@fysics3037 said in Why Reaper Should Have Harpoons (which apparently people don't like):
- Selling provides no significant increase in risk other than the occasional new player who sells the second they do anything
I don't think I understand this correctly: The risk in selling to Reaper's is the fact that the **only turn-in spot for them is squarely in the middle of the map, where ships that can already see you, can go there to intercept the selling of your treasure.
- Selling is an extremely monotonous task and not fun.
That's if you have a lot of loot, which wouldn't be much of a problem if you sold often now, eh?
- If the community is supposed to “just sell to Sov” it almost deletes the point of reapers outside of HG
At this point, the best Reaper's playstyle is either risking loot stacks to the now very uncommon sweaty server hopper, or to dive and invade rival ships in Hourglass. Reaper's, especially post-Arena was the unequivocal PvP faction of the game, where hunting and being hunted was your primary playstyle, as such, you get rewarded "the best" out of all of the other trading companies since you receive the best value for just about all loot pieces under the same flag.
- How do you expect people to want to defend SotF when it takes them 5x as long to sell compared to GoF.
If you're stacking with Hourglass up, you should know how much you're willing to keep on board, and be mindful of the 15-20 minute invasion cooldown period that occurs directly after winning an Hourglass battle.
Additionally, you're still getting max value because selling loot faster at the Sovereigns isn't really that much better value in comparison to selling to SotF with a Grade V Reaper's Bones Emissary flag. The risk of better value still prevails even in Hourglass, and you need to be on your guard for as much of it.
All this to say that reaper harpoons would add a positive impact on the game overall. It simply isn’t good game design to have it take 1/3 of your play time to sell. ... An alternative solution to still keep it risky but keep a good amount of the time off of selling is simply to make it so that you can only harpoon to the entrance of the main building. You could also relocate the servant towards the shore, like with the adventure, to make selling faster but not instant still.
It's not a nerf for Reaper's that you take more time to sell, it's always been like that, and despite the outposts getting the Sovereigns, and Server hopping being decreased significantly, now it's a real risk to sell to reaper's, because you need the coast to be clear in order to sell, and if you have any tail on you, you have to eliminate it to receive your reward.
I understand how tiresome it is to sell at Reaper's, but because of your increased profits selling there, you don't really need any "faster" or "better" ways to sell past the ways the best Reaper crews have sold their loot not only in the past, but in the present.