@cpt-brumbl3z said in Privateering! Add Optional "Factions" Joinable on a Session-By-Session Basis:
@a-cranky-eskimo
You need to better flesh out your proposal then. Your suggestions made it sound as if playing merchant means you're not allowed to attack others, navy makes it sound like you can only protect others, and pirate can only attack others. Sure, you can still do whatever, but you're punished somehow in some manner of balancing. This is what I mean by restricting player choice and freedom.
I dont need to better flesh it out, you need to grasp it better lol, and rare needs to flesh either idea out to make them worth being in the game. Im not debating the fact that these are both unfinished ideas. Im assuming that a balance between rewards and punishments for factions can be found, just like how people could “foresee” balance issues with new ships and rare worked that out just fine. As i said, if players were so concerned with their absolute freedom of choice they could elect not to play for a faction that day, from what i have seen a lot of people pigeonhole themselves with their chosen gaming moral compass anyways, this just gives players rewards for doing so, with the repercussions being a necesary evil, to prevent the situation you describe next.
“There would be a significant risk to this game losing sight of its core gameplay if they introduce factions that way because the game was clearly not designed with that kind of feature set in mind. “
And it wasnt designed with ai ships in mind, this blanket statement isnt anything more than opinion, and isnt a static fact of this game. If the game wasnt designed with a good foundation that isnt my fault for wanting factions.
“It also risks breaking another core tenant of this game's design: Symmetrical balance. You are only as good as you are as a player, not based off of faction, stats, gear, etc.. This would create an asymmetry in the game, if it plays out the way you seem to be proposing. I also foresee players choosing the "easiest" faction, effectively making them pointless if the majority stay on only one, making for stale gameplay. “
As opposed to the riveting and content filled game we have now lol? Yeah surely adding factions based on rewarding morals that people adhere to anyways, with the added benefit of real merchanting which enables real
Piracy, will make things more stalelol.. I never suggested anything that would give players imbalanced power over others, and made sure i mentioned that i understand the vision for the game, ive been here since day one of tester involvement. You are truly grasping and forseeing hypothetical straws at this point.
I really cant see how you can say that people would play as the easiest one like there also arent people who would want to play as pirate or navy, and a surplus of easy merchant ahips would change that quickly if that were to happen anyways, and all this as opposed to your literally pointless faction themes ? Cmoon. Even if they dont do what i say for rulesets the factions should not be 3 navy ones, they should atleast reflect the gameplay style they wish to represent. Easiest way to do that is pirate/navy/merchant.
“Either no one joins (because not worth the risks/punishments) or everyone joins only one, if there are real differences between their strength, rewards, consistency of reward, etc.. “
They could all have the possibility for high reward, when used properly and intelligently to aid your gameplay, merchanting would be the most consistent, with pirate and navy being more opportunistic. You act like having slightly more merchant players, who always have loot, in a pirate game, is a bad thing...
“I don't think they ever will introduce something more "worth while" than cosmetics, only expand on the existing symmetrical systems. New weapons? New ships? Sure, great ideas. However, if we want factions, they need to follow the game's clear design choices. No one has to feel compelled to join one or the other faction or not join a faction for some kind of game advantage, and those kinds of proposals are exactly what should be avoided.”
Why?? They already added cursed cannoballs. Nobody has to feel compelled to play as one or the other in either case, repurpose what you said and apply it to your own factions based on people being forced to choose only one cosmetic, see how stupid that is? And they are both moot points because we both suggest session based factions, that have balance. Your reasoning amounts to “well if they added your idea and it didnt work, then it wouldnt work” lol.. we are assuming they can make the genereal idea work. There isnt any point in adding new ships and new weapons if the same basic loop gets boring. We need more depth to the pve side of the game, and making factions with depth and reason behind deciding to join one would add a lot of unique and meaningful encounters between players, assuming that it was balanced. No
Amount of random fear based what ifs will change my opinion of that.
