Outstanding Outposts!

  • Outposts to me have always given off an aura of civilization and safety. Which is why it annoys me to no end when players decide to attack someone, unprompted, at an outpost and proceed to sell all their items right in front of them; Or worse, sink a ship that just spawned and got loaded up.

    However, I also know outright banning battle at an outpost would cause people to exploit that to Davy Jones' Locker and back.

    So here is a proposal I hope other pirates can get behind.

    Half Value
    If you sink someone at an outpost, that loot only sells at half the value at that outpost. You only gain half the coin and half the emissary reputation.

    Emissary Scorn
    The idea behind this is that emissary companies have a certain dignity about them. They encourage you to plunder and earn your keep, but they despise uncivilized pirate behavior (especially the Pirate Lord and the Athena's Company).

    • If you are running an emissary and sink someone at an outpost, the value of your emissary grade drops 2 levels.

    • If you are running an emissary and sink someone at an outpost who is running the same emissary as you, your emissary grade drops 3 levels.

    • Reapers would remain unaffected by Emissary Scorn due to their philosophy of anarchy and the fact they all sell at the hideout for reputation anyways.

    Making Merry
    If you are at an outpost with another crew you aren't allied with and sell loot (not stolen from the other crew), you get a small bonus to your reputation. The same goes for the crew who joined you at the outpost.

    The point of this is to make it less enticing to sink someone at an outpost. Not only would this punish someone for doing something so unsavory, but it also gives the ones who got sunk a chance to get everything back when the attackers inevitably go somewhere else to sell.

    While this, of course, doesn't outright stop everyone who would sink at an outpost, I would hope it's enough to keep the seas at least a bit less toxic.

    Please let me know what you all think, and let's make outposts not just another island to visit, but a special place we can all sail to!

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  • @bitlin stopped reading at "half value when attacked at outpost..."
    Don't think the rest of the thread get's better...just NO
    Learn the game

  • None of this makes sense in the context of this game. Why would trading companies scorn you for selling stolen loot when that is basically what you have been doing for them the entire time you're playing the game.

  • @d3adst1ck The companies don't like getting their hands dirty, hence why they send the pirates to do their bidding elsewhere. I'm sure they would hate it if they had canons firing over their heads for loot someone was already going to give them.

  • @schwammlgott ah yes, learn how to not get killed right when I load in. Brilliant logic.

  • @bitlin Except they don't care how you get the loot, just as long as they get it at the end.

    Safe zones and similar systems, like what you're proposing, have already been turned down by the developers. You can listen to their reasoning at 6m30s in their second podcast:

  • @bitlin sagte in Outstanding Outposts!:

    @schwammlgott ah yes, learn how to not get killed right when I load in. Brilliant logic.

    When getting killed before even set sail is maybe the least problem there is...you didn't lose any supplies, you didn't lose any loot...
    Just mermaid back to your new ship or start on a new server...

  • @d3adst1ck I wasn't able to find the clip where they talk about safezones in the link you provided, but I did end up finding it in another video (https://youtu.be/-JDTLeEf26w).

    I now understand that is their viewpoint. However, I disagree that this is making outpost a true SafeZone.

    You can still sink a player at an Outpost and take their loot, it just means you have to go to another Outpost to sell it at full value. Which is a fair trade-off. You severely inconvenience someone who's at an Outpost, you deserve a mild inconvenience. And as a reaper, it's something you'd do anyways.

    As for Emissary Scorn, I think it makes sense that as a company representative (let's say you're the gold hoarder in the tent), you'd be a bit angry if a gold hoarder took down another gold hoarder at the island you work on, causing potential harm to yourself. Especially since you're getting the same loot even if that pirate didn't come along. So they'd knock your grade down a few pegs for endangering the island. (Yes, I know they can't actually be hurt in-game, but I'm talking from the NPC's perspective)

    All-in-all, it's not asking much to say "You endangered the island, go sell elsewhere."

  • No. That is all.

  • I am not a fan of safe-zones or pseudo safe-zones as described above. The reality it, Outposts are abundant and easily accessible. It is already rather easy to run to these outposts as is. Adding safe-measures like above just make stealing vastly more annoying. If I am a bitter person, I will purposely draw a fight towards these just to inflict a penalty. Its unreasonable to penalize players for what constitutes a normal activity in the game. All this creates is a giant troll tool, honestly.

    @schwammlgott ah yes, learn how to not get killed right when I load in. Brilliant logic.

    If you are just loading in, it isn't as if you have anything of value. No harm no foul, quick server swap and you fine. You are somewhat shifting the goal post here.

    Just to throw out a wrench here, what happens if two ships dock at an outpost. Ship A is full of miscreants who start boarding Ship B's ship and start selling their stuff. Ship B doesn't like this of course, what are their options to stop the stealing? If Ship B wants to stop the attacks, they have to sink their ship. Why should they receive a penalty here?

    People sink ships for more reasons than being rude. If I am coming up on an outpost and there is a ship parked already, I will sink it. Why should I risk getting my look stolen while I sell?

  • @bitlin You missed the part in the video you linked where they explicitly say that changing rules around an outpost to function differently than everywhere else feels like it doesn't fit with the world they are trying to create.

    "Ultimately, our game will be richer and more diverse and more interesting if we can create meaningful reasons for players to make those connections where the rules stay the same. That somehow, you're not gonna get punished if you go to an outpost if you behave in a certain way. It should just work the same no matter where you are." ~ Mike Chapman

  • I am sorry to inform you, but your opinions are wrong.

