Spawn camping (mostly on sloops) is a problem with a simple solution

  • We've all done it. You board a ship, manage to kill the crew, then you lie in wait with a good view of the most popular spawn locations of the victim. As soon as you see them, you blow them to bits or cut them to ribbons. Wash. Rinse. Repeat.

    Now, this is very much a viable tactic for multiple reasons. Want to keep them from bailing water? Stealing their supplies before sending their ship to Davy Jones's locker? All valid reasons that I do NOT want to prevent. That's the game. If you don't like it, you're playing the wrong game.

    However, getting killed not 1 second after the screen turns from black because your character is still frozen from loading in and the enemy almost always knows where the victim will be spawning in, is not fair. Nor fun. I've done it and been on the receiving end of it many times, and it's like shooting fish in a barrel.

    The victim has a miniscule amount of time to reorient themselves before being blasted back to the ferry to do it all over again, and it's a vicious cycle. And scuttling your ship should absolutely not be the only option out of the cycle.

    TL:DR When a player respawns, they should receive maybe 3 seconds of invulnerability. This is immediately cancelled out if they open any containers, use any tools/weapons, or operate the ship. It's purely to give them a moment to orient themselves. The player can be given a ghostly aura to show their invulnerable state to attackers as well. As soon the victim's humanly color returns, it's open season.

    This will greatly help equalize the differences in network lag and hardware between players as well. I don't see really any harm in such an implementation. To any of you who are really against it, maybe make it so invulnerability has a trade off. The victim can decide if they want the invulnerability or not. If they opt out of it, they respawn in the base amount of time. If they want invulnerability, respawn will be a few seconds longer. However, I don't think invulnerability will put the attackers at any sort of disadvantage. They already have a huge advantage compared to the victim.

    Please discuss this and bring attention to it, as it's really the only issue I have with Sea of Thieves right now.

    Edit: typos

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  • @cyber6143

    This has been suggested and even tested. The invulnerability is overpowered. You think 3 seconds is a short amount of time it is not.

    The other issue is that you are using this idea focusing on a single issue without realizing how it will effect the rest of game play.

    Now with 3 seconds of invulnerability, good luck surviving against a crew that spawns in together. Sloop, Brig, Galleon. If the crew waits to spawn in together then you are going to die and lose control because they are invulnerable.

    Next is during actual combat. You are fighting when a player rejoins and you get the anchor drop, the player who just respawns grabs anchor. You can't do anything to get them off it and now you have to drop it again.

    Sorry broski, your idea isn't new and its a bad for multitude of reasons.

  • @cyber6143 The problem with an invulnerability timer is also that especially sloop crews will profit a lot from it.
    Think about it, such a small vessel and two guys on it that can cross the entire distance of the ship's length in no time, flailing around with their cutlasses or guns.

  • Both of you seem to have missed my point about "any action will immediately cancel the vulnerability". As soon as someone interacts with ANYTHING, invulnerability is gone (anchor, cannon, wheel, sails, even switching weapons or items, etc.). Also, I'm not necessarily suggesting it has to be 3 seconds. I know 3 seconds is a lot of time in fast paced games. If 1.5 seconds is a more fair starting point, then so be it. Testing and fine tuning can do the rest. @Xultanis-Dragon you say it's already been tested before; can you provide some links and resources, please? Are there experimental servers that players can play on?

    I admit, though, I didn't think about the crew spawning back together as I had the respawn system of the arena (no ferry) in mind when writing this post. Nonetheless, I still don't think my idea would hurt respawning in adventure mode. On bigger ships, the invulnerability would almost certainly be gone by the time you even see some of the crew because some will certainly respawn below deck.

  • @cyber6143 said in Spawn camping (mostly on sloops) is a problem with a simple solution:

    @Xultanis-Dragon you say it's already been tested before; can you provide some links and resources, please? Are there experimental servers that players can play on?

    https://www.seaofthieves.com/insider

  • @d3adst1ck thanks, but that's a giant archive. Any idea which update it might have been?

  • @cyber6143 sagte in Spawn camping (mostly on sloops) is a problem with a simple solution:

    TL:DR When a player respawns, they should receive maybe 3 seconds of invulnerability. This is immediately cancelled out if they open any containers, use any tools/weapons, or operate the ship. It's purely to give them a moment to orient themselves. The player can be given a ghostly aura to show their invulnerable state to attackers as well. As soon the victim's humanly color returns, it's open season.

    And the suggestion comes with a cool flavourful, immersive color. =)
    Take my like! This is the good shi...p we want to see!
    Symbolizing a return from the afterlife! Ni~ce!

