Just to be clear, we don't view people using ships as safehouses or teleport devices as abusing anything. If we did, it'd have been changed a long time ago. It's true that the original intention of ships wasn't to have them used in those particular ways, but that's ok - one of the hallmarks of interesting games with long-term appeal are emergent play patterns the developers didn't explicitly plan for. Some of those are good, some aren't. (For instance, "Time 'Til Penis" refers to how long it'll take users that have any control over the environment to use that control to make a penis...that tends to be viewed as not-exactly-a-great emergent phenomena.)
I'm not closely involved in the ship changes so I can't comment on Tecton's view or what's likely to happen, but I suspect that some middle ground will be found, or some change will be made that makes this not an issue one way or another. We shall see!
According to this TOTALLY OFFICIAL announce post I hacked from the depths of your databanks in the stormy sea of the mainframe, you are INSTRUMENTAL in ships!
StarShips ----- * We've added federation class starships! * We've added boats! Edit by Tecton: Sarapis, these are WOODEN SHIPS
* We have secured a lease from the starship enterprise on their teleporter technology, expiring 11/5/2015 * We have secured a lease from Romulus regarding their cloaking technology, they were rude but generous to match Picard's terms. Edit by Tecton: WOODEN SHIPS MAN
These ships come with a variety of armaments: * PhasersBallistaePHASERSFDGJDLFGJKF NO SARAPIS BALLISTAE * Photon Torpedos Arcanian Arms
These ships come with a warp core Magical Figurehead that you will need a solid engineering, command, and medical team hearty crew of shipmates to operate well. Edit by Tecton: You are so fired. Edit by Sarapis: No you.
Also, whenever @Greys does a wavecall I picture that stupid boat vrooooooooooooooooom scene from the lego movie.
Just to be clear, we don't view people using ships as safehouses or teleport devices as abusing anything. If we did, it'd have been changed a long time ago. It's true that the original intention of ships wasn't to have them used in those particular ways, but that's ok - one of the hallmarks of interesting games with long-term appeal are emergent play patterns the developers didn't explicitly plan for.
Exactly! And the way I play doesn't have to be the same way that you play. Those of us who use ships for things like meeting places, quiet places to study, journal, mill inks, craft, cook and a host of other things aren't hurting anyone or interfering with anyone's game play or immersion. Indeed, being able to do many of those things in a secure place makes playing worthwhile and helps us continue to contribute to and enrich others' experience. And while using ships as homes may not have been one of the original intentions, some people live on ships all the time in the so-called "real" world.
The reason I don't sail much is because the risk negates the reward.
I loved ship trades, but getting to the end and having to start over because oh crap I got sunk would not be fun. If I could not lose my cargo when I get sunk, I'd do ship trades again.
I loved diving, but it makes me a sitting duck. If on the ocean floor you could see the shadow of an approaching ship or monster, from far enough away to give time to get the bell topside and get moving before your hull snaps in half, I'd dive again.
I love checking out the islands, but sailing out there with the possibility of finding them occupied makes the trip a chore(and again, it's a chore with a risk attached). People worked hard on those islands, and they want to see them enjoyed by players. I don't think it's a good idea to take steps that will see the islands get less traffic, so I don't think there's anything wrong with people using their shipreturn in this way.
I don't think there's anything wrong with people being able to attack each other at sea. I just think that the process and result of it makes the sea unappealing. I don't want to go sailing and get boarded by a combat-bot, killed, sunk, and have to start over from scratch on that trade only to find them waiting at tasur'ke. I'd rather go sailing and if I encounter conflict, have it be something I at least have a chance to do something about and have the loss not make me have to start over in what I set out to do, because seafaring endeavours take a lot of time when you DON'T encounter conflict.
I mean you could always escape/survive the ship combat, why do you make it sound like you have no recourse? You definitely have more than a 'chance' to do something about it.
That's the same argument that had 'well they put in all the effort, why shouldn't people get to be dragon occultist/monk?'
Things need to be balanced around what's best for the game, and shipreturn taxi systems make it impossible to up rewards on remote islands without screwing things up, which makes it not really all that worth it for people who actually have to sail.
