@lividfire715679 said in Why not separate High Seas Gold and Rep from Safer Seas?:
@dlchief58 said in Why not separate High Seas Gold and Rep from Safer Seas?:
No, it does more than that which you and your ilk continue to ignore. It removes friendly players from the High Seas which in turn decreases the chances of a friendly or cooperative encounter, shifting the balance to a more hostile environment. This suggestion of separate progression also punishes players who might want to participate in both High and Safer Seas where their progression in one would not carry over to the other, causing them to repeat the grind or not get credit for commendations earned in Safer Seas (such as Tall Tales) when they swap over. Also this discourages people from moving up to the High Seas (or using Safer Seas for specific content) due to the progress not being connected.
So your first point is it lowers the chance of having a friendly encounter on the high seas shifting the balance to a more hostile environment.
You view this as a negative but I don’t see it that way at all.
If safer seas had the same number of crews sharing the world as the high seas but all PvP was disabled I could sail the safer seas for guaranteed neutral to positive encounters with other crews whenever I want. Like if you want to go socialize and work cooperatively with other crews with absolutely no chance of PvP happening the safer seas could be where that type of encounter happens all the time.
If I do that for a while and realize I wish I could damage other player ships and kill other pirates guess what? That option is available to me if I switch up the seas and sail the high seas. Crews sailing the high seas will be much more likely to want to fight or at least properly defend themselves which is what I expect and want when I choose to sail the high seas.
You are completely missing the point. Most of us are not looking for pure PVP or PVE, we want the game we bought as it was advertised which is PvPvE. We want to play as either depending upon the mood and do not wish for the balance to be shifted to a primarily PvP mode...nor have interest in playing without any threat. I value both types of encounters and enjoy where the balance currently lies which is about an even mix, varying slightly depending upon day or time. We value the unexpected nature of the game and no desire to have it become a shoot every player on sight just to play. So yes, this is most certainly a negative for the majority of players who've stuck with the game since launch.
“ This suggestion of separate progression also punishes players who might want to participate in both High and Safer Seas where their progression in one would not carry over to the other, causing them to repeat the grind or not get credit for commendations earned in Safer Seas (such as Tall Tales) when they swap over.”
So if they don’t make progression separate all the people who completed their commendations on the high seas may protest that now anybody can do most comms on safer seas with no threat of PvP.
And to be honest the game modes are entirely different takes on SoT and different ways to play and enjoy the game so it makes sense that progression would be separate and not carry over.
But if Rare really wanted to they could just make it so progression is shared between the two modes. This would upset a few veterans but maybe it’s for the best.
The incoming model HAS that already, shared progression regardless of which way you decide to play. You play with reduced threats, you get reduced rewards and limited progression. You want the full experience, then you move up to the High Seas taking everything you already earned with you. Most veterans are fine with this model as it is a pretty fair compromise, even too generous in some points (like level cap - should be lower unless there is a plan to increase the overall cap soon). Splitting the progression does more to permanently split the player base and thus hurt the game in the long haul as well as punish players using both models by increasing the grind and making it less attractive to move between modes, thus creating a hard split in the player base which is never a good thing for an online game's longevity.
