Complete Solution to the Ship Respawn Mechanics

    1. Ships respawn further away from their death point, using a step-ladder system.
    • 1st time sunk within an hour - as it works right now.
    • 2nd time sunk within an hour - you respawn twice as far away.
    • 3rd time sunk within an hour - you respawn thrice as far away.
    1. Barrels from the ship that was sunk float to the top similar to their treasure. Teams that win PVP battles can restock supplies this way, teams revenging can get their supplies back if they're successful.
    2. Add a short 5-10 minute timer to scuttling your ship. We don't need players scuttling their ship as a fast travel mechanic. There are certainly legitimate reasons to scuttle your ship, being able to do it once every 5-10 minutes should be sufficient.

    I think with those 3 implementations, everyone involved in PVP (especially skull forts) would be a lot happier. I think my methods are in-line with the spirit of the game and would improve the overall experience without changing things too drastically. Thanks for reading.

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  • Do you agree? Have any feedback?

    Personally I like the player respawn mechanics as they are and wouldn't change that. I don't like the idea of having to pay a "toll" to respawn - no matter how you die.

    Otherwise I just think ship respawns need to be tweaked to give a little more relief to teams winning the battles. As it is right now a ship can just keep coming at you over and over and over again until you run out of resources and can't do anything about it. Even if they're losing battles at a rate of 10 to 1, they are still a massive thorn in your side that isn't a lot of fun to play with.

  • @ericheirhead Here is my opinion on it. https://www.reddit.com/r/Seaofthieves/comments/86lwir/suggestion_regarding_complaints_on_pvp_respawns/

    1. Agreed.

    2. Also agreed.

    1+2. - Main reason for agreement is it cuts down on the "pointless" and "free" Wearing down of victors of a battle. Yes theres such thing as attrition, but respawning one, two islands away and charging back in with 10 cannon balls per person, planks to repair with and repeating ad nauseum makes for boring PvP. (This is from both sides of the experience) At the minimum #2 could be implemented safely.

    1. Non-commital. Putting a timer on scuttle just incentivises more people to 'grief' fight. Imo.
  • @dead-ink
    HERE IS MY SUGGESTION FOR PVP PENALTIES

    • Respawn timers should increase for every time you die by giving you a 30 second penalty "PvP strike" within X minutes of the last death via a increasing added time multiplier with a max penalty reaching a 5 min respawn timer at the max of 10 "PvP strikes".
    • Now that multiplier "PvP strike" can start to can be removed one at a time where it eventually gets back to normal respawn times with 0 penalties "PvP strikes" after every 10-15mins of a non PvP related death gameplay.

    In my opinion this method will punish or put a consequence on the kamikaze pirates type minimizing their ability to keep coming back because as the more reckless they are the higher risk and ability to recover or steal goods giving PvP battles more meaning and consequence.

  • @dead-ink said in Complete Solution to the Ship Respawn Mechanics:

    @ericheirhead Here is my opinion on it. https://www.reddit.com/r/Seaofthieves/comments/86lwir/suggestion_regarding_complaints_on_pvp_respawns/

    I think that can have the effect of harshly punishing someone who gets spawn camped. I don't think that would be good.

  • @dead-ink said in Complete Solution to the Ship Respawn Mechanics:

    @dead-ink
    HERE IS MY SUGGESTION FOR PVP PENALTIES

    • Respawn timers should increase for every time you die by giving you a 30 second penalty "PvP strike" within X minutes of the last death via a increasing added time multiplier with a max penalty reaching a 5 min respawn timer at the max of 10 "PvP strikes".
    • Now that multiplier "PvP strike" can start to can be removed one at a time where it eventually gets back to normal respawn times with 0 penalties "PvP strikes" after every 10-15mins of a non PvP related death gameplay.

    In my opinion this method will punish or put a consequence on the kamikaze pirates type minimizing their ability to keep coming back because as the more reckless they are the higher risk and ability to recover or steal goods giving PvP battles more meaning and consequence.

