Suggestion: Lootbox

  • Here's my idea:
    A box or chest that can hold a large number of loot items.
    Loot items can go in, but can only come out when sold.
    The chest would be marked on the map, and the colour of the map marker would change depending on the value of loot inside it.

    Risk/ reward balancing:

    The reward would be convenience - making it far easier to carry large amounts of loot across land.

    The risk would be that you would be advertising to all ships on the server, not just that you have loot, but how much and whether it's worth trying to attack you for it.

    Potential problems:

    Currently one of the risks of being a reaper is the extra time it takes you to sell your loot at reaper's hideout because of the lack of harpoons at the hideout and the short walk from where you unload your boat to where you sell. This gives players extra time to come and attack you while you're selling. Having a lootbox would negate this risk which I think is a problem. Possibly you could restrict it's use for selling to reapers but the whole point of marking it on the map is to make your ship more attractive to reapers in order to balance risk and reward. Not sure what the solution is here. Maybe there isn't one and the whole idea wouldn't work. Interested to hear what others think.

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  • @eligibleeel6171 this suggestion is so good that they already added it to the game! Sort of;

    The chests that can be opened and closed are able to store up to 3 loot items able to be carried with 1 hand. This also goes for the Ancient Chest and Ashen Chests respectively.

    Simply either pick up the loot item or the chest, walk up to the other, and a prompt to store it in said chest should appear

  • @boneheart1237 I love that your response simply assumes that OP has never seen/used a collector's chest before and ignores the rest of the idea and what could be a unique mechanic.

    @EligibleEel6171 This is an interesting idea, though I think the reward aspect would need to be far higher than just the convenience of moving stuff around. If that was the only benefit, it would pretty much only be useful for looting a fort or gold hoarder vault quickly. It wouldn't really encourage any other adventure loot stacking.

    So, to expand on the idea, if it also offered some sort of gold/rep multiplier as you stacked loot, then it would really offer that high risk high reward element. It'd basically be an Emissary flag but you're advertising it to everyone instead of just Grade 5 Reapers.

  • Currently one of the risks of being a reaper is the extra time it takes you to sell your loot at reaper's hideout

    One and only. And that is the risk = reward
    They don’t need a helping hand. Besides everyone knows the short cuts to quickly sell

  • Interesting to note that @SweetSandMan and @BurnBacon have gone in opposite directions with this one. @SweetSandMan says the rewards need to be increased to balance out the risk and @BurnBacon says the rewards (at least for reapers) are too much.

    I kind of agree with @BurnBacon that it's too much of a convenience for reapers, with very little added risk (as they're already marked on the map for everyone anyway), which is why I mentioned it.

    I still think the core idea is good, but definitely needs some tweaking to balance risk and reward. Just not sure how to do that. Maybe items sold from a lootbox give reduced reaper emissary bonus?

  • This is a great idea but cannot allow players to grab the loot box just before selling as cheap trick. The risk needs to be that you are marked on the map for a while.

    So.
    Loot box are purchased from any emissary and can only hold that emissaries loot type.
    As soon as they are purchased the box is marked on the map.
    You can only buy one box per faction.
    Once loot goes in the box cannot come out.
    Loot boxes can only be sold 15-20 min AFTER purchase.
    Carrying movement speed is reduced with value of box.
    To hand in requires a push to interact with the correct emissary. The length of time increases with value. If you die before then you drop the box with 100% of the loot in it.

  • @miserenz these are great additions. My original idea was to have them as findable items like chests or rowboats, (i.e. players would have to pick one up when they find it and carry it with them because they might not find another one) but having them purchaseable with a time limit might work better as it you'd be a target as soon as you set sail. Even if they're purchaseable though, I think they would need to have it so you can't dive with them.

    I like the idea of making them faction specific, which I think goes some way towards solving the reaper problem.

    Not sure about reducing carrying movement speed. I'm not exactly against it. I just feel like players would find ways to get round that limitation with sprint juggling and harpoons.

  • @eligibleeel6171
    Aside from a PVP draw, the two things I like about this idea is cutting down on my RSI and reduceing the server load due to stacking. But it can't be too easy to grab loot and run. We really need to so something about loot juggling in general and it could be made to be a non harpoable item. Without these types of things it would be too unbalanced.

  • Aside from a PVP draw, the two things I like about this idea is cutting down on my RSI and reduceing the server load due to stacking. But it can't be too easy to grab loot and run.

    I think you've hit the nail on the head there and this is the exact problem I was trying to solve with this. I want to reduce the repetitive activity of ferrying loot backwards and forwards across an island one piece at a time, without reducing the inherent risk that this slow, ferrying activity creates. At the moment, the time it takes to get all the loot onto your ship plays an important part in increasing the risk of completing a world event or voyage, as it's giving other players more time to cotton on to what you're doing and get to you before you move on. But when there are no other players about, this repetition is just repetition. It's not tense or exciting. You're not keeping a beady eye on that ship on the horizon that's a little too close for comfort. You're not having to decide which bits to leave behind because you don't have time to grab it all. You're just doing the same thing over and over again.

    I want a way to "put all my eggs in one basket" so to speak. Enjoy the convenience and accept the risks that come with it.

    Yes make it non harpoonable, but then you'd also have to make it so you can't be harpooned while carrying it (Not sure how possible that is or if it might have some unwanted knock on effect?) otherwise people will just pick it up and then harpoon each other (providing another disadvantage to playing solo). Maybe instead of just slowing you down when you carry it, it could have a kind of poisonous cloud/ aura so just being in the vicinity of it slows you down? (or makes you drunk? Poisons you? Sets you on fire? Maybe each one could have its own effect?) Maybe just not letting people jump with it would be enough?

  • @eligibleeel6171
    Maybe make harpooned players drop the box?

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