This respawn system is no fun... And that goes for both sides

  • Hello fellow pirates!

    I've just had a great day in sea of thieves! Truly! This is a great game, and I love my time with it.
    BUT [mod edited]... This respawn system is tedious, stupid, unrewarding and downright [mod edited]. The spawns are fast enough to make it near impossible to ever finish off a crew, get their [mod edited] and get out (especially playing solo). On the other hand this stupidity might actually "force" the attacker to spawncamp you until you scuttle or log off. I've been on both sides of this equation and it is fun for absolutely noone... Unless you just love griefing, in which case I'd ask you to please leave and never come back.

    Now... I'm not a gamedesigner and I'm not saying that it's easy to make a great spawnsystem for a pirate game (It's got to be a nightmare). But for the love of god... There has to be a better system than this. It makes the joy of victory and skilled play feel hollow, it rewards atrocious behaviour and it wastes everyones time when respawns turn into a griefing fest.

    Now I've mainly had to deal with this problem as the attacking part... And while it's always a special brand of fun to dominate a fellow player in combat (not spawncamping but actual combat) it gets tedious as all hell when the same players keep comming back in everlasting "horde mode". Playing solo can be great, but this problem makes it impossible to ever engage with a bigger crew... Even if you own them everytime they show their faces you'll never get anything done because they'll keep spawning at the same rate Donald Trump produces tweets of pure comedy gold!

    Thank you for reading and have a great day of loot hoarding!

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  • @provingprism69 I have no problem with the current system. I see your point, but the problem here mainly seems to be that you're playing solo. As a solo player, you shouldn't be able to easily kill and loot a whole ship without challenge, and the alternative seems to be to increase the wait time in Davey Jones' locker, which i'm not a fan of.

    I just wanted to share my opinion, and say that I think the respawn system works fine and as intended

  • @provingprism69 I couldn't agree more. Combat should be quick, and decisive. Not a 3 hour blood bath. I think if every member of a boat is killed, and on ferry of the damned at one time, they should have to respawn to a new boat. Plain and simple. Yes this causes problems for the solo player I get that. Perhaps there could be some sort of work around there.

  • I wasnt sold. and now I kinda agree.

    Take battlefields Spawn on squad mates route.

    As long as s squad member was alive, you could spawn on them. If they kill your entire team, plus something though.
    The ship should be a spawn point yes, but with a hitch. A something that if another crew has you all dead and takes control of it than you can no longer spawn on it. ALL MUST BE DEAD first.

    But yeah, also, this could make for extra stuff. Like, you can spawn on members alive on an island, another boat, etc

  • PvP scenarios often time comes down to a few scenarios....

    1. Boat 1 catches Boat 2 off guard. Boat 2 is annihilated.
    2. One of the boats doesnt want engagement and flees
    3. Boat 1 has a better crew than Boat 2 and wins a fair fight
    4. Both boats engage and whomever runs out of planks/cannonballs first wins.

    scenario 1 -3 are perfectly ok in my opinion. Its scenario 4 that is problematic. Encounters can be very long drawn out. 2 boats with plenty of planks can just simply continuously patch. I would like to see some sort of boat strength/health that limits the amount of patching that can be done. Or some sort of permanent damage that can help end stalemates. This can be something that takes time to achieve but there needs to be reward for good hits that just simply cant be patched away.

    Maybe a system where once there is a patched hole, a hit close by could knock it off making it harder to keep patched. Or well placed holes cause a slight continous leak that cant be patched. That means more buckets and less time to patch. Right now, galleons with loads of planks can just patch away as if nothing happened.

  • @wickedfool I find pvp scenarios in the games meta as it is now is whoever boards the other ship first wins. as its so easy to board ships cannon play is irrelevant and mostly not massively needed anchor and gunpowder barrels are main pvp methods I see and if you can barrel there ship and get on bottom deck it may aswel be game over for them there is not a lot of coming back from that

  • @acid182 we come back from that all the time. its how well your team plays that matters. And how smart you are at dealing with the water.

  • What about an increasing respawn timer? If you die again within a minute another 5-10 is added to the respawn? I don't want a longer timer, because it's already like you wanna get back in and play, but I can see the value in increasing it if you continue to die to give the players who are 'winning' time to sink the ship and end the battle.