  • @nabberwar I think everyone missed the point here. You aren't being penalized by ALL OUTPOST when you sink at ONE. You get a potential penalty at the ONE, or you can go to another Outpost to avoid it.

  • @bitlin

    @nabberwar I think everyone missed the point here. You aren't being penalized by ALL OUTPOST when you sink at ONE. You get a potential penalty at the ONE, or you can go to another Outpost to avoid it.

    My guy, if I have to pack everything up, hall my hind end all the way over to another outpost just to get a normal sell rate because I defended my goods, I'm being penalized. Its a massive inconvenience over something I have no power over. Especially if I took a penalty to my Emissary Rank as well, which isn't exclusive to an outpost.

    The point hasn't been missed, you just can't see the forest from the trees here in what a mess this will create.

  • ok so my main thought when reading this disaster of a suggestion is:what is this change trying to achieve? how does this help? how does this add to the game?

    in my eyes adding quasi safe zones only detracts from the experience and doesnt add anything am i missing something?

  • Sounds to me someone hates being sunk while turning stuff in at an outpost…

  • @burnbacon sagte in Outstanding Outposts!:

    Sounds to me someone hates being sunk while turning stuff in at an outpost…

    He's actually complaining, because he got killed after spawning into the game...

  • So your idea is to Punish crews who catch crews who aren’t watching their horizons when they go to turn in yea I can understand the logic…if your at an outpost and another crew hits you that’s your fault for not paying attention. there’s 7 outposts if you see another crew anywhere near it then go to a different out post I suggest Morrows outpost in the Devils Roar no one goes there and you can wait just off shore for the volcano to stop if it goes off there’s no reason to punish smart crews cuz you weren’t paying attention

  • I understand the logic you’re applying to the game world. And that’s admirable.

    But the simple solution is already there - be wary at outposts. And don’t trust ships on the horizon.

    Clearly you’ve been burned. All players will be inevitably. You learn from it. And have your wits about you next time.

    One of the best rules to enjoying Sea of Thieves: “play however you want AND don’t expect others to play how you want.”

    Good luck out there.

  • I sort of understand the idea behind this but I cannot say I'm anywhere close to supporting it.

    Outposts are not shipping docks. We don't have to ignore boats that are there, whether they're getting ready to set sail, selling their own loot, or minding their own business exploring the outpost. I've got treasure to sell/steal, and if you're there, you shouldn't be as far as I, the pirate, care.

    You don't want to get attacked at an outpost? Be aware of your surroundings before you dock. You spawn in and got outpost campers? Respawn somewhere else or go to another server. The trick here is that in these cases no one cares about your feelings or saltiness. Whether it be out on the seas, or here on the forums. We all have a certain level of awareness that we learn to deal with because for the most part, what people do in the game, is fair game. We're not heartless when we don't care, it's more so scenarios like these are very base level issues that have the suggesting/complaining player themselves at fault more than the game's logic. We don't like it when it happens to us, but we also do the same thing to others, and we're allowed to! That's the magic of the game.

    Now outposts have no business discriminating pirates and sailors alike on the seas, especially because of their actions towards each other. That makes no sense in this kind of world, where they're not at all bothered to go out there risking their lives and several trips to the Ferry just to get some chests, catch some pigs, or retrieve skulls from cursed skeletons. You are not safe, you never will be safe, and everything you do will pose a risk of some kind, you need to overcome them all the way from where you find the treasure, all the way till you are right in front of the trading company representative with your treasure in hand. Understand that, and I'm sure your days on the sea will be much better.

  • @nex-stargaze said in Outstanding Outposts!:

    I sort of understand the idea behind this but I cannot say I'm anywhere close to supporting it.

    Outposts are not shipping docks. We don't have to ignore boats that are there, whether they're getting ready to set sail, selling their own loot, or minding their own business exploring the outpost. I've got treasure to sell/steal, and if you're there, you shouldn't be as far as I, the pirate, care.

    You don't want to get attacked at an outpost? Be aware of your surroundings before you dock. You spawn in and got outpost campers? Respawn somewhere else or go to another server. The trick here is that in these cases no one cares about your feelings or saltiness. Whether it be out on the seas, or here on the forums. We all have a certain level of awareness that we learn to deal with because for the most part, what people do in the game, is fair game. We're not heartless when we don't care, it's more so scenarios like these are very base level issues that have the suggesting/complaining player themselves at fault more than the game's logic. We don't like it when it happens to us, but we also do the same thing to others, and we're allowed to! That's the magic of the game.

    Now outposts have no business discriminating pirates and sailors alike on the seas, especially because of their actions towards each other. That makes no sense in this kind of world, where they're not at all bothered to go out there risking their lives and several trips to the Ferry just to get some chests, catch some pigs, or retrieve skulls from cursed skeletons. You are not safe, you never will be safe, and everything you do will pose a risk of some kind, you need to overcome them all the way from where you find the treasure, all the way till you are right in front of the trading company representative with your treasure in hand. Understand that, and I'm sure your days on the sea will be much better.

    Now this is helpful. I get it now. In the context of this game's theme, this isn't the best idea. I just need to learn to be more careful when I set sail and not be trusting of others. Thank you for being understanding and staying positive. Have a nice day m8. :)

  • @mostexpendable said in Outstanding Outposts!:

    I understand the logic you’re applying to the game world. And that’s admirable.

    But the simple solution is already there - be wary at outposts. And don’t trust ships on the horizon.

    Clearly you’ve been burned. All players will be inevitably. You learn from it. And have your wits about you next time.

    One of the best rules to enjoying Sea of Thieves: “play however you want AND don’t expect others to play how you want.”

    Good luck out there.

    Thanks m8. :)

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