@cotu42 said in option to "save game":
@fat-arren
It changes the dynamic of the game, as there is an inherent reason for caring about your ship and the current session. Namely the progress you make and the treasure you gather.
How would it change the reason you "care about your ship" nothing about your ship would change with a save feature. You already don't lose your voyage if your ship sinks. It would only change the dynamic in relation to the freedom you have while making progress in voyages. Loot would not be affected.
People already complain that the ship isn't important enough and the commitment to a session is non existent. By removing the locking of voyages and/or loot to it would make it even less important.
A save feature would make your ship feel more important since it would feel like you are retaining your ship throughout your play through(I'm assuming of course that they would also save ship cosmetics between session, because why wouldn't they?). It wouldn't change commitment to a session per se, just commitment to these really long voyages. Which is a good thing. If you have hour and hours to do these voyages then good for you, but saying "F you if you don't have the time(which few people do)" is not good for this game especially with how much that conflicts with this games otherwise very casual design. I haven't seen anyone asking to retain loot on their ships through session and if they are that's just silly, so don't muddy the water saying that's what people want please.
It reduces risks, oh someone is at the island, on to the next server and the ability to strategize, notice a ship going from island to island loading up on loot? Stalk them, use a rowboat, hide on their ship, etc. to plan a heist. They disappear to ensure nobody is on their tail... it just would destroy and eliminate some of the best tales crafted on the seas.
I really just don't understand why people care if about this. Some people on this forum think that some hypothetical players roaming around are the gatekeepers to progress. "if you don't run into anyone that's fine, if you run into someone and avoid them that's fine, if you run into someone and go to another server WRYYYYY!!!!!!" I really don't care how someone avoids a player threat. PvP is it's own thing as far as i'm concerned thinking that the potential for some random encounter with another player that might take your loot is deciding factor for whether you deserve to make it back with your loot is silly to me. The game itself should provide the difficulty anything outside that is just extra flavor that players can interact with however they want. Who are you to say they shouldn't be able to opt out of "the best tales crafted on the seas" if they want to miss out then the only people suffering is them.
A game is a risk and reward system, the length and effort required to obtain these items is there for a reason. Remove all risk and we might just as well have the items handed out for free.
Like I said the game provides the risk itself. There are still random krakens, megs, etc. Counting on random encounters with strangers to provide the games difficulty is just ridiculous. Players are not something that any game designer can or should ever count on as an ingame assest(outside of very specific game types where the interactions and conditions of those interactions are essenciall guaranteed (like TDM)).
Then we have the whole, multiple people are sharing the same voyage. How are these handled? What stops people for saving the Athena chest for their friends while having randoms do all the work? Who gets to keep it etc.
This wouldn't be hard to figure out at all. You can have a session owner that "owns" the voyage. If they DC or leave the voyage can stay in the session but won't persist outside that session for any players. Someone would be elected the new "captain" somehow, and if they put down a new voyage or import their own session(in the form of their personal ship) then the session would be theirs to leave and continue, etc, etc. There's tons of ways it could be done.
It is a design nightmare as someone is going to be negatively affected or will introduce huge exploits to the game and power creep.
You and everyone here knows that there is no way that a voyage save system could in anyway result in power creep. Trying to say so is absurd.
Things like 4 people do the voyage till chapter 2, all save and leave and then open a new ship and do the 4 saved voyages in a row for quadruple the profit and reputation?
There are ways to deal with that, but I honestly don't understand why you or anyone would care if someone did this. you say this like it's not already possible. Have you already forgotten about the first PL. Again, a save system could potentially make it harder to "exploit" voyages depending on how it's designed.
On top of this the idea of all pirates are equal is that we all start the play session on the same footing. Being able to transfer progress from one session into the next when it comes to game play is against that core principle.
If you think that we all start "on the same footing" now then a voyage same would not change that. You already transfer progress between sessions saying that it's ok to retain everything you already retain(current clothes, unused voyages, gold, etc), but not an in progress voyage is a completely arbitrary distinction.
Your priorities are not a good reason to just adapt things. There are games that I enjoy, but require far more time investment, to be part of the end game or to not lose everything constantly, than this one and is why I don't play them anymore, as it isn't feasible for me personally. I don't state well, I don't have the time and dedication to facilitate your design so change it for everyone else in order to suit my needs.
Because in the cases you're referring to it wouldn't work without completely jeopardizing the design. such as in a dungeon raid(i'm guess what you're referring to). The raid MUST be done with tons of people, there is no point that it could be saved and picked up with another group without causing problems to the whole experience. There is no way you could save a league of legends game and in any way retain it's design. With voyages you can complete them solo, you can sink, you can ignore them for hours if you want. there is fundamentally no difference between your ship sinking and continuing the voyage in the SAME session or you ship sinking and continuing the voyage in a DIFFERENT session. There is no fundamental difference between tying a rubber band to your controller and leaving for 6 hours mid voyage and coming back vs quitting out for 6 hours and coming back to continue the voyage.
The game provides you with the rewards based on the time and commitment within the session. Don't cheapen the experience just because you have other things that take priority.
Whether it cheapens or improves the experience is ENTIRELY opinion. If you think it cheapens the experience then don't make use of the save feature and do all your voyages in one session... It's quite simple
You want to be able to do end game content in less time.
Nonsense. This would in no way reduce the time it takes. It would actually slightly increase it do to loading and having to ship out again. Eating a cake one piece at a time over a couple days does not reduce the size of the cake compared to eating it all at once... Wow... did I really just have to explain that...