  • This respawn system is no fun... And that goes for both sides:

    I wasnt sold. and now I kinda agree.

    Take battlefields Spawn on squad mates route.

    As long as s squad member was alive, you could spawn on them. If they kill your entire team, plus something though.
    The ship should be a spawn point yes, but with a hitch. A something that if another crew has you all dead and takes control of it than you can no longer spawn on it. ALL MUST BE DEAD first.

    But yeah, also, this could make for extra stuff. Like, you can spawn on members alive on an island, another boat, etc

    again this^

  • what about, after they are all dead, you can stop them from respawning for a minute. you cant stop them forever, but if you kill them all, you can stop them from respawning on the boat. For a minute. by performing some action on the boat.

    Or maybe it can work while they are all alive.. you get on the boat and do it, while they are off hunting and steal the boat.

    They can still spawn on eachother though

  • I think the reason i'll keep disagreeing with these different solutions, is that you're all ignoring something obvious; You're attacking another ship. You're not defending your own. Why should the odds be equally fair? You're trying to steal something others worked for, and while i'm all for that concept, I think the challenge has to be on you and you alone. Are you a solo-player? In that case you should have a challenge stealing others loot. Are you a galleon of 4? You won't have this issue to begin with. I just really don't see why giving defending players the spawn advantage is a problem, as you'll only be faced with a disadvantage if you not only attack another ship, but also plan to haul their loot away. In my opinion, the respawn system is fine, and works as intended :)

  • @rubendorff I don't think so, my crew kills people all day, I can count on one hand the amount of times we've been sunk and the same people still continue to come back very quickly, its still quite bothersome and our victorious feeling is never there due to knowing they'll be back in 5mins or less.

  • I suggested that when your entire crew dies and your ship sinks you spawn on a different server (When you use a mermaid or go through the door of the ferry of the damned), There should be no loading times because you already loaded up the entire game, (You just transfer to a new server instantly) and other people can take up your slots and join that server.

    What's the point of having the same ship with a new set of supplies go after you after you sink them a few times? I know you sometimes spawn at the edge of the other side of the map but.

    I played a game or a few games with no one in the server beside us.

    I wish dying in this game had an impact.

    So far you only need to wait 45 seconds when you die and don't forget the loading screen.

    They need to make a mode so when you die it's permanent on that server and you go into a new server. (You get the option to choose the galleon or sloop when you're on the ferry of the damned)0

  • @lm-robin-hood It really sounds like your problem here is that you occasionally have to work to fend people off, which I don't see a problem with. If you're not feeling victorious when you get to sink the same people again, that's all on you. Personally i'd enjoy having the same people try again and again, that's what made GTA online a favourite of mine. But I guess if all you want is the loot from PvP and not the hassle, that's on you mate. Can't have your cake and eat it at the same time ;)

  • I don't like it too. In my mind, if the whole crew died, the ship should automatically scuttle.

    But boarding needs a tool, climbing the ladder is just too easy. There should be a Grappling hook in the ship that you can throw onto the other ship and pull it.

  • @theunknownd This would probably be the worst solution I can think of. I've sometimes seen ships far away coming for the island i'm parked at, and sometimes I find it easier to simply hide my treasure in bushes etc. if I know I can't escape. This allows me to reclaim them when I respawn in a new ship. I couldn't do this on a new server. But furthermore; Why can't you do this already on your own? Your ship's been sunk, just change the server manually. Easy peasy. Unless this solution is meant to help those who just sunk your ship avoid retaliation, in which case i'm against it for a whole bunch of other reasons :P

  • Or why not have the loosing party switch to an another server. The winning side gets to continue their voyage, and the loosing side can't come back again and again to harass. This would also reward that party that wins a fight at the skeleton fort.

    As a bonus no pirate crew could harass another on and on and on... it could be the solution to a lot of the complaints on the forum.

    Not a perfect solution, but perhaps something to discuss?

  • @ghostfire1981 I think you're misrepresenting the concept of harrassment. PvP, an essential part of this game, is not harrassment. And the only way you'll end up in a PvP fight to begin with, is by engaging yourself. I've NEVER been unable to outrun a fight if I'm not parked at some island looking for the 4th damn riddle clue which I swear is a landmark that doesn't exist :P

    But furthermore, how easy would forts become if this was implemented? I'd just sit far away and watch the galleons duke it out, and when all but 1 is despawned i'd make a move. The point of forts is excactly to create a PvP heavy environment, which you don't just have to win once, but conquor long enough to secure treasure superior to the regular farming means.

