pvp should be more encouraged and here is how I would do it

  • first there should be a faction in adventure similar to the sea dogs but instead of having a whole ne game mode it should be in adventure, and how it would encourage pvp is by rewarding both sides of the coin the victor would get more than the looser but the looser would still be rewarded in the fight with a new currancy, by doing this people would become less salty because thay are still getting something out of the fight if you have any more ideas to add let me know.

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  • and it would be used to cheese gold and create very little pvp

    the issue with the "we need more pvp content/incentives" is that this isn't a pvp game and it's only becoming less of one as the balance of risk reward worsens.

    To get more fighting there has to be an environment worth the fight and all the cheesy features that get added to load up the docks and fresh spawns only worsens that.

    The game brought in a lot of players that do not want to engage in arena style combat where everyone is LOADED with supplies even with very little effort and one side doesn't carry loot around.

    People don't have to go spend their time fighting over a world event anymore to get things done and that combined with enabling hopping pvp made it to where people simply no longer engage in fights that don't make sense to them anymore.

    All of this "cowards fight me" and feeling as if people are owed fights is no different than when pvers call pvpers bullies and feel entitled to being left alone.

    High risk is not worth it for many people, they adapted, and now we have what we have and that is very unlikely to change without dramatic changes made to the environment.

    Add on a lot of long term farmers being pretty unmotivated right now with Captaincy implemented the way it was and even more of that high risk is being avoided. There isn't high risk organic activity out that that would suggest these milestones are working for that level of activity, it looks very much the same out there for that.

    High risk will have to make sense for experienced players or pvp will never make sense for them, how pvp currently exists in the game.

    People are cheesing everything in safe servers and it's not bringing in more high risk taking organically because many simply don't want to deal with it.

  • @wolfmanbush the fact that people see no reward in high risk is why both sides should be rewarded with a completely new grind cosmetics and currancy it would at least encurage pvp a little more in aventure no matter what someone is going to be unhappy with the idea of pvp being premoted but it would be fun for the players that dont find anything interesting anymore but pvp

  • @tripolarvirus Sorry but this "fixes" nothing (not that anything needs fixing tbqh) by handing out participation trophies to losers of conflicts. If people don't want to fight, they won't regardless of what type of welfare incentive you hand out. And it would continue devaluing gold, especially with the existence of Alliance Servers who would cheese/abuse it to no end for increased gold production through boosting.

    In short, your "solution" causes more problems and fixes none. Those that don't want to be attacked will still be "salty" and that little token offering is not going to stop it from happening.

  • Make the “encouraged” the player wanting pvp

    Encourage those outside of pvp to jump at you. Give them a reason. As a pvp player… loot isn’t a reward, the battle is your reward and victory.

    Any loot you gather or lose should mean nothing. If your truely into pvp that is.
    Gather a hoard of loot and make it a battle for it. If they lose, any loot they have adds to the pile
    (Also try to pile resource crates full)

  • You can't fix the game to fix the player, but @wolfmanbush does have a point.

    The current environment for this game is in shambles, hoppers have essentially mastered an art of not having to do anything worth the risk when they can take it from people who are simply reckless, being supplied out the tavern, and the prospect of "alliance servers" slowly becoming more preferable for reckless pirates that lack the spine to play this game under the risk/reward structure.

  • over all I understand it wouldn't be perfect but the fact that you would fight not for gold but maybe a new currency that can be spent on different and new cosmedics would at least encourage old players to jump on and duke it out with other ships, I dont think of the newer players since most of the new players that pick up sot leave after hitting pl, in my mind people that would want to grind the new cosmetics would at least have a steping stone to go off of from being sunk, and I know some people my find this as not a problem fix do remember just spit ballin.

  • @tripolarvirus

    I have noticed people running away or leaving the game to avoid sinking now. The few pirates I've messaged asking it is because they are trying to keep their sink stat under ill fated as low as possible.

    I think just removing that stat from being tracked in log books would encourage people to actually fight instead of just leaving the game from what my crew has noticed since this season started.

    People are more attached to their Captained ships now, but to the point where they are more worried about their stats versus actually playing the game as intended.

    Unless leaving the game to prevent their pixel counter going up is "tools not rules"

  • I don't feel like it's really a problem. Runners are going to run anyways imo. Regarding the quitting before sinking, it has a great side effect : that ensure those people won't come back endlessly until they either sink you or you manage to sell your loot and merge.

    So yeah the stat may not be as truthful as it could be and thus lose a bit of its wow factor, but otherwise I don't think it is much of an issue.

  • @wolfmanbush always with the wise words. Well played sir.

  • I already ignore most of the game because I have no interest at all in playing with other people. Drop what I’m doing and run on sight and if I’m followed I sail directly into the wind to the Red Sea. This system would just be another thing I avoided.

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