Wilson09 Posted August 6, 2016 Posted August 6, 2016 (edited) I dont´know, if this has been suggested before. If so, great. If not , please consider. I suggest the wreck loot being tied to the player´s rank. I just don´t get it, that new players are able to loot gold carpenter teams and then be able to sell them for 3.5kk. It kills the incentives. I do not wonder, many / new players have no interest in PBs. (reward: blue upgrade?). As "selling" should and cannot be restricted my suggestion: programme the loot according to player´s rank. Rank 1: no upgrades Rank 2: basic / green upgrades Rank 3: fine / blue upgrades Rank 4: mastercraft / purple uügrades Rank 5. excep. / gold upgrades Did not check the ranks (how many do we have) and so on... Something like this should work. Edited August 6, 2016 by Wilson09 2
Wilson09 Posted August 9, 2016 Author Posted August 9, 2016 Small bottle system reworks suggestion: Here my suggestion for the “bottle system”: Status-quo: Main purpose: - Move players around the map, - not the “core” of gameplay Right now, the player’s decision is: “Do I want to invest time sailing down there”? All found out, it is best done using a Trader´s Lynx. You get hardly capped by anyone. Devs scaled distance from narrow to very far away. Players go short distances avoid long distances, works as long as all gold-upgrades are "farmed". Risk: hardly any, afk sailing, high reward golden upgrades virtually force players to sail (to get golden powder monkeys, carpenter teams and so on)… ------------------------- Reworked system: Using a bottle with 9 possible outcomes, 3 differ in cargo space needed, 3 on distances, all randomized. A window might “pop up” saying. You found plans for a wreck, it is (1 narrow distance 2 Medium range 3 Long range), and it is likely that a hold (A SMALL B MEDIUM C LARGE) is needed. Alternatively, no pop up needed, just as fleet missions. Details on the UI. 3 (ore more) stackable missions varying on distances. Range? Self-explaining, you have already tested it. Randomized distances, from the point where you used the bottle. Small / medium / Large (1/3 chance). If I get long range, I´ll likely destroy the bottle as an experienced player and do the “gamble” again, open another bottle. New players might go. Depending on outpost distribution. Hold? A Small (varies between 500 and 1000) useful ship: Trader Lynx B Medium (varies between 2500 and 3500) useful ship: Traders Brig or Traders Snow C Large (varies between 4000 and 8000) useful ship: LGV, Indiaman The question might have to be: Am I going to invest the time AND am I going to risk it on my own? (cold prickle vs. warm glow) So, if I use a bottle as a player, I get 9 outcomes. I might not use it at all and sell it (no one is forced to do it, no core-game feature). Narrow/small: most go for it Narrow/medium: depending on outpost location Narrow/large: most delete it; casual, new players might not, depending on outpost location Medium/small: see above, fleets? Player coordinating? Medium/medium: see above, fleets? Player coordinating? Medium/large: see above fleets? Player coordinating very likely Large/small: fleets and coordination likely Large/medium: fleets and coordination likely Large/large: coordination essential Case 9: I use a bottle and get long distance / large loot. As a pirate I need to sail to the west of Port Royal. How will I go there ? : OFC, I go on a speed-boat, sail to the nearest outpost, and cap with the Indy on small ships, teleport there. Still I need to sail from the outpost back and forth. Also, I might just take the risk and sail all the way not using a speed-boat trip option. Finally, it is all about logistics. Actually, a pop up is not needed. Can be done like mission. You can stack up to 3 loot-missions (maybe 1 small trip, medium distance, large distance). Loot? Varies with cargo size. You know it before who big the package might be, but not exactly (right now) what´s in it. Still, the loot needs to be linked to the player’s ranks. Only highest rank should be able to loot “gold” upgrades. Even big clan players now, might think of going for big cargo-loot missions, if it happens they have similar in the same area. There are many other points, which can be explained and so on. Due to lack of time, I end this first approach and ask for comments on the 2 main feature? 3 distances 3 hold sices (or more) needed. W.
admin Posted August 9, 2016 Posted August 9, 2016 we are tuning shipwrecks to drop less but have less sailing distance basically if you get one you should get it within a reasonable time. 2
Wilson09 Posted August 9, 2016 Author Posted August 9, 2016 Thx. Consider hold-size. An don´t forget about the fact, that it is a money-print for new players right now. They "farm" the upgrades, the power-gamer buy it (they farm the missions). As I would limit any "transfers of money ships to new players", I´d limit this on.