    Yeah that does make some sense.
    People who specialize in boarding and Piratekilling always feel boringly overpowered in comparisation to the more epic cannons blazing but less progress doing naval battle in itself.

    I would like to make cannonshots much more dangerous!
    They are cannonballs after all and even their "AoE" damage should be much more dreadful.
    It can't be that boarding and killing with a tiny sword or gun is more efficient in killing the Crew than the hammering of CANNONBALLS.
    Just by my opinion.

  • @cyber6143 said in Spawn camping (mostly on sloops) is a problem with a simple solution:

    @d3adst1ck thanks, but that's a giant archive. Any idea which update it might have been?

    It was before the anniversary update, over 2 years ago, so I want to say around v1.4? You can probably search on the forums for it.

  • @d3adst1ck okay, thank you. I'll search through them. I doubt I can post the direct link here if I find it, though, can I? I had to sign up to be an insider before I could follow your initial link, so surely posting a link to one patch notes pages would be the same for anyone who isn't an insider?

  • @cyber6143 said in Spawn camping (mostly on sloops) is a problem with a simple solution:

    @d3adst1ck okay, thank you. I'll search through them. I doubt I can post the direct link here if I find it, though, can I? I had to sign up to be an insider before I could follow your initial link, so surely posting a link to one patch notes pages would be the same for anyone who isn't an insider?

    It was around the time Arena was being tested if that helps at all.

    I know why you want the ability, but if interactions is what cancels it then still too much power.

    I'd be okay with making the player invisible and blind until they move. A small indicator that tells you that you are on the boat but you can't see. The reason for the blindness is information is power. The fact that you can see where your enemies are beforehand gives too great an advantage. So I'm okay with the player being invisible and blind loading in and the second they MOVE they are fair game.

    Could make it a white screen so that players know the difference between black screen.

    Invuln is very very bad. As someone who played around with it, it really was, which is why they removed it almost immediately.

  • Ever since I got an external SSD, and later, an Xbox Series X (which had an even better internal SSD), I have not had this issue unless there were also network issues involved (usually on my end).

    The only thing that I think needs to be done is allow weapons to be pre-drawn from the Ferry. Naturally, this means weapons would be allowed on the Ferry. That said, you still wouldn't be able to use them - you wouldn't be able to fire, swing, or throw your weapon prior to going through the door. Besides, we can already see carried bombs on the Ferry, as well as the other weapons themselves via emote, so I don't think it's too much to ask for.

    That way, when you spawn, at least you'll already have your weapon drawn, eager to fight back against whomever literally stands in your way.

    Alternatively, or in addition, the same could be done with food - so when that sniper shot hits you in the chest upon respawn, you're already scarfing down half of your pineapple.

  • Nice idea discusses with some thought to balancing (IE the cancel upon action). Definitely the most bs "tactic" I see, both adventure and arena. In the latter, we tend to just scuttle ship as it's the best option. Not so much in adventure.

    But then I hate the pirate v pirate aspect of PvP anyway, so frustrating and dodgy. Ship v Ship is a proper fight!

  • @cyber6143 said in Spawn camping (mostly on sloops) is a problem with a simple solution:

    And scuttling your ship should absolutely not be the only option out of the cycle.

    It’s not. The losing side is also welcome to wait for a while on the Ferry. That is not being dismissive. They do not have to participate in the cycle. They can accept the loss and wait out the other team if they do not want to scuttle and return to the seas in less than a minute. They had opportunities to avoid the situation before they lost complete control of their ship. Why should they be granted additional chances now that they have lost and refuse to accept the defeat?

  • @cyber6143
    Hey, I Dm'ed you their response if you were still struggling to find what @d3adst1ck was trying to relay.

  • @cyber6143 While I understand where you are coming from. Wouldnt more respqwn locations also have a chance to fix it? What if you could spawn in thr crows nest, on the canopy, near the quest table, or near the map table. Make it more varied so spawn campers have to look more places for that "instant" kill.

    I'd go so far as to say more spawn locations on all 3 boats would be welcome.

  • I've suggested this also but only with a 1 sec invulnerability so it's basically your initial drop and hop. I agree that it should be cancelled but not only limited to using a weapon or opening barrel but to any action such as movement etc.

    So 1 sec and if you just freeze it's over almost immediately and if you do spawn spamming jump and direction keys it's cancelled also. This will at least allow your screen to fully load and allow you to become oriented to your position and a quick decision on what you're going to do with out dying as soon as the screen fades in from black straight to the death screen. This should definitely be a thing as I abuse this as a camper when stealing supplies from ships or on the other end. You, your crew, and ships fate shouldn't be decided from just the one encounter especially considering all of the RNG such as hit reg, etc.

