More punishment for losing ship?

  • Hey,

    I have been watching quite a lot of sea of thieves recently and one thing I have noticed is that there is no punishment what so ever for losing your ship. If that be you fall off/abandon ship/ship gets destroyed etc. You just have the mermaid appear and you either have the choice to go back to your ship of if its destroyed to re-spawn it. Is there going to be any punishment implemented for losing your ship? For example a cost or a cool down timer for the use of mermaid?

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  • First why you want to have this?
    And second they are already several Topics discussing this idea.

  • if there is a punishment for losing a ship, there should be a punishment for attacking a ship. you lose your ship and you are then bound to an island for x amount of time. you attack a ship and you are then marked as notorious for x amount of time greater than losing a ship. have to have punishment for both sides or none at all.

  • @falk-van-cleef I think it will add a new dynamic to the game and it will make players think twice about attack other players as well as being able to achieve boarding other ships taking people captive and leaving them stranded on an island sounds pretty fun. This wouldn't be possible with the current system. Or if you decide to take someone on for the sakes of doing it and end up losing the fight instead of trying to retreat to save the cost of having to pay for the respawn of your ship/cool down timer they will just suicide and try to do as much damage as possible. I guess it would be really useful to curb trolling in the game?

  • @hc-king-luis yes this is a good idea and say if you gained notoriety you would lose reputation with some of the dealers in the game/only able to go to pirate settlements as the NPCs in colonised locations would attack you or something similar!

  • @snewbould said in More punishment for losing ship?:

    I guess it would be really useful to curb trolling in the game?

    If I'm seeing your initial suggestion correctly, you're asking that there's some added cost or impact to losing/respawning your ship. Wouldn't that punish the people being trolled or sunk over and over MORE, not curb it?

    Marking aggressive ships as aggressive isn't going to bother them, they're looking for fights in the first place.

  • @snewbould said in More punishment for losing ship?:

    @hc-king-luis yes this is a good idea and say if you gained notoriety you would lose reputation with some of the dealers in the game/only able to go to pirate settlements as the NPCs in colonised locations would attack you or something similar!

    yes. have look outs that are pirate locations (all are welcome) then brits, spanish and french, or just civilized islands where only good reputations players can visit.

  • There absolutely needs to be more risk/reward for sinking ships. It's crazy to me that in a Pirate game everyone is perfectly okay with Pirate ships being little more than glorified vessels for matchmaking.

    How disposable ships currently are is by far one of my biggest complaints with the game. The fact that there are numerous instances where sinking your own ship is potentially beneficial is so broken to me. Unless you're just impossibly stuck there should be no (positive) reason for it.

  • @labarge28 you make a good point. I just feel like the mermaid thing makes the game a little to easy in my eyes and surely there is some better alternative?

  • I don't play games to be punished, but when you lose your ship you also lose:

    1. any extra supplies you have gathered
    2. any treasure you have on board

    Both of these take time to get, so they are functionally equivalent to gold.

  • There is always risk. I was on a ship fully supplied and carrying treasure from our maps when we went after a ship. But we only got out played by them and they got everything. Now we had to start over because of a choice the crew made.

    There is no need for cool downs or punishment for falling off etc like you said.

  • @inflickked I totally agree your ship is your biggest asset on the game and thus should be treated as one!

    Well it would be cool if you get stuck on an island you could craft/buy a signal fire then upon doing so after a set time an NPC ship arrives in which will then ferry you to the closest port (through a loading screen) in which you can then re-attain your ship by paying set price. If youre out in the water then you are pretty much shark bait and will die there should be no work around that! But then there should be punishment for dying for instance you lose your weapons/items but not your clothing would be suitable! What do you think?

  • @snewbould said in More punishment for losing ship?:

    @inflickked I totally agree your ship is your biggest asset on the game and thus should be treated as one!

    Couldn't agree more. Until ships are treated as a proper resource I can only see myself getting so into the game.

    The fact that it's looking more and more like personal/individual ownership won't be a thing is a smack in the face to me. I don't want to fight with every random crew I join on how the Galleon should look. Not being able to log-in without a ship, head to the shipwright, and from there spawn my own personal ship decked-out with my favorite cosmetics is going to be a huge b****r.

