Outpost should be a safe zone

  • I'm on board (excuse the ship pun). I have tried being in big crews a few times and the crews just shove me in the brig... Not fun for me, so now I'm mostly playing solo. Problem is as explained by many others, you com into port with your chests only to find an ambush that you can't defend against and that hour or so of play is wasted. It is kind of a game breaker in my opinion. Otherwise this game is great.
    Awesome experience ruined by current design:
    Played and expensive voyage for about an hour. Just finished and a galleon comes over the horizon. They chased me around for 45 mins before giving up. Went to an outpost. No ships in sight. Grabbed my first chest, climbed off of my boat and bang bang bang... Dead. Respawned and my chests were gone.
    Money for voyage gone. All my exceptional sailing antics wasted. All that joy of survival ruined. Needed some time off.

  • @daveyjay1984 Thats why I gave up and tried to have a bit of fun but by being welcoming and dancing/listening to the musical instruments.... Then that got ruined too so here I am

  • @lucid-stew completely agree its open season out there i mean were playing as pirates but i do think like u should have wanted level or something to discourage players from doing it so often or at all

  • @wiliam-rowdy right now its pure open season. There's no consequences to just sitting around the tent and waiting for a solo to come back. Anything other than what it is now would be better whether that might be a safe zone or a bounty system or whatnot.

  • Maybe the island doesn’t have to be safe but if better I think maybe atleast the quest npc (when you are near him) shouldn’t have any damage to enemies once you are near the npc I would take that. I just wanna a little protected place to say the least if going near the npc to avoid getting damaged isn’t enough then I don’t know what is....

  • I believe the whole "safe zone" idea is a bad idea, at least when it comes to turning in quests; and here's why. Say you're on your way to turn in a chest. You're racing back to an outpost because there's a ship on your tail trying to get your hard earned booty. Their ship is gaining on you all the while you're trying to get into the "safe zone" so you can turn in that booty. This ends one of two ways...

    1. You make it to the "safe zone" before they sink your ship and you can turn in the treasure.
    2. You don't make it to the "safe zone," the other ship overtakes you, takes your booty, and turns it in themselves.

    In the first example, the opposing crew has a bad experience in the game because they were denied the ability to sink an enemy ship and reap the rewards of said action due to an arbitrary radius of water which makes your ship impervious to damage and your loot "safe" from being stolen.

    In the second example, your ship sinks and your loot gets stolen as it would have even if the "safe zone" were not there in the first place. The other crew gets the loot they deserve for their conquest and you're left upset that the "safe zone" were not large enough for you to have deposited the treasure "safely."

    Thus, my argument is that the "safe zone" takes the challenge out of the game for all parties, and if it were implemented there would always be people who won't be satisfied with how large the "safe zone" is to the point that they will want the entirety of Sea of Thieves to be safe from PvP. It would do more harm than good imo.

  • @apexbox2233 Thats a Very Very good Idea

  • We had the same Discussion...

    What about only a few neutral Outposts of a neutral Fraction or something like that? But not like a complete safe zone... more like u get a big gold penalty if u brake the code of the fraction. As a opportunity to gather in peace...
    In all Pirate Games or Films there is some kind of neutral zone.
    And in addition... i think a honor system would be great to improve "sportsmen like behaviour". I know... a pirate stays a pirate and thats cool... but we all know that there is honor between enemys too! #piratecode

  • @magriff-wylder
    You're just wrong man. They are developing the game they want to make, not the game you and a handful of other people want. If you want that you are more than welcome to go make your own game ;). Safe zones wouldn't work in a game like this. They are in no way required in games. Contrary to popular belief not everything is fair and people need to get used to that. You can take action on your part to avoid being killed at outpost. You are more than capable of just going to a different outpost that doesn't have people or playing in a crew. They explicitly say that solo play is for experienced players meaning people that can hold their own which I'm assuming you are not. Use that "directional headset" of yours and make some friends to be in a crew with. Then you won't experience this issue. It's a pirate game at the end of the day, people are going to play with the mindset of taking things from others. That is the pirate code that my crew and I'm sure most other crews live by. Not some everything needs to be fair BS.

  • This game is about pirates, expect to be robbed, sunk and killed. Unless you can do it first. No safe zones, no protections, just hardcore pirate game play for me.

  • I agree!

