@graiis said in Give us our XP for finishing a voyage, not turning in the chest/soul/animal:
@lotrmith said in Give us our XP for finishing a voyage, not turning in the chest/soul/animal:
@graiis said in Give us our XP for finishing a voyage, not turning in the chest/soul/animal:
@I-Am-Lost-77 @entspeak @AngryCoconut16 @lotrmith
Let me lay out what I feel like was the best idea we've had so far, I feel like we're getting out into the weeds with some wild stuff. It should be easy to implement this, and should preserve the balance of pvpve. Nothing about islands visited or chests found or whatever. You just get a flat percent of your level when the voyage complete fanfare pops as long as the voyage is appropriate level. If you are lower, you get the same flat percent (which is less since lower levels are less total rep obviously) . If you are higher level you get the same as if you were the same level (ie if 10 percent happens to be 1000 rep at level 25, but at 45 10 percent is 20000, you get 1000) I feel like that's all it would really take. Rare can put in the reward at any value, start low, and tweak it if people are doing too much of one thing. The whole point is to encourage voyage completion and even out the reward between many item and few item quests. It has the side effect of helping a bit for people upset about losing everything but doesn't remove or alter the value of world items. It gets people out finishing long voyages, thus boosting PvP experience. I think there's not much either side can complain about with this changeProblem there is that you further incentivize PvE by adding rewards without an equivalent incentive/reward for PvP.
Two issues seem to be conflated here. The first is the ides that you could be sunk before turning in any of your loot, the solution to which, in the dev's own words, lies in understanding that the loot and all it stands for (rep/gold/timeinvested) is not yours until you turn it in. You have the option to fight back, run, or visit outposts more frequently.
The other issue is that players have no incentive to finish the whole voyage, which doesn't seem to fit into the theme of this thread but to which I propose the following: Have a bonus upon complete voyage but only when handing back in the voyage page to the faction representative at an outpost. Your voyage progress is tracked on the page, and if you get 100% complete and turn it in, you get a nice bonus. However, if (and only if) your ship sinks, your quest page becomes a floating message in a bottle just like any treasure you had on board. You must recover it to continue or risk losing it, and thus your progress, to a thief. If a thief sinks you and steals a 100% complete voyage page, all he has to do it turn it in and he gets the bonus. If it is partially complete he has the option to finish it out and gain the bonus. Thus PvE and PvP only get a bonus upon turning in, and nobody is given an opportunity for a bonus thag the other cannot steal.
That is actually really interesting! The only annoying thing is that you'd have to go back for every voyage, which already makes merchants alliance annoying.
After thinking about it more it would be easier to implement pretty much the exact way Legendary Voyages work. After completing all pieces of your voyage, you get a final chapter that sends you to dig up a special piece of loot that is a physical representation of your bonus. This special piece of loot is specific to the rep for whom the voyage was given (ie: a chest for GH, a skull for OoS, some special trade good for Merchant) and acts like any other piece of loot... an Athena Chest, a Stronghold Skull, whatever. You get the rep/gold for turning it in. Other players can intercept you before you turn in, and they can claim your reward (just like could potentially be done with Athena Chests now).
This solves the issue of losing your quest if you sink with my previous idea.