Fixing the Reaper Emissary

  • No, this is not a proposal for it to be "stolen loot only"...the Reaper faction is too far gone for a drastic change like that. A concept like that would need to be a whole new faction at this point.

    Anyways, my proposal is to correct some of the biggest complaints I hear/see from people representing the Reaper faction. The complaints are:

    • When I get to Grade 5, there's no emissaries to hunt. All the emissaries have either sold and quit, nobody is raising an emissary because they see a Reaper on the server, or people are leaving the server before ever setting off because there's a Reaper on the server.
    • When I'm a Reaper, I'm getting attacked by server hoppers making a b-line to me with nothing to lose - not even an emissary flag.

    There are plenty of other complaints I've heard, but those are the most prolific and unhealthy for the economy of each server. It has driven a lot of the desire to server hop as a Grade 5 Reaper. Their effective "emissary quest" can be underwhelming because people make a risk/reward assessment too early.

    So, how can we address those complaints and help to balance the economy of traditional servers?

    SOLUTION:

    1. Get rid of the little ships on the Reapers table at the outposts. The only table that the little ships would appear is the one at Reapers Hideout.
    2. Adjust mechanics so that only emissaries at Grade 2 or higher can see the exact location of Reapers on the map.
    3. Adjust mechanics so that Grade 5 Reapers can only see emissaries Grade 2 or higher.
      _
      These 3 alterations together, I believe would help the overall economy of the game and across every server. Players could still make the same risk/reward decision on running an emissary. But, they would need to re-assess their decision once they hit Grade 2 and see that there's a Reaper on the Server. Remember, the Reaper would still only be able to see them once the Reaper hits Grade 5.

    The result is that Reapers would likely end up seeing emissaries more regularly on the server once they hit Grade 5. You'd get a percentage of people that aren't going to lower their emissary flag midway through a voyage after they've hit Grade 2. Especially if they believe they can finish their voyage and sell before the Reaper gets to Grade 5, or before the Reaper gets to them if they're already Grade 5. Or, they would see ships stopping at outposts to lower their emissary and continue on their voyage with no flag, potentially giving them a last known location of their prey.

    This would really up the ante for risk/reward on emissaries as a whole and you'd probably see way more people actually taking the risk.

    Yes, this would make things harder for the pop and hop Reaper hunters. They'd have to throw up an emissary and go do something on the server. Getting to Grade 2 in any faction is pretty easy.

    Note: this would be predicated on eliminating portal hopping and keeping your emissary level in tact...because otherwise it would just cause a whole bunch of Grade 2 OOS/MA/GH emissaries to sell and hop if they ended up seeing a Reaper once they hit Grade 2.

    Thoughts?

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  • IMHO, Reaper needs fixed because it is too good on the PvE side.

    It makes the most money, it can instantly see where all the treasure boats are as soon as it hits grade V or merges to a new server while grade V, it gets bonus grade progress for stolen loot, and it is vastly exploited in alliances.

    Honestly, part of running RB is that everyone knows you are a Reaper and can choose to leave or stay on the server.

  • @personalc0ffee said in Fixing the Reaper Emissary:

    IMHO, Reaper needs fixed because it is too good on the PvE side.

    It makes the most money, it can instantly see where all the treasure boats are as soon as it hits grade V or merges to a new server while grade V, it gets bonus grade progress for stolen loot, and it is vastly exploited in alliances.

    Honestly, part of running RB is that everyone knows you are a Reaper and can choose to leave or stay on the server.

    It's not too good with an organic experience

    people hopping to hit reapers is the new tucking everyone and their mama is doing it.

    They have chain shots they can buy supplies and they have close spawns and the reapers only have one place to sell for the bonus

    deck is very stacked against random pve reapers right now

    The biggest imbalances away from production and towards low effort no to low contribution pvp play can be found right now with the reaper faction.

  • @personalc0ffee said in Fixing the Reaper Emissary:

    IMHO, Reaper needs fixed because it is too good on the PvE side.

    It makes the most money and it is vastly exploited in alliances.

    The way to fix the symptom is to adjust how Reaper emissary works.

    The way to fix the exploit causing the symptom is to adjust the way alliances magically add gold value to loot.

  • Now, I admit I don't know a lot of the mechanics / rewards of the reaper Emissary, and I've never been interested in doing anything as a reaper. And this also may still prompt some PVE'rs to server hop, but what if No one can see the reaper at first?

