Hey yo, captain Jack!

  • Hello. Offers:

    1. Put the door on the hold, only the owner of the ship can close it. It will take a while to break down the door. Now the treasures are under lock and key
      Do you remember the key in the Pirate Life company? Now the hold is not a walk-through yard. And it makes sense to add an ax to the game, items can be broken down doors that can be sharpened at outposts.
    2. Add boxes with a lock that need to be broken, you can open it quietly. Possibility to set traps on the box. More fun with chests!
      Until you break the lock, you will not know what is inside. Suddenly there are treasures or just the result. : D
    3. Notoriety. Enter "pirate karma", now in the tavern you can hear stories about the karma of the players on the server.
      Now when you meet players, the color of the nickname will tell you who is in front of you. Rumors spread quickly, you know. Now players will be able to understand from rumors who is in front of them.
      Among the pirates, there are still those who do not know about the code. (They just like to spoil the game for other players.)
      The reputation can be improved by deeds or to wait until everything settles down to deceive or betray.
      Not everyone likes the concept of a green zone, but it is unlikely that burning players' ships at an outpost is called pirate life, even there is no logic in this - there is no loot on the ship.
      There are no penalties for this. Shooting at ships in the port is stupid. As well as loading yourself into a cannon along with explosives, lol.
      Instead of relaxing in a tavern, in civilization and chatting with other players, you should keep an eye on the "respawn point" and wait for the monkey to want to pull the pin from the grenade.
      You need to develop communication between players. Force to unite, trick and lure players out of outposts for adventure.
    4. self-shot from a cannon now deals minor damage. Now you cannot shoot yourself with explosives. (= Explosion)
    5. now you cannot use a harpoon to pull a person with a chest
    6. add a kick knocking down the saber block
    7. add a trap to immobilize the enemy. Can be installed in the hold to make it difficult to loot or camouflaged in the sand.
    8. add NPS merchant ships plying the outposts. (Without guns - fruits), (with guns - more expensive cargo) More ships! It is sad to look at the horizon and not see a single ship.
      The task of escorting a merchant ship is an attack on a merchant ship. Perhaps an event.
    9. Introduce the specialization of the character (athlete, shooter, swordsman), think about the pumping system. I would like to have progress. It can persist for the duration of the season and be reset.
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  • Not a fan of any of these suggestions, so a big nope from me.

  • About locking your stuff. Really?

    Same issue with hiding your loot. It much easier to just sink ships than loot them :p

  • @burnbacon It will take time to sink the ship. Do you lock your room, apartment, house?)
    p.s. Easier is not always more interesting. imho

  • Some of these I do not like, such as the kick, specialization of the character, things exploding if you shoot yourself out of a cannon while carrying them (self-damage can stay though), and putting a lockable door on the hold. I like the other ideas though. Might need some tweaking and balancing, but they sound good.

  • Don’t like traps or locking stuff since sinking is always still gonna be the play. Really really don’t want progression between sessions that is the main reason I play this game.

    However I like the idea of bartender telling rumors of other players on the server. Though I would like more along the lines of “I heard just the other day some pirates were mucking around shipwreck bay I wonder what they were doing there?”
    So the bartender can give the past location maybe from like 30 min ago of a random crew in the lobby. Could be cool to see if she can share random bits of information on a random crew she heard through rumors.

    Also AI merchant ships I think can also be fun. Not really sure about what to do with them but would think it cool they traveled with cargo, perhaps they were singable for loot, or you could ally with them and make passive income, or they could maybe act as a shop selling stuff at reduced prices like sea posts and perhaps offering merchant alliance voyages, buying and selling commodities like and outpost, and selling resources. Could be a fun way to liven up the seas!

  • @nitroxien said in Hey yo, captain Jack!:

    Don’t like traps or locking stuff since sinking is always still gonna be the play. Really really don’t want progression between sessions that is the main reason I play this game.

    However I like the idea of bartender telling rumors of other players on the server. Though I would like more along the lines of “I heard just the other day some pirates were mucking around shipwreck bay I wonder what they were doing there?”
    So the bartender can give the past location maybe from like 30 min ago of a random crew in the lobby. Could be cool to see if she can share random bits of information on a random crew she heard through rumors.

    Also AI merchant ships I think can also be fun. Not really sure about what to do with them but would think it cool they traveled with cargo, perhaps they were singable for loot, or you could ally with them and make passive income, or they could maybe act as a shop selling stuff at reduced prices like sea posts and perhaps offering merchant alliance voyages, buying and selling commodities like and outpost, and selling resources. Could be a fun way to liven up the seas!

    Traps could be fun if used in places other than the ship though. Imagine leading a hostile crew onto an island, right into your traps that you had set beforehand, kind of like how Thieves' Haven has traps. In general I'd like to see more islands with traps and stuff like that, actually.

  • @hotklou9848 ooh your right I was just thinking about boarding on ships being annoying, but on islands this actually could be a lot of fun and lead to awesome memories!

    I can already imagine setting up traps next to the fort vault to try to betray people or leading players to a trap on an outpost!

