I propose a ship cooldown system to balance the respawn issue

  • The issue of the respawn problem being discussed is mostly around forts, as currently the fights are so pro-longed due to how quickly ships can respawn and engage. Example our 2 man sloop kept a galleon busy for 3 hours at a fort. It was fun for us but probably not for them :)

    Every time you sink a crew's ship, I think it should increase the time it takes for them to re-spawn a new ship.

    So cool down could work like this.

    1 sink = 1 minute before next spawn
    2 sinks = 2 minutes
    3 sinks = 5 minutes

    So sinking an enemy ship gives you an advantage and some breathing space, not the other way around.

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  • @silly-old-elf a dit dans I propose a ship cooldown system to balance the respawn issue :

    The issue of the respawn problem being discussed is mostly around forts, as currently the fights are so pro-longed due to how quickly ships can respawn and engage. Example our 2 man sloop kept a galleon busy for 3 hours at a fort. It was fun for us but probably not for them :)

    Every time you sink a crew's ship, I think it should increase the time it takes for them to re-spawn a new ship.

    So cool down could work like this.

    1 sink = 1 minute before next spawn
    2 sinks = 2 minutes
    3 sinks = 5 minutes

    So sinking an enemy ship gives you an advantage and some breathing space, not the other way around.

    That's not something you can do in a videogame, you can't make people just having to wait for several minutes, doing next to nothing. I just can't see how that's possible. A 5 minutes time out ? Even 2 is too much.
    No, the GTA V system demonstrates its effectiveness, respawn further and further each time you sink against the same crew.

  • @aenima123
    Sounds like a Good Way of doing it. Simply put them Away an Island further Away per time they got sunk.

  • no... totally disagree

  • I dont think this is the right way to do it.

    Think a quick solution to this is just to respawn ships further away from you.
    Then you have to really sail a long way to get back.

  • Nah, just send the sunk ship to the otherside of the map. Thats punishment enough.

  • I think that @Silly-Old-Elfs idea is pretty sound as long as there is more to do when you are dead but until that happens then

    @Aenima123 idea takes the cake 😉

  • @guybrysh a dit dans I propose a ship cooldown system to balance the respawn issue :

    I dont think this is the right way to do it.

    Think a quick solution to this is just to respawn ships further away from you.
    Then you have to really sail a long way to get back.

    And possibly, against the wind each time haha.

  • Your idea might sound good to you on the side not rushing but nobody wants to sit in a lobby waiting for 2-10 minutes to respawn.

    I’d like to see one of three things happen personally

    1. Spawn further away, preferably as far as possible.
    2. Change servers upon ship being sunk.
    3. When your ship spawns (excluding initial spawn) you have zero supplies on board.
  • If the servers are tracking cumulative kills then you could spawn them increasingly further away. But the problem with this is it can be abused.

    What if someone sinks me and I would like a chance to get my treasure back? And they sink me again and now I am further away and have no chance of getting it before they turn it in. That just rewards the PVP players even further (they already risk less than PVE player who got the loot).

    But I am not unsympathetic to the woes of trying to take a skele fort whilst being worn down by a few harrassers. I am just not sure that an alacarte increase in spawn distance fixes it, and it would create other problems.

    Good Day.

  • IMO, there are few options to solve the ship respawn issue :

    • Respawn at the opposite of the map. They still can play, do quests, ...
    • Respawn in another instance (but, the revenge will be impossible :/ )
    • Respawn without any cannonball/wood/banana in their ship.
    • When a team kill a boat, they obtain as reward all cannonball/wood/banana the opponent had when he sink (for example spawn a barrel area)
  • @aenima123 :D

  • They would be respawned at an outpost but just not able to set sail until the ship is ready. They could have a grog or two while waiting.

    They could also introduce more active skull forts per server which would liven things up. Having only one active creates too much focus.

  • @goblobsters a dit dans I propose a ship cooldown system to balance the respawn issue :

    If the servers are tracking cumulative kills then you could spawn them increasingly further away. But the problem with this is it can be abused.

    What if someone sinks me and I would like a chance to get my treasure back? And they sink me again and now I am further away and have no chance of getting it before they turn it in. That just rewards the PVP players even further (they already risk less than PVE player who got the loot).

    But I am not unsympathetic to the woes of trying to take a skele fort whilst being worn down by a few harrassers. I am just not sure that an alacarte increase in spawn distance fixes it, and it would create other problems.

    Good Day.

    I think that rule should only be applied to battles that take place around an active skeleton fort to avoid what you're saying.

  • @silly-old-elf a dit dans I propose a ship cooldown system to balance the respawn issue :

    They would be respawned at an outpost but just not able to set sail until the ship is ready. They could have a grog or two while waiting.

    They could also introduce more active skull forts per server which would liven things up. Having only one active creates too much focus.

    Yeah but that's kind of the point. What they just don't think through is people keep coming back over and over, since they respawn so close to the fort.

  • @aenima123 said in I propose a ship cooldown system to balance the respawn issue:

    @goblobsters a dit dans I propose a ship cooldown system to balance the respawn issue :

    If the servers are tracking cumulative kills then you could spawn them increasingly further away. But the problem with this is it can be abused.

    What if someone sinks me and I would like a chance to get my treasure back? And they sink me again and now I am further away and have no chance of getting it before they turn it in. That just rewards the PVP players even further (they already risk less than PVE player who got the loot).

    But I am not unsympathetic to the woes of trying to take a skele fort whilst being worn down by a few harrassers. I am just not sure that an alacarte increase in spawn distance fixes it, and it would create other problems.

    Good Day.

    I think that rule should only be applied to battles that take place around an active skeleton fort to avoid what you're saying.

    Perhaps. SoT is definitely an experiment in emergent gameplay. It will be interesting to see what they do.

  • I think this user had a very interesting suggestion that would actually resolve quite a few problems with some small tweaks, like removing the gold penalty.

    https://www.seaofthieves.com/forum/topic/42108/suggestion-improved-ship-respawn-and-risk-reward-mechanic/8

    Could also be a Row Boat. Which I actually would like to see anyway on ships.

  • Well they can't come back straight away if their ship is still on a cool down but it would still allow them the chance to get back in the fight again.

    I like the idea of battles at forts and don't want to see it taken away completely with a respawn across the map which I think would happen if they did it that way.

  • @goblobsters a dit dans I propose a ship cooldown system to balance the respawn issue :

    @aenima123 said in I propose a ship cooldown system to balance the respawn issue:

    @goblobsters a dit dans I propose a ship cooldown system to balance the respawn issue :

    If the servers are tracking cumulative kills then you could spawn them increasingly further away. But the problem with this is it can be abused.

    What if someone sinks me and I would like a chance to get my treasure back? And they sink me again and now I am further away and have no chance of getting it before they turn it in. That just rewards the PVP players even further (they already risk less than PVE player who got the loot).

    But I am not unsympathetic to the woes of trying to take a skele fort whilst being worn down by a few harrassers. I am just not sure that an alacarte increase in spawn distance fixes it, and it would create other problems.

    Good Day.

    I think that rule should only be applied to battles that take place around an active skeleton fort to avoid what you're saying.

    Perhaps. SoT is definitely an experiment in emergent gameplay. It will be interesting to see what they do.

    I don't know what they are gonna do about it but i hope they will do something soon, because right now, if two crews are determinate enough, it can last for hours, until someone finally give up because of boredom or lake of time. That's lame and not really funny.

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