From the begining this game concept had a question that was never fully adressed and has persisted to this day. I now would like to bring this topic to the Forefront and with your help create the a community based ideal update. That can give an answer to the PvEvP problem without the need for seperate Modes.
The Problem:
The loot served a single purposes and that purpose was to serve as a Shared Goal between PvE and PvP where loot was to be an object to be be found, collected and turned in for a reward which is Gold. For PvP was the loot was to be a object for Players to steal and fight over and agian turned in for gold. You turn in gold for arbtary cosmetics which has no effect on gamplay.
So what is the Value of Loot interms of Gamplay?
What ultimatly makes to Loot worth Getting and Kept around for others to Steal?
At Frist the answer was nothing as everything in the game was tied to Gold which inturn was tied to cosmetics which adds nothing of substance to gameplay.
Since Loot can be generated by any player, there was no real point to steal it as it was far easier to get Gold thru PvE then PvP and Loot itself had zero impact on PvP it became pointless as a Goal.
Also since Loot was only worth gold once it's turned in most player would turn in loot quick and would almost never engage with loot onboard.
So ship fights often ended with no ships with loot. Please Checkout SeA of Griefers as an expression of this issue.
Then there is the inherent End of Life(EOL) issue.
As the rewards can only be obtained once and are perminate Gold become pointless once all cosmetics are perchased and Loot Events like loot turn in become pointless once commadations are unlocked.
But what about Rep? Loot shares the reward of rep with other elements in this game and has become less important to loot as the rep they give is set and ability to Rep quicker thru other means becomes more prevalent. Ex. Bilge Rats Letters of Recommendation.
The Solution:
Loot has to be given an inherant value to Gamplay outside of Gold. They have to Provide Utility. Some Loot has been added overtime that has this.
The Frist was the GunPowder Barrel(GPB) which gave a player added Firepower at a risk. Enough for a solo player to sink a Galleon. Player to this day stock up on GPB do this fact.
Then we got Resource Creates which allowed player to a way to carry around a large stack of a certian supply allowing them to easily restock the ship while increasing the max supply limit.
Then there are the Curse Chest. These are the explification of the solution and why there have been Many ideas and suggestion that have came from this most creative community requestin for more Curse Chest to be added filled with detials and art work. I have seen maybe all of them from the Strom Chest to the Kracken Chest and most recently the Reapers Chest. If you guy can help build a list here of all the post with these ideas i'll list them here.
I propose All loot moving forward should have a utility to some degree and part of my Rouge wave post will be built upon a loot hoard objectve that will rely on collecting lesser loot to stack the utility adding to the value.
There will be 4 catagories utilities.
Neutral: Loot that has no appearent Effect.
Offencive: Any Loot that has an effect that can be used as a weapon an is best used off one ship to be used abroad. Examples GPB and Chest of Sorrows.
Defensive: Any Loot the has an effect that can be used as a guard for the ship or the crew or loot such as a Trap snake.
Enhancment: Any Loot with an effect that effects the ship, crew, or environment. Example Supply creates.
Frist Passive brought to this post is All Loot having Weight Affecting both ship Speed and Durability.
Curse Chest List: Most of these idea's were taking from New Treasure Chest Designs by @Cows-n-Muffins
Chest of The Fruit - Category 1 (Inspired by: @RiceAndCh1cken)
One placed on board a ship, the chest causes every crew member to draw a random fruit from their inventory for consumption instead of just bananas.
Chest of Shadow - Category 1 (Inspired by: @jojomendo808)
This chest functions like shadow skeletons and may only be carried when lit up by a lantern or the sun. After 10 seconds of non illumination the chest is automatically dropped and can not be picked up until being illuminated again.
Chest of Gloom - Category 1 (Inspired By: @VISUAL-Mazzy)
Lanterns and ship lights do not work anymore as long as it's in your crews possession.
Alternatively, this could be Chest of Cheer which causes your crew lanterns and ship lanterns to slowly shift between rainbow colors, glow twice as bright, and can not be turned off while the chest is on board.
Chest of Macabre - Category 1 (Inspired By: @Hot-Juicy-Pie)
Once picked up, the crew takes on a grim appearance of skeletons so long as the chest remains on the ship. Alternatively, instead of making new skeleton models, the existing crew models could be color palate swapped to look like zombies. Pale green skin, streaks of red on clothing, and other color alterations.