    Well it would be cool if you get stuck on an island you could craft/buy a signal fire then upon doing so after a set time an NPC ship arrives in which will then ferry you to the closest port (through a loading screen) in which you can then re-attain your ship by paying set price. If youre out in the water then you are pretty much shark bait and will die there should be no work around that! But then there should be punishment for dying for instance you lose your weapons/items but not your clothing would be suitable! What do you think?

    A lot of people will fight against this, or any idea that doesn't come straight from Rare tbh, but we absolutely need features like this. Mechanics like this would go such a long-way in making the game world feel more immersive opposed to the current session-based instance feel it currently gives.

  • Perhaps we should flip this idea over a little bit. The goal here seems to be that there's an inherent value to keeping your ship afloat. Perhaps instead of punishing people for losing their ship further, we add some positive incentive for keeping your ship afloat? Some sort of buff that slowly builds over time, that resets upon your sinking. A bonus to gold received upon turn-in perhaps?

  • @labarge28 said in More punishment for losing ship?:

    Perhaps we should flip this idea over a little bit. The goal here seems to be that there's an inherent value to keeping your ship afloat. Perhaps instead of punishing people for losing their ship further, we add some positive incentive for keeping your ship afloat? Some sort of buff that slowly builds over time, that resets upon your sinking. A bonus to gold received upon turn-in perhaps?

    If resources were made a bit harder to come by, there would be a huge incentive to not lose your ship.

  • @labarge28 I like dis

  • @erikinthebakery said in More punishment for losing ship?:

    I don't play games to be punished

    No one plays games specifically to be punished. But if you're playing for a sense of achievement, like most do, then achievement is inseparably tied to how punishing a game is. Your achievements are going to inevitably feel shallow and dulled down in a game with less at stake. And by your logic, you should also be completely against losing any treasure/supplies when your ship goes down because you don't like to be punished. You should also be against losing health at all when a shark bites you or a player shoots you.

  • @natsu-v2 I get what your saying, but I think the current "punishments" are sufficient.
    The very fact that I can lose hours of "progress" if my ship sinks should be plenty, don't you think?

  • @erikinthebakery But that's only if you've done something in that session. I think there should be complete permanence to punishment. You should be capable of being dragged back to square one if you make consistent mistakes for weeks on end. I don't think punishments are even remotely sufficient as they are now.

  • @natsu-v2 If you make mistakes for weeks on end your punishment is your lack of progress. I don't think Rare needs to inflict further agony on a player that is clearly doing it to themselves. What purpose does that solve? Driving people from the game because they aren't "good enough"?

  • @erikinthebakery The purpose is making the game feel more accomplishing to succeed at. I'm more of a hardcore gamer and the base levels of difficulties in most games are just too easy for me. I play many single player games on highest difficulty with one life mode. This particular genre, open world with other players, is just a genre that I don't think should ever have even a shred of casual gameplay to it. I really wish this genre stayed reserved for the more hardcore gamers. We're running out of games to challenge us in.

  • @natsu-v2 said in More punishment for losing ship?:

    This particular genre, open world with other players, is just a genre that I don't think should ever have even a shred of casual gameplay to it.

    Rare very clearly disagrees with this, and so do I.
    There are plenty of games to find your challenge in, it is ok for there to be games that cater to a more "casual" audience. There is room for both.

  • @inflickked said in More punishment for losing ship?:

    There absolutely needs to be more risk/reward for sinking ships. It's crazy to me that in a Pirate game everyone is perfectly okay with Pirate ships being little more than glorified vessels for matchmaking.

    I think you need to look at the ramifications of doing it the other way. What happens if your ship is more permanent and sinks? You have to buy a new ship, right? What if you don't have any money? Now you're grinding to get another ship. Grind, grind, grind, you have another ship. Oops, someone sank it. Repeat process. Most people would be done with the game after losing a couple of ships because that's not a pirate game either. While I would like to see a disincentive for initiating violence on other players, I don't think you can give ships more permanence without altering the meta to the point that its a different game. I don't see them doing this. sink ship, mermaid, respawn ship, die, respawn at ship is the meta. It needs tweaking to fix some respawn and camping issues, but it probably will not change dramatically.