No, my argument also factors in money spent and the inability to use your ship for anything else while doing it, which dragon-class monk doesn't. As far as rewards are concerned, it would need to be worth a ~2 hour round trip (counting time spent bashing) from the mainland for an island like Prin, for example. I make far more elsewhere in that time, so I at least likely wouldn't bother.
- (Eleusis): Ellodin says, "The Fissure of Echoes is Sarathai's happy place." - With sharp, crackling tones, Kyrra tells you, "The ladies must love you immensely." - (Eleusian Ranger Techs): Savira says, "Most of the hard stuff seem to have this built in code like: If adventurer_hitting_me = "Sarathai" then send("terminate and selfdestruct")." - Makarios says, "Serve well and perish." - Xaden says, "Xaden confirmed scrub 2017."
It doesn't seem that way. I've seen people land planks on moving ships and board. From that point all they'd need to do is kill me and my ship would be a simple matter.
That's the same argument that had 'well they put in all the effort, why shouldn't people get to be dragon occultist/monk?'
Things need to be balanced around what's best for the game, and shipreturn taxi systems make it impossible to up rewards on remote islands without screwing things up, which makes it not really all that worth it for people who actually have to sail.
No, my argument also factors in money spent and the inability to use your ship for anything else while doing it, which dragon-class monk doesn't. As far as rewards are concerned, it would need to be worth a ~2 hour round trip (counting time spent bashing) from the mainland for an island like Prin, for example. I make far more elsewhere in that time, so I at least likely wouldn't bother.
That's the point. They could make it worth a 2 hour round trip, but they can't while people have shipreturn ziplines.
I just remembered : if you go to an island to hunt then died on the island you wouldn't have been able to return to your ship, effectively marooning it. So I like the reversal.
That's the same argument that had 'well they put in all the effort, why shouldn't people get to be dragon occultist/monk?'
Things need to be balanced around what's best for the game, and shipreturn taxi systems make it impossible to up rewards on remote islands without screwing things up, which makes it not really all that worth it for people who actually have to sail.
No, my argument also factors in money spent and the inability to use your ship for anything else while doing it, which dragon-class monk doesn't. As far as rewards are concerned, it would need to be worth a ~2 hour round trip (counting time spent bashing) from the mainland for an island like Prin, for example. I make far more elsewhere in that time, so I at least likely wouldn't bother.
That's the point. They could make it worth a 2 hour round trip, but they can't while people have shipreturn ziplines.
Worth the trip (for me) it'd be something like quintuple the gold as a starting point and quadruple the XP. And even then I'd probably not bother, because (for the case of Prin, anyway) chops make me uncharacteristically angry and by going elsewhere I don't have to deal with them.
- (Eleusis): Ellodin says, "The Fissure of Echoes is Sarathai's happy place." - With sharp, crackling tones, Kyrra tells you, "The ladies must love you immensely." - (Eleusian Ranger Techs): Savira says, "Most of the hard stuff seem to have this built in code like: If adventurer_hitting_me = "Sarathai" then send("terminate and selfdestruct")." - Makarios says, "Serve well and perish." - Xaden says, "Xaden confirmed scrub 2017."
Being able to explore on an island without fear of stranding a ship shouldn't be a 300 credit privilege.
Really, it's frustrating that it's a 200 credit one, to me. In Cyrene that becomes a wall to people even being allowed to use org ships, which seems inane.
Seaprayer doesn't entirely solve the problem of ships getting stuck on islands (without shipreturn). It won't help if you forget to set it to the ship you're using (easy to do if you use multiple ships or you're borrowing one you don't normally use), if you let someone use your ship while you don't have your seaprayer set to it and they get it stuck, if the figurehead has decayed, etc.
I wonder if the first few reverted ship changes are a sign that IRE should do opinion testing surveys before performing any major changes that have some degree of adverse effects on their players.
Definitely looking forward to the other new ship changes though.
...in regards to all the complaints about getting marooned on islands...seriously? How hard is it to journal or QQ on your ship if you decide to sail to some island? None of the places, with the exception of Meropis, are so large that it would take you more than 30 seconds of walking to get back to your ship, and presto! No more change of being marooned. And of course in the case of Meropis, if you do happen to get marooned, you can always take the Tears of Sarapis/ferry back. I mean, come on people. Lazy much?
