Ship Cargo Unloading

  • Sorry if this has been mentioned already.

    A feature I would like is if you have a large haul of quest items, (chests, skulls, animals etc.) on your ship you can pay the appropriate vendor some coin to unload your haul from your ship.

    For example if you are playing solo and go on a large amount of voyages and end up with say 15 chests on your ship, you can go to the Gold Hoarder of an outpost and pay them a set amount of coin and the chests will be cashed in.

    This will save a lot of time of unloading your ship with the potential threat of being invaded and stolen from.

  • 18
    Posts
    14.7k
    Views
  • @judgemiller89 Being a mostly solo player, I would never have 15 chests lol. But thats me. I think someone in another thread had a similar idea, but instead having a way to put items into a crate to carry more than 1 item at a time to help with the offloading of loot. Single items one by one while trying to be on the lookout for enemies is fun, but can take to much time depending on your load.

  • Unloading the ship is one of the most boring things that turns me down when thinking of playing solo.

    -I would expect some npc in the harbour that accepts some fix amount in order to unload your cargo (A fixed "high" amount around 200 coins, so it promotes using it when coming very loaded rather than a % of the total cargo)
    -It would be cooler if you could unlock this npc with reputation and with a smaller/free fee the higher your reputation, so it would add other milestones on the way to pirate legend.

    Cheers

  • @hardcorebit Y'all are missing the point of the loot-carrying mechanic. It wasn't designed to be tedious, it was designed to give others a fair shot at your loot even when you've hit the outpost.

    Working as intended.

  • @vin-delanos I think would be more constructive to argument your point, the "working as intended" premise can be used to promote any feature you like just for the fact it was there before.

    My point is that unloading the ship, specially solo, is boring, the more cargo, the more boring, the more grind...guess what...yes, boring.

    If your point is that that's the way of giving other players a "fair shot at your loot", I believe you should think how is that fair...I'll give you some cons, I expect your pros to see how this is remotely fair or balanced prove me wrong.

    -The turn in places are predictable, you only have to wait other ships to come and ambush them. Not even in a 1 on 1 scenario this is fair since the surprise factor and bombs it's easy to kill someone.
    -Whoever is ganking only loses time while watching netflix(adversary loses time+ has to put real effort).
    -If the assaltant dies, he loses nothing. If the defense dies, loses most/all of the loot. How is this balanced? In my opinion there should be some sort of counter measure here. NPC guards helping defending or bounty.

  • @judgemiller89 why try to eliminate or reduce threat? This whole game is fun because of some threat. I hope they don’t allow a mass unload. If you decide to have 15 chests then you know you need to unload 15 chests one by one. Interesting idea would be if you could call upon a merchant to send a small ship your way and you unload into the small ship. Then the ship sails slowly towards the outpost on its own and anyone can hop on and take your stuff. If they don’t then you get the credit once the ship docks. Saves you time from traveling to outposts but some risk remains.

  • @hardcorebit maybe crewing with 3 others is the solution. Only takes a quarter of the time to turn in the loot then :P

  • @judgemiller89 said in Ship Cargo Unloading:

    Sorry if this has been mentioned already.

    A feature I would like is if you have a large haul of quest items, (chests, skulls, animals etc.) on your ship you can pay the appropriate vendor some coin to unload your haul from your ship.

    For example if you are playing solo and go on a large amount of voyages and end up with say 15 chests on your ship, you can go to the Gold Hoarder of an outpost and pay them a set amount of coin and the chests will be cashed in.

    This will save a lot of time of unloading your ship with the potential threat of being invaded and stolen from.

    Without this feature it's impossible to raid outposts and makes solo too easy. If you can get all of your loot off of the boat in one minute flat there is nothing to gain by attacking you. I think this ruins the game, so as annoying as it is to me personally there just has to be an incentive to crew up and there has to be a value proposition to attack you other than to grief.

  • @judgemiller89 how about a crane

  • Pirates had Pirate Havens, where they had codes, IF you do not want every outpost to be a Non-PVP then fine, Make one a Haven where there is No Fighting and your Treasures can only be picked up and turned in by you and your Crew, I have had a couple instances where I circled a outpost saw NO Ships, landed, started turning in my Booty, to see a Jerk jump off my ship and run with my Rewards and Turn them in before I could catch him, Once it was a Merchant quest and since I didn't have all the rewards I failed the quest.

  • @vin-delanos said in Ship Cargo Unloading:

    @hardcorebit Y'all are missing the point of the loot-carrying mechanic. It wasn't designed to be tedious, it was designed to give others a fair shot at your loot even when you've hit the outpost.

    Working as intended.

    This.

    If you can offload your loot instantly, it defeats the purpose of chasing someone down.

  • @hardcorebit

    @hardcorebit said in Ship Cargo Unloading:

    @vin-delanos I think would be more constructive to argument your point, the "working as intended" premise can be used to promote any feature you like just for the fact it was there before.