    1. Only the reaper can see Emissaries at grade 5
      and

    2. Everyone can only see reapers at grade 5

    3. Those who do NOT run Emissary flags could only see Reapers on their map AFTER they leave the Outpost area.
      This way; the reapers and Emissaries start off on equal ground. Now there's probably ten MILLION reasons why that can't work, and I accept that. It's just seems like that might solve some server hopping and other concerns.

  • Adjust mechanics so that only emissaries at Grade 2 or higher can see the exact location of Reapers on the map.

    Adjust mechanics so that Grade 5 Reapers can only see emissaries Grade 2 or higher.

    These two make more sense. (Tho I prefer the second one best) Also, I dislike seeing only Grade 1 flags as a Reaper. Maybe only Grade 3?

    They to also make it. If there is a Grade 5 Reaper on the server or active? Any loot turned in while sailing as another Emissary besides a Reaper, you get bonus for survival? Risk = Reward

  • @gipperseadog

    If people could only see Reapers once they've hit Grade 5, that takes away a whole lot of risk versus the reward for the emissary bonus they get on everything they turn in.

    I see no reason for anyone NOT running an emissary to be able to see the location of Reapers. It only promotes server hopping Reaper hunters.

  • @sweetsandman said in Fixing the Reaper Emissary:

    @gipperseadog

    If people could only see Reapers once they've hit Grade 5, that takes away a whole lot of risk versus the reward for the emissary bonus they get on everything they turn in.

    I see no reason for anyone NOT running an emissary to be able to see the location of Reapers. It only promotes server hopping Reaper hunters.

    I see what you're getting at, thanks for letting me know that :)

  • @burnbacon said in Fixing the Reaper Emissary:

    These two make more sense. (Tho I prefer the second one best) Also, I dislike seeing only Grade 1 flags as a Reaper. Maybe only Grade 3?

    The reason for eliminating the little ships on the Reaper table at outposts is because it would encourage people to stay on the server instead of leaving and choosing a theoretically less risky server based on the presence of a Reaper.

    The other two make emissaries more risk/reward based as a whole. No Reaper wants to roll up on a Grade 1 Gold Hoarder sloop with a Marauder's chest onboard.

    The alternative would be that once a Reaper hits Grade 5, they can see all emissaries as they can today, but they could also see the emissary level of whatever ship it is. They couldn't see they type of emissary, but they could see the level. That way they could let people raise their emissary level and let their meal get fat before hunting.

    They to also make it. If there is a Grade 5 Reaper on the server or active? Any loot turned in while sailing as another Emissary besides a Reaper, you get bonus for survival? Risk = Reward

    This is a neat idea as well. I like it! Though that also feels like it would get abused somehow on alliance servers...but that's more a problem with alliances than with your idea.

  • I think having the map functionality at all just promotes players leaving because of information they shouldn't have in the first place. The only time you should be aware of another ship hunting you down is you seeing them and taking note of their movements/behaviour.

    Get rid of the map abilities and give the Reaper's something else that is useful whether there are other emissaries or not. They can also toss the table miniatures out, because there is no reason for that to exist but I wouldn't be opposed to keeping it either.

  • @d3adst1ck said in Fixing the Reaper Emissary:

    I think having the map functionality at all just promotes players leaving because of information they shouldn't have in the first place. The only time you should be aware of another ship hunting you down is you seeing them and taking note of their movements/behaviour.

    So...All reward and no risk?? I couldn't get onboard with that unless they heavily nerf'd the emissary bonus for Reapers

    Get rid of the map abilities and give the Reaper's something else that is useful whether there are other emissaries or not.

    Go on... interested in hearing some ideas.

  • @sweetsandman said in Fixing the Reaper Emissary:

    So...All reward and no risk?? I couldn't get onboard with that unless they heavily nerf'd the emissary bonus for Reapers

    All they'd need to do is apply reduced gold value to non-stolen items in the same way they modify faction rep. Crews could still do voyages/events to kill time, but not as lucratively as before, and the emphasis on combat would be there for actual progression in this trading company. There would be the same amount of risk for every emissary ship, with less chance of any emissary ducking out of the server.

    Get rid of the map abilities and give the Reaper's something else that is useful whether there are other emissaries or not.

    Go on... interested in hearing some ideas.

    I've thought about a version of an emissary voyage, which would give the reaper crew a bunch of maps. Some of these maps might be for high value loot, and some might be full/partial copies of an existing map of another crew somewhere on the server but with no way to tell which is which.