    If the game were 100% stable then I'd say we probably don't require an invulnerability.

  • I do agree with this, simply adding more spawn points would not be enough.

    some of this will be a repeat of what Cyber6143 and others have said but here are some ideas on what needs to be done to make it work.

    you become venerable if you:

    • Take out any item like a weapon or a bucket.

    • Interact with anything like sails, cannons, barrels, helm, or ladder.

    • Pick up items such as treasure, storage crates or tall tale items or kegs.

    • jump off or leave their ship.

    Other factors to consider for balancing:

    • Load times ( the time people spawn in vs actually can move varies already)

    • A crew coming back through all at once should not be able to use invulnerability to all tactically reposition to fend off the boarders the moment the timer runs out.

    I'm sure I will think of something to add or amend to this after I hit submit so If you think I missed something or I'm wrong about an aspect let me know.

  • @mightyanchor What I mean by "tactically reposition to fend off the boarders" is there should not be enough time for the whole crew to spawn back in at once. circle the enemy and blunder kill the individual. the window of invulnerability should just be enough to not instantly die on returning to their ship and should not provide any other benefit.

  • @captain-coel more would help but for example on a sloop if you get boarded by more than 2 people, the amount of spots will not really matter.

  • @mightyanchor then scuttle. if the battle is lost admit it.

  • @captain-coel the battle is not lost until my boaty no floaty. I don't win every fight but I can count my scuttles on a single hand.

    why not just scuttle when you see them coming? you are probably not going to win so just scuttle and don't bother trying, uninstall and go play hello kitty island adventure.
    that's what you sound like btw.

    I'm not even close to the best and will never claim to be, and I did not comment on this post for my own sake. There are people here who are less combat savy than I am if you can imagine such a thing and forcing them to scuttle is a d*ck move.
    it's not against the code but if you can stand behind someone as they load in and kill them over and over that seems like a broken aspect to the game and I would say that it is fair for the community to suggest solutions rather than just complain.

    If Rare don't like the idea or choose to ignore this for literally any reason that's fine, but I prefer to try and help than be complacent or try to take people down a peg.

    literally anyone can stand on the back of a sloop with a blunderbuss and kill people. that is not good, fun or interesting or balanced gameplay. it's not an impossible situation to get out of but it's still not balanced.

    Sea of Thieves is a game Rare has built where a player who has played since launch is fundamentally still equal to someone who is playing their first hour. Sure the launch day player has way more experience but unlike many other games the new player has an actual fighting chance. fairness and respect are fundamental points to the game right along with combat.

    As someone with currently 3,872 confirmed ship sinks without having to resort to spawn camping I Fully support this person's wish to not lose or have to scuttle because their sloop has 3 spawn points and 4 people on a galleon are waiting at each of them with a pointed gun.

    In no pvp game situation should you consider someone dying before they finish loading back in as a ok thing.

  • Actually.. ( and since we cant swear on this forum...there will be blanks. Lol fill them in) there is a huge problem with this game and how unfair it is to the new players. First off.. what in the ____ kind of honor is it to attack a ship that has absolutely no ____ing treasure on it, and is currently being attacked by a kraken? Do these players realize that when pirates where big... they had a huge democracy and honor system? Hell they even created a republic of free men , freeing slaves and hornnygold never once killed a fellow. ____ this game and all it stands for , this game needs some huge development in these regards. Make a ____ pvp and none pvp servers maybe? For ppl who actually want to experience the campaigns and tall tales? Seriously anyone that wants to try this game I'll simply tell them to stay away. If anyone of those little ____ ___ kids would of wanted a fight then why be a little _____ about it .. I'm sure I'm not the only one ______ off at the poor pvp development of this game. Travel from island to island, 3 _______ hours only to be sunk and losing all my stuff really _______ ______ me off . Maybe add in some save points you little ____ _________ who built this game... so the small fry dont get chewed to ____ by ppl who have huge odds against the smaller ships. Like what in the ____? Seriously. Smarten up the _______ gameplay and get rid of those little ____ who pray on the week. Maybe a block mechanism so that when you come back into the game you join a _______ server that doesnt have the ppl that ganks you? That would save alot of headache. The game ... other then that.. is great fun! Just wish the developers would listen to its players
    And it's really trying , when you just simply say hey hows it going... wanna game together? This game is all about teamwork and working for a greater cause.. yet. Nobody talks. Its .. oh a guy .. kill the him! Like what if you could have a potential great ally? You ever think about that? That would greatly increase your profits.. idk maybe the maturity level of the players are closer to the teenage years.. another good idea would be to put a age restriction on the game.. imagine.. a pirate game you arent even allowed to swear in. Hopefully this little note gets read by someone of importance . Would love it if they had a complaint or suggestion line that you could email or call...

