New Voyage types.

  • I'm interested in everyone's opinion on this, as I'm sure there are many.

    How would you change the voyage system?

    As with many of my posts i ask that you follow 1 rule here.
    Be civil - don't agree with something, don't respond to it but don't lower yourself to insults.

    Other than that, please be as detailed as you like and give and take all constructive criticism fairly.

    ........................................................

    I'd like to see a new MA voyage where you would have to find a specific item of cargo by following a ship manifesto.

    It would work that you would be given a start point, such as an outpost, and then a list of islands and another outpost. You would have to retrace the voyage and find the sunken ship to then get the specific item. These voyage based shipwrecks would be deeper underwater and have no birds to signify them. Instead you would find cache notes on barrels at each island on the course, when you find the island that doesn't have the notes you'll know that they never made it that far, you would then need to search between this island and the previous one to find the wreckage.

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  • Nice thread matey!

    I would like to see a more emergent type of alliance where they are based on trade - proper trade - where you visit/find one character anywhere in the world who wants you to ship a certain cargo from that location to another and get there on time, as the rewards and their trades get larger and larger the more you carry the trading on. These could also just be random NPCs on normal islands and not outposts so you would have to go hunting for them as they would move around.

  • A few ideas

    MA - hunting! Bears/sharks/boars etc bring back the pelt/trophy to the trader

    Fishing - an often requested feature

    Different traders having different values for the items so you literally can become a trader -eg. buy a crate of cannonballs at Golden Sands and sell them at Plunder

    OOS - give skulls “abilities” like the 2 special chests have.

    Megaladon/monster skulls or bones can also be offered as quests.

    Receive requests for say “the potion of forsight” (could have any name) then go out and retrieve the ingredients to make the potion - bats/particular skulls/flowers etc

    GH - more chest variety!

  • @musicmee

    Could easily implement this by starting with the shopkeepers importing and exporting their wares at outposts and moving on to trading with external smugglers.
    With the recent confirmation of npc ships you could get some great dynamics for time sensitive requests, having to meet up and board a docked smugglers vessel . Or even trading with castaways on remote islands so to be an instanced encounter like that of shipwrecks or meg.

    I love the amount of scope that this idea has, so much room for adaptation.

  • @laughsmaniacaly This way too they could also have limited time traders appearing from far off lands with wares to trade!

    Like you said there is sooooo much potential with this one.

  • @laughsmaniacaly The only change I really want ATM is to be able to recieve more/better rewards from riddles. I really enjoy doing the riddles but for the sake of efficiency I skip them. It's a really cool game mechanic that get's totally ignored because the payout isn't as good.

  • @nikinjapan
    Totally agree mate.

    Fishing has been screamed for from before launch.
    Wider variety of lifestock to catch and hunt, also more chest and skull varieties would be nice.

    And by far my favourite, cursed objects, not just chests of which there should be more but skulls and even MA objects.

  • @laughsmaniacaly Fishing is coming with Forsaken Shores if they finish the main content in time.

  • @xcalypt0x

    So you'd suggest an increase in chest payout for riddles.

    I'd add that they should become more frequent and more difficult as you rank up just to balance that but i agree. Some of those in the banana challenge at launch could hold some real value.

    ...............

    Ancient relecs / monoliths could be used in time sensitive voyages such as
    "when the twilight shines upon the eagle's bust, where shadows fall, dig you must"
    A wonderful riddle that makes you find the Eagle statue and then wait until midnight to find the dig location.
    A sort of physics based time sensitive riddle.

  • @laughsmaniacaly

    • For MA i would like to see a merchant road quest: You buy with golds items at an outpost and the price of an item is tied to the outpost (ex: i bought item x at 100 gold at sanctuary and i can sell it for 200 at Ancient spire, we need an economy for this game, a market or trade system would be nice) + hunting bigger foe (boar, big crab, pearl from clams etc...)
    • For OoS i'd really like to see boss quest. Getting to a pirate lord hideout (as a dungeon maybe?) and get a complex fight (phases, patterns etc...)
    • For GH i want the ability to find some pieces of map (that i can maybe trade with other crew?) that once you complete it give you a special map with special rewards (loot, cosmestics... whatever).
  • One system I've always liked was in games like Elite Dangerous where you had to keep an eye on the market, see what goods are good to sell where.

