Greater Consequences for getting sunk by players

  • I'll keep this nice and simple
    Problem: ships that have been sunk by another more skilled crew tend to respawn far too close to their adversary allowing them to attack in a very unfair amount of time and widdle away at the the other ship's resources.
    Solution: Make getting sunk by players far more punishing. This can be achieved by respawning the recently sunken ship at a much greater distance from which the battle took place and a decrease that ships resources each and every time it has been sunk.

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  • @steampunkmatt I agree with this. There is no real feel of victory (atleast for me and my crew) when we overcome and sink another crew, simply because our first thought is,
    "everyone get ready for them to come back" followed by "I dont really have time for this"

    and the fiasco continues, a never ending cycle of hardly any work done because time was spent resupplying to continue to fight off ppl that just dont quit.

    jumping server becase a fly wont squish when you smash it, is just not a fair solution for alot of us who cant just play for hours and hours, we have a small gate of time each day to get what we need (an athena esspecially). being made to jump servers and lose what progress weve done leaves alot of my regular crew needing to leave game and missing out on what they needed that session.

    Boat respawn penalty? Based on how many times you were sunk in x-ammount of mins?

    I dunno.

  • @steampunkmatt Maybe after the ship spawns on a different island its mobilized for a few seconds

  • @steampunkmatt I think it's punishment enough to lose all your special cursed cannonballs and all your loot as well.

    I would agree to have the ship spawn further away but as for RSS being dropped after spawning back in, I think that would prolong any voyage because now you have to look around to restock the lost RSS.

    The thing is for us that don't have much time to play the game and want to just get a quick voyage in this brings a lot of setbacks especially in the ship to ship combat and if we are located in the Devil's Roar. I think it should be a system only if you have the Cursed Mark up because then you are asking for combat and if you lose knowing you have the flag up then the punishment should ensue.

    @the1nael1 said in Greater Consequences for getting sunk by players:

    @steampunkmatt Maybe after the ship spawns on a different island its mobilized for a few seconds

    First time in the game with my buddies we were sunk 4 times because the crew that sunk us the first time found us in quick succession to the point we just sailed in the opposite direction as soon as we spawned in to just get away from them.

  • @commandwolfyt said in Greater Consequences for getting sunk by players:

    @steampunkmatt I think it's punishment enough to lose all your special cursed cannonballs and all your loot as well.

    If you're keeping your cursed cannonballs in the ships barrels then you're doing it wrong

  • A fresh ship has very little resources as is though. 15 planks and bananas plus what ever you happen to spawn with on your person and what you find on your spawning island isn't really enough for a prolonged fight. Or much of a fight for that matter because you can shoot through all of your cannonballs in less than 2 minutes and still not sink someone. So that fresh ship is already getting a handicap as is. So reducing the amount of resources you spawn with would only increase the salt in the waters I feel.

    A better alternative(my opinion) would simply be spawn the ship at the opposite side of the map. Get sunk at Smugglers Bay? Well you're spawning at Thieves Haven for example. Instead of it just being a few islands away, make that ship and crew really work if they are adamant in wanting to continue to fight who ever sank them.

    Personally I feel like the best option would be give players more defense items. Or even a few more cursed ball options. Like one that locks players weapons or one that explodes any powder barrels they may have on board.

  • @steampunkmatt

    Ahoy there, I do remember this was an issue raised very early on, just after release and the ship respawn distances were tweaked, I wonder if this has changed at all in everyone's experience?

    Ship respawn distance - When a ship sinks, we have significantly increased the distance at which the crews new ship will respawn. Ships will now respawn outside of visible view of the ship that sank them. This is in response to lots of player feedback which highlighted that the previous spawn distance was resulting in "griefing" behaviour and stalemates at the forts!

    The patch notes for the change are here -

    https://www.seaofthieves.com/forum/topic/48245/patch-notes-discussion-1-0-2

  • Yes the spawn distance has changed, whether you are sunk or scuttle then you are sent a good distance away.

    The consequences are enough, loss of loot, loss of resourses, loss of voyage time.

  • @steampunkmatt ... or move them to another server :)

  • only if their active voyage transitions with them.
    Else it's loss of loot, loss of resourses, loss of voyage time, loss of active voyage.

