Fix Red Sea exploit - move the loot back into the play area.

  • @entspeak sagte in Fix Red Sea exploit - teleport the loot back into the play area.:

    As for your specific multiple enemy scenario, it’s a specious argument, because a crew would have to be deaf, dumb, and blind to allow two Galleons to get into that position without seeing them. If they were chasing me prior to reaching Mermaid’s Hideaway, it makes zero sense for a ship to go to A16 as an evasive move.

    Gallions ? What for Gallions .. did i mentioned Gallions ? I play the game long enough by myself to know that it exist dumb and blind players. But anyways if you seek a treasure on a island you are not always focused about that what comes over the sea. And if your Ship is behind a Island with mountains then you can't see always what happens on the other side. But anyway we mustn't talk about all the troll stuff and whataboutism. And Mermaids Hideway was only one example .. i could also mention many other islands... but it would be wasted time. I don't mind.. you already chosed to don't believe me no matter what i say .. let's leave it .. thats ok for me.. don't care. You may don't like to know what i'am talking about but many others does.

    It does makes zero sense for you to hide your ship behind a Island ? Ok , good .

  • @urihamrayne

    I have been reading the thread and yoy honestly sound like a child with how much you're whinging about this. It's really not that big of a deal.

  • @durengo-germany said in Fix Red Sea exploit - teleport the loot back into the play area.:

    @entspeak sagte in Fix Red Sea exploit - teleport the loot back into the play area.:

    As for your specific multiple enemy scenario, it’s a specious argument, because a crew would have to be deaf, dumb, and blind to allow two Galleons to get into that position without seeing them. If they were chasing me prior to reaching Mermaid’s Hideaway, it makes zero sense for a ship to go to A16 as an evasive move.

    Gallions ? What for Gallions .. did i mentioned Gallions ? I play the game long enough by myself to know that it exist dumb and blind players. But anyways if you seek a treasure on a island you are not always focused about that what comes over the sea. And if your Ship is behind a Island with mountains then you can't see always what happens on the other side. But anyway we mustn't talk about all the troll stuff and whataboutism.

    If you are seeking treasure on an island with “mountains” (Mermaid’s Highway), you are not on your ship in grid A16.

    Oh, like the “whataboutism” of griefing people by “forcing” them into the Red Sea? The “whataboutism” of the “many ways” to force a player into the Red Sea by yourself?

    If you’re willing to concede that the notion is ridiculous, we can let it go, certainly. But, if you can’t do that, then please, just, back up that claim.

  • @entspeak said:

    Why do people keep bringing up the bloody sword lunge as if that means anything?!

    Because they saw players discover an exploit and decided it was okay. As you said the same can happen with the red sea. I honestly don't see why this is working you up so much. It's really not that big of a deal.

    People have been doing this since the red sea was discovered. If Rare hasn't said or done anything about it yet I think it's safe to assume they don't mind that it's happening.

  • @entspeak sagte in Fix Red Sea exploit - teleport the loot back into the play area.:

    If you’re willing to concede that the notion is ridiculous, we can let it go, certainly. But, if you can’t do that, then please, just, back up that claim.

    You are not into the position to decide what is possible and what not... Islands can be approached from several sides . And it doesn't matter what you think about that anyways because it's a fact.

    If you wanna deny that it is possible to get chased from a enemy ship or many enemy ships into the red water .... then deny it. I could also say now that you have to explain to me how this is denyable... but i'am not a troll. It's your opinion , i have my , that's it.

    I'am willing to concede that you act like a troll and i don't care if you keep on with this ridiculous behave or not.

    It's my opinion to say no to the op s idea... i don't have to explain the reasons to you. I did .. you don't want believe them .. but thats your problem not my.

    I also have the right to comment here .. even if you do not like my opinion.

    We both are done here...

  • @subaqueousreach said in Fix Red Sea exploit - teleport the loot back into the play area.:

    @entspeak said:

    Why do people keep bringing up the bloody sword lunge as if that means anything?!

