Suggestion for a new game feature called "Greed" factor. A way to make hunting ships and engaging with other pirates more accessible and fun!

  • My main way of playing Sea of Thieves is to track and hunt down "bounties" -ships with valuables-. Cannons firing, pirates flying out the cannons trying to get on your vessel and get a piece of your hard earned loot, risking it all "just because we are pirates, what else are we supposed to do",
    this is the feeling I get when playing this way and it's SUPER FUN, for real, I have over 3000 hours in the game, and this feeling never goes away. Unless...

    My approach was not swift enough and I failed to pin them down, then all the fun would just wash away...

    And lead into +1hour chase around all the map between two boats going at the same or greater speed, and me just hoping that they would make a mistake so I could catch up, and them just laughing at me for not being able to catch up, like somehow I can control the winds and the seas.
    Great way to farm miles for commendations, not so great to farm fun. Especially when the chase ends and you realize that the grand treasure -that you spent an hour of your life sailing over- was just a single captain's skull and a grade 3 or something emissary flag...

    I understand that my way of playing is just one way to play this game and as frustrating as it can be, I understand that pirates can and will choose to run from a fight their are not confident they can win, that is the smart thing to do if you wanna survive after all.

    But where is the piracy in that? They get to run around with ALL of their loot without any repercussions, while pirates like me get to suffer from their nasty comments and boring gameplay.

    In old times, when merchant ships would spot a ship flying the "Jolly Roger" they would dump their cargo in the sea to reduce their ship's weight making it go faster,
    just so they could stand a chance at survival against the pirates. They traded money for life, literally.

    So I thought, "What if" there was a weight penalty on the ship based on how much treasure it would be on it. It would have a % gauge meter like it does on hourglass which is based on how much treasure
    is "On board" a player's ship.

    How would it work:

    • Based on the "greed" factor of the crew it would slow their ship down, like for example the "Skull of the Siren Song" would.

    • Each rank would slow the boat down more and more -rank 1| 10%, rank 2|20% , rank 3| 25%, etc-, all the way to let's say 45% speed reduction.

    • Lastly to make this feature a high risk high reward kind of thing, it could also give them more money and experience by turning in their loot based on their "greed" factor (like it does on hourglass).

    Why would this be a good change:

    -Add a more realistic factor to "hunts", like it used to be when pirates roamed the seas. Trade cargo for life, fair trade is it not?

    -The "greed" factor could be a fun way to make even the lower cost pieces of treasure to gain greater value, and give pirates an incentive to "do more" in the seas, to "be more pirate" , or "do less", but "be a more cunning pirate" about it.

    -Make "engaging with other pirates" something exciting and rewarding, not something to be scared off or make you want to smash your controller / keyboard to the floor.

    -Teach, the newer players that would spend hours stacking treasure on their vessel, that treasure IS NOT THEIRS if A) They don't fight for it and B) Cash it in at an Outpost.
    And well of course, also teach them a new fun way of playing the game.

    Closing, Sea of Thieves has so much content to go through on one go, even as an experienced player I still find new ways to enjoy it, but it feels like I'm forced to and I'm being treated like some old tool that is not needed anymore,
    just because my way of playing is something many disagree and frown upon.

    You guys did such an amazing work to make every trip feel more time rewarding with the changes on how to obtain gold, updated voyages, new events, and all of it is super fun, but it runs out fast, since as soon as the commendations are done and the sought out cosmetics
    have been acquired, welp it's "see ya next update" kind of thing.

    So please help players like me, that still enjoy the core mode of the thrill seeking combat / shenanigan side of the game to do more of that, thank you for your time, keep up the great work!

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  • Sad part is players in this community have said they “hate” the player sinking them when they stack loot. Waste of time as they said.

    So this feature won’t do what you expect. Some will enjoy but the louder voices Rare listens to most will say nah nah.

  • This idea pops up here every so often but it has a few problems. It favours server hoppers over server established ships too much and it creates a bunch of loopholes (e.g. just put your loot on a harpoon rowboat and tow it) or extra server calculations that probably aren't necessary and really don't add anything to the game and are more likely to make server performance worse.

  • Slowing ships down discourages stacking, if loot should have an effect on speed, it should make you go faster, not slower.

  • I'm wondering how many cannoballs vs a trinket, a skull or a crate of tea will weigh ... and how many chests it will take to make the weight of the ship not matter to create a 45% speed decrease ...

    When a mostly PvP crew can't catch a crew that, as it seems, avoids fighting - perhaps the former is lacking some tactics and / or insight in when a battle won't be fought and it's better to look for some other prey.

    Part of the fight is the chase !

    No need for Rare to have "stacked ships" drop in the lap of other crews; besides it will also discourage PvPvE crews who like a bit more of a risk to keep their loot on board for a bit longer.

