@graiis said in Reputation - loss, risk and negativity.:
@savagetwinky said in Reputation - loss, risk and negativity.:
@graiis said in Reputation - loss, risk and negativity.:
@savagetwinky sorry, id format it better, but mobile doest let me edit and formatting doesn't seem to take, just goes into a block. It seemed like your sentiment is going for pirate legend is playing wrong, how is that arguing against someone else. Also, my value was low, could be increased,
but how is it any more worthless than any other reward? It all adds up, I'm just pointing out it couldn't be exploited any more than if you only did sunken ships or only turned in Marauder's chests
I think my sentiment is pirate legend is a nice to have and... like pubg you should be concerned more with winning in the current game, to get that chicken dinner instead of worrying about what is essentially a gesture for playing a lot. I always look at those benefits like PL to only be a useful thing if your playing for months... and the game hasn't even been out that long... and its not like its super difficult to complete voyages and actually get stuff back to an outpost.
You're right, it isn't difficult to get stuff back. I've never been advocating this idea to reduce loss, you can check all my posts, I know that's part of OPs argument, but if that was the only benefit then I'd be against it, same as I'm not out there saying losers should get to keep a gun between pubg games or something. I want it because I think it would make the game better overall. It would help incentivize all playstyles, starting with actually benefiting from finishing the goals the game hands to you. And then I think the benefits would expand to PvP as there are more people out doing voyages, engaging in the world. The fact that you have to game the system by dropping 'bad' voyages and not do the fun riddles to expect any noticable progress is ridiculous. This change would smooth the rewards across short to long so it's less spikey. Currently shorts are either a reasonable reward or totally worthless depending completely on chest rng that doesn't seem to change as you level.
It's all in perception. Even if functionally they didn't change the reward track, if it feels better because you get some rep when you do what the game tells you, they'll play more. If the game tells you hey get level 5 in all factions, or makes a fanfare when the voyage completes, but then you get nothing, you feel robbed even though nothing was ever coming your way. Highs and lows are part of the experience, but based on the implementation, I'm sure Rare wanted the mysterious stranger to feel cool and voyage complete to feel good.
Good points. The issue is the paths to Legendary right now are limited. There are a couple ways. Most of which are ridiculous, but possible. Do just the voyages, do just forts, do just PvP, do just exploration (randomly sail around and pick stuff up). So, these are all possibilities, legend "can" be achieved by doing just one of any of these. But, we all realize every player does a mix. Which is really a good thing. With the newer stuff coming, such as hungering deep, supposedly the variety on how to earn XP will increase. In my opinion, that is a great thing. Adding to the existing issue of a very narrow and finely focused path to legend is as you mentioned "gaming the system". which as we have seen has already led to a couple patches! Canceling Voyages, server hopping, AFK riding, and so on. There are fixes in the works for this stuff.
I think you misunderstand what is meant about reduction in "loss". The OP can correct me if I am off here...The loss in this game is total. As in all loot, all reputation, all gold, and all time invested (to clarify, not the stuff you already turned in for!). PUBg is also total loss, but I have never been in a PUBg match moire than 30 minutes, and I have a few "chicken dinners" under my belt. I am 25/25/23 at this point in SoT and one MA voyage can easily last upwards of an hour. To log out after losing 5 chickens and a powder keg, is frustrating. Its not entertaining, and I don't find it "fun". Regardless of how it is lost. Loss mitigation is the idea here. Simply awarding the XP (reputation) at the Voyage Complete screen,(my opinion, may not match others) maintaining gold value on whatever is being carried, to be awarded on turn in. I honestly don't see a downside to this.
EDIT: About PUBg...there is only ONE goal in that game. There isn't a "finish line" or XP or anything along those lines. If you die early, you restart a match, it isn't a saved MMO style type thing. SoT should have never put reputation in the game to begin with, it should have all just been gold, and this conversation would never exist.