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Cetric de Cornusiac

A reward for staying alive / not getting sunk // captivity option

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26 minutes ago, Cetric de Cornusiac said:

Well, but the game already disconnects you after a while of not doing anything, right? Would be really annoying to sit like a mouse in some corner and give a life-sign to the system every now and then just for collecting percentages for the 'survival bonus'. I don't think anyone enjoys this.

You would be surprised the lengths people will go to if the reward is good enough. I have seen videos of people with multiple instances of the game open at the same time running multiple alts. If there is enough profit in it people will do it.

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30 minutes ago, Archaos said:

You would be surprised the lengths people will go to if the reward is good enough. I have seen videos of people with multiple instances of the game open at the same time running multiple alts. If there is enough profit in it people will do it.

Don't know what you understand when I spoke of 'percentage' of a reward waiting for the long-living character. I think it should be as low as to discourage people from silly farming efforts. Say, one percent per playing day. Makes hundred days until you get a note, the rare upgrade, or whatever it is. This way it does not become a main content of the game, but a nice side-effect (by longevity).

We have to address the players who love playing, if this isn't possible without opening doors for silly farming freaks, than be it.

Edited by Cetric de Cornusiac
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2 hours ago, Cetric de Cornusiac said:

I want them only to behave like in real life.

In real life people play games to try things out, sometimes to do things they usually wouldn't do and have fun.

This is a game!

 

2 hours ago, Cetric de Cornusiac said:

You can still sail full risk, as my concept does not speak of punishments.

But your concept rewards those who don't dare!

And this game is yet supporting a cautious style of playing (one dura ships -> lose fight, lose ship).

Although i like one dura ships, I don't think it would be better to go down this path any further.

 

2 hours ago, Cetric de Cornusiac said:

I want to feel more I have a human being opposite me, not a demi-god who knows he cannot die.

Some human beings are daring, some are not - doesn't matter if you're talking about real life or this game!

The same goes for cleverness - i'm quite sure some moves are not that godlike like they seem to you, but just stupid (at least that's true for my moves in battles ; ).

So why should there be (any more) mechanics that aim at rewarding cautious or even cowardly acting players?

 

 

I like the suggestion (you've also mentioned) to allow a honorable surrender of a ship to an enemy who is simply too powerfull!

But i really hope, that the rest of the proposed mechanics won't be implemented!

No offense intended!

It's just my opinion on that matter right now.

Edited by Navalus Magnus
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This proposal should be thought through with 1000th battle in mind. How fun this would be after 1000th death (captivity)?
And who would press gang the sailors to go pvp if this is implemented? In reality a lot of sailors did not want to go to the navy because they did not want to suffer this severe penalty. 

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I think that penalties for dying could work well for the long term, if they are used not to punish losing (that would just drive off players from pvp and achieve nothing as the admin states) but rather as a background for better surrender/striking colors mechanics. Crew is so cheap that it's no reason to surrender, but if the character's own life is at stake they will be more inclined to surrender in a more realistic way (once all other options are exhausted and defeat is inevitable.)

i think is someone fights, loses, and strikes their colors before being sank, they should suffer no penalty save for the loss of their ship. Historically very few battles actually were fought till one of the belligerents literally sank and their entire crew was killed down to the last man.

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Yes, let's have a system of extreme punishment where other players can punitively punish and destroy hundreds of hours of grinding that new players have striven for. What could possibly go wrong with that? More whine anyone?

Buster (class 3 cat whipper - flagellation simulator)

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This idea would make the game die quickly. We need more incentives for people to get out there and fight, even if dying. We don't need a chase-run battles, people avoiding fights and boredom in OW.

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Need a proper non-player-ruled Admiralty issuing orders and having the Aubrey's travel to the far side of the world to chase that enemy player in a more powerful frigate.

Anything else is "duels at sundown" without the duels. 

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On 4/16/2018 at 10:24 PM, Busterbloodvessel said:

Yes, let's have a system of extreme punishment where other players can punitively punish and destroy hundreds of hours of grinding that new players have striven for.

Nobody is talking about a 'Punishment', you are fantasizing. Concept is about rewarding staying alive.

And in addition, the reward could get tiered in linkage with the player's rank. New players don't get any effect at numerous deaths and you don't get a ransom for them when taking prisoner, they just have to get released. When climbing the rank ladder, staying alive will be more rewarding than to the new ones, parallely to a ransom system in which you get more money for capturing a more notorious veteran. It could even be linked to the hit parade of most effective players on the leadership board. The higher one ranks there, the more ransom you get for defeating and capturing this super-player.

I really think headless over-ambition is caracteristic for veterans as they don't lose anything but a ship if the assault goes wrong. And same death-ignoring over-ambition is the problem showing up in the forum many times, producing that phenomenon called 'ganking' what so many complain about, while everyone is wondering how to attract the prime victims of said ganking, new players, and make them stay.

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On 4/16/2018 at 9:43 AM, Cetric de Cornusiac said:

Well, but the game already disconnects you after a while of not doing anything, right? Would be really annoying to sit like a mouse in some corner and give a life-sign to the system every now and then just for collecting percentages for the 'survival bonus'. I don't think anyone enjoys this.

macro solves this...   just set it to press a random key out of a selection of keys that are not mapped in game every 10 minutes and you can sit  in the corner of OW and fish all day whilst away from the computer if you need to...  problem solved.