    Problem with this is it penalizes those who are being camped also without resorting to "kamikaze" and lessens their ability to retaliate sensibly.

    IMO a PvP combat should be over once an enemy ship is sunk, if you ant their loot, you should loot it before you sink it, otherwise the rest of the loot goes to Davey Jones and the Ferryman.

  • @ericheirhead said in Complete Solution to the Ship Respawn Mechanics:

    @dead-ink said in Complete Solution to the Ship Respawn Mechanics:

    @ericheirhead Here is my opinion on it. https://www.reddit.com/r/Seaofthieves/comments/86lwir/suggestion_regarding_complaints_on_pvp_respawns/

    I think that can have the effect of harshly punishing someone who gets spawn camped. I don't think that would be good.

    Yeah, the points u made in your original post would pretty much fix it in a fair way.
    They defeated guys CAN come back and try again, but it'll take them longer to do so each time
    And the defending ships wouldnt run out of supplys!

  • @ericheirhead

    My counter to that.

    • A couple seconds 5-10 protection the respawn would spawn that and give someone loading a chance to reposition.
    • Option to respawn to your ship or outpost when leaving ghost boat could fix that.
  • @dead-ink said in Complete Solution to the Ship Respawn Mechanics:

    @ericheirhead

    My counter to that.

    • A couple seconds 5-10 protection the respawn would spawn that and give someone loading a chance to reposition.
    • Option to respawn to your ship or outpost when leaving ghost boat could fix that.

    Thats a problem too, what if someones trying to steal your booty? What? you want to spawn right next to them AND be invincible? thats now unfair to the other side.

  • I like this solution. +1

  • @nightraven12345 Thats why i thought it would be a fair balance. I also added the below with someone's opinion on spawn camping. I think the point is we need to make combat decisions to participate matter more.

    • A couple seconds 5-10 protection the respawn would spawn that and give someone loading a chance to reposition. They can always currently scuttle ship to handle spawn campers from where it stands currently to reset their ship and try again or move on.
    • Option to respawn to your ship or outpost when leaving ghost boat could fix that.
  • @nightraven12345 so protection would only apply while on your ship. once you step off your ship it immediately goes away to prevent griefing onto another ship to steal their booty but gives you a chance to position yourself within your ship to protect your booty if loading and someone is spawn camping.

    you cant expect to attack people with booty and also protect your stuff if you fail at your attempt to hurt someone else.

  • @ericheirhead said in Complete Solution to the Ship Respawn Mechanics:

    1. Ships respawn further away from their death point, using a step-ladder system.
    • 1st time sunk within an hour - as it works right now.
    • 2nd time sunk within an hour - you respawn twice as far away.
    • 3rd time sunk within an hour - you respawn thrice as far away.
    1. Barrels from the ship that was sunk float to the top similar to their treasure. Teams that win PVP battles can restock supplies this way, teams revenging can get their supplies back if they're successful.
    2. Add a short 5-10 minute timer to scuttling your ship. We don't need players scuttling their ship as a fast travel mechanic. There are certainly legitimate reasons to scuttle your ship, being able to do it once every 5-10 minutes should be sufficient.

    I think with those 3 implementations, everyone involved in PVP (especially skull forts) would be a lot happier. I think my methods are in-line with the spirit of the game and would improve the overall experience without changing things too drastically. Thanks for reading.

    Agreed on points 1 and 2, as others have said not sure about 3.

  • @dead-ink Nono, you dont understand what i am saying. Spawn camping is not the only reason a enemy would be on your ship, they could be trying to steal chests, supplys, that cat running around, ect. The game giving u any amount of "Protection" would make the experence more unfair. It would make it MUCH more hard to steal someones loot if they are invincible when they respawn.

  • One of my current favourite ideas and i'm not sure why this is a thing anyway is that when you die you don't get to take your consumables with you to the after life and back.

    If you lost everything on dying it would cut down the amount people could repop on deck and carry on the fight.

  • Sounds better than 90% of the "solutions" i've heard until now. I would really like to see barrels to get some supplies back. It's not right that you can kill 3 crew and then sink just because they keept coming back, even if you out-played them.

