Kinda wish we had a set date already. I'm assuming no earlier than 2nd week of December? I'm a little anxious lol
Safer Seas FAQ
@super87ghost said in Safer Seas FAQ:
@albert-jester Renown is already at 100% when Safer Seas comes out ;-)
And most of the restrictions are things that are intended to have PvP or have a very high chance of PvP, so the current restrictions seems completely fair to me.
The only thing they perhaps could add later on (but i doubt it) is the ability to sail on a captained ship on Safer Seas (without the ability to gain Guild reputation).
I could also see captaincy without it's progression in that mode (why not let us use our ship right?) but for the rest I agree with you that the restrictions are more than fair in exchange to remove any player threat. It's a safe investment, the payout is lower but the risk to lose anything is null.
@Albert-Jester Looks like pretty much all you are advocating for will be covered in that new mode, it will simply complement the main one while scaling risk vs reward accordingly.
@bloodybil Remove the level cap as well while we're at it too. Every other restriction except that and captaincy seems completely fair to me, but why would you put such an arbitrary barrier for paying customers? I've already said this, if a person played enough to reach level 40 rep in all 3 companies while exclusively playing on Safer Seas, chances are they're not changing their minds at this point. Plus, achieving PL brings absolutely zero benefits unless you move over, and it's easily obtainable today anyway.
Maybe something else eludes me, I don't know.
@linowx said in Safer Seas FAQ:
@bloodybil Remove the level cap as well while we're at it too. Every other restriction except that and captaincy seems completely fair to me, but why would you put such an arbitrary barrier for paying customers? I've already said this, if a person played enough to reach level 40 rep in all 3 companies while exclusively playing on Safer Seas, chances are they're not changing their minds at this point. Plus, achieving PL brings absolutely zero benefits unless you move over, and it's easily obtainable today anyway.
Maybe something else eludes me, I don't know.
I'd be curious to know for the rep cap too but I guess it's an additional incentive for high seas. It's been a while I've looked at earlier voyages for company but at some point every tier of rep opened more lucrative voyages, so maybe it's to further motivate player to seek higher payoffs?
A trail to lure players out of their safety zones and encourage them to discover the public sea and realize how much more they can make and that it's not necessarily that terrifying out there, even meet people and move on to pirate legend stuff from there? I'm okay with that personally.
@thedustybronco Agreed, I understand everything in the FAQ, but not allowing us to use captained ships seem strange. The whole point of this game is to get better cosmetics.
Without really knowing too much about how games are written, and so at the risk of being wrong - I’d imagine that captaincy is ruled out as both an incentive to play High Seas, and because to allow it on Safer Seas would mean tampering with the guts of it to only allow certain aspects, which could quite quickly become an intricate and time consuming task to complete.
I also think that one of the target groups for Safer Seas is for people like me, who simply won’t be put off by the restrictions. They aren’t important to what I enjoy about this game, and I doubt that the way I play will change because I can’t be attacked by another player. I won’t suddenly become a loot stacker, or a hardcore commendation chaser - I’ll just be able to enjoy the wonderful game environment, and can tear a few pages out of the unofficial solo sloop guidebook. I’m quite looking forward to leaving my ship anchored while I spend an hour exploring an island I’ve previously only fleetingly set foot on, lantern held high in the search for treasure. So guess something will change about the way I play this game, but it’ll be the pace, and not the style.
I’d always hoped for what I’d have called an ‘Explorer mode’ as a foil for Adventure mode, and have got pretty much what I’d hoped for. I have my old Xbox Microsoft account, so can start from scratch in Safer Seas, whilst maintaining my OG pirate on my main. The point is that I’ll be playing again, and probably will buy Plunder Pass, and drop into the Emporium every now and then, when something catches my eye.
Last time I remember it being stated, more than 30 million pirates have been created in SoT - if even 1% think the same way I do - that’s a lot of returning players, and revenue.
Came here to say the same. Why did Rare choose to punish players in a new game type by removing one of the best quality of life mechanics? Running loot up a beach one item at a time is a major drag, especially when it serves no purpose (its not like the time it takes is giving a crew a chance to come rob you in Safer Seas).