    The only hint you'd get is if a map disappears, and you happen to remember which island it was on, you'd have some idea of where another crew is but without the radar abilities that we have now. This also blends nicely with the portal, since voyages get stripped when traveling through it and now all trading companies are applied the same penalties.

  • I think that Reapers should be hidden on the map if they drop anchor. Going to an outpost can show you their toy ship on the table, but they will be invisible on the map if they drop anchor. Besides that, I feel emissaries through portals need to go. I've grown tired of checking my map, seeing nothing, and then within 5 minutes there's a Grade V Reaper headed straight toward me.

  • @d3adst1ck said in Fixing the Reaper Emissary:

    I've thought about a version of an emissary voyage, which would give the reaper crew a bunch of maps. Some of these maps might be for high value loot, and some might be full/partial copies of an existing map of another crew somewhere on the server but with no way to tell which is which.

    The only hint you'd get is if a map disappears, and you happen to remember which island it was on, you'd have some idea of where another crew is but without the radar abilities that we have now. This also blends nicely with the portal, since voyages get stripped when traveling through it and now all trading companies are applied the same penalties.

    There's elements of this that I really like. That said, I feel it's so far removed from what Reaper is today that it'd be better served to do something like that under a whole new faction.

    I've been putting together a concept for a new faction - the Sea Dog faction. I may just use elements of what you just described in my concept.

  • @klutchxking518 said in Fixing the Reaper Emissary:

    I think that Reapers should be hidden on the map if they drop anchor. Going to an outpost can show you their toy ship on the table, but they will be invisible on the map if they drop anchor.

    That's a super interesting idea. I really like this. It allows Reapers to do certain world events or whatever without sending up a red flag to server hoppers, but it also forces them to leave their ship in a compromised state given that they can't just drop sails and go at the drop of a...well...a sail.

    Besides that, I feel emissaries through portals need to go. I've grown tired of checking my map, seeing nothing, and then within 5 minutes there's a Grade V Reaper headed straight toward me.

    Totally separate issue, but I do agree that emissaried portal hopping (not just Reapers) is bad for the game as a whole and needs corrected.

  • I am usually a friendly and pacifist pirate. I try to help people and be nice.

    But when I am doing reaper I mean business, and I come for your loot. So I quite like that everyone can see me in the map all the time. They know I am a reaper, and they have no excuse to think I might be friendly.

    Its a lie that reapers level 5 dont find prey. Its all about luck. Some times I am not a reaper and still every ship I see has no flag. Some times I am reaper and I see bunch of flags. I have been reaper level 5 with 0 emissaries on the map and still more popup, or I get servermerged and I see people.

    However I agree with 1 issue: SERVERHOPPERS
    As you say they have nothing to lose, everything to win, and they can hop until they find juicy prey. This affects reapers, as well as other emissaries and people doing world events.
    People should not be allowed to serverhop. Nor use portals to do so. If you disconnect and reconnect you should be reconnected to the same server.

    Now serverhoppers do this because they claim reaper is umbalanced, and it is not. The people who complain about it just want juicy prey all the time without having to work for it (AKA: Serverhoppers). As reaper you are supposed to sail around, stalk and herd prey (let them do things to get loot and then steal it). But lazy people dont wanna do the work.
    Reaper could be IMPROVED. But it is not broken. And honestly all factions could be improved

    They could add reaper voyages, where you are sent to hunt a specific online crew, and get hints about their location/destination and bring their skulls back. That crew could get a warning they are being hunted, and it would make things a lot more exciting for both.

  • @kakaroto9766

    I agree that, often times, Reapers claiming they can't find prey when they hit Grade 5 are lazy. There are ships with loot on the server, you just have to put more effort into finding them.

    The bigger issue I am trying to resolve with these minor tweaks is pop and hop Reaper hunters. These changes would directly impact their ability to do that, while not forcing anyone to stay on the same server. Remember, there are people that hop servers to find (or avoid) a specific event. There are plenty of times where I log in and see that Flameheart is up, roll my eyes and leave lol.

  • @sweetsandman

    Scruflamehart.
    While I agree some uses of serverhopping are less harmful than others, you have to consider the entirety of circumstances. You use it to get away from flameheart.

    Other people use it to find a fort of fortune some player is doing so they can rob it.

    Other people use it to find high level emissaries to sink.

    I personally think serverhopping should be removed in any and all its forms. All the damage it does is not worth getting away from flameheart.