  • @nightraven12345 i have had people on my ship and respawned and been able to defend it and have had times where they were better at combat and took my s**t. I do not see a problem with this part of the game. If you made the choice to engage someone you should feel entitled to keep your c**p if another team defeats you attack and spawn camps you to punish you. I have also been able to evade someone's attempt to spawn camp me with the game as it currently stands it just comes down to skill and luck at this point. this is also why the option to scuttle before respawn comes in to play as you can choose to just start over and chalk that engagement as a loss as much as that sucks but we live in a world of piracy lol. In other cases you can always choose to run away or fight as you will see people coming towards you.

    My suggestion before were geared towards people who get kamikazed attack defending a fort for example with a crew that can quickly respawn with refreshed ships and supplies while the defending more successful boat is just losing supplies to someone who can careless keeping rushing to dwindle their ability to fight down. currently there is no penalty for that hence suggestions. These are two different circumstances and this particular one is the one I feel needs to be addressed.

    • Respawn timers should increase for every time you die by giving you a 30 second penalty "PvP strike" within X minutes of the last death via a increasing added time multiplier with a max penalty reaching a 5 min respawn timer at the max of 10 "PvP strikes".
    • Now that multiplier "PvP strike" can start to can be removed one at a time where it eventually gets back to normal respawn times with 0 penalties "PvP strikes" after every 10-15mins of a non PvP related death gameplay.
  • im not sure what the solution is, but i agree that something needs to be tweaked with it. it really is kind of exhausting fighting off the same people over and over until you run out of supplies, because they're basically just mad. Fighting freshly spawned ships an island over that you can't get anything out of 4-5 times in a row gets pretty old.

    more fighting over rewards and risks, less.... wasting an hour dealing with people who are intent on griefing you because you beat them

  • @fishy-monkey said in Complete Solution to the Ship Respawn Mechanics:

    @ericheirhead said in Complete Solution to the Ship Respawn Mechanics:

    1. Ships respawn further away from their death point, using a step-ladder system.
    • 1st time sunk within an hour - as it works right now.
    • 2nd time sunk within an hour - you respawn twice as far away.
    • 3rd time sunk within an hour - you respawn thrice as far away.
    1. Barrels from the ship that was sunk float to the top similar to their treasure. Teams that win PVP battles can restock supplies this way, teams revenging can get their supplies back if they're successful.
    2. Add a short 5-10 minute timer to scuttling your ship. We don't need players scuttling their ship as a fast travel mechanic. There are certainly legitimate reasons to scuttle your ship, being able to do it once every 5-10 minutes should be sufficient.

    I think with those 3 implementations, everyone involved in PVP (especially skull forts) would be a lot happier. I think my methods are in-line with the spirit of the game and would improve the overall experience without changing things too drastically. Thanks for reading.

    Agreed on points 1 and 2, as others have said not sure about 3.

    I think my point with 3 is that by spawning 4 or 5 islands away after a couple sunk ships, players could kind of use the scuttle mechanic to fast travel if their ship ended up in a fairly unfavourable position. They are rolling to the dice to see if the game sends them towards a better spot or a c******r spot, but by not having a timer, they can roll the dice a dozen times in 10 minutes and teleport all over the place until they end up somewhere they kind of wanted.

    And any method you implement outside of being a random at X radius would introduce predictability to where you're teleporting which also opens up a can of worms for potential abuses.

    People are already using the mechanic to fast travel a bit, so the abuse is happening. I think by increasing the spawn radius, the potential to abuse scuttling as "fast-travelling" actually increases. So by adding a timer (albeit a short one) at the same time as my #1 suggestion, I think it prevents that abuse from becoming a major issue.

  • @pissedfurby totally. As it is right now, your crew has only about 5 to 6 minutes of time between attacks just because of the proximity. I don't think we need to respawn the ships all the way to the other side of the map. But if you had more like 15 minutes between attacks, it would give you enough time to maybe accomplish your task before the next encounter.

