@indigohurdle431 said in Tell Tale Row Shroudbreaker improvement proposal:
@thegrimpreacher
Hm ok. Yet i understand the point of safer sea, but in some kind the answer disappointed me now. What are you gonna do against groups which organize themself to destroy other players experience for that reason. Sure ingame Report. But they organize themself on Discord servers.
I talked to some of these guys (due to the fact it is my mother tongue, and i promised them NOT to talk about that in that Forum suprise i do now) - their main target is to convert people never gonna play tell tales. To be honest here, their goal is to destroy this and send the devs a remove the "f***" from this game and make it more PVP. Sure you can't deal with that problem total.
To the roots: The Tell Tales for the open sea (not the monkey island and the Pirate of the Carribean ones) have a very small audience - that is known . There should be other options than safer sea to get a better kind of "help" for tell tale than this. I mean - i am playing on open world. Then suddenly i am on an outpost and want to do the tell tale one. Who would now leave game and rehost on safer sea? Some of my friend would play the tell tale - but they don't want to do it in safer sea. And nor they want to do it in open world due to the written things. So they will never do it. For them it is like - ok tell tales of open sea is not worth the gameplay. Abandoned.
And if this is the main thinking of pirates in SoT you can also burry the Shore of Gold Tell Tale. As i said only 4,6% of Playerbase (shown on steam achievements) worldwide EVER completed this and the game is up till 2018.
All the time and the programming for this long term tell tale for not even 5% of player base completing this tell tale? This must be very dissapointing.
I only can make a proposal to maybe making the Tell tale more interessting. As i now had read it sounds more like 0 f**s given as facing a problem and get a solution to open world. That gives also people like the first mention groups the feeling that their doing is right.
I’m not against your idea for adding some kind of marker showing that a player is doing a tall tale, but my first thought when reading your original post is… is that actually needed? The reason I ask is because I’ve completed half of the shores of gold tall tale series, and I think I’m now 25/45 for completions. During the time when I was focusing tall tales I had little to no interference from other players. I can honestly only recall a couple of times when someone sailed to the island I was idling and messed with me; and honestly, at the time it was a welcome visit because I was bored out of my mind, but that’s beside the point. I find that players don’t bother other players who are simply idling at an island, especially if they don’t have an emissary (which I never used for tall tales). Sure, there are people out there (usually bad at the game) who log on and attack anyone they think that they have a chance against, regardless of what loot might be at stake, but in my experience these players are rare, and if we want to be left alone that can usually be accomplished by avoiding the big game events or obvious loot locations (like a shrine).
So with the above in mind, how effective are these “tall tale murderers”? First of all, how do they even identify tall tale players? After that, how do they call in players to assist (quickly)? Do they all just log on a server with a solo galley, and once a tall tale player is identified (somehow) they join the galley on the server with the tall tale player? This targeting of tall tale players kind of sounds like… a tall tale. Not to say that YOU made this idea up, but I don’t think that these self-identified tall tale murderers are actually murdering any tall tale players? Their plan of attack seems really impractical and unlikely to produce their desired result. These guys must first identify a tall tale player, which seems again impractical and tedious. Do they visit every idle boat at random islands known for tall tales, board, investigate, then attack? It also seems implied that they network and gang up on players, but how? Is it the galley method I mentioned above? It all seems very inefficient? My guess is that their crusade has little to no victories on a daily basis. Their plan sounds incredibly boring, not lucrative, and also not a logical path to canceling tall tales in order “to create more pvp”.
Again, I’m not saying that you’re making this up, I believe that you’ve heard of these people and have concerns, what I doubt heavily is that they are in any way impactful to tall tales, while also doubting that they even manage to kill many tall talers. So in my opinion, creating something specific to combat tall tale interference (which in my experience is nearly non-existent) would not be impactful.
Also, it seems unlikely that rare would do anything to protect tall tales on the high seas when they’ve specifically stated that one of the safer seas purposes is for doing tall tales without interference.
If you ask me, just don’t put up an emissary, go about your business doing tall tales, and the vast majority of the time nobody is going to mess with you. The tall tale kill squad sounds to me like a bunch of dorks who lack conviction and will not accomplish their poorly thought out goal.