  • @kakaroto9766

    There would have to be a middle ground if you put limitations on server hopping. Think about the folks that say "I got spawn camped by some toxic [expletives] before even leaving the outpost"...while I think the majority of those claims are exaggerated, we can't dismiss that they don't want to be on a server with a specific type of pirate.

    Maybe the solution is a 5-10 minute server lock of sorts. The server you load into is your locked server for that amount of time. You can back out and log back in, but you're getting that same server if it's within that time frame. The only exceptions would be joining an open crew, or joining on a friend's crew.

  • @sweetsandman

    Well I think being able to serverhop once every 2 hours would be moooooore than enough to deal with those rare abusive situations.

  • I'm bad but it's other people's fault for some reason.

  • Simply remove the ability to see eachother on the map , no matter the emissary grade...make it harder for everyone.

  • @kakaroto9766

    Maybe. But, I'd still maintain that my proposal largely discourages the pop and hop players while not outright preventing people from hopping for more productive reasons.

    Sure, you could still hop and try to find FoTD's, but that could take someone a comically long time. It could take so long that they would hopefully be discouraged from even trying...and even then, we've all seen them baited before.

    Sure, you could hop and try to find FoF's...but you'd still have to (in most cases) leave the dock to find out if someone's actually doing the FoF. And maybe on that trek, they find a different reason to stay on the server if they discover that nobody is actually doing the FoF.

    You're never going to eliminate the players that just want to steal stuff. Nor would I want to eliminate those types of players. They serve a fantastic purpose, IMO. However, I don't believe it should be so easy for them to find their next plunder.

  • @sweetsandman disagree…reapers tend to be toxic so therfore we need to be able to see reapers at all times period

  • @madfrito99 said in Fixing the Reaper Emissary:

    @sweetsandman disagree…reapers tend to be toxic so therfore we need to be able to see reapers at all times period

    Is it Reapers that tend to be toxic? Or server hoppers that tend to be toxic?

    Also, please define "toxic" as that label gets placed on everything from "that guy sank me" all the way to the people throwing around racial slurs.

  • @wolfmanbush a dit dans Fixing the Reaper Emissary :

    @personalc0ffee said in Fixing the Reaper Emissary:

    IMHO, Reaper needs fixed because it is too good on the PvE side.

    It makes the most money, it can instantly see where all the treasure boats are as soon as it hits grade V or merges to a new server while grade V, it gets bonus grade progress for stolen loot, and it is vastly exploited in alliances.

    Honestly, part of running RB is that everyone knows you are a Reaper and can choose to leave or stay on the server.

    It's not too good with an organic experience

    people hopping to hit reapers is the new tucking everyone and their mama is doing it.

    They have chain shots they can buy supplies and they have close spawns and the reapers only have one place to sell for the bonus

    deck is very stacked against random pve reapers right now

    The biggest imbalances away from production and towards low effort no to low contribution pvp play can be found right now with the reaper faction.

    Imo both your statement and the one you responded to have some truth.

    My playgroup and I start our session with flying reaper's flag by default, unless there is a specific reason not to (emissary ledgers, commendations for a new update...). Mainly because it's way too good as a faction money wise and it's easier to sell to. We often joke about Reaper's being the only faction in the game.

    Now we're true to the pvpve nature of the game and find the Reaper hunters being a nice addition to our daily adventures, but it is true that there has been a surge for some times now.
    For an experienced crew, Reaper is way too good imo and makes the other factions less relevant, which is bad.
    For a crew with less experience (who will win less and find the losses more difficult to swallow), at this time, I'm convinced that it's a recipe for frustration.

  • @grog-minto said in Fixing the Reaper Emissary:

    @wolfmanbush a dit dans Fixing the Reaper Emissary :

    @personalc0ffee said in Fixing the Reaper Emissary:

    IMHO, Reaper needs fixed because it is too good on the PvE side.

    It makes the most money, it can instantly see where all the treasure boats are as soon as it hits grade V or merges to a new server while grade V, it gets bonus grade progress for stolen loot, and it is vastly exploited in alliances.

    Honestly, part of running RB is that everyone knows you are a Reaper and can choose to leave or stay on the server.

    It's not too good with an organic experience

    people hopping to hit reapers is the new tucking everyone and their mama is doing it.

    They have chain shots they can buy supplies and they have close spawns and the reapers only have one place to sell for the bonus

    deck is very stacked against random pve reapers right now

    The biggest imbalances away from production and towards low effort no to low contribution pvp play can be found right now with the reaper faction.

    Imo both your statement and the one you responded to have some truth.