    Because they saw players discover an exploit and decided it was okay. As you said the same can happen with the red sea. I honestly don't see why this is working you up so much. It's really not that big of a deal.

    People have been doing this since the red sea was discovered. If Rare hasn't said or done anything about it yet I think it's safe to assume they don't mind that it's happening.

    The sword lunge was in the game and people were complaining that it was a bug, a glitch, an exploit since, at the very least, September or August of last year and Rare made the statement that they were going to allow much, much later - some time around, if not after, launch, I believe.

    They may come out and say that it’s fine, or they may currently be working on a fix, or it may be low on the priority list and they will fix it eventually.. We have no idea. It’s not safe to assume anything.

  • I agree with the op. The loot should be teleported to the vault of an active fort or activate one with the loot then being added. Something other than a lose lose situation like this one currently is.

  • Should have played the attack better. Really. Their loot their choice. Jump off the cliff or get eaten by the wolves. Play songs while sinking

  • Here’s a better solution. Go do you own voyages or engage in combat with someone who is going to fight back; instead of wasting time chasing someone who isn’t going to give up their stuff. 🤷🏻‍♂️

  • @the-all-c-n-i What do you mean, “play the attack better?” There are players who sail the edge of the map, and if another ship starts after them, they turn into the Red Sea - that’s why they are sailing the edge of the map. What attack are you referring to that could have somehow, gone better?

  • @entspeak
    Ok .. one more thing here .. you have to keep in mind that all is also a matter of the wind direction. Sometimes, if you want to be fast, you will be forced to adapt your direction of travel to the wind

    If you are near the edge of the map (maybe on a island there) and only one ship (or many ones) is chasing you but the wind direction goes straight into the red water then you have three options:

    1. To try to be faster as the opponent to avoid the battle what can lead you into the red water (or very close to it) if the wind direction didn't change soon enough or....

    2. To sail against the wind and to be slower as the opponent what will result in the fact that you can't escape without battle if the wind didn't change the direction .

    3. You just stay where you are and prepare for battle or you scuttle your ship.

    Before you now answer again "That's impossible !" just think twice about it.

    That's a situation where you can only escape without a battle if you follow the wind direction (with the hope that the wind direction changes soon enough and the risk that the wind dind't change the direction) who will lead you into the red water.

    And now you know how only one ship can also chase a other ship into the red water.

    Anyways remember ... we are done here.

  • @durengo-germany said in Fix Red Sea exploit - teleport the loot back into the play area.:

    The nature of geometry and physics disagrees with you.

    Anyways remember ... we are done here.

    I will certainly do my best not to forget that. Thanks!

  • @entspeak I’m sorry, but there’s no exploit. This is case of “getting better/knowing when to give up”. I’ve had folks take the stronghold key into the Devil’s Shroud instead of giving it up. Consider it a tasteful middle finger. I had a galleon chasing me for 2 hours. I did drive buys and sold all my good loot except for one captains chest, place it on the bowspirit of my sloop, and drove it off the edge to make them angry. This is Sea of Thieves, not “Sea of Fairness”, or “Sea of Honor”. You got screwed out of some loot and that sucks, but it happens to everybody mate. Live and learn.

  • Not teleported, but brought within reach by the tide. The loot ought to sink after awhile, but only within the play area. Hence items in the red would not sink.


    Note: Why not limit the available scuttling with an item requirement? To use gunpowder barrel multiplied by crew size to sink your own ship equals scuttling.

  • I always thought itd be cool if treasure that sank with a ship would wash up on the nearest island. so if they did this it would end up on the nearest shore to it which you could guess from the map and search for maybe find it sometimes.

  • @arch-fable said in Fix Red Sea exploit - teleport the loot back into the play area.:

    Not teleported, but brought within reach by the tide. The loot ought to sink after awhile, but only within the play area. Hence items in the red would not sink.