I stopped playing Sea of Thieves years ago because of the rise in harassment instead of "normal" PvP (i.e. people hunting you down if they see that you are not interested in doing PvP and even more if they see that you are inexperienced in PvP combat - gloating about how easily they can kill you and ridiculing you all the way).
Sadly, Sea of Thieves gives a strong incentive towards this playstyle, and it is boosted by influencers on all media platforms en masse.This new mode could be a step in the right direction to win back players that want to explore the lore, that like to take in the scenery in a more leisurely pace, and generally have a good time playing together, not against other human beings. I found it completely insane back then to have achievements in seasons that needed two crews to work together - I could never get any, because there were always crews on the servers that just wanted to make sure that nobody could get those at all.
Also, if you are timeboxed because you actually have to work the next day, you do not have the time to flee from a PvP hungry crew for hours trying to unload your loot along the way by having singular people jump off the ship near outposts because you cannot really get away from the other ship. At some point, you just have to log out and lose most of it because you do not have enough time, even though you braved lots of non-player-enemies the hours before.
And that is just plainly not fun at all. Therefore all of my friends and I stopped playing.
Now, this "safer seas" update seems a bit half-baked to us. We all advocated for years for true PvE servers. Completely separate from the rest - separate pirate, no transfer of gold, reputation or anything. So people, who are playing in open seas can brag (and rightfully so) to have earned their stuff "the hard way", while the rest can still enjoy a non-castrated game.
Again, no transfer of players, items or anything between the two modes.
Sadly, the fear or losing too many players as lambs for the PvP hungry influencer followers to slaughter seems to great for Rare to go this step.So I will take a look at this update in December, but I do not think that it will bring the old crew back together. It is a half-hearted step into the right direction - better than nothing, but far from what this game deserves.
Also, I think it is telling for the community that everybody just glossed over the comment of a person further up who suffers from ADHD. This is no joke, some folks that have this disease cannot function that well under stress, and PvP is a whole 'nother level of stress compared to PvE. They could enjoy the PvE portion of this game, but are not allowed to enjoy/see all of it, because they have a disability.
And instead of pausing, and just thinking about the fact that this game (like many others, no doubt) lacks foresight to care for a lot of disabilities by design, this person was basically ridiculed.Those kind of reactions are also very telling about the mindset I encountered years back, and again and again when I dipped online inbetween to see if something had changed.
@kommunisator said in Safer Seas FAQ:
Now, this "safer seas" update seems a bit half-baked to us. We all advocated for years for true PvE servers. Completely separate from the rest - separate pirate, no transfer of gold, reputation or anything. So people, who are playing in open seas can brag (and rightfully so) to have earned their stuff "the hard way", while the rest can still enjoy a non-castrated game.
Again, no transfer of players, items or anything between the two modes.I don't understand why people think that separating the progress between modes fixes the problem. The whole point of having a lower payout and some features kept in high sea is on purpose, and an incentive to motivate players to seek a higher challenge and additional rewards. Nothing half-baked or castrated here, it's not about bragging about how stuff was earned, it should be about how it's earned the same for everybody.
To me it just sounds like people don't want the risk but want equal rewards regardless. Imagine asking for this:
'We want an alternate emissary flag! '- Same payout
- Same progress
- Same achievements
But - You can't be seen by reapers
- You can't lose it so other crews don't benefit sinking you with it
- You don't give progress to reapers
- You continue progressing even if you sink
What sense would that make?
"Oh but it's because I want to chill and not worry about losing my progress as an emissary. Don't worry, the old emissary flag is still there! It doesn't remove anything from it!"I'll repeat what I said in another thread about risk vs reward
"Scaling" refers to the adjustment or adaptation of difficulty levels and corresponding rewards based on your players’ progress and skill levels. Scaling rewards may also involve providing more valuable rewards as players tackle more difficult challenges.
Players should be rewarded with a sense of accomplishment, but in a consistent way that reflects their current skill level. In other words, the more powerful a player gets, the more challenging rewards should be to attain.
