Outpost Security and Suggestion

  • I've read and seen a lot of threads suggesting safe-zones at the outposts. This is not one of them first of all so please put your swords and lanterns down.

    My suggestion is to have outpost NPC Guards/Security. It is idiotic to think that the venders, merchant alliance, gold horders, and skull lady would not want to be protected from the pirates they are dealing with. We are an unpredictable bunch. It would be realistic and nay I say necessary to have hired security for the island. It would work much like the guards at cities in the elder scrolls games. You can still do anything you want... steal, murder, be surly. The addition would be that if you start attacking someone without cause they would react in a violent manner. You be able to kill them and neutralize the guards, but it would take time and some effort on your part. You would have to bear the consequences of your actions as well such as having to pay a fine to make them passive again, wait a certain amount of time, or just kill them. This would allow players to continue to attack at outposts by not creating safe zones. But would also ensure it was not a totally safe-zone for them to do as they wish if they want to disrupt the 3-factions and venders business by killing their customers.

    Only thing I'm not sure about is whether the guards would be passive towards the other party until they start shooting back at the enemy or if they would be treated as a good Samaritan if they are just "responding" to the threat and assisting the guards. What do you guys think?

    1. Is it a good or bad idea.
    2. Do you want the outpost to remain exactly how they are and why.
    3. You want something else than what I suggested and what would that suggestion be?

    Cheers.

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  • So no opinions or suggestions? O_o

  • @ronin20 said in Outpost Security and Suggestion:

    So no opinions or suggestions? O_o

    It's a frequent topic on the forums, and generally viewed as an unfavorable addition to a game where the developer vision is of no safe zones. In a game like this, providing safe areas often result in people simply fleeing at the first sign of danger to one of these zones, and it leaves a lot of room for trolling and griefing. Considering the small number of ships per server, and the incredibly long distance you can spot other ships at (not to mention the presence of mermaids when a player is in an area away from their ship), it is generally accepted that the mechanisms in which one can detect a player are more than sufficient to avoid these situations by paying attention to ones surroundings.

    I'd recommend searching for some of the discussions on this topic to gain some insight into the general view of this suggestion. There were also several megathreads on the subject in the past, which have been archived here: https://www.seaofthieves.com/forum/category/70/archive

  • nope, bad idea sorry. it's not broke and no reason to fix it. you have the tools to make sure that area is clear to proceed.

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