  • This has been long discussed and internally tested and it doesnt fit the game. People will constantly run to safe zones when rather than stand their ground and outplay or escape a crew. All itll do is encourage trolls to sit outside the outpost and wait for you to leave.

    If you see a ship at the outpost, you dont dock unless youre confident. If you dont see a ship you shouldnt be unloading chests solo unless youre a solo player, someone should really follow you incase of ambush unless youre positive its safe.

    Now to have it so a docked ship is undestroyable/raidable whilst everyone is in a pub isnt a bad idea but it should lock the ship down so you cant "dock" and then unload treasure safely nor can you hide on it. Ship is either active or not. This is the nature of the game, trust me youll adjust and know what to look for as you play

  • i feel like this could be done in a way that maintains the pvp without punishing players at the last second trying to get their hard earned money. we already face tons of perils getting the c**p, keep the camping bull in COD where it belongs.

    and i know everybody says "if they make a safe zone around the outposts, people will just camp outside of the outpost"
    and that's fine, because out on the open waters, I can defend myself. I don't get ganked on my ship at outposts, I get ganked on foot by kids with snipers waiting for me to talk to a vendor.

    I feel like if I can pick up a voyage, decipher it, find the island, survive the island, score the loot, survive the return and dock, that loot is mine. I accomplished 99.999999% of the task except for clicking "sell chest"

  • Also, this might have another positive effect of turning the outposts into a sort of social hub. look at what people spend most of their time doing in games like Destiny. hanging out kicking a soccer ball around a social hub.

    I know we're pirates, but I don't think pirates ran in small wolf packs that slaughtered everything that moved.

  • I really hope the Game doesnt get to toxic like Rust for example.

  • @cwarrick66
    As long as I can kill and steal from other players at the Social Hubs, I'd be okay with the Social Hubs.

    #BeMorePirate

  • @apexbox2233 nothing is safe Im a thief in sea of theives

  • @shissl
    Unless the next update makes our ships, gold and bodies stay in the game after we log off, so other players can steal everthing while we are logged off, then no, that will never happen.

    This game is a bouncy castle compared to the marine boot camp that is Rust and Ark.

  • One or two outpost should be a safe zone. Once the game launches hopefully there will be a "name of the ship option." And in an outpost there should be bounties for famed ships. Players can donate to the reward of sinking a specific ship. There could be additional reputation categories like Privateer (earned by sinking pirate only ships) and Buccaneer (earned by sinking privateer only ships). What determines the ship reputation? The sum of the players reputations. Then certain outposts could be garrisoned. However, combat would not be onsight. The Buccaneer could walk freely in a privateer outpost (and vice versa) until someone initiates combat. Then that triggers a recognition of reputation and all hell breaks loose.

  • @face-0-o said in Outpost should be a safe zone:

    I mean, I can understand the frustration you might feel when losing your chests to players, but it happens. Since no one is able to become "OP", you can best them eventually. Otherwise, you need to learn how to outsmart them. I've tossed several chests overboard or brought them to a hiding spot on an island and returned for them later. I've also sent crewmates overboard with a legendary chest to nearby islands while we fought off the attacking vessel. If we went down, we came back later with another ship to pick them up.

    This! Having to strategize adds to the game. How many posts are out there already about lack of content? The idea is that other players make the content...

  • @magriff-wylder The issue with griefing in any game is the lack of negative consequences. In real life bad bully behavior will stop if the bully gets his a**e kicked, ribs broken, spleen ruptured... they learn. In a game, the penalty is 30second death screen that negates your 2 hours of work sailing and gathering... that's a no brainer. Why play at all just camp the outpost and take someone else's hard work. Especially a guild on team speak using three galleys and 12 players. Doesn't matter if their ships sink because they are just "holding an outpost" and ruining the game for others. How to stop this? There are many solutions. The best is where there is a measurable penalty. Loss of gold or reputation. maybe put up gallows or crow's cage and allow that players vote griefers into them. Like the brig on a ship but only at an outpost and only if the offending player has recently been in combat at the outpost. Seeing a griefer swing for 30 minutes would be fun. And if they log off instead of taking their punishment then "remember" for an additional hour and when they log in they are immediately placed anew in the gallows.