By offering scaled challenges and corresponding rewards, players are incentivized to push their limits and strive for higher achievements relative to their skill level, boosting their long-term engagement with the game.
It's basic game design and would be silly otherwise. Different levels of difficulty, different levels of rewards, just gotta play accordingly.
First of all I think safer seas is a great addition to the game and I really like how much thought has been put into the whole project to both make it a place for new player to fall in love with the game but also a place for seasoned players to use it as their private testing realm for all things imaginable.
Id just make one small adjustment to make it the perfect balance between a stepstone to high seas and test realm for players, but at the same time keeping high seas the "main game". I think when setting up the restricitons that are meant to desentivize players exploiting the safety of safer seas to farm their endgame content (gold/commendations etc) in peace there were 4 aspects of the game overlooked:
I think that locking at the following commendations at grade II or III would be a very good idea because it would streamline the concept of safer seas to perfection: GH vaults (grade II is 10, grade III is 25), Ghost ship voyage completions (grade II is 5, grade III 15) and lost shipments (grade II is 15, grade III 25) and animals (grade II is 20, grade III 50) for merchant.
The reason behind that is, that these 4 things are THE endgame content for the 3 original trading companies and similarly to locking out the other end game content like Athena, Guilds and HG from safer seas these should also be included in the list for the same reason as these aspects are locked out of safer seas.
I think locking these commendations at grade III would give new players more than enough time to start some progress on these commendations but would also prevent a seasoned player to grind his last 5 GH vaults in peace for example.
@shelley-preston will people be able to battle with ghost ships, that's all I need to practice my cannon aim
@bl4cksh33p said in Safer Seas FAQ:
When I heard about this I was very excited to play without PvP. But getting 70% less gold/rep and only rep to level 40 makes it useless for me. 😭
I'm already 30+ and PvP ruins the game every time for me.
Please remove the reputation cap and increase rewards for players that don't like PvP. 🙏
I'm glad Rare kept their word in some ways with the idea of Safe Seas. They've said time and again that PvPvE is the basic idea of the game and to jeopardize that it would not be the game they wanted to make. You are able to explore pretty much everything the game has to offer expect those that would require other players for it to make sense.
I'm of a mind that some commendations should be limited even more. The shrines for example have a risk vs reward dynamic to them because you leave your ship unguarded while you are under the waves. This is risky when there are other players and not risky at all when you have a private server. Kinda makes those commendations lose a lot of value.
@kommunisator said in Safer Seas FAQ:
Also, I think it is telling for the community that everybody just glossed over the comment of a person further up who suffers from ADHD. This is no joke, some folks that have this disease cannot function that well under stress, and PvP is a whole 'nother level of stress compared to PvE. They could enjoy the PvE portion of this game, but are not allowed to enjoy/see all of it, because they have a disability.
And instead of pausing, and just thinking about the fact that this game (like many others, no doubt) lacks foresight to care for a lot of disabilities by design, this person was basically ridiculed.Yes! This!
I have ADHD, its not as bad as others, but the fact of the matter is I struggle with stress, alot. And stress is the sole reason why I avoid PvP in just about any game. Keep in mind, I still do play PvP games because for me, a large factor FOR this stress is if I want to PvP or not, if I want to? Then I'm fine with it and will probably even do well!
But if I don't want to? Then I will become stressed, and likely give up mid way and never touch the game again for several months. And unfortunately in Sea of Thieves I rarely want to PvP, I just want to sail the funny pirate game.This is why I'm so adamant on allowing me to invite additional ships for my friends to my private Safer Seas. Because then I can control when I PvP or not.
Another thing, for people with ADHD many will practice in a private place before they do something in public, and Sea of Thieves is no different to me, I would rather practice with a small group of people I know before I begin to challenge the Higher Seas.
@thecr0ssley said in Safer Seas FAQ:
@kommunisator said in Safer Seas FAQ:
Also, I think it is telling for the community that everybody just glossed over the comment of a person further up who suffers from ADHD. This is no joke, some folks that have this disease cannot function that well under stress, and PvP is a whole 'nother level of stress compared to PvE. They could enjoy the PvE portion of this game, but are not allowed to enjoy/see all of it, because they have a disability.