  • @cyber6143

    This could be fixed without invincibility. You should not be able to move about the ship or see the enemy players.

    1. a few more spots, crows nest, bow spit etc. On the smaller ships.
    2. before you render in you can see where you are spawning. You are invisible and out of phase of everything but the ship. All players are also invisable. As soon as you move in anyway you spawn in completely.
  • @cyber6143 no

  • @cyber6143 Agreed that something needs to change. Maybe a choice of 4 spawn points for a sloop, 6 for a brig & galleon. You would be able to choose on the ferryman?

  • @distortedbean pvpve pirate game. we don't care about your "code". This is a free for all. All loot is worth more when your crew turns it in.

  • @distortedbean First off as an actual real life sailor I love to curse but if you rely on it so heavily that you can not come up with other words no one is going to take your post seriously. It just comes off as angry.

    Second the who threat of the Kraken is that it locks your ship down. Do you think it is coincidence that the kraken ONLY spawns after a world event goes down? Also how is a ship supposed to know you don't have loot on your ship, they should just take your word for it?

    If my ship has a ton of supplies and the server is dead i have been known to sink every non productive ship to force a server merge. Not a nice thing to do but sometimes I don't feel like regathering 75 chainshot and 800 cannonballs.

    The only threat in this game IS the other people playing. Sure skeleton ships and megalodons can be inconvenient but they never actually take anything from you. You can easily recover items from them if you sink.

    I also do not think pointing out the historical nature of pirates has any merit when this is a fantasy game where you can fire yourself out of a cannon and heal by eating bananas whole.

    There has never in the history of gaming been a situation where you could get every player to play a specific way, especially an open world game like Sea of Thieves.

    Nothing in your post is anything that the developers have any issue with. Anyone can choose what kind of adventure they go on. You don't have to prioritize getting gold and buying cosmetics. You are free to sail the seas in a plain boat and your experience will be exactly the same.

    When this game came out i remember getting 10k from a skele fort (the only world event) being a big deal and now it's easy to earn 1 mill in a matter of hours.

    Alliances were not always apart of the game and when they came out always ended up in betrayal. I have never been in an alliance where all the other ships combined earned less gold than my sloop did. People have different play styles and are less efficient and thats ok. I'm not going to tell anyone else they need to have fun the same way I do. It would be nice if the majority of people did not run away and would fight naval or otherwise but they do not and that's something I have accepted just like you need to accept that people will sink you.

    When i first started playing i also cared a lot about the gold, i would run from ships and hide and do whatever it take. I would get so mad when sunk but my crew decided to get better at combat instead of crying over spilled milk. I use to not be able to hit a skeleton with the eye of reach and now (when ever hit reg allows for it) i land at least 70% of my shots at players. That's not a brag because i'm not a skilled player. Anyone can be on my level or better if they are willing to stop blaming others and think what could I have done better.

    Rare doesn't want everyone to just try and 100% their game as quickly as possible they want it to be a fun wild u predicable adventure. If you want to earn gold and buy things or make friends and talk with fellow pirates on the seas that is fine but don't expect other people to want to. There are tons of ways to find players with your playstyle. I have met tons of great people on the seas, i've friended people who first came off as toxic and people who thought I was toxic but I only actively play with like 6 people because we all share the same ideals and playstyles. One of which has never spoken a single word, and sure it's not convenient for me but you have to remember this is a VIDEOGAME, a virtual game where people are playing for fun. No one is making anyone play.

    For better or worse this is one of the best games I own. Like this forum post is meant to be about, points out that it's not perfect, but if you want to play a game where you get to swap crazy stories of what happened to you on the seas there is no better game. It's like a crazy game of DnD, its not going to be about you and sometimes you will twll people about this amazing thing you did or laugh about your horrible luck.

    I get you are upset but you offered no real solution other than telling people they need to have fun your way.

  • @miserenz I like your second point that's not bad but I think it would have to be playtested extensively because it may not make a ton of difference.
    I could be wrong but I just don't see this working for sloop players. There is simply not enough surface area of a sloop to spawn in safely. The crows nest can be set on fire and makes getting down and bailing a nightmare.

    I love that you came at this at a completely different direction I am jusy skeptical.

    Not saying my ideas were any better. Just keeping the discussion going and maybe you or someone else will know a way to tweak it that i am not seeing.

  • @captdanjou being able to choose is interesting but what happens when your whole crew dies and spawn in all at once? Can all of you pick the same spot or do you all spread out?