    Note: Why not limit the available scuttling with an item requirement? To use gunpowder barrel multiplied by crew size to sink your own ship equals scuttling.

    This would be a good approach... anything to bring the loot back “in bounds”, as it were. I do think the loot in the play area despawns a bit too soon, but that’s another issue.

    I don’t quite understand you note, though? What do you mean? Have less options to scuttle?

  • @entspeak said in Fix Red Sea exploit - teleport the loot back into the play area.:

    @arch-fable said in Fix Red Sea exploit - teleport the loot back into the play area.:

    Not teleported, but brought within reach by the tide. The loot ought to sink after awhile, but only within the play area. Hence items in the red would not sink.


    Note: Why not limit the available scuttling with an item requirement? To use gunpowder barrel multiplied by crew size to sink your own ship equals scuttling.

    This would be a good approach... anything to bring the loot back “in bounds”, as it were. I do think the loot in the play area despawns a bit too soon, but that’s another issue.

    I don’t quite understand you note, though? What do you mean? Have less options to scuttle?

    What makes sinking a ship and scuttling a ship differ from one another?

  • @arch-fable The person making the choice to take out the ship.

    EDIT: Wait, I think I see what you mean now. They added the ability to scuttle the ship the way you can now to cut down the ship respawn griefing. People were boarding ships, killing the crew, waiting for them to respawn and killing them again, rinse, repeat. Adding a requirement to use a gunpowder barrel would defeat the purpose. But, this is off-topic.

  • @entspeak said in Fix Red Sea exploit - teleport the loot back into the play area.:

    @arch-fable The person making the choice to take out the ship.

    Target of choice aside the key difference is that sinking a ship actually needs us to utilise items while scuttling is simply a result of a majority voting and yet they both essentially yield the same result.

    Point behind the note is to make people ponder why we can't just sink our own ship with a gunpowder barrel instead. If I can blast my ship sky high, why would I need scuttling to begin with?

  • @arch-fable said in Fix Red Sea exploit - teleport the loot back into the play area.:

    If I can blast my ship sky high, why would I need scuttling to begin with?

    See my edit. The griefing was particularly troublesome on sloops.

    But, you can sink your own ship with gunpowder barrels if you so choose. Two would sink a sloop quickly. And, it would make quite a show.

  • I wouldn't do it myself but there is historical basis for this as well. Many times ships were scuttled before letting a pirate take the ship and cargo. I would imagine it took a real hard liner to do this, but it seems it's not a super common thing in the game either. But does happen.

    I wouldn't be opposed to random bits of the treasure washing ashore. But to have it spawn back in a nice straight line from sinking point..would make it so the crew pursuing would only have to skirt the edge and wait and not really worry about actually catching someone before they made it there. If you don't think it's fair and takes away from your immersion. You could think of it as they are sailing into British controlled or East India company controlled waters and will hang for being a pirate themselves and lose their loot and ship.

  • @rp-slayer-2 We could imagine it any way we want, of course, but the fact is the Red Sea is a mechanic that sinks ships to try to get them to go back into the play area. That’s what it was designed to for:

    Beyond the edge you may stray, a fateful end if you stay.”

    I don’t mind if it takes time for it to come back in to the play area with the tide - thereby increasing the potential risk to ships waiting for it, but it should be brought back into the play area.

  • I have not yet done this, and i probably never will, but i still think it's okay if people do it, if you can't chase them down and sink them fast enough, you really can not call yourself the winner.

  • @entspeak said in Fix Red Sea exploit - teleport the loot back into the play area.:

    EDIT: Wait, I think I see what you mean now. They added the ability to scuttle the ship the way you can now to cut down the ship respawn griefing. People were boarding ships, killing the crew, waiting for them to respawn and killing them again, rinse, repeat. Adding a requirement to use a gunpowder barrel would defeat the purpose. But, this is off-topic.