And instead of pausing, and just thinking about the fact that this game (like many others, no doubt) lacks foresight to care for a lot of disabilities by design, this person was basically ridiculed.Yes! This!
I have ADHD, its not as bad as others, but the fact of the matter is I struggle with stress, alot. And stress is the sole reason why I avoid PvP in just about any game. Keep in mind, I still do play PvP games because for me, a large factor FOR this stress is if I want to PvP or not, if I want to? Then I'm fine with it and will probably even do well!
But if I don't want to? Then I will become stressed, and likely give up mid way and never touch the game again for several months. And unfortunately in Sea of Thieves I rarely want to PvP, I just want to sail the funny pirate game.This is why I'm so adamant on allowing me to invite additional ships for my friends to my private Safer Seas. Because then I can control when I PvP or not.
Another thing, for people with ADHD many will practice in a private place before they do something in public, and Sea of Thieves is no different to me, I would rather practice with a small group of people I know before I begin to challenge the Higher Seas.
This! All of this! I suffer from CPTSD and used to love this game. Every single good night has been ruined by some jerks who, it doesn't matter how friendly I try to be with them through trembling hands and painful chest aches just because I don't know if I'm going to be their entertainment to harass for the rest of the night.
It ruins hours of work and time that I, frankly, only want to relax in. This game doesn't make it WORTH it to PLAY.
Everyone complaining how PVE servers would "ruin" their PVPVE servers are only looking to prey on others. I mean that. You'd "lose" players. But wouldn't you rather the game have active servers with people having fun rather than driving them off for months or years at a time?
The only people who are going to kill this game are the people who don't let other people have their fun.
Rare has very much set up the opportunity for roleplaying groups to come on, streamers to make shows with their program, and even, perhaps, allow for episodic play styles... except there is always a chance for each of these sessions to be ruined because of other people. The entire empty vacancy of Port Merrick is sad and lonely. It feels like a ghost town. Which is haunted only by the chances of greater expansion and community, like their published books talk about instead of the cold dead hands that we should be fighting.
Perish the thought. A community enjoying their game in peace.
I don't think it's okay to stop you from using your captained ships in safer seas.
You can just stop progression in Captaincy while on safer seas and still let people use our custom ships and captaincy quality of life features.
You want safer seas to be a more relaxing experience but are cutting us off from our customization options for no reason.
We did pay real money for some of these ship customizations.
@exinjeru said in Safer Seas FAQ:
I don't think it's okay to stop you from using your captained ships in safer seas.
You can just stop progression in Captaincy while on safer seas and still let people use our custom ships and captaincy quality of life features.
You want safer seas to be a more relaxing experience but are cutting us off from our customization options for no reason.
Can you elaborate? What do the customization options change to the relaxing experience?
We did pay real money for some of these ship customizations.
And all those liveries paid for are still available at the shipwright no?
I'm all for being able to use our ship without progression but I'm just curious of the reasoning here.
@kommunisator
You perfectly summed up how I feel about the general sea of thieves pvp community here. And I agree. While I will definitely be enjoying Safer Seas when they come out, that doesn't mean I'm not gonna still comment on the improvements they could make to it and the problems that they have (in some cases, knowingly) created in it, namely the arbitrary lack of captained ships (again, we don't need the "progress" for these, just the nameplate and the saved customization loadouts).Also, @BloodyBil , while the liveriess are still available, certain captained ship cosmetics, specifically the trinkets, nameplates, and decorations for the captain's room are NOT available on non-captained ships. Many of these are payed for with real money and to deprive people of them for seemingly no other reason than to strongarm people into playing High Seas is absolutely a reason to complain.
