@graiis 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:
Yes it would provide better rewards for pvpers. If I go to an island with 4 chests on it and then I have an island right next to me with a riddle to finish my voyage, right now I'm going to cancel my voyage and go to an Outpost. With the change, I'd go to the riddle island to finish my voyage, and my boat full of treasure will be out on the Sea ready for robbery for another 15 minutes, and I'll have 1 more chest on my ship. I've had 2 or 3 extra riddles I've ditched before, now that's 30-45 more minutes.
May I ask why you chose not to go to the riddle island first? Or, why you didn't choose to go to an outpost, drop off the chests (ensuring that you keep that progress), and then head back to the island to do the riddle?
The number of chests on your ship during PvP is irrelevant when it comes to this suggestion. No matter how many chests you have on board, at the current suggested level of 50% PvE bonus, those chests are now worth 1.5x more in reputation should you, the defender, turn them in. And, the kicker is... you are guaranteed 1/3 of their value in reputation - even if you lose. If someone steals it from you, they get the loot value in rep and gold without that bonus. And if someone steals it from them they are left with nothing for their time invested - thieves can be stolen from, too.
Noone who does PvP is going to feel forced into doing pve just because pve gives a bit of rep when you finish stuff, if they felt a super drive to get rewards they wouldn't be going hard in PvP anyway, that's where the efficiency argument was coming in, it's easy to tell you probably won't get more rewards for PvP as it works currently, as many have said.
Efficiency is about choice and skill - how you approach a situation and your skill at dealing with that situation dictates the efficiency. If you can learn to determine who has loot and who doesn't, don't go chasing people who likely don't have loot, have a good strategy, and have a team that works well together to pull it off, you can be efficient. So, the argument that PvP is inherently less efficient is specious at best.
And, given all the talk about human nature and the drive to progress that has occurred in this thread, can you honestly say that, if one has an opportunity to make - chest for chest/skull for skull - 1.5x more doing PvE (1/3 of which is guaranteed on voyage completion), that you will waste time taking someone on for 2/3 of that... and have no guarantee to keep any of that progression for your time invested if someone takes it from you?
I think it should probably get its own faction, but that would make people who PvP get PvP faction rewards plus what they steal??!!! Oh no!!! Now who will ever pve??
@touchdown1504 said in Give us our XP for finishing a voyage, not turning in the chest/soul/animal:
@graiis I picked this out of your post to make a point:
"Noone who does PvP is going to feel forced into doing pve just because pve gives a bit of rep when you finish stuff"
In many PvP vs. PvE threads I have seen people say they should not be "forced" into PvE game play. But it is ok to be forced into PvP? This brings us full circle to what I meant very early on in this thread about "risk vs. reward" balancing. Anyhow, try to convince others that being forced into PvE is just as okay as being forced into PvP...the justifications for being forced into PvP but not forced into PvE make for a fantastic read.
I'm going to address both of these at the same time. In this game, regardless of how you play, there will always be a potential to be caught in PvP or PvE. That's not being forced to do it, it's being forced to react to the world around you - one filled with AI and players. However, currently, you are not required to actively seek out either of those things in order to progress in the game. That's what's brilliant about this game. As a PvE player, you may have entire sessions where you don't fight another player. As a PvP player, you may have entire sessions where you are only engaging in PvP. But, you can choose how you progress in the game.
If you create a PvP faction the game will require you to actively seek out PvP in order to progress in the game. This is different from having players choose one over the other because of an imbalance in reward (chest for chest/skull for skull). The game will actually require a PvE player to seek out PvP in order to progress. As I said, the game currently allows you the freedom to play how you like - you just have to also allow for the rest of the world - including PvP players who may want to kill you. A PvP faction kills that freedom.
@i-am-lost-77 said in Give us our XP for finishing a voyage, not turning in the chest/soul/animal:
@entspeak pretty sure me @TouchDown1504 and @AngryCoconut16 all are in favor of PvP rewards. hell @AngryCoconut16 made a post about PvP faction and I plan to do the same at some point. We’re not against PvP we are simply here to address a problem with a good solution.
sigh. I never said any of you were not in favor of PvP rewards or against PvP.
@i-am-lost-77 - Had you failed and they killed you sailed up to your boat and sunk it before you respawn you would have ending you play session with nothing for all the risk you took.
@urihamrayne -well not really, because before coming to dagger tooth I had cashed in some chests before
@I-Am-Lost-77 - Well I’m glad you gave an example of how mitigating your loss allows you to take more risk. thank you for proving a point of this thread. cheers mate!
Yes. An example of how to mitigate your loss allowing you to take greater risks... without having to change the game design one iota. If the game is already designed to allow you to mitigate your loss and preserve at least something for your time invested, then why is this suggestion necessary?