funneling all players through one path: you get burned, and you vow to not let it happen again. After my encounter I already found myself thinking "Hmm, in the future, I'm just not going to trust anyone at the forts!"

    Individually, that may be fine, but it's really just going to end up happening to everyone eventually, where everyone just works together "temporarily" and does their best to destroy and take-all. Early on, this leads to really fun / interesting dynamics. But think about it more long-term: it's just going to turn everyone into bet-hedgers who always expect the unexpected. This in turn will become rote, and simple: PvP, always, unquestionably.

    If you want unique encounters, you don't want people to be able to predict the outcome. Granted, a contract adds a level of predictability -- until it doesn't. But a good team, watching the contract carefully, will detect subversion before it occurs, and have just enough time to communicate with their team to turn the encounter into an exciting bout. While teams with intentions to truly work together can continue to re-up their contract, and organize in such a way where nobody need fear for their live. Two people could even hold up their contracts to each others faces while everyone divvies up the loot to prove nothing strange is going on, if they feel particularly vulnerable.

    I wouldn't want to suggest something that hurts that level of dynamic, emergent play the game is becoming known for, but I do think we're on a fast-track to trained behaviors which turns everyone into a pirate's pirate, and won't leave much room for the "good guys."

  • Like I said, I agree with you, and I'd like to see something like this in the game; I just want to make sure it's well thought out.

    Also, a little side benefit, I won't keep accidentally shooting/getting shot by people I've made quick alliances with XD

  • Just a small tid-bit: people really do have a shoot first, ask questions later mentality. You can't even go near someone elses ships, no matter what you're holding(I was playing an instrument last night) without getting killed.

    I ended up coming back and killing the people who killed me and they were yelling at me the whole time. Complaining that I was taking their ship and sinking it?

    It's going to be interesting to see if this mentality gets worse, as you've predicted, or if people get more comfortable with the signs of a friendly pirate who merely wants to have some laughs.

  • Keep it simple. The actual system is perfect, like in real life you can be a traitor or a person of honour...and sometimes an actor.

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