@silverwing-525 said in Safer Seas FAQ:
@kommunisator
You perfectly summed up how I feel about the general sea of thieves pvp community here. And I agree. While I will definitely be enjoying Safer Seas when they come out, that doesn't mean I'm not gonna still comment on the improvements they could make to it and the problems that they have (in some cases, knowingly) created in it, namely the arbitrary lack of captained ships (again, we don't need the "progress" for these, just the nameplate and the saved customization loadouts).Also, @BloodyBil , while the liveriess are still available, certain captained ship cosmetics, specifically the trinkets, nameplates, and decorations for the captain's room are NOT available on non-captained ships. Many of these are payed for with real money and to deprive people of them for seemingly no other reason than to strongarm people into playing High Seas is absolutely a reason to complain.
Sounds a bit dramatic if it's only a matter of not being able to put the equivalent of a bobble head on your dash, but I can agree that I don't see why they couldn't be available.
@bloodybil
It might be a small thing, yes, but it still makes a difference, especially if you payed for it only to be told "No! You can't put that bobble head on your dashboard because you aren't accepting the (implied, but never explicitly stated) price of it potentially ending up at the bottom of the sea!". And by the same logic, if it is such a small thing, it shouldn't be an issue to make it available as doing so quite literally doesn't affect anyone else and is a net gain as a result.
But regardless, I'm glad I was able to help explain the issue that myself and others are experiencing here.@silverwing-525 said in Safer Seas FAQ:
@bloodybil
It might be a small thing, yes, but it still makes a difference, especially if you payed for it only to be told "No! You can't put that bobble head on your dashboard because you aren't accepting the (implied, but never explicitly stated) price of it potentially ending up at the bottom of the sea!". And by the same logic, if it is such a small thing, it shouldn't be an issue to make it available as doing so quite literally doesn't affect anyone else and is a net gain as a result.
But regardless, I'm glad I was able to help explain the issue that myself and others are experiencing here.No I agree with you, some incentives and limitations make sense but this one is a tad farfetched.
@bloodybil
Ok. I figured that's what you were saying, tbh. Sorry if it sounded like I believed you weren't agreeing. That wasn't my intention. ^^:@silverwing-525 said in Safer Seas FAQ:
@bloodybil
Ok. I figured that's what you were saying, tbh. Sorry if it sounded like I believed you weren't agreeing. That wasn't my intention. ^^:All good!
Question:
So, when a Kraken spawns on HS, it's got a 1 in 6 chance of spawning on you. (I think the servers are 6 ships max?)
But you're alone in SS, so does that mean you have a 100% chance of the Kraken spawning on you?
Or is there a kind of dice roll? Where it checks for a Kraken and, if yes, rolls 1-6, and on a 1, spawns on you?As others said, there are more than just liveries for captaincy. I am however 100% fine with no captaincy progression in safer seas. I just want to use all the captaincy features, including quality of life time savers and conveniences and all the customization options, some of which were purchased from the shop with cash and are only accessible on captained ships.
Maybe one of the things I want to do in safer seas to relax is spend time interior decorating on my captained ships.
As I remember it, the kraken will only spawn when no other events have spawned. Some events will still be available in safer seas, so if no other events are spawned then in theory you have a 100% chance to get a kraken if it decides to spawn.
@exinjeru said in Safer Seas FAQ:
As I remember it, the kraken will only spawn when no other events have spawned. Some events will still be available in safer seas, so if no other events are spawned then in theory you have a 100% chance to get a kraken if it decides to spawn.
Yeah, but that's what I want to know from the devs:
If the Kraken does spawn, is it a 100% chance to be on you?
Or is there going to be a mechanic in place to prevent always being attacked by the Kraken between world events on SS?@eguzky said in Safer Seas FAQ:
@exinjeru said in Safer Seas FAQ:
As I remember it, the kraken will only spawn when no other events have spawned. Some events will still be available in safer seas, so if no other events are spawned then in theory you have a 100% chance to get a kraken if it decides to spawn.
Yeah, but that's what I want to know from the devs:
If the Kraken does spawn, is it a 100% chance to be on you?
Or is there going to be a mechanic in place to prevent always being attacked by the Kraken between world events on SS?The kraken doesn't spawn every time, it just has a chance of spawning when there's no world events as it is kind of considered a world event. From my moderate experience it's not that often, but since some world events will not be in safer seas I would assume the chance is a bit higher. Although it's pretty easy to escape the kraken when you don't want to fight it.