    This is a Beta and they are looking into game mechanics as well as social mechanics. There are two things that need to be done about the crew/brig system. First if a crew member is sending a player with a higher reputation then the lower one should incur a penalty to their reputation, including the loss of any bought advancements because of reputation. Second, Whoever's voyage is current should be immune to going to the brig and there should be a mutiny option. This mutiny option would incur a greater penalty to the mutineers reputation and also, return the voyage to the owner. Lastly, if a voyage is active, there should be an "Allow new crew member" prompt which would alleviate the need for brig to find my friends. If it's not the person the crew is waiting for they simply refuse them until their friend shows up.

  • No i strongly disagree, I think safe zones would ruin the game. I love the idea that you are never safe from an enemy attack and you have to use team work and tactics to repel such things happening to you and your loot.

  • @apexbox2233 yes Outpost should be a safe zone i also think it would be cool to have an outpost you can chose to spawn at and also to be a home base. Since it would be a home base it would be cool to customize it like colors flags and maybe cannons that attack hostile players in the area.

  • On my opinion, this game is about piracy. You want to be pirates, but don't want others to be so. The map is capped at 90 players per server. There are like 6 outpost in the map. Having like... 30% on galeon, 50 at duo and a 20 % at solo, that is 30 ships per server. The chances of you getting camped on every outpost are minimum. If you reach an outpost and your ship is full of chests, check if there are more ships on that outpost. If there are, sail to another outpost. Repeat. That's all.

  • @kylie1978 said in Outpost should be a safe zone:

    @magriff-wylder The issue with griefing in any game is the lack of negative consequences. In real life bad bully behavior will stop if the bully gets his a**e kicked, ribs broken, spleen ruptured... they learn. In a game, the penalty is 30second death screen that negates your 2 hours of work sailing and gathering... that's a no brainer. Why play at all just camp the outpost and take someone else's hard work. Especially a guild on team speak using three galleys and 12 players. Doesn't matter if their ships sink because they are just "holding an outpost" and ruining the game for others. How to stop this? There are many solutions. The best is where there is a measurable penalty. Loss of gold or reputation. maybe put up gallows or crow's cage and allow that players vote griefers into them. Like the brig on a ship but only at an outpost and only if the offending player has recently been in combat at the outpost. Seeing a griefer swing for 30 minutes would be fun. And if they log off instead of taking their punishment then "remember" for an additional hour and when they log in they are immediately placed anew in the gallows.

    This is a Beta and they are looking into game mechanics as well as social mechanics. There are two things that need to be done about the crew/brig system. First if a crew member is sending a player with a higher reputation then the lower one should incur a penalty to their reputation, including the loss of any bought advancements because of reputation. Second, Whoever's voyage is current should be immune to going to the brig and there should be a mutiny option. This mutiny option would incur a greater penalty to the mutineers reputation and also, return the voyage to the owner. Lastly, if a voyage is active, there should be an "Allow new crew member" prompt which would alleviate the need for brig to find my friends. If it's not the person the crew is waiting for they simply refuse them until their friend shows up.

    Just want to note how difficult it would be to orchestrate a multi-team game preemptively. The servers are random. A team of 4 can join a server, and perhaps negotiate a truce with another team of 2 or 4, etc.... but I see no real way for 2 or 3 teams of 4 to join the same lobby without quitting and joining several times to get it right. Even then, they're about 3/4's of the server population leaving maybe 1-2 other ships to plunder constantly. Seems pretty boring if that were to happen... which it probably hasn't.

    Not to mention that greed gets the best of everyone. If you have 2 or even 3 teams of 4 grouping, how do you split the booty up? Who gets what... what if someone wants more? Only one team can cash in on one chest. I don't think this is as real of an issue as you make it out to be.

  • @jodmeister Already happening. https://www.facebook.com/justin.hineman.1/videos/2253356514678211/

  • @magriff-wylder said in Outpost should be a safe zone:

    Personally, I don't really care if Rare has '...discussed, and dropped...' the idea or not. This is my first run on the closed testing of the game. In every game, a safe zone is required; it's essential! And, if we want to add realism into the mix, Nassau, one of the most well known, real life, pirate havens of the seas, also followed at least some variant of fair play.
    But trying to put to port on what should be a safe haven for pirates, and then getting ganked by a bunch of foul mouthed, over Red-Bulled kids... whether or not you have any treasure goes against The Code that Rare itself said it wanted people to uphold.
    Like this or not, the only ones supporting the current system are either those whom have not experienced it in solo play yet, or those in 2-4 man ships stalking the solo players, the outposts or more common 'first time' islands, griefing other players, and then laughing about it.. I know, my directional headset can hear their conversations just fine. If this is how Rare supports Fair game play then maybe my money can be spent on something that doesn't feel like it caters to the bullies of the world. And so far, I've seen a lot more players in favor of a Safe Haven, rather than just a CoD griefing, spawn camping match with cannons and sabers, instead of rifles and grenades.