    Yeah I change my mind on islands this can be awesome! (Just not on ships lol)

  • @mister-d3237 This seem to be directed toward the wrong game, for SOT will not be fun anymore if any of these requests is applied.

  • Reading these suggestions and viewing your profile scream "new player has had terrible luck for a couple of sessions".

    • No need to lock the hold, protect your loot a little better than that.
    • Unlocking locked items technically already exists via tall tales, special voyages (ex: Legend of the Sunken Kingdom) and the Ashen Chests, which that, and its Keys can be found anywhere as well as purchasable at the outpost.
    • A system designed to punish players for being tricky pirates and dirty thieves quite literally goes against most romanticized concepts of being a pirate. Stop spending too much time at the outpost and be aware of your surroundings.
    • You already take minor damage when being shot out of a cannon and landing on a solid surface, you cannot be fired out with kegs, so I can assume you mean throwables like the firebombs and blunderbombs that are meant to distract and disorient you from fixing your boat/watching for boarders.
    • If you're getting harpooned while holding loot, you are definitely not watching your surroundings. You could have been shot down by flintlock pistols and eye of reaches instead, but the crew that did that to you played it really well.
    • The best way to counter a sword's block is through a strong gun like the blunderbuss, or if you also have a sword, utilizing the sword lunge, which breaks through a sword's block and does significant damage on its own.
    • Traps might sound interesting, but I feel this might begin to complicate the amount of things pirates can carry, and in comparison to the blunderbombs and firebombs, traps might not be great in a reactionary instance, or a preparation instance either.
    • Even if there aren't player ships on the horizon, roaming skeleton ships help to give you sails to see over the horizon and teach you to tell the difference between a pirate ship and a skeleton ship (or a fortress tower).
    • The best part of us as players is that we can be a jack of all trades given the situation, roles and professions is something that can be discussed within the crew, and professions are something that need to be practiced, not specialized.

    Since this appears to be a chain of threads regarding adding/restricting things here on the seas that you've posted, Welcome to Sea of Thieves. Get comfy, and be prepared for pushback, most ideas aren't realized or agreed upon within the community for various reasons, most of them are attempting to complicate the simplicity of the game, restrict the freedom players have against one another, or add more life to the sea with more weird or realistic functions that might change things up while sailing and/or fighting. As time goes on, you'll figure out some neat unique ideas that could truly bring a good discussion on its subject.

  • I’m good, thanks!

  • To me this sounds like a camouflaged "Nerf the PvP element of the game, and buff the PvE part" post. But for the sake of conversation, ill add a couple of general comments.

    • First thing, is that ANY form of restriction to the loot is going against one of the core features in this game. No loot is yours, until you turn it in, so therefore you should not be able to lock it behind any form of barricade.

    • Second thing, about punishing tricky and/or dirty pirates. What exactly does that mean? Who is playing dirty, what is considered dirty? Again NO to any restrictions in a pirate sandbox game, that will severely limit certain play styles. So a BIG no to any form of punishment for playing the game in "unorthodox" ways. For example, i HATE jumping double gunners, but im still not demanding a ban/restrictions/punishment on it. Its part of the game, and i have to live with it.

    • Third thing, a rumor system could actually be fun, if implemented right. But again it should not give exact locations or anything. It could however say that there might be a famous rich trader (player) that just bought a lot of goods or a infamous pirate lurking around. Something like that, BUT no to any form of karmasystem that is used to punish or reward any form of playing style.

    • Fourth thing, NO to any form of specialization bonuses, or leveling up. One of the core features in SoT is that there is NO bonus on any items, and no bonus for leveling up. So all progress should be purely cosmetic.

    • And last minor thing. Why remove the possibility to harpoon a player with or without a chest. Its funny, and fits perfectly into a cartoonish game like SoT. Same goes with all the other seemingly "stupid" things that you can do in the game. Its part of the charm of SoT to be able to do all these unrealistic and sometimes "stupid" things. Lets not try to make SoT a realistic saling simulator, there are plenty of those around, lets keep SoT unique.

  • @ghostfire1981
    I play Sea of ​​Pirates for atmosphere, sea and exploration.

    1. I offer more interaction with the ship. The transfer speed limit does not bother you,
      unless you walk around throwing and lifting loads in order to go faster. So there is nothing to be afraid of.
      True, many are accustomed to making holes in the ship and then standing in the hold, not allowing players
      to be repaired quickly. I saw it on stream. This is part of PvP and now I realized that the lock on the hold will make it harder to destroy the ship, especially when playing solo. I didn't think.
    2. The Pirate's Tavern Code - Solve disputes at sea. But if I am resting at the outpost in a tavern or fishing.
      I'm not interested in keeping an eye on an empty ship. But there are those who in the port will climb into barrels with provisions and boards.
      The thieves? Well, it looks more like beavers or rats. Some player will also set fire to the ship. What for? To waste my time on other people's business?
      I am looking for something in the game for myself, and the players who shoot ships at the outpost (as a friend told me about) FOR ACCOUNT AND PROGRESS of their account do not command my respect.
      The game ENCOURAGES this, this is not right. Where is the logic?
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