Meropis? Ferries? Irrelevant to the conversation. You aren't marooned in those cases. The outer islands don't have ferries. That's why they're the 'outer islands.'
12.4.3 Outer Islands
The Outer Islands, as they are known, are a group of islands related to each other only by virtue of being fairly distant from the continent of Sapience. No ferries run to them, and some abilities like Dragoncraft's "Pierce the Veil", Angel/Demon Summon, Grove Isolation and Domination's Xenophage won't function from there, or from ships that are docked in the harbor of one of these islands. However, the xp gotten from hunting on these islands is markedly higher than on the mainland.
The islands that make up the Outer Islands are: Ageiro, Tuar, Tapoa, Karbaz, Clockwork Isle, the Ilyrean Isles, Prasset, Prin, Zaphar, and Zanzibaar.
Now, for example, if me and person A both have privs to a ship and, while I'm bashing, person A gets bored and decides to sail back to mainland, I'm stuck. It has nothing to do with being 'lazy' or qq/journaling somewhere. I'm just fucked, unless I want to ride back with them or they decide to find a different way back. Either way, someone's stuck. And that sucks pretty bad. Only solution to this is to buy my own ship and never go anywhere with anyone else. Which turns the whole seafaring thing into a solo affair. And by that point, I might as well be playing Ass Creed.
Now, for example, if me and person A both have privs to a ship and, while I'm bashing, person A gets bored and decides to sail back to mainland, I'm stuck. It has nothing to do with being 'lazy' or qq/journaling somewhere. I'm just fucked, unless I want to ride back with them or they decide to find a different way back. Either way, someone's stuck. And that sucks pretty bad. Only solution to this is to buy my own ship and never go anywhere with anyone else. Which turns the whole seafaring thing into a solo affair. And by that point, I might as well be playing Ass Creed.
Person A tokens back/gares. You should already have adequate tokens on hand. Then you
sail back alone, docking on the mainland so that the other person still
has access to the ship later.
A frenzied cleric screams, "Like more than one halo!"
First, I wish to thank @Tecton for reversing those two changes. I would also like to say that the other changes thus far look really positive and I'm excited to see what else is in store. I appreciate that this aspect of the game is being looked at and feel encouraged that the administration has been reading our back-and-forth in other threads.
I think that I understand what the Garden seems to be trying to do in terms of shifting the paradigm of how people use their ships. I believe however that this can be accomplished differently, with far fewer ruffled feathers.
Fundamentally, it comes down to a question of economics. Ships are a very sizeable investment, and also a very large and necessary gold-sink for the Achaean economy. They are expensive to run and maintain and require multiple skills to use well. In the last six months however, I feel that the payoff of owning one or more ships has been greatly diminished.
While many of the new trade deals that were introduced are interesting, they tend to be the sort of things people only do once or twice in their sailing careers. With the new deals adding to the rotational mix, the very few old deals that people actually profit from - the Mayan Crown and 25 bound credits to be specific - have become so rare as to be almost non-existent. This had domino effect:
1. It is no longer profitable to own more than one ship, unless you use it as extra housing or a portal point. 2. The average player sails for crowns and credits. This means there are far fewer ships actually leaving port. 3. Fewer ships on the seas means the pirates have no reason to leave port. 4. Fewer pirates on the seas means the pirate hunters have no reason to leave port. 5. Fewer ships and fewer pirates means the Thalassian Seastrider is a much less sensible investment. 6. Lack of profits means that city navies have almost no reason to compete with each other or defend national ships.
It also needs to be said that since the introduction of multi-classing, the credit market has become INSANE. This subject is an entire topic unto itself, and I don't plan to speak much of it here. I point it out simply because it means the amount of gold you need to earn for the amount of time you spend and the amount of risk you accept in order to feel a sense of reward and accomplishment is far greater than it was before that change. Compounding things is the way in which mining has created economic imbalances and profit alternatives...which is also another entire topic unto itself.
