@entspeak said in Give us our XP for finishing a voyage, not turning in the chest/soul/animal:
Because you are asking that the devs reward one legitimate way of progressing in the game over the other legitimate way of progressing in the game. Why? Because you believe the other legitimate way of progressing doesn’t get you progress as fast anyway, so... screw it? You also engage in a fallacy by arguing that PvP players only fight for fun and not really for the loot - something you can’t possibly prove. Could PvP be profitable? Yes... would it be hard? Yes. But this suggestion claims that the most quest rewards should only come from the PvE element. While some may not be trying to progress via PvP, it is possible to do (with a good crew and good strategies), so you want to make that challenge less rewarding than PvE. That is, ipso facto, a negative impact on the PvP element of the game.
As I have said many times, the game already rewards PvE over PvP, so yes, essentially screw it. The purpose of this suggestion is not to solve multiple problems, but ONE. Like you said yourself, it is hard for it to be profitable, but not impossible. This thread is not here to worry about making PvP profitable... if you are concerned about that, make a new thread.
The only thing which is relevant from a PvP perspective is how this idea would impact PvP players and their rewards. This suggestion is not going to impact PvP rewards, they will be rewarded for what they accomplish. Have they solved the riddle, killed the boss, located and dug up the treasure? No, so they do NOT receive the bonus progression. Have they stolen your loot? Yes? Fine, they can have the 100% loot and 100% gold, all they will be doing is handing in, they still make a nice sum, without profiting off of other peoples time and work.
And yes, it is safe to assume that PvP players do it largely out of fun, even if not totally. It is a less efficient way to obtain progression, and like you said yourself it is more difficult to make it profitable. So what else must they be getting for it? Either fun, or perhaps they enjoy the challenge? I am of course describing someone who hunts for PvP not someone who is an opportunist PvE player who has noticed a chance to attack a player.
Plus, obviously the game is PvPvE, this suggestion would tie in fine. Players complete PvE? They get their progression, oh look, an enemy ship, lets sink them... oh and they had loot! We get 100% of their loot progression BUT those victims have their 25% or whatever bonus, so they still obtained some progression. You still obtained 100% for the loot you obtained if you can hand it in, that's fine, there is no reason you need to get everything a PvE player gets when you are not the one conducting the steps (riddle etc) to obtain it in the first place.
Also, there is no need for this change. Those in support of it are twisting themselves into logical pretzels trying to argue that this change should be implemented because the game is designed or should be as a casual, fun, silly, goofing around, light, pirate adventure. But, all the evidence regarding the design of the game says otherwise.
They engage in a fallacy by claiming they are being reset to zero and that the devs don’t want that - when that, clearly isn’t happening. No, they are upset because they lose sometimes when they don’t have a lot of time to play the game... not all the time, but sometimes and they feel they should win in some way shape or form every time because it would make them feel better. No.
They are reset to 0, yes. Not their whole account, not their current faction rating, but that gaming session, they are set to 0 if they lose their loot, yes. We are not saying we should WIN it all, we are saying we want to be rewarded for the time we put into the game. This is not unreasonable. I want PvP players to be rewarded for successfully sinking me and stealing my loot but at the same time if I have spent a significant amount of time completing some tasks, why should I need to walk away with nothing? The game can still hold true to it's principle of defending loot in the form of physical objects WHILE relieving this feeling of loss and negativity. Of course players will still experience it a bit, that's fine, but being set completely to 0? A bit extreme.
25-50% of what? A percentage is a piece of a pie. All quest rewards for a voyage are currently bound to physical items and, you claim that 100% gold and 100% reputation are given on turn in... so, from what pie are you taking 25-50%? Or are you simply suggesting an additional 25-50% PvE bonus to the voyage?
25-50% on TOP of the current loot value. Lets say the value is 100 for simplicity. Players who hand in at an outpost receive 100 gold, 100 progression. Whoever completed the riddle, obtained the treasure etc, completed all those PvE tasks, would be awarded 25-50 progression.
Just because something can be viewed by some as positive, doesn’t necessarily mean it’s needed... or will have no negative impacts. Some may feel that finding teddy bears randomly on the islands would create a “positive” atmosphere... they claim to need a teddy bear. And who can argue that teddy bears are a negative? They would have zero impact on PvP or PvE and they would make a number of us feel good while in-game... so, why shouldn’t they be implemented? The result can be viewed as positive - because... teddy bears, so it must, therefore, be something needed. See how fallacies work now?
Fine, so provide me with a negative impact. The PvP impact depends on implementation. As I have said, I don't agree with 100% progression on voyage complete as that WOULD remove all progression from loot, which is unfair for PvPers. However, if it was a bonus, PvPers would still receive what they earned, they have not completed the riddle, they did not kill the skeleton, so they do not get progression for that. What they DID do was successfully kill pirates/sink ships and stole their loot. They will get that reward.