    I think what I'm trying to get at, is that PvP is MEANT to be bothersome, and if you actively seek it, you'll have to work for it. If you don't actively seek it, run and avoid it. You're looking to kill others for their loot, and then simply be freed from their revenge, which is just plain lazy. Either don't seek PvP, or take it as it is :)

  • @rubendorff ...you know I started off the way I did because of people like you ... Always blaming the player never acknowledging the problem...... Let me elaborate, I kill, I chase, occasionally I grief, my team and I flash are blue lanterns and the ship lights while chasing enemy ships in the dark looking like police officers and were really really good at killing.... We also really enjoy it, no treasure, treasure, doesn't matter.........I can still acknowledge it needs to be fixed.

  • @rubendorff
    I was actually referring to the sociopaths that come back and sink or try to sink you five or more times in a row... you know the ones that do not understand when enough is enough.

    The point is not to say that PvP is bad, i actually like it. But with a server migration after one looses, we can eliminate the problem of someone getting sunk over and over by the same crew. AND as a whole this would distribute the fighting more evenly among more players. Everyone would be happy, the bloodthirsty crews get their kills, and the more peaceful players get sunk one time and can go on their merry business on perhaps a calmer server... or continue their voyage if they sink the attackers.

  • @lm-robin-hood The problem here being that people can retaliate? I might need you to elaborate the "problem" you're acknowledging, cause I sure don't see it. You kill people, and 5 minutes later they return. What's the problem of that? In CS:GO you won't have to wait 5 minutes for the people you just killed to return, soooo.... :P Is the problem that the PvP is not on your terms? I can easily acknowledge a problem if I see it, and I just don't here.

  • @ghostfire1981 But that "sociopath" is so rare, that trying to fix him would simply ruin it for so many others. Heck, i've had PLENTY of those guys in GTA. I s**t you not, I once spent a few hours ganking a kid 40+ times without him ever getting a kill, and I wasn't even griefing. He literally just kept trying to get jets etc. to kill me, and I stopped him every time. This issue is not new to PvP games, and it's something you have to live with i'm afraid. But once again, I don't see how this does little more than hassle you? So you gotta sink the same guy again, takes a minute or so? Why is there a problem on your behalf? And if the problem is on their behalf, as you say, they COULD be sunk again and again... Well, why don't they just change server themselves? That option is already available :)

  • @rubendorff its not call of duty, you sink a ship, you shouldn't have to worry about coming back right away, if you were sunk by a ship you shouldn't have to worry about them coming after you right away... It works both ways.... You keep saying "you" its not a you thing ... This is a PvP adventure game if the sole focus was PvP I'd say you're right but its not. Really its cool, if they something in game chat I don't like I can see where they spawn and I'm eight back to do what I do..... But thinking game longevity ...prob a bad idea.

  • @provingprism69 Even using symbols to bleep out swears is against the Rules and the @Deckhands are shift and harsh mistresses

  • @provingprism69 It's called sinking their ship. Then their respawn point goes bye-bye. Not sure how long you've been playing this game for, but you should know this by now.

  • @lm-robin-hood Sure, it's not CoD, and they won't appear right away, they'll be several minutes, 10 at least. Plenty of time for you to sail away to be fair. And sure, it's a PvP adventure game, which involves PvP. And frankly, I just haven't had any problems with PvP so far. I'd say the reason "you" see so many people constantly coming back for ya, is that you seek the PvP. If you sought the adventure, which I tend to do, PvP is rarely a thing.

    I'm just stuck with 2 possible situations here; Either you're grossly overstating the issue with people coming back for you, and these people are a rare occurance, OR! maybe you're the guy constantly hunting other players, in which case complaining that they return is frankly pathetic? :P I'll leave it up to you mate, I just can't see the problem, or a solution that wouldn't make a larger population of players mad.

  • @rubendorff
    Because it takes up a lot of my time... it serves no purpose... for them or me. :)
    Typical situation: Im just about to dig up a chest or killing a skeleton boss, and you see a ship coming. You run to your ship, prepare it, kill the attacker, sail back into position, drop anchor... and go back to your objective. When this happens several time by the same attacker(s)... its not fun anymore... its just wasting MY time.