My point is: Seafaring rewards have been scaling down as a result of all of this. Deep sea fishing might net the same amount of gold that it always did, but that amount of gold is worth far less than it once was. Same with diving. And trade deals like the 100k deal, which were not worth it to begin with, are now even less so.
@Kinilan also pointed out in the seafaring thread that most islands do not offer enough incentives to visit them often, and this is also something I tend to agree with. I hope I have not misquoted? I'm sure he'll correct me if I did.
I believe that scaling up the rewards to a sufficient level will solve all of these problems. Perhaps move the new trade deals to other locations, like Zanzibaar and Mysia. Increase the profit for the gold related trade deals to meaningful amounts. Make Mayan crown deals slightly more common (say, once every two or three RL months maybe?). Add in a few new deals for items that will be in general demand on the market to compete with the rare minerals of mining.
tl;dr
Create the incentives to take ships out, and the seas will become crowded over night. People will start buying them again instead of dumping them or using them only as store rooms or portal points. The problem, if it is a problem, will fix itself.
...in regards to all the complaints about getting marooned on islands...seriously? How hard is it to journal or QQ on your ship if you decide to sail to some island? None of the places, with the exception of Meropis, are so large that it would take you more than 30 seconds of walking to get back to your ship, and presto! No more change of being marooned. And of course in the case of Meropis, if you do happen to get marooned, you can always take the Tears of Sarapis/ferry back. I mean, come on people. Lazy much?
Meropis? Ferries? Irrelevant to the conversation. You aren't marooned in those cases. The outer islands don't have ferries. That's why they're the 'outer islands.'
I'm not sure if you just didn't read my comment or just ignored the part you didn't like, but you literally chose to comment on the one sentence at the end of my paragraph that was already there as an exception to the rest of the argument, so well done on reading comprehension. I'm gonna bold what you should probably focus on to help you out there. You're welcome
Requiring that people always make it back to their ship for fear of getting stranded is just a pain. It's not a huge deal, you're right, but little things like that are not fun, and those sorts of inconveniences make someone less likely to want to participate. Also, some people don't have the greatest connections, and are seriously pulled away at a moment's notice. Requiring leaving to always be planned can be a pretty serious obstacle in some instances.
And @Daeir et al. I really don't understand the aversion to ships being a safe location. I mean, yes, it gets abused at times, such as the conclave event, but for people who don't, is it really such a harm? Sometimes someone can't be paying attention to the game all the time, but still want to keep some conversations going/work on things for orgs and the like. Requiring that playing means being always totally aware to be safe would lead to less activity from people who just can't manage that. Maybe that sort of thing sucks in your mind, but is it really a detriment to the game? And if the alternative is logging out, is people just being around less any better?
...in regards to all the complaints about getting marooned on islands...seriously? How hard is it to journal or QQ on your ship if you decide to sail to some island? None of the places, with the exception of Meropis, are so large that it would take you more than 30 seconds of walking to get back to your ship, and presto! No more change of being marooned. And of course in the case of Meropis, if you do happen to get marooned, you can always take the Tears of Sarapis/ferry back. I mean, come on people. Lazy much?
Meropis? Ferries? Irrelevant to the conversation. You aren't marooned in those cases. The outer islands don't have ferries. That's why they're the 'outer islands.'
12.4.3 Outer Islands
The Outer Islands, as they are known, are a group of islands related to each other only by virtue of being fairly distant from the continent of Sapience. No ferries run to them, and some abilities like Dragoncraft's "Pierce the Veil", Angel/Demon Summon, Grove Isolation and Domination's Xenophage won't function from there, or from ships that are docked in the harbor of one of these islands. However, the xp gotten from hunting on these islands is markedly higher than on the mainland.
The islands that make up the Outer Islands are: Ageiro, Tuar, Tapoa, Karbaz, Clockwork Isle, the Ilyrean Isles, Prasset, Prin, Zaphar, and Zanzibaar.
Now, for example, if me and person A both have privs to a ship and, while I'm bashing, person A gets bored and decides to sail back to mainland, I'm stuck. It has nothing to do with being 'lazy' or qq/journaling somewhere. I'm just fucked, unless I want to ride back with them or they decide to find a different way back. Either way, someone's stuck. And that sucks pretty bad. Only solution to this is to buy my own ship and never go anywhere with anyone else. Which turns the whole seafaring thing into a solo affair. And by that point, I might as well be playing Ass Creed.