  • @scoobywrx555 sagte in Greater Consequences for getting sunk by players:

    only if their active voyage transitions with them.
    Else it's loss of loot, loss of resourses, loss of voyage time, loss of active voyage.

    Who cares, as they've been wiped out. They should just keep their vojages and restart stock - on another server.

  • @therev4n I agreed with most of this, but not on the more cursed items thing.

    I think there's too many as is, a cursed cannonball should be a rare find and not something every tom, d**k and harry has.

    The spawn distance did get pushed further away but the new server is a much better option. With or without keeping your voyages.

  • @octopus-lime said in Greater Consequences for getting sunk by players:

    @commandwolfyt said in Greater Consequences for getting sunk by players:

    @steampunkmatt I think it's punishment enough to lose all your special cursed cannonballs and all your loot as well.

    If you're keeping your cursed cannonballs in the ships barrels then you're doing it wrong

    My buddy likes to keep them in the cannons or in the barrels. I prefer them on me if I die, the ship sinks, or we have a boarding party they aren't lost.

  • As someone who gets sunk more than sinks another ship (is that a good sentence?) I would also be happy to be moved to another server upon sinking. As long as you keep your active voyage.
    That would also mean you'd not be chased by the same crew again.

    If you're sunk by something other than a player, you should stay in the same server though. So at least then, you stay in your alliance.

  • @solestone563412 I think sending a sunken crew to a new server is a bad idea, why, because, sometimes even the most skilled of crews run into bad luck. An example of this is the last time I was in PvP, we were clearly more skilled than the other ships crew. We didn't attack first, they came at us, but we pushed them back. But they would not stop coming. Eventually, meg showed up. And decided to attack our ship. The combination of meg attacking us and the other crew attacking us, we sunk. Why should we not be allowed to go back and get retribution? Why not be allowed to try and take back what was once ours? I have to be honest when I say, we have been bested on many occasions, and on each occasion we came back. Most of the time we were successful on our return because we were in better position to dictate the terms of the battle, get better positioning on the other ship/crew. Sometimes we were simply outgunned by a better crew, or on a couple of occasions a crew with cheats that we could not overcome. But in all cases, if we lost the second time. We saluted the other crew, licked our wounds, and moved on.

    As for the OP, I have had times where we lost and re-spawned clear across the map. Only a handful of times did we spawn within a couple of islands distance from the location of the original encounter. To me, it seems very random, which is ok with me. As I said, if you sink me, I want a chance to return the favor.

  • @nofears-fun I'm with you, I'd rather the chance to fight back a second time. If I'm getting just outplayed then so be it, i'll sail away. But often times I've been ambushed by a crew and I like to see how I stand up to them when they see me and I see them, so i've sailed clear across the map to find them again.

    I don't however think a penalty will do anything other give newer players who probably will get sunk, another reason to not come back.

  • Couple of things for me here...

    1. Spawn distances are inconsistent.
    2. Basic Resources should appear from a sunken ship.

    Spawn distances after being sunk are inconsistent

    A while ago while working at Shark Fin Camp, we repeatedly sunk a sloop only to have them spawn either at Daggertooth or Galleons Grave. You could sink them, kill the players and see a ship pop up at Daggertooth and come right back at you with the same livery and crew. I believe they were utilizing the scuttle to spawn closer repeatedly but I have also had it spawn me repeatedly at Plunder Outpost after being sunk near Crows Nest Fortress. Whether you scuttle or sink, you should appear as far away as possible.

    If a player is getting harassed, the server merge functionality could be used to migrate that user to another server so they do not lose their voyage. If this were an option it could be detectable by the server after mix of repeat sinks and scuttles from a crew and give them a prompt with the option of a merge? Not perfect, but an idea that could be expanded upon.

    Basic Resources should appear from a sunken ship

    Leave the stock ships as they are in regards to the initial quantity of supplies, instead give the possibility of more supplies to the winning ship. When a ship is sunk, 3 barrels should appear in its place, one for each resource type. Within each of these barrels, only the most basic type (banana, plank, cannonball) on the ship at the time of sinking should be available, so this would not include any cursed cannonballs or future items. This would give the ship still afloat a supply boost in case the other ship makes it back with their fresh stock.