    And yeah lots of other games have the same problem... i know it all to well.

    Just wanted to add mu couple of cents to suggest an idea for a solution to the problem. We can't get rid of the "less desirable" players, but perhaps we could even out the problems somehow.

  • @wickedfool said in This respawn system is no fun... And that goes for both sides:

    1. Both boats engage and whomever runs out of planks/cannonballs first wins.

    Its scenario 4 that is problematic. Encounters can be very long drawn out. 2 boats with plenty of planks can just simply continuously patch. I would like to see some sort of boat strength/health that limits the amount of patching that can be done. Or some sort of permanent damage that can help end stalemates. This can be something that takes time to achieve but there needs to be reward for good hits that just simply cant be patched away.

    Maybe a system where once there is a patched hole, a hit close by could knock it off making it harder to keep patched. Or well placed holes cause a slight continous leak that cant be patched. That means more buckets and less time to patch. Right now, galleons with loads of planks can just patch away as if nothing happened.

    I don't see how it's problematic. If both boats are going to play defensively like that, let them burn through all their resources. You can barrel the ship, board the ship, there are tools in the game for you to not have to play that way.

    In addition to that, you can speed up the attrition process by boarding their ship and stealing their resources. You know, be a thief. But definitely killing the players on their ship and preventing them from repairing is the best way to end the stalemate. I've never had an issue with stalemates and I've done tons and tons of forts.

  • @ghostfire1981 While I know of such situations, they are SO rare that a fix is simply not warranted. I've been primarily solo-adventuring so far, and I rarely have ships chase me, specially if I play cautiously. But to cut to the chase; You think it's a waste of time? Fine. This game probably isn't for you then. And the only solution to people chasing you when you're adventuring, would be to simply abolish PvP, which is not going to happen. I'll still claim that you're blowing the scale of that problem out of proportion. But if that is truly what grinds your gears, i'd suggest a PvE game. And that's my 2 cents. While we may never agree, I do appriciate the debate, and that's the point of these forums :)

  • @rubendorff
    Agreed! :)

    The point of my fist post was just to add something to the discussion, and indeed to start some debate as that is how new solutions are made.

  • @Rubendorff

    Got it, your comments are the same across the forums. When you keep blaming the individual its a reflection of you. There's tons of easy solutions its really not complicated.... Add a timer to the boat respawning... Spawn boats further away.... Hell lets play for keeps if your sunk your migrated to a new server, literally dozens of solutions surrounding this topic, community sees an issue and you just blame the individual users... Wish I could join your lobby, I think illustrAting why being able to see where you spawn would help reveal the problem... Oh well enjoy the seas.

  • @lm-robin-hood In that case, i'd say the denial of personal responsibility and the idea that every player has a "right" to have the game suit their specific needs is a reflection of you :)

  • @lm-robin-hood But let me make my position clear, as I think you're trying to misrepresent me somewhat; I am NOT saying there's not solutions. I'm saying I don't see a PROBLEM. I am in no way blaming individuals, I am challenging their points of view. That's how debate works, and your attempts at undermining my character won't work. The fact that my responses are somewhat along the same path, shows that I have principles and consistency, and I won't be shamed by that. Once again, I am merely expressing my points of view, and I still don't believe there's a problem here. So this plethora of solutions won't be useful to the non-existing problem as I believe it stands :)

  • Don't have a problem with the respawn system. First off if you are the one attacking, sink there ship and kill them all, p**f there gone. Secondly if you are the one being attacked, and they are spawn killing you on your own boat, they won, deal with it and scuttle your damn ship. Look at that... I solved yet another problem, that really isn't a problem in the first place

  • @devilettuce I'm with this guy, after the BB nerf it takes a while longer to kill people with the old close quartes strat, but I still think you can pull it off solo, however examples like this: https://www.youtube.com/watch?v=Bhq2a_AcZ-s show how much sometimes PC players vs Xbox can skew fights into one sided blood baths, and somehow even then they don't get a decisive victory, due to how much they need to invest on that attack to make it work, especially solo.

    The respawn system can change for the better, but it has to be something that doesn't strictly pusnishes people for dying, you have to think smarter and bigger than that.

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