    My point is that unloading the ship, specially solo, is boring, the more cargo, the more boring, the more grind...guess what...yes, boring.

    That's why playing solo is considered "hard mode". Not only are you more vulnerable while collecting your loot, you're more vulnerable while turning it in, too. This creates a risk/reward scenario that solo players have to engage in, i.e. how much loot can I safely offload in a reasonable amount of time? What if someone is chasing me? What if someone comes along half-way through my turn-in? Do I beach it and go for the quick turn in, or take my time lining up perfectly for the pier? etc. etc.

    To mitigate this, solo players can choose to crew up instead, which significantly decreases offload times.

    If your point is that that's the way of giving other players a "fair shot at your loot", I believe you should think how is that fair...I'll give you some cons, I expect your pros to see how this is remotely fair or balanced prove me wrong.

    It's "fair" because you have an equal shot at getting to the loot of others - they all have to offload one piece at a time, as well.

    -The turn in places are predictable, you only have to wait other ships to come and ambush them. Not even in a 1 on 1 scenario this is fair since the surprise factor and bombs it's easy to kill someone.

    It takes little effort to recon an outpost before landing at it. Many times, surveilling the port side of the outpost is sufficient to ensure ones' safety. Sometimes it's a better idea to circle the outpost for a more complete survey. In either case there is again a risk/reward scenario, you can go for safety or speed, but both come with their own risks and drawbacks.

    -Whoever is ganking only loses time while watching netflix(adversary loses time+ has to put real effort).

    This is the crux of it, yeah? Your concern is not that the offloading of loot is tedious, your concern is that someone else is given the opportunity to steal your loot from you. There is no ganking involved here - there are attacks of opportunity and carefully planned ambushes, but the potential victim always has the option to avoid them by playing carefully.

    -If the assaltant dies, he loses nothing. If the defense dies, loses most/all of the loot. How is this balanced? In my opinion there should be some sort of counter measure here. NPC guards helping defending or bounty.

    If someone chooses to go a piratin' without any loot on them, then so be it. If they win, and gain loot, then they are in the same position that the victim was previously. They now have loot that can be taken by force or quietly stolen. If they happen to be at an outpost when they gain plunder, then bonus for them.

    Frankly, I have been ambushed at an outpost one time, and it was on my second voyage. It hasn't happened since because I spend time surveying my destinations and the surrounding waters before I anchor at them. Even to say I was ambushed is incorrect, because I anchored at port where another sloop was and the crew took advantage of an opportunity that I presented them with. On other occasions, folks have come to port with me anchored there, and I have ambushed them and stolen their loot.

    Many of these "I was ganked while offloading my loot" stories could have been easily solved by the author taking the care to either by being on the lookout for signs of other players prior to anchoring at an outpost, or not packing their ship with so much loot that it can't be offloaded in a reasonable amount of time.

  • @vin-delanos
    Thanks for your elaborated reply.

    -I agree that a mitigation for the unloading is playing with more people, the reason I don't do this now is because the matchmaking sucks and the last time I spent 4 out of 5 tries ending up in jail as soon as I joined with no explanation.(I know this is going to be fixed soon, looking forward to it)

    -I agree it is unlikely to get ambushed in towns, at least in my experience this happened very few times 1-2 so far, but my main concern is the slow and tedious unloading process when playing solo, ambushes are just the final straw.

    -I understand others should have the possibility to steal my loot in a pvp scenario, as long is a balanced scenario. Fighting at sea is already balanced thanks to sloop-galleon speed differences (so the amount of players vs each other is also fair). But once you reach land the balance is lost.
    So going back to the central topic, as a solo having to unload a big cargo, you are screwed if you are chased, and I understand the game already warns you of this risk, but that doesn't make it less boring, I don't think outposts should be safe zones either, but there should be a deterrent to attack in them, guards patrolling or something, just to give a real challenge to who is chasing or ambushings, so is not a 0 risk-nothing to lose scenario for them.

    If there was a deterrent for ambushers in town, I would be also ok that any automatic unload function wouldn't work if other crews are around, so there is still some fight and it is a win-win scenario for PvE and PvP.

  • Unloading cargo and loading in resources is tedious, boring and the gold is somewhat useless so yeah, let us pay to have these things loaded and unloaded. Stick a wait time on it for an element of risk or something lol just don't make us meticulously drag one item at a time or rummage barrels endlessly. Minecraft already exists for mind numbing repetition.

  • That is the risk you take by carrying so much cargo.

  • @vin-delanos said in Ship Cargo Unloading:

    @hardcorebit

    @hardcorebit said in Ship Cargo Unloading:

    @vin-delanos I think would be more constructive to argument your point, the "working as intended" premise can be used to promote any feature you like just for the fact it was there before.

    My point is that unloading the ship, specially solo, is boring, the more cargo, the more boring, the more grind...guess what...yes, boring.