A no-prism, mono'd indoors House Hall/subdivision room while deaf should be plenty of protection for holding conversations and doing org work, yeah? For the non-Infamous, non-PK-instigator, a guard stack should suffice pretty well too. You'd be open to theft by a non-enemied thief, but that's about it (and 'open' being used generously here).
I mean, neither are the perfect solution that ships currently are, but they do require someone to make a very considerable effort to harm you, and if someone is legally making that effort, should you really be allowed to hide in a safe-zone?
I strangely don't feel strongly one way or another about the two changes discussed at considerable length here and in game. I do think there was a massive overreaction to them however. :surprised:
This here is clearly the important implication of that post:
Ship and seamonster movement in range of your vessel will now show that movement via forced map updates. This does not occur while your ship is in a harbour, or while in a ship race.
If cities/houses didn't seem so strict about people getting into subdivision houses or estates, maybe. And sometimes people want to relax and talk with friends or have clandestine meetings or whatever, and don't want to deal with the possibility of someone following them into a house/househall and turning it into a frustrating pvp situation.
Further, ships are one of the only ways to meet someone in secret, which is desirable in some cases. At least without using a bed and potentially making it very obvious you are doing something in secret (not to mention it'd be a little silly to get in bed with someone if you really just wanted to have a meeting with them).
And again, who's this really harming? It's not like thieves praying upon afk players is a real source of rp, either.
If your city's too strict, then complain and solve it in-game. At least when I played super actively, everyone said cities were going to destroy them if they got broken into, but no one really did anything except a slap on the wrist or maybe a CDF if it happened often.
Comments
According to this TOTALLY OFFICIAL announce post I hacked from the depths of your databanks in the stormy sea of the mainframe, you are INSTRUMENTAL in ships!
I loved ship trades, but getting to the end and having to start over because oh crap I got sunk would not be fun. If I could not lose my cargo when I get sunk, I'd do ship trades again.
I loved diving, but it makes me a sitting duck. If on the ocean floor you could see the shadow of an approaching ship or monster, from far enough away to give time to get the bell topside and get moving before your hull snaps in half, I'd dive again.
I love checking out the islands, but sailing out there with the possibility of finding them occupied makes the trip a chore(and again, it's a chore with a risk attached). People worked hard on those islands, and they want to see them enjoyed by players. I don't think it's a good idea to take steps that will see the islands get less traffic, so I don't think there's anything wrong with people using their shipreturn in this way.
I don't think there's anything wrong with people being able to attack each other at sea. I just think that the process and result of it makes the sea unappealing. I don't want to go sailing and get boarded by a combat-bot, killed, sunk, and have to start over from scratch on that trade only to find them waiting at tasur'ke. I'd rather go sailing and if I encounter conflict, have it be something I at least have a chance to do something about and have the loss not make me have to start over in what I set out to do, because seafaring endeavours take a lot of time when you DON'T encounter conflict.
- With sharp, crackling tones, Kyrra tells you, "The ladies must love you immensely."
- (Eleusian Ranger Techs): Savira says, "Most of the hard stuff seem to have this built in code like: If adventurer_hitting_me = "Sarathai" then send("terminate and selfdestruct")."
- Makarios says, "Serve well and perish."
- Xaden says, "Xaden confirmed scrub 2017."
- With sharp, crackling tones, Kyrra tells you, "The ladies must love you immensely."
- (Eleusian Ranger Techs): Savira says, "Most of the hard stuff seem to have this built in code like: If adventurer_hitting_me = "Sarathai" then send("terminate and selfdestruct")."
- Makarios says, "Serve well and perish."
- Xaden says, "Xaden confirmed scrub 2017."
Really, it's frustrating that it's a 200 credit one, to me. In Cyrene that becomes a wall to people even being allowed to use org ships, which seems inane.
Definitely looking forward to the other new ship changes though.