  • @lucid-stew I never said it needed to be so black-and-white like a lot of you seem to think. I'm not suggesting a permanent loss of one's ship, or an unreasonable set of hoops to jump through to bring it back, but neither should you be able to casually sink it through a menu system and then instantly respawn it all stocked up.

  • @erikinthebakery Well, the greater issue is that gold is currently meaningless. With ship permanence and other upkeep mechanics, that creates a driving force that is always pulling against your gold totals. That is what would give gold value, the ability to have more wealth and cushion so as not to worry as much. It's a tried and true formula. We don't necessarily need that if there is a lot to do with gold, but currently there is absolutely nothing to spend gold on other than the blunderbuss.

  • @inflickked said in More punishment for losing ship?:

    @lucid-stew I never said it needed to be so black-and-white like a lot of you seem to think. I'm not suggesting a permanent loss of one's ship, or an unreasonable set of hoops to jump through to bring it back, but neither should you be able to casually sink it through a menu system and then instantly respawn it all stocked up.

    What are you suggesting then? That way I can quit guessing.

  • Here's an idea:

    You can buy small little decorations for you ship with gold. Like sure you can customize your ship, but what if there was a set of cosmetics that went away after the ship was sunk. It would not punish people who didn't care about getting it, and the price could also be arranged to make players feel like they wouldn't be waisting TOO much gold.

    This could also apply to other cosmetics, just a fun cheap thing to have, something players could sink thier gold into if they already bought all the unlockable stuff and they have nothing else to do with it!

  • there is a punishment! you get eaten by sharks lol sharks spawn within minutes of you being in the water.

  • @drbullhammer But how long will those casual players play? The vast majority, if not all casuals buy every major release that comes out regardless of what's in it, play it for 2 weeks to a month, and then move onto the next thing. They are guaranteed, you don't have to sell a game to casuals. Casuals often, ironically, just follow the wisdom and tastes of hardcore gamers anyways, who act as powerbrokers in their gaming circles. They're a guaranteed sell that won't push the longevity of a game. The hardcore audience is really the only one that makes sense to target.

  • @erikinthebakery I would agree with you in the fact that a person should not be punished if they loose their ship, but I feel like there should be a type of ship purchasing system to help balance the constant respawn and revenge meta that was in the beta. I've said this in the past that you should respawn with a ship for free, but have to pay extra gold for it to be supplied, or have to repair the ship at whatever location you spawn at.
    An example would be one you spawn at the island your ship would be moored there, it would be damaged but with enough supplies on the island to repair it. This would mean that having your ship sunk would have you question if you would rather pay 200 gold to have a new ship fit for revenge or take the time repairing it yourself at the island you respawned at, loosing valuable time to get revenge.
    This system would also help a little with roleplay people who want to get the feel of repairing a crippled ship stranded at an island.

  • @colten822 I like it, my ship would sail with the most expensive one time use cosmetics 100% of the time, no one would sink us!

  • @mrdestiny17 I'm sure with those shiney cosmetics will make people wanna sink you out of spite. ;P

  • @natsu-v2 There should be a system in place where certain parts of the ship need to be repaired but cant be scavenges, such as going to an out post and having your sails repaired by NPCs it would be a timed thing and you would have to wait and guard the ship while the sails are repaired.

    But I would also make it to where these parts don't NEED to be repaired, like if the sails had holes it would only slightly slow the boat down, rudder damage causes the boat to turn slower, etc. I would also make the costs scale with a players amount of gold, so a crew that only cares about PvP would have to steal more gold/do side quests/take a break to make repairs at a port and keep the ship top rate.

  • @colten822 Let them come, those m***y pirates will just add to my collection!

  • Ok, i'll bite, again....when you place a cost on fundamental parts of a game, you hurt your casual player base. I, and my crew, are looking for a casual game where do not have to worry about losing something every time we go out on the water.

    Any punishment comes in the way of treasure chest. This is how Rare tackles risk/reward and pve/pvp.

    And because this very topic has come up again and again in repeating threads......

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