    Now I dont expect a complicated system for this in SoT but it would be nice to buy some items at outpost A and deliver them to outpost B for a profit (getting some rep for the profit), now I must add since it's a simple A to B affair I'd say make the rep gain really low since you're not challenging yourself.
    I myself find midless trading thereputic and I can totally see if people don't like it, but it's not hard to code and you can even tie piracy into it where a good can be stolen and sold, the person buying it would pay like 1000 for it it would sell for 1500 so a pirate would get 1500 but the merchant would get only 500 for it and lose 1000 if he lost that cargo (risk reward thing)

  • Order of Souls could give you a specific compass (in the map slot in stead of a map) that points to a cursed treasure. You'd need to follow the compas and the treasure could be in a deep cave or underwater or maybe both, maybe in a shipwreck who knows. It's one of those things that can set you on an adventure and you'll never know where you're going except the general direction.

  • @hynieth Ooooooh a cursed compass.... I love this idea! It could be in a different item slot to the normal compass but points to a place on the server where the hidden horde is!

    I love this, love, love love... this has so much potential too. Even for a live event where everyone is off hunting the same treasure.

  • @laughsmaniacaly Yeah so either it guarentees captains and cursed chests or there is a chest at each stage of the riddle.

    Something like that.

  • Ok so in game economy seems to be a big topic, almost everyone has mentioned it so far.
    @Deckhands - wink wink, nudge nudge.

    The pieces of a map sounds fun, I could even see this pushed one step further and have you find fragments of a skull fort key (coded to only one fort unlike the current ones) that way you get a big payout for maintaining a longer voyage.

    Boss fights again sound good and could certainly see them taking place in those unused forts.

    Cursed compass could be the next fort instance in regard of pvp, i love it

  • @laughsmaniacaly How about the GH tasks you with breaking a curse that seals a chest?

    • This could mean, you have to travel to certain islands to get ingredients for him to lift the spell. (just a couple of objects you need to find an interact with, randomly placed)
    • You could get the chest from the vendor and perform some specific actions at specific places to break the spell. Like playing music in the cavern below Mermaid's Hideaway.
    • You could need to find the remains of the captain or crew that cursed the chest and defeat them with the chest being nearby. (The chest could be the trigger to spawn them.)

    Higher levels could combine these or have the crew-members you need to defeat scattered over multiple islands. Hints on how to break the seal should be on the chest itself in order to not render the chest useless if someone steals it. Maybe Mr. GH Vendor put a sticky note on it. The value should match the increased effort.

  • Bounty hunter quest: Randomly pick a player you have to assasinate, you get the island he WAS last time and about 3 days to find it and kill it.
    Letter quest?: Rand pick player you have message for, you have to find him and give him a letter, also to avoid grief the player you have to find takes 10% of your incom.

    Quests should be ment much more to meet people and talk to them than go pve and grind in my op.

  • @szawel123
    I like this, a way of creating an interactive voyage system.

    I'd be interested to hear how you'd see it implemented. Thinking currently all voyages have to be something you can bring to a fixed point but also have a reward that can be taken from you.

    Whats your thoughts?

  • @crimsonraziel

    Maybe have the chest have some carved images on the lid eg a music note, a grid coordinate, and a feature. You'd have to decipher those images to break the seal.

    The images could change once solved to allow for a progressive voyage. The difficulty of the voyage shown by how many magic seals you can see on it.

  • Trading: (Merchant Alliance)
    Buy low Sell high from the MA Each island has "buy and sell" prices that vary. It doesn't have to have a complex calculated according to buy and sell orders system, it can even be random changes every 10-15 minutes.

    Scavenging: (Gold Hoarders)
    there was a trade order from X outpost to here that never made it. find it and scavenge what you can. Ship Wreck can be sunken on route or crashed in an island (or rocks) in proximity of the route.

    Beast Hunting: (order of Souls)
    simple:
    find, kill and bring back (trophy item) from the megalodon
    find, kill and bring back (trophy item) from Kraken
    find, kill and bring back (trophy item) from [new beast that devs add into the game]

  • @szawel123 sagte in New Voyage types.:

    Bounty hunter quest: Randomly pick a player you have to assasinate, you get the island he WAS last time and about 3 days to find it and kill it.

    Bounty Hunter quest has 2 problems.

    • Your quest fails if the player logs out/changes the Server
    • It does affect other players in serious manner. Many people dislike being chased for an hour. So much outrage, I can feel the disturbance through time and space. ^^
  • Yes a thread about the merchants! I would love to see a similar kind of trading as in Sid Meiers Pirates, this worked really well and was fun to do! Also this kind of trading rewards hoarding and is profitable for pvp'ers too.

