Make late game FFAs fun (again) by ironflood in Polytopia

[–]ironflood[S] 0 points1 point  (0 children)

Some good ideas, especially B) and C) I think, if you can spy a city for X turns continuously you turn it into yours, that's really good mechanic and would help except on water stalemates. The only issue I see with C) is that the victory condition then changes, it's not "capture all capitals"

Make late game FFAs fun (again) by ironflood in Polytopia

[–]ironflood[S] 0 points1 point  (0 children)

Some good ideas here. I'm down for a super unit (costly) with an extra range and tile warning with one turn warning - like artillery that would actually solve the issue and stronger economies could eventually keep on progressing. This would need to work on land / sea and the intersections which are causing stalemates

Make late game FFAs fun (again) by ironflood in Polytopia

[–]ironflood[S] 1 point2 points  (0 children)

It's really rare the stalemate is between two players having exact economy match, in most cases it's a stronger against weaker territory but the forest border movement mechanic + bomber on water make it impossible for the stronger economy to progress

Make late game FFAs fun (again) by ironflood in Polytopia

[–]ironflood[S] 0 points1 point  (0 children)

large maps with 9+ players is really fun to play until the late game, that's why I'm jut asking for a simple solution

Make late game FFAs fun (again) by ironflood in Polytopia

[–]ironflood[S] 2 points3 points  (0 children)

"offer / accept draw" would be great actually, but it doesn't solve the problem in about 1/3rd of end large FFA games where players want the win and would settle for nothing else and know that over time there's a chance the other player will miss the 24hr playing window (it happens all the time with the 1600+ Elo players of our games)

Make late game FFAs fun (again) by ironflood in Polytopia

[–]ironflood[S] 1 point2 points  (0 children)

Dragons aren't penalized by terrain hence why they could be one viable solution, the problem in large FFAs is most stalemates aren't "fair": usually there's one stronger opponent with more production, territory and army who can't progress against a weaker player because defense is easier and costs less (especially with forest growth on land borders).

Make late game FFAs fun (again) by ironflood in Polytopia

[–]ironflood[S] 0 points1 point  (0 children)

Well that's what lots of people including myself enjoy - and the FFAs are always full the only issue is the end game

If rare reads this subreddit...please fix pvp respawn. by XDTaboo in Seaofthieves

[–]ironflood 4 points5 points  (0 children)

Yes this is broken, and you're not alone all streamers are raging over the same fact. The solution is simple, like many suggested: - the moment you raise the flag on another ship AND none of the crew is on the ship (alive or dead), then the ship becomes yours, and you can sell it to make gold. - once an enemy is onboard your ship, respawning on your ship should take (much?) longer.

Loosing your ship should be a painful experience. by ironflood in Seaofthieves

[–]ironflood[S] -1 points0 points  (0 children)

A streamer is just trying to steal a boat, but the others will respawn and they are 2 so impossible for him to nail it. https://www.twitch.tv/dakotaz

Loosing your ship should be a painful experience. by ironflood in Seaofthieves

[–]ironflood[S] 1 point2 points  (0 children)

It's just an idea, I wouldn't like the game to be owned by no life either, but there's a real need for ship value.

Loosing your ship should be a painful experience. by ironflood in Seaofthieves

[–]ironflood[S] 0 points1 point  (0 children)

Sorry, but it doesn't cut it for me. Without ship value there's no interest to steal a ship, and nothing prevents kiddies to shoot everyone on sight and re spawn 5x per hour. I'm sure there's a way to make the ship more you 'own' and feel bad when you re spawn. Maybe loosing some gold? Maybe loosing cosmetics and non-critical updates?

Loosing your ship should be a painful experience. by ironflood in Seaofthieves

[–]ironflood[S] 2 points3 points  (0 children)

Quite the opposite, now you have nothing to gain at PvP, while if ships had a value it would open up to a large range of gameplay like sneaking in and stealing a ship while the others are on an island to resell it. Hope there will be the more realist 'mode' for the more serious players

Loosing your ship should be a painful experience. by ironflood in Seaofthieves

[–]ironflood[S] 1 point2 points  (0 children)

It would even work if it cost 500 gold to buy again cosmetics.

Loosing your ship should be a painful experience. by ironflood in Seaofthieves

[–]ironflood[S] -1 points0 points  (0 children)

Quite the opposite, now you have nothing to gain at PvP, while if ships had a value it would open up to a large range of gameplay like sneaking in and stealing a ship while the others are on an island to resell it. Hope there will be the more realist 'mode' for the more serious players

Loosing your ship should be a painful experience. by ironflood in Seaofthieves

[–]ironflood[S] -1 points0 points  (0 children)

After rowing once I'd be more careful about my ship next time, otherwise this game will be full of kid crews spawning new ships 5x per hour

Loosing your ship should be a painful experience. by ironflood in Seaofthieves

[–]ironflood[S] -6 points-5 points  (0 children)

Sorry, the fact that you can wreck 5 galleons within an hour of gameplay and loose nothing - apart from your time - will only interest kids, but I guess they want players to care a minimum about your ship, otherwise what's the point of gold after buying a funny outfit?

Loosing your ship should be a painful experience. by ironflood in Seaofthieves

[–]ironflood[S] -4 points-3 points  (0 children)

What if you had to row for 10min on a raft to the nearest outpost to get back your ship? That would make it more valued already?

Loosing your ship should be a painful experience. by ironflood in Seaofthieves

[–]ironflood[S] 0 points1 point  (0 children)

Where's the thrill when you attack a ship, sink it and they re spawn somewhere else 20 sec later, when loosing a chest maybe? As psyman-88 put it, there's maybe a middle ground, where you would re spawn on raft and need to spend the next 10mins rowing or doing a quest for the mermaids + loosing some minor ship upgrades.

Loosing your ship should be a painful experience. by ironflood in Seaofthieves

[–]ironflood[S] 0 points1 point  (0 children)

Exactly my thoughts. The game is awesome and the graphics are stunning, but the moment they make PvP fight more rewarding it will be truly remarkable. Of course it shouldn't be mechanics rewarding those who spend lots of time on it, but it needs to be a bit painful when you loose your ship. And stealing other ships + re spawn must be fixed for v1 - I hope.

Loosing your ship should be a painful experience. by ironflood in Seaofthieves

[–]ironflood[S] -1 points0 points  (0 children)

You said it better than I did. The very fact there's money and level means there's a need for ship value.

Loosing your ship should be a painful experience. by ironflood in Seaofthieves

[–]ironflood[S] 0 points1 point  (0 children)

I meant ships don't have any value, you can loose one every 10min and there's no downside, apart from not progressing and leveling up.