    As it is right now, it's like you swim to the island, kill 4 or 5 skeletons, and then everyone has to run back and defend the ship again. You don't even have time to clear a whole wave. Which is kind of ridiculous.

  • Fully support you mate, good ideas!

  • @ericheirhead I don't think that you should respawn the distance you do currently unless it was in a PvE scenario: sunk due to crying chest, sunk due to storms, etc.

    In a PvP scenario you should atleast spawn 2-3 times farther than you do now, even more so when you are within the battle music range of the skeleton fort.

    Also I think if you get sunk more than 2-3 times by the same ship that you should be put into a different server, you clearly can't take that ship on if you sunk that many times by the same ship and at that point are being just a toxic griefer seeking out the same ship.

    As for "spawn killing" I really cannot understand peoples arguments with spawn killing. I have never got into a situation where I respawn on my ship and cant kill the person on my boat, do people just have really slow computers where their body loads in faster than they can react or what? I think the only issue with spawn camping is when you cant swap your weapons to something else. For this i'd say put an armory on the ferry of the dead.

  • @mri1ama

    Well that's exactly what I think my solution accomplishes.

    Well at least in the majority of PVE situations, and in ongoing PVP situations.

    If you're just playing PVE and avoiding PVP, your boat probably doesn't sink very often, hence the game will continue to play like it currently does. But when a crew comes back to harass you for 3rd or 4th time while your team is trying to do a skull fort, and you've sunk/killed them 3-4 times consecutively, they start to feel the pain of this system.

    As well, for the solo PVE type player who is maybe getting griefed by a Galleon that is continually hunting them. Being spawned 5 or 6 islands away on their 3rd death might be a welcome escape.

    I still stand by this solution.

    As far as spawn killing goes, I agree with you mostly, I don't really think it's that big of an issue. You can always scuttle your ship if your situation is that bad. But I do have a top of the line computer with SLI 1080s, 64 gigs of ram, game is run off of SSD harddrive. And I have been killed as the screen is fading in... making it almost impossible to regain control of my ship without scuttling. Which is why I don't think death mechanics should be changed much from the way they work now. But ya, my original post I didn't address that, because I don't really think that's a major issue with this game.

  • In reality there is only 1 thing they NEED to do. The respawn mechanic is fine. THEY NEED TO ONLY ALLOW RESPAWNS WITH WOOD PLANKS. No cannon balls no bananas. The players should need to spend time going to locate the items to stock their ship. This will buy 5-10 minutes of time to allow the Victor to loot and leave the area. With 10 cannonballs each, a sloop has maybe 20 attacks and the galleon has 40, but that is not enough for multiple sustainable battles.

  • @nightmare247365 said in Complete Solution to the Ship Respawn Mechanics:

    In reality there is only 1 thing they NEED to do. The respawn mechanic is fine. THEY NEED TO ONLY ALLOW RESPAWNS WITH WOOD PLANKS. No cannon balls no bananas. The players should need to spend time going to locate the items to stock their ship. This will buy 5-10 minutes of time to allow the Victor to loot and leave the area. With 10 cannonballs each, a sloop has maybe 20 attacks and the galleon has 40, but that is not enough for multiple sustainable battles.

    I disagree with this.

    I don't think they should be implementing any mechanics that would promote logging out and back into the game because it's easier.

    Like sure, your solution MAYBE deters people from coming back at you dozens of times in a row. But it still doesn't prevent it. We had a ship that kept coming back, they would just ram us and jump onto our ship and try to shoot us up... They didn't even use their cannons or repair their ship.

    As well, this idea also very harshly punishes people who have been killed while PVEing. Now they need to relog into the game just to have a replenished ship. This idea is far too harsh for my liking.

  • @ericheirhead Sorry you are a bit confused. I never mentioned relogging or promoting logging out/back into the game.