    Heck, why not have supply crates appear instead if the sunk ship had said supplies? If they had some bananas and planks, a banana crate and plank crate would float to the surface with a portion if not all of the supplies from that ship, 1-50 of course. This would give the winning crew some needed supplies, and the possibility of at least getting something of value out of it. Now I can see people taking advantage of the scuttle feature for crates, so it needs more thought, but it is a start :)

  • @ottersteeth said in Greater Consequences for getting sunk by players:

    As someone who gets sunk more than sinks another ship (is that a good sentence?) I would also be happy to be moved to another server upon sinking. As long as you keep your active voyage.
    That would also mean you'd not be chased by the same crew again.

    If you're sunk by something other than a player, you should stay in the same server though. So at least then, you stay in your alliance.

    I just posted above here in regards to a potential solution. If a crew is getting harassed, give them a pop-up where the crew can vote to manually merge to another server. Maintaining their voyage, but perhaps not their loot to avoid potential abuse. If they are sunk, they shouldn't have any loot anyway :)

  • @muzackmann Agreed on both. And great example, I too have been ambushed only to come back and win when both see each other. And I agree that a penalty will serve more to chase away new players than anything else.

  • @steampunkmatt said in Greater Consequences for getting sunk by players:

    I'll keep this nice and simple
    Problem: ships that have been sunk by another more skilled crew tend to respawn far too close to their adversary allowing them to attack in a very unfair amount of time and widdle away at the the other ship's resources.
    Solution: Make getting sunk by players far more punishing. This can be achieved by respawning the recently sunken ship at a much greater distance from which the battle took place and a decrease that ships resources each and every time it has been sunk.

    You don't always spawn close. Anyway.

    If you kill someone and they make it back to you a few minutes later, you're still hanging around and they kill you with limited supplies. I feel you probably deserved to be sunk.

  • I like the idea if sunk an “option” to server merge which will retain current quests. But only the option. I too like the opportunity to recover my treasures. If in a alliance would hate to be sunk and forced in to a new server.

  • @nayfe-pacewell said in Greater Consequences for getting sunk by players:

    @steampunkmatt I agree with this. There is no real feel of victory (atleast for me and my crew) when we overcome and sink another crew, simply because our first thought is,
    "everyone get ready for them to come back" followed by "I dont really have time for this"

    Our crew is different

    "everyone get ready for them to come back" followed by "Where the are they? Maybe we should find them."

  • @katttruewalker said in Greater Consequences for getting sunk by players:

    @steampunkmatt

    Ahoy there, I do remember this was an issue raised very early on, just after release and the ship respawn distances were tweaked, I wonder if this has changed at all in everyone's experience?

    Ship respawn distance - When a ship sinks, we have significantly increased the distance at which the crews new ship will respawn. Ships will now respawn outside of visible view of the ship that sank them. This is in response to lots of player feedback which highlighted that the previous spawn distance was resulting in "griefing" behaviour and stalemates at the forts!

    The patch notes for the change are here -

    https://www.seaofthieves.com/forum/topic/48245/patch-notes-discussion-1-0-2

    At one time this was noticeable. However, it has become less consistent since this announced changed. It can be less likely to spawn far away. It can be very random.

    The opposite happened with the skeleton fleet battles. It was said that a change was made so your ship would spawn closer to allow the chance to jump back into the fight. It worked for a short while and then the chances of spawing completely on the other side of the sea was more likely.

    Maybe it has something to do with where other ships are located and how many are on the map impacting it. It can be so inconsistent I can see this being a pain point and result in a lot of frustration for many pirates.

  • @steampunkmatt no people would tear their hair out of that happed and they would not like o play the game then

  • A little history:

    Back in the day when you got sunk, it would spawn you within sight of the sinkee. Making taking forts a hassle.
    Rare solved this by spawning you halfway across the map if you sank! Damn that's far man. Being defeated would really set you back a lot and this was great.

    Currently there are three ways of getting around this penalty:

    1. If you're in an alliance you'll spawn close to your alliance mate.
    2. If two ships get sunk around the same time the game will spawn the second one closer.
    3. If the crew scuttles ship right as they sink or a bit before that they will spawn really close.

    The last one is one of those things that have been oft requested to be fixed and many posts are dedicated to it.

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