    That's why playing solo is considered "hard mode". Not only are you more vulnerable while collecting your loot, you're more vulnerable while turning it in, too. This creates a risk/reward scenario that solo players have to engage in, i.e. how much loot can I safely offload in a reasonable amount of time? What if someone is chasing me? What if someone comes along half-way through my turn-in? Do I beach it and go for the quick turn in, or take my time lining up perfectly for the pier? etc. etc.

    To mitigate this, solo players can choose to crew up instead, which significantly decreases offload times.

    If your point is that that's the way of giving other players a "fair shot at your loot", I believe you should think how is that fair...I'll give you some cons, I expect your pros to see how this is remotely fair or balanced prove me wrong.

    It's "fair" because you have an equal shot at getting to the loot of others - they all have to offload one piece at a time, as well.

    -The turn in places are predictable, you only have to wait other ships to come and ambush them. Not even in a 1 on 1 scenario this is fair since the surprise factor and bombs it's easy to kill someone.

    It takes little effort to recon an outpost before landing at it. Many times, surveilling the port side of the outpost is sufficient to ensure ones' safety. Sometimes it's a better idea to circle the outpost for a more complete survey. In either case there is again a risk/reward scenario, you can go for safety or speed, but both come with their own risks and drawbacks.

    -Whoever is ganking only loses time while watching netflix(adversary loses time+ has to put real effort).

    This is the crux of it, yeah? Your concern is not that the offloading of loot is tedious, your concern is that someone else is given the opportunity to steal your loot from you. There is no ganking involved here - there are attacks of opportunity and carefully planned ambushes, but the potential victim always has the option to avoid them by playing carefully.

    -If the assaltant dies, he loses nothing. If the defense dies, loses most/all of the loot. How is this balanced? In my opinion there should be some sort of counter measure here. NPC guards helping defending or bounty.

    If someone chooses to go a piratin' without any loot on them, then so be it. If they win, and gain loot, then they are in the same position that the victim was previously. They now have loot that can be taken by force or quietly stolen. If they happen to be at an outpost when they gain plunder, then bonus for them.

    Frankly, I have been ambushed at an outpost one time, and it was on my second voyage. It hasn't happened since because I spend time surveying my destinations and the surrounding waters before I anchor at them. Even to say I was ambushed is incorrect, because I anchored at port where another sloop was and the crew took advantage of an opportunity that I presented them with. On other occasions, folks have come to port with me anchored there, and I have ambushed them and stolen their loot.

    Many of these "I was ganked while offloading my loot" stories could have been easily solved by the author taking the care to either by being on the lookout for signs of other players prior to anchoring at an outpost, or not packing their ship with so much loot that it can't be offloaded in a reasonable amount of time.

    Dude, I seldom have an issue, as you said, keep a look out. The issue is not getting ambushed for me, it's just tedious and boring and paying a sum of gold to have your loot unloaded or resources stocked would eliminate the activity becoming the ultimate turn off of playing. A wait time say 5 minutes and if you leave port in that time it cancels out would keep the risk of losing gold and / or loot / resources.

  • I tend to prefer solo myself so far as I enjoy the chase of trying to avoid having my stuff stolen and I will admit that the more treasure I get before going back, the more nervous I become to where the most I had I think was like 6x chests, 3x skulls and 2x random gold sells at once.

    Racing to hand those in and avoiding being ambushed or having them stolen is probably the most rewarding experience I have had so far - all group related content except playing direct with friends has been rather boring.

    I do however, agree with the concept that in all circumstances - alone or with a group - there should be some kind of investment or risk to get rewards. In the case of a ship sinking me on the ocean, chasing me cat and mouse etc, the other party is actively playing and engaged which is good, but ultimately if they have no treasure and are attacking me there is no penalty for them in losing - only for me.

    Additionally, if someone decides to hand around on an island watching TV and ignoring the game until they get a ship and then attempting to take the loot from a "suprise attack" at port, there is not only a lack of risk, but also a lack of engagement and again if I lose, I am the only one that lost something, the other party does not.

    So generally what I am saying is not so much that the game needs to be "made safer" for anyone, especially in solo as I enjoy that aspect including the actual gameplay involved here and it is why I play solo primarily, but it also feels a bit cheesy when the only person ever at risk of losing anything is you, not the other party.

  • I like this idea as long as the price to unload is 5000 minimum. this way only people with literally 50+ things will use it because lets be fair 40 things for a 4 man team is 10 each not bad, if you have good unloading tactics 40 items should go in mere minutes and that's like 20,000 average probably higher.

    EDIT: I guess this wrecks havoc on solo players so maybe 1000 for 1 player, 2000 for 2 players, 3 thousand for 3 players, and yes 5000 for 4 players because come on even if someone attacks you got the best chance at fighting them off.

18
Posts
14.7k
Views
1 out of 18