We're not looking to make Planetside: Pirates or something here.
Yes and i acknowledged that at face value the idea sounds like a lot more than it is. I agree, just make Sea of Thieves have worthwhile piracy instead of deathmatch for fetch loot on the seas with mermaid teleporters.
If the primary driver behind your idea is for an economy, I think it's pretty clear this game isn't doing that. This game doesn't have one and shouldn't. If you really want an economy and have naval combat, you can go get your wallet milked by Trino on ArcheAge. It sounds like you basically want the Pirates of the Caribbean MMO, but more hardcore and less Disney. I'm sure another sea faring game is out there that better caters to your apparent desires, or there eventually will be, but this one just isn't built around the idea of what you seem to be proposing. People are already well aware they are playing a PvP open world game, we don't need asymmetric systems to remind them of that. It's as hard core as it needs to be. Enhance and add on to existing systems and you'll only make an even better game. The new factions as I propose them would only serve to enhance existing PvE, PvP, and ways to earn loot.
They need to add more systems.... the fetch quests and ai could all be expanded or redone though i agree.
If you want a good example of that kind of design philosophy, check out how much Path of Exile keeps improving with every league and major patch. Everything they add just gives new ways to engage in the same gameplay loop: Explore, kill monsters, gain levels, earn loot. The factions as I propose I strongly believe would add much variety to SoT's gameplay loops: Explore, find loot, sell for gold; and Explore, steal loot, sell for gold. The way you propose your idea you're basically strongly suggesting players can only engage in one of those two loops, and then adds a third of Explore, Craft Loot, Sell for Gold, and strongly recommends only that one, as well. So, yes, unless I'm seriously not understanding your idea, you're absolutely making things more predictable and taking away player choice.
Yes i think i agree, you dont understand my idea lol...
Adding to the existing voyages system with merchant craftables (and then, of course, equivalents for bounties and treasure hunts) is a perfectly fine idea on its own. I'd love to see that kind of thing introduced. But, it doesn't need to be as part of a faction feature.
Id rather them stop making things for this game like we are all 5 years old. We dont need equal amounts of added fetch or other poorly designed quests for the 3 trading companies. We need a real pirate sandbox to play in. The best way to do that is to provide a light player economy revolving around the early stages of item production and sale, for this game based on piracy, and to encourage different playstyles to embrace their roles in that setting. It dosnt force specific actions or make already super repetitive gameplay any more stale, it enhances the sandbox and adds the possibility for a lot more emergence.
If rare cant or didnt plan on this game being this grand in scope, then they shouldnt have had such a misleading and deceptive marketing campaign... almost everybody expected a lot more content and activity in the world, and they werent wrong to do so, now a year later they are at a point where the game atleast has enough to keep more people playing, they should take this opportunity to think bigger instead of tacking on more that is overly simple and dosnt satisfy players desires, like how we all felt about the merchant alliance being added, or the bodyless kraken, or the empty world devoud of ai or npc diversity and purpose, like the lack of variance in ship damage, like the lack of thought put into pricing cosmetics, or the attitude of political correctness that made them price things all the same so people wouldnt cry about wanting a more expensive one, or go against their own rules on politics and religion to add a rainbow flag instead of just keeping their noses down and designing stuff for the freakin game.
My bad for the negativity lol its just a difference in opinions partially, and can see why you fear some of the outcomes you suggest my idea would create, but i think the idea would be more appreciated by more players than more content on the same level of simplicity we have seen. The system i propose sets them up for a longer run of added content in the style of PoE you described. Imo this game desperately needs a couple more systems at play for them to add new resources, items, locations and be able to outfit the locations with new gameplay assets and flora and fauna, rather than adding a word to reskinned skeletons or chests. Adding in semi “realistic” merchanting and factions with meaning gives them a lot more to work with.
Also every post from me on this forum is from my phone, i try to check grammar and spelling..