LeBoiteux Posted August 9, 2016 Posted August 9, 2016 we are tuning shipwrecks to drop less but have less sailing distance too bad
Skully Posted August 9, 2016 Posted August 9, 2016 we are tuning shipwrecks to drop less but have less sailing distance basically if you get one you should get it within a reasonable time. Does it take all owned outposts into consideration? Or rather is "a reasonable time" the "same" for both low level and high level players?
Sir Ballard / oo7 Posted August 9, 2016 Posted August 9, 2016 3 tier system would be good eg. When you open the bottle you get the choice of either 1.easy, 2.medium or 3.hard, the rewards are equivalent to each. Easy = close distance / reward (green/blue upgrade) low amount of loot Medium = medium distance / reward (blue/purple upgrade) medium amount of loot Hard = long distance / reward (purple/gold upgrade) large amount of loot my two cents....Bobs your uncle, everyone is happy.
Wilson09 Posted August 9, 2016 Author Posted August 9, 2016 (edited) 3 tier system would be good eg. When you open the bottle you get the choice of either 1.easy, 2.medium or 3.hard, the rewards are equivalent to each. Easy = close distance / reward (green/blue upgrade) low amount of loot Medium = medium distance / reward (blue/purple upgrade) medium amount of loot Hard = long distance / reward (purple/gold upgrade) large amount of loot my two cents....Bobs your uncle, everyone is happy. Nice idea. The idea behind all this is, if you keep the system and rescale only amount of loot + distance = Grind. It is only farming and grinding on a Tradery Lynx. No risk involved, no gamble. First gamble, OPEN the bottle = might be nothing for me. Second gamble = Do i risk going on an Indiaman / LGV near to enemy waters? This second gamble is no part of the game, as "trade" does not work this way. The "bootle system" can be used to achieve more traders/loot being looked after and captured. Edited August 9, 2016 by Wilson09
Ted Nougat Posted August 9, 2016 Posted August 9, 2016 I have a small (and easy, I think) suggestion for improving sealed bottles and wrecks.First, I understand that some people aren't liking the flood of yellow mods as it has a negative side effect for people who leveled crafting to 50, as well as causing others to say that the game is awash with yellow mods thus making them all but required. Second, people (like me) have complained about the wreck distance/risk/etc not being worth the reward.So bottles became less frequently dropped and absurdly far away. I think I have a better solution: make only uncraftable mods drop from wrecks.If I knew that I was lucky enough to get a bottle, opened it and saw the wreck 3+ hours sail away, I would definitely go get it if I knew it contained something that was uncraftable. But as it stands now, there's not much point in going all that way for a yellow rudder or some such. But, say, powder monkeys? I'd run the 3 hour risk for a chance at that, you bet.It would also place crafters in a better standing, since there'd be a market for the things they can make. It would still mean fewer yellow mods, since obtaining one is either a long sail or the cost/time to come up with notes. Both of those are reasonable gating factors since they exercise existing game mechanics.I think that would make the people who like exploring wrecks happy, those who think there are too many yellows happy, and the level 50 crafters happy.Now, that said, being able to put mods on contract would be serious icing on the cake... :-)
LeBoiteux Posted August 10, 2016 Posted August 10, 2016 we are tuning shipwrecks to (...) have less sailing distance
admin Posted August 10, 2016 Posted August 10, 2016 shipwrecks are too far will be fixed in the content patch next week topics on shipwrecks distance can be locked
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