@rp-slayer-2 said in Give us our XP for finishing a voyage, not turning in the chest/soul/animal:
Ok. So the time thing. The PVPer uses time looking for the PVE ship just as the PVE ship sinks time into questing. But the difference is the PVP ship can sit on the open ocean risking nothing but time as they stand in the crows nest looking around for ships. The PVE ship risks time and their rep reward and their gold in that same amount of time. The pvp ship didnt purchase a quest or deal with a crapload of skeletons, or solve a riddle quest. The PVP ship is empty and if someone comes up and attacks they may gain some loot if they win. If they lose they lose nothing.
No, the PvE ship risks time and the potential for a rep reward and gold that they can call "theirs". The gold and rep rewards are not yours until you get to an outpost -that is by design. In thinking about this, the same is also true for the PvP player - they also lose time and the potential for rep and gold... even moreso because, while success in PvE guarantees a chest or skull to grab, PvP doesn't.
If the PVE player is in a cave on an island looking for a guy crushed by a boulder for a riddle and his ship gets blasted with 12 cannonballs before he can get back to it...he loses everything. Not just time. The whole leaves his lights on and gets snuck up on thing is rediculous. The reason most get sank at an island is because they are on the island looking for some riddle and just cannot get back to the ship in time. From the time you hear the first cannon blast near the ship until the time you get back it will be hit by quite a few before you can get on the ship and avoid getting hit by a cannonball, patch up and escape or return fire. By then you are being attacked on your ship.
Well, first, it is merely one example provided by a dev to illustrate the point made in the first sentence. Second, if you are part of a crew, someone should be watching for sails (not having someone do that is a choice that a crew makes) and if you are alone... yes, it is much riskier... and much harder, but playing solo is always going to be harder. I play primarily play solo, so I've had that kind of tension.
And, I've been been sunk and lost loot playing solo where a Galleon came around the island from a spot I didn't check. It's an interesting tale, but I'll spare you the details (some folks in this thread get angry when you post tales that illustrate your point - unless, of course, that tale is one they feel helps their argument... then it's fine, I guess.) But, the point is, at the end of the day, I was sunk because I didn't check... and, yeah, it's harder to do that as a solo player. But, even then I hadn't lost everything from the voyage because I'd already visited an outpost... I'd saved my progress. And you are supposed to constantly have the notion in your head the entire time in that cave that a Galleon may come to that island. And, if you're a solo player, you have to strategize about how to deal with that possibility. If you don't, then you aren't paying attention. To quote the devs with regard to this very point: "That's the kind of thing we'd love players to strategize over." The devs want that tension, they want that paranoia. And they want players to strategize on how to deal with it.
@angrycoconut16 said in Give us our XP for finishing a voyage, not turning in the chest/soul/animal:
@entspeak said in Give us our XP for finishing a voyage, not turning in the chest/soul/animal:
I never implied you did. You keep running on and on and on about choice, it's pathetic.
No, I keep going on and on about choice because you keep going on and on arguing as though game design and player choice are the same thing - when they are not. Stop making those arguments and I will stop pointing out that they are wrong.
- This idea would make players more likely to make the CHOICE to stay at sea longer collecting loot, which would be beneficial to PvP rewards as it is likely they will stash larger loots.
No matter how you slice it, the idea still provides an additional bonus solely for doing PvE quests that you don't get for doing PvP for no other reason than the fact that you chose to do PvE. It is still, in essence, a penalty for gaining loot via PvP. Claiming that this will lead to players making a different choice doesn't negate that fact.
- This idea would make players less likely to make the CHOICE to log off, uninstall the game and never play it again... and will provide a more positive atmosphere to all.
Given that this is not a choice about how to play the game, but whether or not to play at all, it's irrelevant to my challenge of your fallacy with regard to game design and in-game player choices.
- This idea as suggested above, another bonus which I hadn't thought of, is going to encourage players to make the CHOICE to complete the entirety of their voyage...
The idea about only giving these awards when the "voyage complete" message pops up? And, here I thought this suggestion was intended to help the "casual player" who can only play for an hour or two. Are we dispensing with the that?
- This idea will make players more riskier by way of making the CHOICE to engage in PvP a bit more frequently.. I know I would make that CHOICE if I knew that I wouldn't get 0 if it went really badly.
I don't quite follow what you're saying here... do you mean that players will take more risks by way of making the choice to engage in PvP? I don't buy that for a second. It's easy to say, but there was a guy earlier in the thread is arguing for this suggestion because he lost 80% of his progress... which just happens to be equivalent to retaining a 25% bonus, but losing 100% of the loot. So... no. The only way to make players truly fine with losing their loot would be to give all or most of the reputation without having to worry about losing loot.
- This idea will not affect the CHOICE that Rare made when deciding to make this a game about risk and paranoia on the seas. People will still have to make the CHOICE of when to go to an outpost, where they want to sail etc, their cargo is still their most valuable income.
Except in that it will make it less risky... no other effect but that... oh, and in that it will decrease the paranoia. It will have that affect. So, by all means, please declare again how I'm delusional for calling this out as a fallacy?
I hope this format doesn't upset you too much. But, dude, you did create a numbered list of points. ;)