    Right now too many people scuttle their ship for the advantage of getting a complete refresh of supplies. If they log out, that is their loss of the treasure and they don't have an opportunity to go back and attack if they were targets. At least wooden planks allow them to repair the ship in the event of being targeted or running aground and moving the ship to another island allows them to go grab the supplies, restock, and then head out. We are talking 5-10 minutes.

    People who have been killed PVE have lost treasure and are relocated and they lose a bit of time to restock. This gives an advantage to the attackers to earn their bounty.

    "Like sure, your solution MAYBE deters people from coming back at you dozens of times in a row. But it still doesn't prevent it. We had a ship that kept coming back, they would just ram us and jump onto our ship and try to shoot us up... They didn't even use their cannons or repair their ship."

    • Maybe you did not move out of the area fast enough. The respawners should have an opportunity, but you should look to leave as soon as possible. Skeleton fortresses won't lose progression so run, turn in items, and come back in a bit.

    Unless RARE does something stronger than a "loss of coin" to the Ferryman the behavior you explained won't stop. So make some minor changes to prevent the ease of return, but I think it is even more punishing to PVE players to get spawned 2X or 3X away. Maybe I was working on killing a captain skeleton or searching for treasure in that area. Now I have to sail halfway or more on the map to go back to PVE quests?

    So my suggestion helps in this way. Victors get enough time to capture their bounty. If there is a retaliation either those retaliating run out of ammo sooner (so decisions have to be smarter than just attacking) or they are losing time to gather new resources to come attack. If they log, they lose it all. Victors no longer become as disadvantaged because the same team keeps coming back as the victor's resources are permentally diminished until they can go gather new supplies.

    It will hurt some PVE, but they should have been keeping an eye on the skies for attackers anyway. There is also an actual punishment for loss of a ship. TIME.

  • one problem i have had is i the game kicked me i tried to get back in and i lost all of my cargo just started me over i think there needs to be a fix for that pvp is enough to make you rage quit but then the game kicking you and you lose your cargo on top of that makes me want to never play again

  • @nightmare247365 No I don't think I'm confused. Because the mechanic would similarly punish all sunk ships the same, as a result, it would make it advantageous to relog into the game after you lose your ship.

    Doesn't matter if the death was PVP, PVE, whatever, if you lose all your stuff when the ship is sunk, and you get a completely stocked ship when you log in, the solution will be simple for most players, relog into the game. The only people who won't be relogging are the people who are trying to specifically grief someone. It just doesn't make sense for those 90% of players who lose a ship when they weren't involved griefing somebody. Or more simply, were just a victim of another pirate.

  • @ericheirhead You are entirely right, it would not make sense to log out and back in again, which is why my solution works. People won't relog just to get new supplies. I think you maybe discussing 10% or less of the population. Many of us are already setup in games with our friends, maybe already have alliances on the server, maybe only have 1 player/crew that is PVP and the rest are PVE. There are plenty of reasons not to log and I think you are jumping to conclusions that this would not be a better solution that spawning them the complete opposite side of the map for some other s*****k to get targeted.

  • @nightmare247365 No, you're wrong in your assessment. I would relog almost every time I lost a ship. Unless I had a really good crew. But for any crew of randoms out there, the team is all going to leave the server after being sunk. You're wrong in your assessment of the general population. I would relog every time I lost a ship with your system.

  • @ericheirhead Sure you are one who may do that, but I wouldn't. So now we have 50% of the people making that discussion logging. It will keep reducing because people won't want to relog every game. They will ultimately stop relogging because that is a waste of their time playing the game. So if you want to spend 1 hour a week, logging out and logging back in that is on you, not the player base.

    Also you system does not work. There are only 6 ships on a server. So if one ship attacks you, loses, respawns, loses and decides not to attack you again, the next accident that they come across you and lose they get randomly spawned the opposite corner of the map?

    They want to allow PVP even in a primarily PVE world. So instead of reducing player interaction with one another, give them a different task to do to prevent constant attack. Finding supplies is perfect. It is not too long that a player rage quits and it is not too short that the victors are attacked over and over again. It makes it just right without disruption to the PVE players lives and without Griefing more than 2-3 attacks.

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