    I agree with you, pirate havens are places of truce und rules, and been controlled. I think as well that SoT needs that. Unfortunately the "over Red-Bulled" kids/persons are the sad reality and can kill the fun real quick.

  • i would like to see something like a bounty placed on a ship and players who loot while on an outpost. what if when you looted at an outpost their was a bounty on your head for 24 hours and you would placed in a brig of sorts if you remain at that outpost so your options would be to head to a new outpost or not loot. if their was a way to marked bountied ships it would give those who were looted a chance to reclaim their treasure which could be a ton of fun

  • There needs to be a safe zone of sorts, even if it's just one single outpost on the map so it forces people to either make the possible long journey to the safe outpost or risk it and just hit up the closest outpost.

    It's a fact that every game has griefers and at the minute Sea of Thieves has SO many ways that people can just grief with ease.

    1. If you're not questing you have NOTHING to lose, your new ship is free and you lose no items.

    2. You respawn within 30 seconds

    3. New ship is instantly waiting for you very close to where you died, meaning you can grief the same person over and over

    4. There is no cost or any downside to losing your ship, your new one is free and already fully stocked.

    If they think outposts are not going to be camped once this goes full release they're being extremely delusional; not only that it would be nice to have a place to go for some down time, have some interaction with players, get drunk in the bar and discuss adventures maybe recruit some new friends for a voyage.

    I see people crying about lack of content but if the griefing issue isn't sorted then content will not matter as all it takes is one crew to follow you and harass you non stop with infinite respawns to block you from actually doing anything.

  • Safe Zone is a must, since there will be players (killer-type /Bartle), that will wait for new players to spawn and kill them. Just so, to leave their mark. This will happen with ships, guns and swords.

    And it will prevent the game from being populated by a mixture of players, needed for the long run.

  • I absolutely agree. Safe zones on Outposts should be implemented. That way an outpost will serve as more of a hangout where you know that everyone you run into can't harm you. So you might as well be friendly, drink some grogs with em, play some music and have a laugh.

  • @spuddy240 You would still have lots of PvP around those Outposts. You really would sit all day at the Tent and trap people that carry along their chests , wouldnt you? Thats not a Pirate in my eyes, but i dont know any personally, i just read about them and they seem to have more honor then you might think. At least they lived by some rules, written or unwritten.

  • @nina-natasha said in Outpost should be a safe zone:

    @spuddy240 You would still have lots of PvP around those Outposts. You really would sit all day at the Tent and trap people that carry along their chests , wouldnt you? Thats not a Pirate in my eyes, but i dont know any personally, i just read about them and they seem to have more honor then you might think. At least they lived by some rules, written or unwritten.

    The best experience I've had in this game so far was when my crew and I were docked at an outpost after just cashing in our treasure, when another ship docked on the otherside of the island without spotting us.
    We all hid and waited for them to come out with the chests, then swifty killed them all, grabbed their treasure and cashed it in for ourselves.
    Then we proceed to board their ship, steal the rest of their treasure, and then detonated the gunpowder inside to sink their beloved ship.
    They chased us for 2 hours afterwards leading to a series of epic ship battles that would be fitting for Pirates of the Caribbean.

    Oh it was glorious.
    Maybe glorious is not the correct word, though it was still one of the most satisfying feelings I've ever had in any video game, ever.

    This is by all means, very pirate.

  • @apexbox2233 I can see what Rare is going for, but at the same time the game is called SEA of Thieves. If you can make it from the point your received the chest to the outpost without being intercepted by another group of pirates, then you deserve the reward. You already run the risk by making pit stops to other islands on the way to your destination to turn in your chests. Once you obtain the chest, your end goal should be an outpost. If you make it there, you should be able to reap the rewards without the threat of getting robbed at the last possible moment.

  • Don't know if you can watch this clip but it shows exactly what people are fearing. One guy waiting up the hill from the quest NPC after placing a barrel next to him and shooting the barrel when some one hands in the quest. Now times that by 20 - 30 12 year olds that are bored.

281
貼文
315.1k
觀看數
頁數 134/281