Just because it will be asked..  no I don't do this but I do know some who do in their endless attempt to get bottles.

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The way i could see it working would be to have to hire "warrant officers"

 

WHAT IS A WARRANT OFFICERS:

What i will call "Warrant Officers" here is a single token to represent your warrant officers crew on board of a ship, (maybe it's not the most appropriate name i'm not english sry, tell me if there is a better name like "Lieutenants" or "specialists".)

- Captain perks & books/knowledge are tied to your account and can't be lost.

- Ships knowledges slots are tied to your "warrant officers" (will talk about it more later)

-A "warrant officers" can be affected to any of your ships and be moved from one to another. You can have more than one "warrant officer" per account at a time.

-Ship's xp go to your "warrant officers" to make it open knowledge slots for the class of ship it fought in. (the way we open slots now, but with a much easier grind, will come back later on this subject)

 

LOSING YOU WARRANT OFFICERS:

If your ship sink before surrendering, your "warrant officers" have a chance to die (or die, to be discussed).

In any other situations where you loose your ship your "warrant officers" survive. If you loose you ship by boarding or surrendering, but your ship don't sink before the end of the battle or your teammates recover it, you keep your warrant officers for free (they are saved). If you loose by boarding or surrender and your opponent sink your ship or capture it after, you need to pay from one of your outposts to recover your "warrant officers" (ransom, with a fixed price or a price related to the "warrant officers"'s xp. the gold simply go to the port/admiralty do deal with the case, no extra gold for your winner)

 

When your "warrant officers" die, you loose it forever. You then have to affect another one if you want to sail a new ship, either another one you had on another ship with potentially already some xp for this ship's class, or a new recruted one you will have to level up again.

 

KNOWLEDGE SLOTS:

Knowledge grind should of course be eased a lot as we create a chance to loose progression and we don't want everyone to regrind their ship knowledge from zero via pve before going out for pvp/rvr/trade.

So maybe make the "warrant officers" come by default with 3 slots open for any ship (i think in general it's what is judged to be the minimum before going for pvp) then unlock the 4th  & 5th like now (or only via pvp). Or make us pay  via marks (cm or pvpm) to recruit warrant officers with 1 to 3 slots already open.

 

CONCLUSION:

=> promote saving your warrant officers (surrendering save more than your cheap crew.) Maybe less occasions where an overwhelmed prey with no chance of survival or doing a kill, will delay the encounter as it know that by surrendering he will at least keep is knowledge slots progression.

=> less rage in case of loosing from rage board vs sinking (at least you will not loose your slots progression)

=> more dynamic knowledge progression (maybe less 5 slots top of the food chain pvpers as they have more chance of loosing them, and less boring grind  for firsts slots for rookies/casual)

=> Increased risk for players switching survival off to prevent the capture of their ship or to explode in the middle of enemy ships.

=> Helps creating attachment with some of your "warrant officers", maybe more roleplay. Help you going back to a certain type of ships.

 

EXEMPLE:

Lets imagine now, i have a free first warrant officers token for my basic cutter, learn the basic and save my officers until i switch to the gifted rattle, i progress with this new ship up to the 4th slot without him dying.

I now have a Surprise for wich i pay for a new warrant officers, i now have warrant officers on my rattle and one on my Suprise. I manage to unlock the 5th slot on the surp but soon after my ship sink from critical leaks before i could surrender, and, bad luck, my warrants officers  don't survive the accident. I now have to pay for a new warrant officers and i will have to progress back to regain the full knowledge slots, or i can assign the rattle one to my new surp but if it die too, i will have to regrind both cutter, rattle & surprise.

 

Edited by Baptiste Gallouédec
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A surrender function as described could add to the game.  An "advantage" for not dying seems to me as counter-productive.  It promotes caution.  Rather you should earn a reward for achievement and here, the Warrant Officer suggestion has a lot of merit.  Achievement in battle (sinking/capturing a ship, tough odds, etc) could give certain perks that improve your crew and ship performance.  This stays tied to a ship and with it's loss, you lose some or all of the perk.

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4 hours ago, Oberon74 said:

This stays tied to a ship and with it's loss, you lose some or all of the perk.

Just the same; "promoting caution".

Which isn't bad. It's natural, we are all cautious in our life because we don't want to lose a leg or a finger. Superman-like defiance of death, that's not natural. Life must be felt as precious.

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19 hours ago, Cetric de Cornusiac said:

Just the same; "promoting caution".

Which isn't bad. It's natural, we are all cautious in our life because we don't want to lose a leg or a finger. Superman-like defiance of death, that's not natural. Life must be felt as precious.

Think about this from the point of view of an actual no-alt, OW trader.  I am ALREADY cautious. 

As an Econ player successful evasion / escape is a win.  My ship and cargo is what I get and that's it.  And I accept the game and I play it the way it is.

Ships are money, cargo is money, distance is money, and time is money.

What you are proposing looks like it raises the time costs of getting caught by orders (plural) of magnitude.

 

Edited by Marcus Corvus
clarification

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On 4/16/2018 at 4:08 AM, Gregory Rainsborough said:

Yeah, have perks be officers and kill 'em off when you die. It doesn't take that long to regrind them back up, it's a few missions but maybe it might make you reconsider going suicidal at the end of your match :D

 

I am reasonably certain having to regrind economic perks would collapse my operation.

If you want nothing but AI trade ships in the Open World that would probably accomplish the goal.

 

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