[ SnB PvP Guide | Link ]
Now, for example, if me and person A both have privs to a ship and, while I'm bashing, person A gets bored and decides to sail back to mainland, I'm stuck. It has nothing to do with being 'lazy' or qq/journaling somewhere. I'm just fucked, unless I want to ride back with them or they decide to find a different way back. Either way, someone's stuck. And that sucks pretty bad. Only solution to this is to buy my own ship and never go anywhere with anyone else. Which turns the whole seafaring thing into a solo affair. And by that point, I might as well be playing Ass Creed.
I think that I understand what the Garden seems to be trying to do in terms of shifting the paradigm of how people use their ships. I believe however that this can be accomplished differently, with far fewer ruffled feathers.
Fundamentally, it comes down to a question of economics. Ships are a very sizeable investment, and also a very large and necessary gold-sink for the Achaean economy. They are expensive to run and maintain and require multiple skills to use well. In the last six months however, I feel that the payoff of owning one or more ships has been greatly diminished.
While many of the new trade deals that were introduced are interesting, they tend to be the sort of things people only do once or twice in their sailing careers. With the new deals adding to the rotational mix, the very few old deals that people actually profit from - the Mayan Crown and 25 bound credits to be specific - have become so rare as to be almost non-existent. This had domino effect:
1. It is no longer profitable to own more than one ship, unless you use it as extra housing or a portal point.
2. The average player sails for crowns and credits. This means there are far fewer ships actually leaving port.
3. Fewer ships on the seas means the pirates have no reason to leave port.
4. Fewer pirates on the seas means the pirate hunters have no reason to leave port.
5. Fewer ships and fewer pirates means the Thalassian Seastrider is a much less sensible investment.
6. Lack of profits means that city navies have almost no reason to compete with each other or defend national ships.
It also needs to be said that since the introduction of multi-classing, the credit market has become INSANE. This subject is an entire topic unto itself, and I don't plan to speak much of it here. I point it out simply because it means the amount of gold you need to earn for the amount of time you spend and the amount of risk you accept in order to feel a sense of reward and accomplishment is far greater than it was before that change. Compounding things is the way in which mining has created economic imbalances and profit alternatives...which is also another entire topic unto itself.
My point is: Seafaring rewards have been scaling down as a result of all of this. Deep sea fishing might net the same amount of gold that it always did, but that amount of gold is worth far less than it once was. Same with diving. And trade deals like the 100k deal, which were not worth it to begin with, are now even less so.
@Kinilan also pointed out in the seafaring thread that most islands do not offer enough incentives to visit them often, and this is also something I tend to agree with. I hope I have not misquoted? I'm sure he'll correct me if I did.
I believe that scaling up the rewards to a sufficient level will solve all of these problems. Perhaps move the new trade deals to other locations, like Zanzibaar and Mysia. Increase the profit for the gold related trade deals to meaningful amounts. Make Mayan crown deals slightly more common (say, once every two or three RL months maybe?). Add in a few new deals for items that will be in general demand on the market to compete with the rare minerals of mining.
tl;dr
Create the incentives to take ships out, and the seas will become crowded over night. People will start buying them again instead of dumping them or using them only as store rooms or portal points. The problem, if it is a problem, will fix itself.
And @Daeir et al. I really don't understand the aversion to ships being a safe location. I mean, yes, it gets abused at times, such as the conclave event, but for people who don't, is it really such a harm? Sometimes someone can't be paying attention to the game all the time, but still want to keep some conversations going/work on things for orgs and the like. Requiring that playing means being always totally aware to be safe would lead to less activity from people who just can't manage that. Maybe that sort of thing sucks in your mind, but is it really a detriment to the game? And if the alternative is logging out, is people just being around less any better?
I mean, neither are the perfect solution that ships currently are, but they do require someone to make a very considerable effort to harm you, and if someone is legally making that effort, should you really be allowed to hide in a safe-zone?
This here is clearly the important implication of that post:
:hurrah:
Further, ships are one of the only ways to meet someone in secret, which is desirable in some cases. At least without using a bed and potentially making it very obvious you are doing something in secret (not to mention it'd be a little silly to get in bed with someone if you really just wanted to have a meeting with them).
And again, who's this really harming? It's not like thieves praying upon afk players is a real source of rp, either.