    My playgroup and I start our session with flying reaper's flag by default, unless there is a specific reason not to (emissary ledgers, commendations for a new update...). Mainly because it's way too good as a faction money wise and it's easier to sell to. We often joke about Reaper's being the only faction in the game.

    Now we're true to the pvpve nature of the game and find the Reaper hunters being a nice addition to our daily adventures, but it is true that there has been a surge for some times now.
    For an experienced crew, Reaper is way too good imo and makes the other factions less relevant, which is bad.
    For a crew with less experience (who will win less and find the losses more difficult to swallow), at this time, I'm convinced that it's a recipe for frustration.

    reaper hunting is fine, server hopping is fine, pirates pvping how they want to is fine.

    what isn't fine is feeding into specific types with features that make the shared environment less fun and the risk/reward imbalanced. This specifically has been done with chain shots, supplies for purchase, and close respawns.

  • @calico-jack3172 said in Fixing the Reaper Emissary:

    Simply remove the ability to see eachother on the map , no matter the emissary grade...make it harder for everyone.

    This. It would be fair for all and good for immersion as well.

    Also let all emissaries sell reaper flags to their own merchants, that way both sides have something to win.

  • @korpp1s no. as previously stated reapers tend to be toxic period. people have it in their mind of they are running reaper they myst sink others ships. this is not the case at all and its used as an excuse to back up their toxicity

  • @madfrito99 said in Fixing the Reaper Emissary:

    @korpp1s no. as previously stated reapers tend to be toxic period. people have it in their mind of they are running reaper they myst sink others ships. this is not the case at all and its used as an excuse to back up their toxicity

    It's not toxic to sink other ships. RB is supposed to target emissaries. If you don't believe me, just read the RB description again: https://www.seaofthieves.com/news/all-about-emissaries

    Often times other emissaries are more toxic about fighting, but maybe that's because they gain nothing for fighting reapers. That's why it would be fair if they could at least sell the flag.

  • @madfrito99 That's just plain rubbish. Sinking someone's ship isn't toxic at all. It is how you do it (insulting etc) that determine if you're toxic or not.

    A Reaper crew that sink someone saying only gg is not being toxic. A PvE crew getting angry at being sunk and insulting the opposing crew is actually being toxic.

  • @grog-minto a reaper sinking a ship that has nothing is toxic. reapers were not designed to just sink ships. they were designed to sink enissary ships and bring back loot to the reapers hideout. they can get loot from anywhere not just emissary ships. it has been morphed into “hey lets run reaper and sink ships” thats not the purpose of a reaper

  • To fix the Reaper Emissary you need to change most of the community. Because right now if i try to fight a reapers on the map 90% of then run away when they are supposed to be fighting witch is how the Reaper Emissary works: you fight and sink people and steal loot. But as we all know most reapers are VERY brave pirates so they stack world events and other stuff in the boat and if they see ANY boat come near them they RUN for 1 2 3 4 hours if needed

  • @lt-l00t said in Fixing the Reaper Emissary:

    To fix the Reaper Emissary you need to change most of the community. Because right now if i try to fight a reapers on the map 90% of then run away when they are supposed to be fighting witch is how the Reaper Emissary works: you fight and sink people and steal loot. But as we all know most reapers are VERY brave pirates so they stack world events and other stuff in the boat and if they see ANY boat come near them they RUN for 1 2 3 4 hours if needed

    Two sides to that one, 90% of the ships that try to initiate first when I am a reaper come to the fight with no flag up. 9.99% bring a Reaper 1, fail, and then return repeatedly with nothing up.

    If Reapers are supposed to sink emissary ships and steal loot, why would they choose to engage an aggressor with none of these things onboard?

  • @wolfmanbush said in Fixing the Reaper Emissary:

    reaper hunting is fine, server hopping is fine, pirates pvping how they want to is fine.

    I agree players PvP'ing how they want is fine. However, Server Hopping and Reaper Hunting does not help with the economy of each server. I'll explain by addressing this part:

    what isn't fine is feeding into specific types with features that make the shared environment less fun and the risk/reward imbalanced. This specifically has been done with chain shots, supplies for purchase, and close respawns.

    If we address chain shots (which I think we both agree needs to be addressed) and buyable supplies, all it does is potentially elongate the battle. Most of the players hopping are highly skilled and can take down most players without chainshots and and extra 50 cannonballs. The chainshots currently just make it an even quicker kill. If anything, it would make the server less productive because the fights would just take longer.

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