Since the FAQ didn't mention any changes to the kraken or megalodon, I would guess you would get targeted 100% of the time. Since the Kraken is a major PVE event I would think more chance of kraken attack may actually be a good thing on safer seas. Just don't go AFK in open water.
We can see if a dev comments on any changes.
Hello! It's my first time using these forums. Nice to meet you all.
I'm generally happy with all things Safer Seas, minus the 30% payout and lack of Captaincy.
Captaincy:
・Why can't we progress PvE milestones when we can progress PvE commendations?
・Fishing and Tall Tales were specifically called out in the Season 10 announcement, yet we cannot progress the related milestones.
・Not being able to sell at Sovereign Huts will make Safer Seas less viable for shorter play sessions, which it would otherwise be ideal for.
・Safer Seas is ideal for children and people with disabilities (who were also called out in the Season 10 announcement), yet they cannot use their ships.
・Safer Seas' players will have no reason to buy Captaincy items in the Emporium, and people who have already bought some will have less usage of them.The 30% payout:
In short: I think it will be excessively grindy. Here's emissary 5 vs the base rate vs Safer Seas:・ーーーーーーー・ーーーーーーー・ーーーーーーー・
|E5 250%|BR 100%|SS 30%|
・ーーーーーーー・ーーーーーーー・ーーーーーーー・
| 10m| 25m| 1h 23m|
| 20m| 50m| 2h 47m|
| 30m| 1h 15m| 4h 10m|
| 1h 00m| 2h 30m| 8h 20m|
| 2h 00m| 5h 00m|16h 40m|
| 3h 00m| 7h 30m|24h 59m|
・ーーーーーーー・ーーーーーーー・ーーーーーーー・Gold is only used for buying voyages, supplies and cosmetics.
Supplies will be rather expensive, let alone cosmetics:
An entire sea fort holds between 15,000 and 25,000 gold (excluding emissary bonuses) as per the wiki.
This becomes 4,950 to 8,250 gold in Safer Seas. Not enough for two supply crates, and at its most extreme not enough for one.I want Safer Seas to succeed. A lot of people come home from a long day of school or work and aren't in the mood for the game.
Safer Seas' more casual play style could be the perfect thing to get these people playing, in addition to other groups like children and the disabled.
The game mode just needs to be worthwhile enough, and I really hope it will be.My thanks to anyone who read all that, and I'll appreciate any feedback I get.
Imagine the time you safe because you don't have to defend the fort or get interupted doing the fleet by another crew - time saved as well by not having to keep an eye out for other crews / swimmers/ tuckers.
Imagine the time you safe because you can go to the next island on your voyage and not take a detour because there is another ship close-by.
Imagine the time you safe because you can turn in at the most convenient/nearest outpost and not have to sail another 10 minutes because another crew just spawned there / are waiting for you.
Imagine only having to turn in loot at the end of the session and not multiple times because you should not have more loot on your vessel than you care to lose (at least, if you won't sink to Meg/Kraken/Skeleton ship).
Imagine the gold you safe because the starting supplies and the supplies you find on the starting outpost and what the events give you is enough to last you against the PvE.
Imagine the loot you can turn in every session, instead of having it stolen by another crew.
&c.
I would say the 30% you get for the loot turned in, is more than fair - IMHO it's even too much compared to all the "hindrances" you might encounter on the Higher Seas.
@lem0n-curry
For gold gain, it is considerably faster and almost as safe to simply put up the Gold Hoarder emissary flag and go back and forth between the nearest sea fort and Sovereign Hut.
The time lost sailing isn't an issue, as you'd either have to wait for the fort to reset or sail to another one.
It becomes 30% with no interference vs 100~250% with a low chance of interference.
With longer voyages the risk certainly becomes more of an issue, but it would still be more worthwhile to use the above method.@draaloff-x said in Safer Seas FAQ:
@lem0n-curry
For gold gain, it is considerably faster and almost as safe to simply put up the Gold Hoarder emissary flag and go back and forth between the nearest sea fort and Sovereign Hut.