    That was the point of the idea, but the scuttling as a feature in practise doesn't have the integrity toward its issue like the brig has toward the issue it was created to solve. Brig is a narrow enough of a feature to tackle an issue where as scuttling isn't. Scuttling in its current state affects more than just griefers, which I don't think are real griefers most of the time just like trolls are not real trolls most of the time in this specific environment. They are players whose intentions are just misunderstood most often by players who utilise too narrow field of experience trying to use misfitting patterns to read behaviour in this game. This then can make devs read their product incorrectly thorough misguided feedback which leads them to divide their focus and cripple their workflow.

    Point is that while scuttling can be checked in a mere whim, blasting our ship isn't. To utilise an item acts as a solid limitation that needs to be remembered before embarking in order for us to "scuttle" our ship; by hand. This way the act has a one-time, albeit restockable, used item requirement and therefore it wouldn't be utilised as lightly to escape PvP as it is now. However, getting to the ferry doesn't require us blowing our ship to smithereens.

    The thing I would add to the game, when it comes to prevention of real griefing, would be a ghost mode where the spirit of the deceased returns to the ship to inspect intentions of those who boarded the ship. By reading their actions carefully enough the player can draw much more accurate picture from the situation they are in and after their conclusion a proper course of action can be taken, on the ferry, to where the player has to return to actually respawn. If the player finds out that no griefing is done, they can wait until their ship is either sank or the opponent crew abandons it before they respawn. If actual griefing is protruded, they can tell the ferry captain to let a maelstrom swallow the ship and spit it out from the locker in a different distant enough spot. This way we can have it both ways.

    Same thing for going to the red zone. Going there needs to have thoroughly thought consequences to both the mouse and the cat.

  • @arch-fable this doesn't really have much to do with the thread, keep it on topic mate.

  • @arch-fable Yeah, that was a pretty long off-topic post that tried valiantly to bring it back in the last sentence. ;)

  • @urihamrayne said in Fix Red Sea exploit - teleport the loot back into the play area.:

    @arch-fable this doesn't really have much to do with the thread, keep it on topic mate.

    It is not in the core topic, but near enough for us to consider its implications. Any modification to the ships and loot is intertwined.

  • @arch-fable we just want a patch for the outer barrier of the red sea, going on a tangent about scutting is not very on topic.

  • @entspeak said in Fix Red Sea exploit - teleport the loot back into the play area.:

    @arch-fable Yeah, that was a pretty long off-topic post that tried valiantly to bring it back in the last sentence. ;)

    I just made it clear why every idea needs to be thoroughly thought. Every modification to ships and loot is intertwined. Making the tide bring in the floating loot would solve the misuse of the red zone just like the aforementioned modifications to scuttling would render it to tackle the related issue without preventing PvP.

  • @urihamrayne said in Fix Red Sea exploit - teleport the loot back into the play area.:

    @arch-fable we just want a patch for the outer barrier of the red sea, going on a tangent about scutting is not very on topic.

    Current state of scuttling renders the whole map a self-imposed red zone with the difference that it sinks the ship immediately. While the actual red zone itself might get a fix, scuttling needs one just as fast.

  • @arch-fable then bring that topic on scuttling up in the forums, don't derail this thread with it.

  • @arch-fable Well, it was good to bring it back to the topic at hand in the end :)

  • Bad idea.

    Spamming the same thing, over and over again, is not helping.

  • @urihamrayne said in Fix Red Sea exploit - teleport the loot back into the play area.:

    @arch-fable then bring that topic on scuttling up in the forums, don't derail this thread with it.

    I just did.

  • @entspeak said in Fix Red Sea exploit - teleport the loot back into the play area.:

    @arch-fable Well, it was good to bring it back to the topic at hand in the end :)

    On second thought, it might be better to just let us travel from one side to another and have the sides connect. Red zones could be dedicated to narrow the playfield in specific events instead.

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