Tools not Rules. If not rules how about "guidelines"? ideas about interactions/player interaction and roleplayihng

  • Im not to fancy with words so ill just be quite and simple here.

    Everyone has gone through the honeymoon phase of this game when its new and exciting. and usually in that time i find people are more likely to roleplay and have neat interactions/storys with other players. as people realize the real gameplay loop they settle down into the most optimal playstyle to make money and thus I think its killed interesting fun player interactions.
    No one goes to the tavern anymore to share drinks....
    Devs have tried to fuel player interaction with quests and loot. works for such a little bit if at all then t dies out and the feature is just not used (Im looking at you skull of siren song)

    I think there needs to be push to get people to roleplay in the game. thats how you get players interacting in fun ways. I think the Devs could use the emissary system as a way to opt into roleplay "guidelines" and some tools for playing around. (Maybe merchants get clipboards and go to do reports on other ships cargo. idk)

    Anyway thats my half baked idea. talk about it some why dont ya

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  • You can't make people roleplay.

  • Calling rules by something different changes nothing about them. As well, Reaper emissary in lore are people who hunt other emissaries, so the people who want to just sink you would fly reaper and keep doing it anyways.

  • Its choice to join in and adapt to the role of others. If they don’t wanna buy your banana crates because your a peel salesmen. Oh well.

  • You can't 'push' people into roleplaying if they don't want to roleplay.

    Maybe merchants get clipboards and go to do reports on other ships cargo. idk

    Oh cool. So they ask a ship to stop so they can roleplay being a Merchant. That ship stops... Then kills them, steals their loot, and sinks them.
    Or the 'Merchant' does the killing & looting, using 'Roleplay' as his cover.
    Or the other ship does not want to stop. What then? Merchant can't roleplay being a merchant if no one wants to stop and be inspected.

    People can already roleplay. It just does not have any mechanics to enforce it. Nor should it.
    I've roleplayed being a map reader for new players, helping them find loot and not taking any.
    I've roleplayed being a dock worker who unloads people's ships. (This really confuses players. I just jump on their ship and begin unloading alongside them & see how long it takes for them to notice me. I don't sell any of their loot, though.)

    It's a sandbox game; Make your own goal and achieve it. But you can't force people to do something they may not want to do.

  • @guildar9194

    People can already roleplay. It just does not have any mechanics to enforce it. Nor should it.

    I think there's some wiggle room here. For instance, despite waking up at a Tavern in this game every time you log in, you cannot Sit and Drink. You also cannot Sit and Fish off the edges of your ship. While, realistically, yeah, there's probably no real reason for them to allow this, I DO find it a bit strange that you can't.

    While I agree that this IS a Sandbox game and you can make your own fun, I'm also not against improving the Sandbox to have the tools for people to be able to engage with the "sand" in more ways than just gunpowder and steel. World interaction in this game can sometimes be overly reduced to Kill People, or Don't, with no real in-between, or reward for even attempting something different.

    For instance, I've seen a lot of people want to actually Merchant for the Merchant's Guild. Scandalous, I know. While the game does support Cargo Running and the good old Buy Low/Sell High dynamic, what if there were "Supplies" that Merchant Guild members could buy, that become stationary boxes on their ship. These boxes would contain things like Cannon Balls, maybe Cooked Food, etc. The purpose of these would be to sell them on the Seas, to other players.

    You'd sail up to them (Hopefully not get blown out of the water), and invite them onto your ship. They could check the crates contents just like you'd check a Cargo/Smuggler item Destination, and then if they want to buy it, then they simply hold the button, their gold gets traded to you, and the item becomes a usable item in the world they can unload into their barrels. If you get sunk before making a sell, but have cargo on your ship, that cargo "breaks" like the Rum Bottles, and can still be looted but with much less quality items in it, or maybe not at all? Then when you return from your run, you're paid out a bonus for the amount of stuff you managed to sell without being sunk.

    With something like that implemented into the game, you'd still be encouraging Emissary Status and giving targets to Reapers, but you'd also have a new layer of interactions that players could achieve, and a playstyle unlocked for the less blood-thirsty of us. Merchants would have a completely new dynamic towards their Risk/Reward in a way that still encourages player interaction without feeling like a Sword of Damocles.

  • @xdreegan you just created way to sell gold for real cash.

    Players nowadays spend very little time per sever compared to pre divie and pre PotC updates so there is little room for interactions or knowing up other crews.

  • @ghutar No I didn't.

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