The time lost sailing isn't an issue, as you'd either have to wait for the fort to reset or sail to another one.
It becomes 30% with no interference vs 100~250% with a low chance of interference.
With longer voyages the risk certainly becomes more of an issue, but it would still be more worthwhile to use the above method.If that's what you want to do and you feel it's low risk, then why would you choose to do that on Safer Seas ?
To me it seems disingenuous to use a low risk-quick-high payout type of encounter and then extrapolate its time-gold ratio for activities that are far more time consuming / higher risk.
@lem0n-curry said in Safer Seas FAQ:
@draaloff-x said in Safer Seas FAQ:
@lem0n-curry
For gold gain, it is considerably faster and almost as safe to simply put up the Gold Hoarder emissary flag and go back and forth between the nearest sea fort and Sovereign Hut.
The time lost sailing isn't an issue, as you'd either have to wait for the fort to reset or sail to another one.
It becomes 30% with no interference vs 100~250% with a low chance of interference.
With longer voyages the risk certainly becomes more of an issue, but it would still be more worthwhile to use the above method.If that's what you want to do and you feel it's low risk, then why would you choose to do that on Safer Seas ?
To me it seems disingenuous to use a low risk-quick-high payout type of encounter and then extrapolate its time-gold ratio for activities that are far more time consuming / higher risk.
I wouldn't choose to do that on Safer Seas; I'd do time-consuming commendation stuff instead.
My point is it takes between 3.33 and 8.33 times as much work to grind gold in Safer Seas, and it's much quicker to do a quick, minimal risk activity like sea forts in High Seas instead.
I don't think Safer Seas should be as quick to grind as High Seas, but the current variance is extreme.
Being unable to sell at Sovereign Huts also adds a significant amount of wasted time to a play session.
If the payout was 70% (30% less than High Seas) and we could sell at Sovereigns, then I think it would be a lot more reasonable.@draaloff-x said in Safer Seas FAQ:
@lem0n-curry said in Safer Seas FAQ:
@draaloff-x said in Safer Seas FAQ:
@lem0n-curry
For gold gain, it is considerably faster and almost as safe to simply put up the Gold Hoarder emissary flag and go back and forth between the nearest sea fort and Sovereign Hut.
The time lost sailing isn't an issue, as you'd either have to wait for the fort to reset or sail to another one.
It becomes 30% with no interference vs 100~250% with a low chance of interference.
With longer voyages the risk certainly becomes more of an issue, but it would still be more worthwhile to use the above method.If that's what you want to do and you feel it's low risk, then why would you choose to do that on Safer Seas ?
To me it seems disingenuous to use a low risk-quick-high payout type of encounter and then extrapolate its time-gold ratio for activities that are far more time consuming / higher risk.
I wouldn't choose to do that on Safer Seas; I'd do time-consuming commendation stuff instead.
My point is it takes between 3.33 and 8.33 times as much work to grind gold in Safer Seas, and it's much quicker to do a quick, minimal risk activity like sea forts in High Seas instead.
I don't think Safer Seas should be as quick to grind as High Seas, but the current variance is extreme.
Being unable to sell at Sovereign Huts also adds a significant amount of wasted time to a play session.
If the payout was 70% (30% less than High Seas) and we could sell at Sovereigns, then I think it would be a lot more reasonable.Again, you're using an easy, low risk and fast way of getting gold and extrapolate it, so you would get more gold for doing something that would be (much) higher risk, time-consuming on High Seas, but far more easy, quicker and about zero risk on Safer Seas.
How much time would it take to do a fort on Higher Seas, use the average sinking for average crew or other interuptions by other crews and compare that to the time it takes to do on Safer Seas. Some crews might make more on Safer Seas with 30% than 100% / divided by sinking on Higher Seas or even with more risk for partially 250% / divided by even more sinking.
Even if they won't sink - doing the fort with another crew interfering (or even just passing by) can take a lot of extra time. Time they won't have to spend on Safer Seas.
They might make 30% of the standard value, but they will take considerably less time in finishing the fort and getting all of the loot on their vessel.