Jinxes

  • Jinxes would be small challenge modifiers crews can vote to apply to their boat that increases the difficulty of certain tasks and aspects, but rewards the crew between 10-20% increased gold per Jinx applied.

    A Jinx MUST be applied BEFORE loot is touched for the loot to recieve the Jinxes. Jinxes remain on loot when they've been Jinxed until sold or despawned.

    A list of Jinxes could be as follows:

    • [Seabound] Your boat sinks 15% faster
    • [Scurvy] Your Crew’s health total is reduced by 20%
    • [Greedridden] Holding non-weaponized loot slowly drains your health
    • [Shiver] Fire deals twice as much damage to you, three times as much while standing in it
    • [Hunted] A skeleton Eye of the Reach shot will occasionally be fired at you from a random angle, warned by a lens flare coming from the nearest geometry. Cannot be fired from your boat
    • [Scorn] You are no longer able to do trading company voyages, and world events will not progress while you are present
    • [Seasick] You can no longer heal food, however health healed from sleeping in a bed, hammock or coffin is doubled
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  • This is a really cool idea. I’m not sure how it would go over as a permanent feature, but maybe a limited time event? Maybe if the event is a big hit then it could come back/get permanently added.

  • @egggum said in Jinxes:

    This is a really cool idea. I’m not sure how it would go over as a permanent feature, but maybe a limited time event? Maybe if the event is a big hit then it could come back/get permanently added.

    Why only time limited? I don’t see any downsides to a permanent addition like this

  • This is a cool idea, my only concern is that it can be exploited by arriving at your intended selling destination, placing down your votes toward jinxes, then selling with the boosted gold increase with the jinxes active, then either leaving or lowering the jinxes. With safeguards put into place, this could be a very interesting concept to implement into sessions

  • @guardian1502 said in Jinxes:

    This is a cool idea, my only concern is that it can be exploited by arriving at your intended selling destination, placing down your votes toward jinxes, then selling with the boosted gold increase with the jinxes active, then either leaving or lowering the jinxes. With safeguards put into place, this could be a very interesting concept to implement into sessions

    That's a good point actually. I think an adjustment could be that loot itself needs to be "Jinxed" to sell for the bonuses. I think if it works like Emissary Value does, where if you have already touched the loot before raising its respective emmie flag, it doesn't add to the Emissary Grade progress, it could be worked around. Jinxed loot could even have its own unique effect to display how Jinxed it is.

    Unsure if this would be a good idea to have cross-crews, as non-jinxed crews could simply forgo the Jinxes but still receive the full rewards for selling Jinxed loot by sinking the Jinxed crew. On one hand, it could provide more risk/reward for the crew running it; on the other, there's a lot of risk/reward already at play.

  • @boneheart1237 honestly, that is a good countermeasure to crews cheesing with the Jinxed bonus. I think if loot is jinxed by another crew, it should retain its jinxed status and higher gold value for the crew. I wonder if sinking a emissary ship who has a jinx active will cause their flag to be worth more because the boat was jinxed...

  • Interesting idea. Nice balance of risk and reward as a jinxed ship would be a primary target for reapers: easier to sink AND more valuable loot.

    Questions (To be clear, none of these are meant to be criticisms. Just fun things to think about.):

    1. Just to check I've understood, the SHIP is jinxed, not the loot? (i.e. you don't suffer the effects of the jinx if you steal jinxed loot off someone else?)

    2. Would other crews be able to tell that your ship is jinxed? Would there be some kind of visual indicator?

    3. How would it work with alliances? Because it could make them a lot more profitable, if a jinxed ship harpoons the loot, then passes the (now more valuable) loot to the non jinxed ship to sail back and sell. Not sure whether this is good or bad, just worth noting.

    4. How do you unjinx your ship? Can't be a simple matter of just turning it off whenever you want as you could change your mind the moment you see another ship on the horizon. Taking on a jinx would need to be a commitment of some kind (maybe selling your flag removes all jinxes?).

    5. How do you prevent players jinxing their loot, burying it, then returning with an unjinxed ship to collect it? Maybe buried jinxed loot is marked on the map for all players?

  • I could possibly see them doing this back in the years when we did adventures. I'm not sure how it would be, being jinxed and then getting attacked by a crew that isn't jinxed. Or would they both be jinxed? Because if one crew is jinxed and the other not, that would be a really unfair advantage to the other crew. Because I can't imagine trying to go to sleep in a bed for health, while trying to fight a non jinxed crew. Or even a mob for that matter. that would be a lot of work...even just for a mob.

    I like the idea of it, it might be fun for like a bilge rat thing or something short to see how it goes and how people would take to it. Theres also a concern about exploiters, because you know they will be there.

  • @eligibleeel6171 said in Jinxes:

    1. Just to check I've understood, the SHIP is jinxed, not the loot? (i.e. you don't suffer the effects of the jinx if you steal jinxed loot off someone else?)

    Yeah, the idea is that the ship and all of its crew are jinxed by a curse from within the Sea, binding them in ways cosmetic curses do not

    1. Would other crews be able to tell that your ship is jinxed? Would there be some kind of visual indicator?

    I'm unsure, I feel like it could definitely have visuals on loot items, but as for the ship and it's crew, maybe some sort of black and dark red cloud to display a debuff

    1. How would it work with alliances? Because it could make them a lot more profitable, if a jinxed ship harpoons the loot, then passes the (now more valuable) loot to the non jinxed ship to sail back and sell. Not sure whether this is good or bad, just worth noting.

    That's a valid point, and I have 2 trains of thought each going different ways. The first is that if you're able to meet other crews on the sea that are also Jinxed, and those Jinxed crews decide not to engage in a fight and exchange Jinxes instead, that could be part of the risk and reward of finding a Jinxed crew willing to exchange loot. The risk of betrayal is also there. The second train of thought is that maybe it would be best if this is exploited by Alliance Servers to make this only available from the main menu before starting up a ship.

    1. How do you unjinx your ship? Can't be a simple matter of just turning it off whenever you want as you could change your mind the moment you see another ship on the horizon. Taking on a jinx would need to be a commitment of some kind (maybe selling your flag removes all jinxes?).

    My original thought is that a Jinx would be permanent but I can see some small situations where that would feel unfun. I feel like the flag solution is a good idea, but perhaps, similar to the Burning Blade, you cannot remove the Jinxes from your boat until all nearby crews are sunk, or all the Jinxed loot has been removed from your control (sold or stolen).

    1. How do you prevent players jinxing their loot, burying it, then returning with an unjinxed ship to collect it? Maybe buried jinxed loot is marked on the map for all players?

    I think that would be a good solution, but maybe at the same time, Jinxing loot could remove the ability to bury it, almost as if the Sea is rejecting it

  • @jedisquirel I think that's the idea. You increase the risk by being easier to sink, and increase the reward by getting more gold.

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