Why Was the Ritual Skull Stash Change Made?

  • I looked through the Release Notes to see if there was an explanation. I saw the usual commenters advocating for the developer's perspective on the SOT forum give their reasoning as to why they thought it wasn't a big deal. But I never saw a reason for the change and I find the change frustrating.
    The response to this on the SOT forum so far has been "They're not that hard to come by! Go fight a Skeleton fleet! Go chase down a skeleton ship! Go chase down an emergent skeleton captain on an island! The event has such a high payout"

    Okay that's great and all, but if I've decided that I want to do the FoD tonight, I don't want to have to fight an entire Skeleton Alliance event (assuming there even is one up on my server), or hop random islands for an hour looking for emergent skeleton captains, just to sink random skelly ships and complete orders, not get what I'm looking for, and repeat the process tediously over and over until I get one. I don't want to do this ON TOP of finding players that will cooperate in killing me and chasing down a lightning storm ...

    ... all to just START an event that someone will inevitably try to steal from me. At that point, if it takes that much setup to do, I'd just rather not do it at all. I don't think these skulls are as common as you're pretending outside of the Skeleton Alliance event.
    I understand it's a high payout, but at this point I'm annoyed that the developers seem to have a knack for coming up with changes that get in my way as a player. I just started to grind my 50 FoDs, and of course they make this change exactly when I decide to work it
    Also I did the FoD recently, sold, and returned without there having been a server merge, and I swear to god the lights were out. If other people haven't experienced the same and I just hallucinated that happening, feel free to tell me. But did they actually change it so that the lights go out after you finish the event? Because that would be a whole new level of irritating changes.

    Either way, the suggestion is to roll back this change.

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  • @zaleravon

    "In order to stop players from farming Fort of the Damned Raids for easy Emissary Value and Reputation, the 2.0.15 patch made only one Skull Stash Voyage available per month."

    This was likely due to alliance servers farming dozens of these if not 100 very easily as I said in the thread you necro'd. Even still, it would not be hard for a galleon crew to farm ~4 of these an hour by themselves without the limit in place.

    I'd say the only way to remove the current limit would be to rebalance the skull stash cost and make it more a pay for convenience type thing which it always was supposed to be. Since the exchange rate is about 200 gold per doubloon, and the average FotD vault value is ~94,000 gold average before emissary bonus, I think the skull stash should cost between 300-450 doubloons if made unlimited again.

    Also, FotD was supposed to be a rare event. One that when players seen it up would draw them to it no matter what else they might of been doing before. With unlimited skull stash voyages, it was more common to find it up on any server you were on back in the day. Made it seem way too bland to even bother most times.

  • @zaleravon said in Why Was the Ritual Skull Stash Change Made?:

    [...]Also I did the FoD recently, sold, and returned without there having been a server merge, and I swear to god the lights were out. If other people haven't experienced the same and I just hallucinated that happening, feel free to tell me. But did they actually change it so that the lights go out after you finish the event? Because that would be a whole new level of irritating changes.

    Either way, the suggestion is to roll back this change.

    AFAIK the lights always had to be relighted when you want to do it again.

  • @lem0n-curry

    Just don't sink. They're all on your boat. I'd say Pink/White lights are more difficult to come by than the ritual skull.

    Op should focus on getting pinked first then worry about the rest. By the time you chase down the storm, you've probably sailed past a few dozen Captains.

    I guess I'll be polite and go back to leaving one at the fort when I log off. Or bury a few there.

  • @pithyrumble when I'm solo I will often activate the Fort just to pull attention away from me and what I'm doing. Half the time it still hasn't been done the first time on a server when I find a skull so all the lanterns are lit as they are every time a fresh server spawns. Tends to pull PvP focused folks right to it so I can sail in peace for a little bit.

  • @zaleravon if you have plenty doubloons just farm the chest and key voyages it's not a bad drop rate of skulls unless it has changed

  • @zaleravon as @Lem0n-Curry said...they are just lighted up the first time the server starts, as soon as it has been done once, you have to light them again, or get all the lights again...this was always like that, so there was no change in that

  • @pithyrumble sagte in Why Was the Ritual Skull Stash Change Made?:

    @lem0n-curry

    Just don't sink. They're all on your boat. I'd say Pink/White lights are more difficult to come by than the ritual skull.

    Not necessarily...when the server is new, all the lights are lighted up already

  • I think the biggest problem with FOTD is precisely that it's not worth it in most cases. The rewards of an FOF are much better and don't need as much paperwork to do. However, as long as there are Alliance Servers, increasing the FOTD reward or even making it easier will be a problem.

  • I think the FoTD could use a slight overhaul. The flames of fate exercise is a bit...tired. More FoTD activity is great for the game as a whole. The Ritual skull change was fine (and certainly a rebalancing for discord alliance servers), but the lights could use a minor tweak.

    I feel the lights should automatically re-ignite every full in-game day after the event has been completed. The exercise of having to go get them is just silly and is the primary reason nobody bothers doing it...with all the loot buffs around the seas, the FoTD just no longer is worth the time investment to get the lights.

    Plus, those lights and the mechanics behind them are so cool. It's a shame they're only really used for 2 things as a standard in the game.

    Why not implement more cool stuff around those flames of fate? Make them usable for ocean crawlers and for phantoms...make them a means by which to do a territory based activity with the beacons...so many cool things they could do and we see them for the FoTD and Thieves Haven Runs....neither of which are worth the time/effort anymore.

  • @zaleravon

    Okay, that's great, we can constantly simp for the developer's perspective if we want, but was there actually a reason for the change?

    Considering I was never given the chance to respond back from something I said 2 years ago. I still, to this day, stand by what I said. It doesn't make me a a simp, the dude just wanted easy steals from naïve crews. The skulls are everywhere, if you are going for lights, you are bound to see a situation that has them. Besides the Ship event, getting them by other means is relatively easy. I think you are just making excuses at this point. You practically don't need to go out of your way if you are already putting the leg work into lights.

    Honestly, getting the lights is by far the more tedious of things to do in comparison. I will take sinking a Skalleon, an effort that takes a couple minutes, over a long winded expedition of getting zapped by lightning and finding another player to kill me.

  • As a person who also needs to grind the FotD, I hear and understand your frustration.

    Something which I can help alleviate though is the acquiring of the white light. Get yourself real low on HP and then sword swipe a charging eel ocean crawler - it gives the white light if you die to it using this method.

  • Alliance servers obviously

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