    Depending on crew size this could over balance and make it extremely difficult for people who boarded a ship or simply just be making you choose which spot you get camped.

    Great idea but just curious how it works mechanically.

  • @cyber6143 said in Spawn camping (mostly on sloops) is a problem with a simple solution:

    TL:DR When a player respawns, they should receive maybe 3 seconds of invulnerability.

    Good luck sinking any team that's even half decent if they add this LOL!

    Imagine being invincible for 3 secs.
    _

    1. Attacks can't kill
    2. Monsters can't kill [Meg/Kraken]
    3. Cannons can't kill
    4. Fire can't damage
      _
      If you kill 1 person in a good PvP crew and they have that 3 seconds, it will be abused and you will be demolished again and again xD
  • I've suggested having players give off a non-harmful shockwave when they respawn pushing nearby players away ( and possibly overboard on the sloop due to the open nature of some of the spawn points and small size of the ship.) which wouldn't really hinder anyone so long as they were paying attention to their distance from the spawn point. It wouldn't stop camping just make it a bit harder and give a slightly longer window to act for the respawning player. No invulnerability needed. I even suggested a story to explain it, though I won't go in to that here.

    I would also like to be able to "Haunt" my ship. By this I mean that when I die I can also choose to delay going to the ferry not just float away with the respawn timer. Now the timer does still count down and even expire when I am haunting but if I choose to stay I can use that time to perhaps talk my way out of a situation rather than just getting murdered repeatedly before I even get the chance. It would also allow for something else which is a tool much needed in the toolbox. The ability to see who is attacking you, by which I mean their gamer tag.

    Finally, an invulnerability window for the duration of the black screen only that coincides with the returning player being invisible for the exact same duration would greatly reduce the time attacking player have to respond to a player still loading/returning. I've heard people saying that you can't do that but I'm pretty sure rare knows how to code a simple yes/no variable into a game.

    That said these three things would help considerably. One pushes away the instant kill of the admittedly broken Blunderbuss but won't prevent less damaging attacks from range, and will only force you from the ship if you put yourself in the position to be knocked off the ship. The second lets you nope out of the fight, possibly allowing you to talk your way out of being sunk (though admittedly that's not likely) or into an alliance, while also discouraging more toxic uses of the camping tactic by allowing a player to get the attacking players Gamer Tag far easier if need be. Finally, being able to be seen and hurt only when you are capable of defending yourself should have been a feature of the game since day one, and a solution should have been found before the game was even released. However the game does know when it lifts the black screen so this same moment could also trigger a toggle that would make the player visible to others and able to be harmed in the same instant.

    And there you go. Camping solved.

  • Also why is it that the spawn that happens 95% of the time is by the wheel

  • @ligerzeroh said in Spawn camping (mostly on sloops) is a problem with a simple solution:

    Also why is it that the spawn that happens 95% of the time is by the wheel

    That is a forced exploit that Rare has never fixed for some dumb reason.

    PvP'ers use it because it forces the spawn into that location. Yes its an exploit if anyone tries to explain otherwise. Its unintended spawn algorithm that happens.

    I don't want to share it but if anyone else wants to they can.

    SIDE NOTE - I'm a PvP'er and I use this tactic as well. I used this tactic even before I knew what it was doing because I mean obviously everyone will hang out in that spot.

  • I would add another sugestion:
    Set the spawnpoints outside the ship.
    When you come back, your character is climbing with a rope attached to the side of the ship. It's a 1 second animation that you can't interrupt where the character climbs aboard vaulting the railing and automatically draws a weapon.

    During the "climbing", your character is invincible, but you can't do anything either. As soon as control of your pirate is regained, you're vulnerable again.

    This has two advantages: the defenders can have spawn points ALL around their ship. So they can literally climb out of anywhere, and that negates the spawn-killing.
    And the attackers get a cool moment of "well, that was the last of them" and suddendly 2 guys climb aboard from the sides ready to fight again.

    In all honesty though, the "retractable ladders" idea seems cool. Boarding should require chainshot, ramming or cannonshooting yourself.
    Half the boardings I've lost came from players abusing the glitch to make no sound while boarding. They get in, two quick atacks and then unload firebombs everywhere. I'd wager close to 85% of all my ship combats ended in boarding, not because cannons aren't effective, but because boarding is so much faster. And if you lose your boarding attempt, you lose nothing.

  • No. Invulnerability wouldn't work. IF (HUGE "if") it were to be implemented it would have to break as soon as the player moves or pulls out an item/weapon.

    If you're not happy with it happening, then scuttle. That's why it's there. No one cares if you're not happy with it.

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