  • @lem0n-curry The point of the "greed factor" is to improve the chase not eliminate it. For example, if the boat is moving slower it means they have lets say at least 10-20k worth of loot for tier 1, so that could work as an indicator to the hunters that they have something.
    So their effort could be rewarded if they chose to invest into that hour+ chase.
    On the other hand too, if the crew didn't have anything and just wanted to fish, sail around, or goof, the hunters (most likely) wouldn't mess with their experience by making them run away in fear of sinking or dying.

    As for how the weight would work, think of it as the equivalent of the "Hourglass value" we already have, that is based on the value of the items stored on the ship while Hourglass is on.

    Lastly it's not about stacking world events, it's about making 1 world event or a few voyages be worth the chase, any of them, not just the latest super stash.
    Although, even for those that do enjoy stacking, but constantly fall victim to reaper 5 hopers, it would be a way to stack loot without an emissary and still make a decent profit from the money / exp multiplier they would get on grade 5 of "greed factor".
    High Risk = High Reward!

    Thank you for replying!

  • No one wants a non opt in system that makes them more of a target for playing the game. Your opponent being able to get away is called balance.

  • I like it BUT it should not slow you down, rather you take on water faster if you are over loaded. If no one is attacking me I do not want to be slowed down for no reason. This would also improve server stability and make turkey walls come at a cost. It needs to be impliemented in a way that logically consistant and, easy to calculate by both the server and the players. Lets call value loading points and larger ships can carry more.

    Loot: Should be based off the number and size of items not the value.
    Trinkets, (anything you can sprint with while holding it), flags and commodities are worth 1 loading point.
    Empty storage crates of all types and collectors chests one point.
    Most chests are worth 3
    Top level chests (reaper, legends, fortune etc) are worth 5.

    Supplies:
    Add a fireworks barrel to every ship. This is not used in the loading calculations and fireworks no longer go into the red barrels.
    Your default supplies levels do not count towards the loading, but every x amount of cannon balls, y amount of wood, z abmoiunt of food in chests or storage crates ovrer this amount adds 1 of loading.

  • I think things are well balanced as they are. Running away is and should be a viable tactic. This game is meant to be a sandbox where everyone plays the way they want to. Locking everyone into a certain playstyle, forcing them to fight or dump their loot, would go against this.

    I also think in a way, you'd be shooting yourself in the foot with this change as it would upset the balance of the game's economy. If running away is no longer viable, PVE (engaging with the environment to extract loot) becomes a less attractive option. You make PVE less attractive/ profitable, fewer people will do it, which means fewer people for you to run down and sink.

    Every player (brand new or with 3000+ hours) and every playstyle (including yours) must have a risk, but not a certainty, of losing everything.

  • No thank you, its another form of punishing a playstyle. I say this as someone who chases significantly more than runs. The choice is important, yes long chases are frustrating...but it takes 2 parties to decide to stick with it for it to draw out. I get people who run messaging me often about how pointless an exercise is and it makes me laugh, its a mutual effort, everyone involved has a choice. A mechanic that influences this tells people this choice and playstyle is wrong.
    Honestly if you're tired of chasing, become a brig abuser, you will catch everyone but brigs.

  • The problem with this is that you see nothing wrong with the way you choose to play (which you shouldn’t, play however you want) but you have a problem with how others play the game.

    No one owes you a fight in this game. If someone wants to run for an hour or more, they’re free to do so. If chasing someone is that frustrating for you, don’t do it…

  • @erchos-drakyon said in Suggestion for a new game feature called "Greed" factor. A way to make hunting ships and engaging with other pirates more accessible and fun!:

    Based on the "greed" factor of the crew it would slow their ship down, like for example the "Skull of the Siren Song" would.

    • Each rank would slow the boat down more and more -rank 1| 10%, rank 2|20% , rank 3| 25%, etc-, all the way to let's say 45% speed reduction.

    I think your percentages are a bit steep, I would figure that only a 5-10% difference in top speed would be an ample to make sure a runner still has a chance if they're good enough. Which is important I think, you don't want to be a sucker target after finishing FotD or FoF, otherwise why do them?
    If the difference is small enough that the runner is only slightly slower, giving both sides a chance, I think the idea could have merit.

  • A speed penalty for loot stacking is literally just a server hopping Brig/Gally crew's wet dream. As a mostly solo slooper that both hunts and farms, I'd be fine with it as it would lean me further into the hunter role...but this would just further discourage solo PvE play for the masses.

    You're basically talking about adding a penalty to Emissary play. But why? Because you don't like chasing people? Or is it because the reward at the end of the chase often times is ho-hum?

    It can be difficult to tell if a Grade 5 Emissary just sold, just dove from a different server, or is stacked to the gills. I largely blame diving, but I think it's safe to say that that (absolutely terrible) mechanic is here to stay.

    For that reason, I believe the Emissary system needs re-worked. There's a lot that could be done, but IMO there should at least be Emissary penalties for diving the same as there are with old-school server hopping. Players should be encouraged to stay on the same server and rewarded handsomely for doing so.

    I so miss the pre-diving days of SOT.

  • @sweetsandman diving killed off lot of original vibe and much part of extraction from extraction game.

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