  • @crimsonraziel
    This is a good shout out,

    I assume that the post has been adapted already as i can't see that idea myself but in reference to all ideas, we need to be aware of how they impact others as well.

    I do feel that a bounty board would be good but more of a player interaction system. Eg i place a bounty on "x" and pay a fee (something relative to the level of the player or crew being targeted) someone can then come and take the bounty and go sink the ship / kill the player.
    The player is given a black spot who has the bounty on them. If they log off the bounty complete. If they log off before being taken, a refund is given to the submitter.

    I see this as supported by the sea dogs as a faction in much the same way the bilge rats are currently.

  • @laughsmaniacaly added the quote to my post to make more what I was referring to

  • @xcalypt0x I also would like to see a better return on the riddles those voyages are discarded almost immediatly to start a new one with X's. I think it would be cool to get to the final spot of the riddle and there were say 3-4 chests that you can dig up. On top of Sunken Grove you can see a big hole with 2 empty chests in it i would imagine it could be something like that. Get to the spot and just dig around the area and find a few.

  • @crimsonraziel

    thanks, was looking for the wrong person.

    Again i get this would be fun for the chaser but less the chasee. Adaptation would be to make it known to both parties and if the hunted survives they get paid if they are sunk / killed the hunter is paid.

    Still see the drawbacks but thats what were all here for.

  • @crimsonraziel Your idea for ingredients make me think of a new foe that we can (already) encounter on islands

    if you get too close the carnivorus plant attack and upon death she give you ingredients (seeds, plants whatever...)

  • @nikinjapan Fishing has always been stated to be on their to-do list. In fact they hope to get it out before the Forsaken Shores update. Additionally boars (both skeletal and normal) have been shown in the concept art book along side other new creatures and variants including skeleton sharks and barracudas (and their skeleton counterpart).

    Likely the barracudas will lurk in ship wrecks. As an individual who has had some experience with fishing, such locations are often common spots for them; even nearly lost my left hand to one in the Gulf Coast because I reached into the water to grab my line and recent catch (a Spanish mackerel). Took off the mackerel's body from the gills down though.

  • @arkhais
    Can i pot one and keep it in my captains cabin?

    Or bring it to MA like snakes,
    #sloopdefence

  • @laughsmaniacaly Ahah! Yeah you can make it grow in your boat and feed it chickens... or pirates! lol (The bigger the plant the better the price ;) )

  • @sargent-sully I think if they introduce fishing in the game it will definitively be an event, so maybe 2 weeks before/after forsaken shore.

  • @laughsmaniacaly I think if they made it so that you can opt in to have a bounty on you for a limited time period then someone else could pick up the bounty and chase you down. That way if you don't want to be hunted you don't have to be.

    For example - You go the the bounty board let's say, you elect to start a bounty on yourself for 2 hours or X days of in-game time. Then if you survive for that long you collect a reward. However, another player can collect your bounty from any Outpost bounty board and begin the chase, if they catch you and kill you then they get the reward.

    Or - maybe if they kill you they collect your contract and have to return it to the original Outpost, giving you a change to spawn back in and chase them down to retrieve it. Could be more like pirate tag than a bounty hunt to add some levity and make it more SoT feeling?

  • @futurekibbles23
    I could get on board with that.
    You basically challenge everyone else on the server to try to take you out.
    Sort of more bragging right "you can't kill me" instead of hunt player x.

    Good call. Makes it more inclusive not just aggressive.

  • @laughsmaniacaly

    If any bounty system is introduced, it should be based on a pirates actual nefarious activity that upsets others, and they would be willing to put up gold for their capture. This would persist between sessions on whatever server the Pirate plays in.

    An idea for a limited time, “come get me if you can” activity is if there was a crown of some type out there in the world, and if a player finds it and wears it, they slowly earn gold, meanwhile alll other players are somehow alerted to it and can track it down ( cursed compass?)

  • @Crimsonraziel
    If target log outs thingy changes to one of his crew mates if whole crew logs out you are lucky to get 50% of income or unlucky to get nothing(idc game is for fun not for farming gold at all).
    Im not keen about this whole "mercy for players" thing but here. If you are solo player quests does not pick you as a target. I dont rly know what do you mean about beeing chased for 3 hours, have you ever tried to stand your grand and defend? Its fun tho.

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