This happened to me just now, I play as a reaper with my buddy and planning to sell all loot at the reaper hideout. However, the other player comes out and try to steal our loot, we kill them all and keep going to reaper hideout. The time needed to go hideout I think is around 15 minutes only, but the same player can come back and attack us a total of 4 times. Does that means we just blow their ship and they can come back within 4 min ?? 15-minute journey and we total fight with them 4 times, and 3 time at the way we going to the hideout and the last war is at reaper hideout. After defeating them, we heal and repair the ship, ( i don't think this process needs to take a long time ) then we sail a few minutes, boom they come out again, quite annoying actually. We prefer PVP on sea of theieve but don't like to fight like this kind of weird, it feels like ya I defeat him but they have unlimited of life, and they lose nothing. I think maybe they can respawn far away from us ?? at least not 5min can come back to our ship? 15 min or more will be great, so we will focus on every fight, not like Nah just 1 ship I can come back within a few min and fight again, for me the ship sinks like the MOBA game's ancient, once it blows then GGWP. Hope development can fix this issue ya. I meet this problem before but not serious as this time, 15 min journey fight 4 times with the same player, the total fight time I believe is more than 2 hours, tired.......
The respawn location of other player
It's definitely not healthy for the environment but it's been around so long it appears to be one of those things that is just going to keep existing.
Which is unfortunate because it's one of the things that has most contributed to reapers running.
Most people whether they enjoy a fight or not just flat out don't enjoy having to beat the same crew multiple times in a short about of time when the reaper is producing and the others are mostly hoppers with nothing to lose and the reapers nothing to gain.
It creates a "what's the point?" feel and it's understandable. People mock reaper runners a lot but it exists because of flaws within the system that have lead to it being so prevalent
Even in a fantasy world it doesn't make sense to push the producers into a multiple win requirement and having it set up so the non-producers only need one and have nothing to lose.
I also don't subscribe to the "we need closer respawns for revenge/to save loot".
Sinks should have serious consequences and consequences that we all share equally. Revenge fights are an opportunity but not an entitlement. Close respawns significantly reduce or kill loot production on a server. A lot of events like fof never get finished because of it. We need more events being completed and more loot circulated, not less.Reapers always run a higher risk - that's the tradeoff for their loot benefits. Pirates will always know where you are and where you're most likely going to turn in - the hideout being in the middle of the Sea doesn't do you any favors either.
If you don't like it, then tough - run as something else that's safer, run away when they come back, or carry less loot (or my personal favorite, turn in more often).
Also, 15 minutes? It only takes about 10 minutes to cross from 1 side of the map to the other...
Oh the torches and pitchforks would come out if a PvE player said this. 🙄
So here's some for pvp:
You're asking for a safe zone. Safe zones aren't supposed to exist. (Glares at Pirates Life 1 & 3) You're running a Reaper Emissary. There is a big signal where you are so they can keep coming back. Honestly, would you back off a lvl 5 Athena Emissary if they beat you a few times? Whatever the reason they wanted to fight. I find it amusing how many people want to fight, but aren't willing to deal with a rematch.
Stop doing Reaper maybe.
@pithyrumble
I don’t disagree with the safe space thing but I do think It’s bull**** that you sink a ship and they can be right back on you in less than five minutes. This has happened to me countless times, both in my favor and against. I’m not a passive player by any means I regularly attack larger ships as a solo sloop just to test my skills and strategies but I don’t think it’s reasonable to be locked into a battle with the same ship over and over as your supplies dwindle and the keep spawning in with a refreshed boat. It can be fun though if you’re the attacker;)@burnbacon i understand his point what he means is that pvp is fun however fighting the same people for hours on end gets pretty annoying
@pithyrumble said in The respawn location of other player:
Oh the torches and pitchforks would come out if a PvE player said this. 🙄
So here's some for pvp:
You're asking for a safe zone. Safe zones aren't supposed to exist. (Glares at Pirates Life 1 & 3) You're running a Reaper Emissary. There is a big signal where you are so they can keep coming back. Honestly, would you back off a lvl 5 Athena Emissary if they beat you a few times? Whatever the reason they wanted to fight. I find it amusing how many people want to fight, but aren't willing to deal with a rematch.
Stop doing Reaper maybe.
It's not a safe zone it's an adjustment to the algorithm after the initial encounter and after at least one person sinks
If anything it's a safety net for attackers to spawn close as it rewards loss in combat."it's fine how it is" could apply to any algorithm but that doesn't mean it's healthiest for the server and loot production.
Pve reapers are currently holding what's left of healthy loot production together. Servers aren't just filled with activity that circulates loot. It's a lot of activity that isn't overall keeping a server thriving. A pve reaper produces and a pve reaper is only going to produce long term if the environment makes sense for them to do so. There is nothing to fall back on. Reapers are doing the events, they are stacking the loot, if they move on it pretty much all crumbles. Servers need to be flooded with loot circulation and production otherwise there is nothing to stick around for after a certain amount of time for people that are participating in the food chain and aren't just off roleplaying or doing random things.
The newer players aren't as motivated to grind as those of us that have been around a long time were. People are more often avoiding the risk and pushing aside the grinds. Athena is a dead faction compared to what it should be given a growing population. The rest of the factions lurk in the shadows. Reapers that pve and pvp are out on the front lines keeping things going. As long as chain shot spamming which leads to easier and more frequent spawn killing is a thing it's only gonna get worse and worse. We are largely not bringing in people that want anything to do with that nonsense anymore. That's not their fault as the softer side of SOT is definitely the focus when it comes to marketing.
Chain shots (as they are established) and close respawns will continue to cause people to either avoid running reapers all together which is not good, or they will just run and do cheesey reaper stuff which doesn't help anything.
It's not balanced currently. It leans towards no production and no investment and away from production and investment. Not in any way a sustainable approach to a game like this. There is growing evidence of that as more content creators and people that typically hunt a lot start getting into other ways to play because they have to adapt from the lack of trophies and organic action out there. Eventually that adapting will turn into different games entirely for more consistent enjoyment or doing what alliance servers do and completely opt out of adventure how it is built and just constantly do custom stuff which will continue to lessen healthy activity on servers.
Personally I'm thinking those custom servers eventually going public are going to be required to keep it afloat in terms of keeping pirates around longer than a season or a couple weeks a season. I think that bringing in so many casual non-grinders while having so many hardcore pirates in the same environment where the grind is less and less appealing due to the stark differences between pirates is pretty much going to make the custom stuff an integral part of activity and survival for long term players. Still gonna have some pvp (in some cases a lot) but it'll be a softer pvp between cliquish communities as opposed to completely shared and random like it is now.
Which in some ways can be a good thing because if done right there is a lot of cool potential there but it will be a lot different than how the game used to be.Until then viva la pve reapers
I think the biggest problem is that whenever a player ship respawns its stocked up with supplies including chainshots.
That means after a long battle when supplies are dwindling you actually get rewarded and auto-resupplied for sinking. And then complete RNG decides if you spawn close or not.
The current system is a mess. Respawned ships should start with exactly 0 supplies and should always respawn at least half a map away from the battle.
I agree this is a problem. Either you need a reward for sinking ships with no loot (but also not exploitable by alliances). Or you need to nerf the ability for comebacks. Less supplies (especially chain shots) and spawning further away are some options, spawning on a different server is a more radical option, but perhaps if you sink twice within a certain amount of time (5-10 minutes?) it should happen.
