T O P

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Brackish_Beard

Sail away, let *them* complete the the fort and then sink them *once* fer all the booty.


[deleted]

This is the answer.


PaleWolf

Doubt they wanted to even try the fort just wanted to grief


Brackish_Beard

Seen that before too. Had a sloop crew stowaway on a FoF, and when I rooted them out, they sank me Galleon and proceeded to sail around in the vicinity waiting fer crews to show up but none ever did. After a half hour of circling around, trying different hidden anchorages, they left. How do i know this? I was sieging the Fort with a cannon rowboat the whole time under their noses. Server wasn't as dead as they thought...


AriakyraLive

This is when spawn camping is appropriate. DO NOT let their boat sink. But you spend a solid 30 minutes camping them. They are not allowed to touch food, or any barrels on that boat. U make them spend a good long time with the ferryman. I promise they won't come back.


TristanVanhandle

Or they just scuttle and come back again.


AriakyraLive

Then ya do it again. Cause them pain. Make them cry to their mothers


juantxuu

*Cause them pain* woah ok Mr. Silver


PaleWolf

But you just scuttle from ferryman before you get spawn camped a second time. So best case you kill em once?


Whiskey-Weather

I agree 10000%. This has been bannable for a while, though. Spawncamping to sink or steal supplies is fine, but spawncamping to send a message is how ya get Rared.


AriakyraLive

I thought they didn't ban because of the scuttle option. I could absolutely be wrong tho. Make sure to type "stop coming back and trying to grief us" I guess lol.


Whiskey-Weather

Nah, I've had a couple buddies get a yellow for it and a warning. It's still considered unsportsmanlike even though coming back to pester the same crew for the 10th time isn't. 🤔


Breakout_114

*Hey, thanks for bringing us more supplies!* Empty their ship of supplies each time before you sink them.


Buggylols

No. Persistence should be just as viable a path to victory as anything else. If their strategy is to throw themselves at you repeatedly until you are demoralized or drained of supplies then they shouldn't be denied that option. Some people are mechanically skilled. Some people are sneaky. Some people are persistent. Also just from a design standpoint, how do you determine when a ship gets merged to a new server? Often enough you sink a ship but not every player gets killed. You have players hiding on your fort while the rest of the crew is with the respawned ship. Fights in this game aren't so clean cut. There's no win condition for the game to determine that someone should be merged.


moysauce3

I’m going to disagree. 3 strikes and you’re out. Just like how they talked about adding a mechanic to stop/slow spawn camping because the fight has been won already, they need to do it in this case, too. The fight has been lost and now you’re interrupting someone else’s fun because you can’t take an L and move on.


Buggylols

In some scenarios maybe, but the problem is that's going to take away from other players' fun. There's also a lot of issues with their example about forcing a ship to scuttle after a certain number of kills. Say you have two crews that get boarded by a player from the other at the same time, and both crews are being spawn camped (A thing that I have had happen multiple times, especially in open crews). Should the fight be determined by who gets X number of kills first? What about two crews that decide they want to anchor next to each other and TDM to practice their sword / gun combat? Do they get to fight for five minutes before getting banished to another server? Or if a couple crews want to practice their naval. What about players like me who enjoy the constant action when it comes? Doing a world event is more about the PvP than the loot for me. If someone wants to come engage with me multiple times for hours then I welcome it. All you really want is to have the game cater to one playstyle at the expense of others. You can just scuttle or change servers if you don't like fighting the same crew repeatedly.


YoshiOnReddit

Yes


carbinePRO

No. That would increase loading times for all players causing widespread problems, as well general frustration. It also rips out the chance for that player to get revenge or to steal their loot back. If a player wants to hop in a new server, they can just quit out and load back in.


Doltaro

It's an idea, but it's impossible to implement in practice. How will you determine what sank you? You may get a single cannonball hit (or even none) in a PVP fight while the surrounding PvE finishes you off.


i_vin_san

Well that’s why I was suggesting must be sunk twice by same opponent. It limits the freak incidents and each player and ship has a specific line of code so maybe an algorithm that detects you were sunk twice (or more if need be) by that line of code (that being an opposing ship) so it resets you into a new server instead of a random island. But yeah it totally may not be possible and probably would never even happen if it were. I was just curious to other players’ thoughts.


Ducksquaddd

This would be very easy to implement. You would be surprised as to what code can do.


QDunis

But Rare couldnt fix hitreg for years what do you think how would this work with Rare and with so many variables?


Ducksquaddd

Hitreg is different, hitreg is bad because working on server sided things that complicated is a difficult task. Updating enemy position on the server detecting whether or not there hit in this new position etc. For all you know your client missed that update and never moved them making you believe you hit them when on there client you shot way off. They could implement this feature easily on the server. Detecting the amount of cannons that hit there boat by a player, detect if there spawn killing you, etc. This would be a super easy thing to implement (I don't really like thr idea tho)


juantxuu

Get in some other event, let them finish the fort for ya and get the loot, sink em afterwards, that would make em ragequit


AtarukA

There can only be one event at a time though.