@cpt-prosthesy said in Reputation - loss, risk and negativity.:
@savagetwinky
And I see what you mean about ego. When I get sunk with loot on board, I’m not raging and ready to uninstall. The “lose everything” factor makes me rethink my gameplay, and consider how I can do better the next time I’m being hunted.
The major issue that comes into play here is when you just can’t fight, and you can only run. I believe that could be alleviated somewhat if something like hull variations were in place, where each ship type could equip a lightweight, fast hull, a balanced hull, or a heavy, slower hull, depending on what they wish to accomplish. That would at least reduce the chances of hunts going on for over an hour...
I think part of the problem with different equipment... is we need a lot more equipment. For instance any one that turns slow, is a big easy target, will likely be avoided. I think the only reasons people use galleons over sloops in a 4 man is because they have to. Otherwise the PvP meta relies too much on boarding. There is definitely a lot of consideration that needs to be put into expanding out equipment / tactics... as well as accommodating shorter play sessions.
I just think that this isn't the only solution to most of the issues being posed, it only solves the one aspect, the ego, or people that only view their time spent in the game as through how much rep they gained. For instance if they adjusted the rep return for consistency by significantly lowering the rewards so it would be averaged the.. same. What good did that really do compared to the value of the loot in moment to moment gameplay.
Sometimes when you can't fight, it's best just to save w/e you can. Get some speed, if you can get your boat on the tent it's a lot faster to turn in.
Rest bonus, ability to select quest length , better rewards for a higher rank voyage , More activities that can direct hostile players attention, short difficult activities for shorter play sessions. There are a lot of ways that more PvE focused players and players that do not have much time can be helped while adding interesting mechanics.
@cpt-prosthesy said in Reputation - loss, risk and negativity.:
- No unique rewards for PvP.
This goes along with the last point. What makes me, as a player, want to engage other players in combat? Right now, either it’s bloodthirst, or the chance to get some easy rep/gold in addition to my own current voyages. With some sort of rewards for specific PvP actions, or contracts to sink player ships, there would be another purpose, and another way to spend gold. Maybe PvP contracts could cost thousands to begin. On the flip side, to counterbalance the encouragement toward PvP play, there could be rewards for altruistic actions, like repairing another ship, giving loot, etc.
Maybe, but if your getting all the same rewards for shared PvE/PvP rewards it means players don't have to work for a PvP faction explicitly.
I know I've used dark souls a lot in this thread. That's an example of something I think wouldn't work for this game... I think it would just devolve into 2 teams of red vs blue with no real structure, there just isn't enough players on a map for that. The invasion system allows for people to drop in to attack.. and defend from nearly any where so you have a high chance of getting that balance. It would be hard to fit in this game properly.
The alternative is no real incentive to attack someone outside of the loot. I think that sort of and has proven to open up some alliances between players when there is more than 2 ships. I've been helped and have helped others, either duo sloops vs gal or gal/sloop vs gal, or 2 gal vs 1 gal.
I also have a mic and refuse to play in party chat.
I think 1 you got right. But 2/3 somewhat opposite. It's more about removing any explicit incentive to do a specific thing in the game. Given the player's a lot more flexibility in how they earn their loot. If they want to hunt other players religiously or voyage. Which is why I'd like to see more ways/events to acquire loot. I like the fact that there is no distinction between stolen / PvE rewards.
FOR INSTANCE. For players that want to only do skull forts there could be a voyage the initiates one and since they know its coming they'll have a bit of an advantage to get it. OR if a player loses a c**p ton of loot, pop up another type of skull fort.. like maybe if he leaves dives into the red sea. That way the PvPer still has to fight for it.