This chest functions like shadow skeletons and may only be carried when lit up by a lantern or the sun. After 10 seconds of non illumination the chest is automatically dropped and can not be picked up until being illuminated again.
So i open this disscusion to you guy as what you guy would like to see. What loot and impact should it have on gameplay.
Clockwork Chest - Category 1 (Inspired By: @l0ne-vvolf)
This chest has an etching on it that displays the hours between which it must be turned in. The players must use the pocket watch to time the turn in. The etching displays a random time of day every time the chest is dug up.
Chest of Mirrors - Category 1 (Inspired By: @daPoseidonGuy)
When first struck with a shovel, three more chests unearth themselves next to it, as if all four chests were struck with a shovel at the same time. All chests must be dug up individually. Only one of the chests actually contains treasure, but the crew does not know which one. For the trouble, the Chest of Mirrors contains as much gold as a Category 2 chest.
Overstuffed Chest - Category 1 (Inspired By: @Hot-Juicy-Pie)
This chest has been stuffed with coin so much, that it requires two crew-mates to carry, one on each side. When one player tries to pick up a chest, a message flashes on screen pointing to the other large and obvious handle on the chest, perhaps flashing it red for other players or something like that. Once the other player comes to the chest and picks it up, the two players carrying the chest are now facing each other. So in order to move with the chest, they must enter directional movement commands in the same direction, and communicate which direction they want to move in to avoid obstacles. Once in the water, only one person is required to haul the chest up the ladder and onto the ship, and one person can move with the chest through water at 50% of the normal swim speed. Once on board, the chest again requires two people to move. For the trouble, this chest contains as much gold as a category 3 chest.
The Scuttling Chest(Aka Crab Chest) - Category 1 (Inspired By: @Hazerblade) - Art by: @Galghumor
Curse Chest Idea's submitted by @x-Crowheart-x
Chest of Thousand_Pinches: This chest has a crab shell lid with a large and small claw folded in the front. The chest can wake up. It springs two stalk eyes from the top of the lid. The claws wave around and pinch the person carrying it. (Seems the filter has issues with a form of the word pinch.)
It does damage. If it is dropped to eat and heal, it can spring legs and runaway a bit to sit and wait to be picked up again. There is way to subdue it. Giving it after it attacks you a tankard of grog temporarily makes it drunk and does not lash out.
Chest of Endless Twirl: This chest looks like a large ornamental chest with depictions of pairs of ships circling one another on the lid. At random times it starts to play music like a music box. There is a music box in one of the shops as an example of the music. It causes everyone close and/or the person carrying the chest to momentarily spin like a ballerina.
Chest of Siren's Song: This decorative chest has a mural of merfolk on the lid. At random times it hums or sings (which works best) a lullaby. The person carrying it and others too close yawn and momentarily fall asleep. Someone not under the spell can dump a bucket water of the sleeping victims or use their megaphone to yell for them to get up.
Chest of Chilling Wail: This chest has a ghost like appearance. At random times it emits a wail of a banshee. The person carrying it immediately drops it and shakes in fear like the NPCs did during the Cursed Sails event. This curse can temporarily be delayed with the glow of a lantern from the Order of Souls.
Tick Tock Chest: The lid of this chest is covered with pocket watches. They appear with the various pocket watch skins we can purchase. Many have no lids and are not working. Some have lids and cannot be opened. A few of them do tell time just like the one we carry. Once picked up a timer is activated and the chest begins to emit a watch ticking sound.
Someone in the crew will need to keep checking on the chest until it can be turned in. One by one the functioning pocket watches stop working. When the last pocket watch stops the chest explodes. The countdown for the intervals of when a pocket watch stops would be random so no one knows for sure when it would go off. A Gold Hoarder using their key when turned in is the only way to defuse it.
Alternate Solution:
Other Method that needs to be brought up is the Idea of Making Loot itself Hard to obtain by Tying them to certian regions or expanding on Quest take for Ex. The Labyrinth by @Stryker-Osiris
Or do you have a different perception entirely.
Rogue Wave related treads.
Rogue Wave Prelude
The Hunt (Rogue Wave Event)
Counter Play (Rogue Wave Discussion)