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Sunken Treasure Hunting RNG


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TLDR: too much RNG trying to find bottles for sunken treasure; give Moon Quay pirates a chance to drop maps and captains of raids a guaranteed chance.

The introduction of Ancient Seeds adds a compelling reason to engage with ocean content far into the late game. However, the gameplay loop surrounding them is lacking. As it stands, we have to rely on Glass Bottle RNG to have a chance at revealing the location of a sunken treasure. Fighting Crab King is a sure fire way to get 2 bottles, a decent chance for a 3rd, and rarely a 4th. The other way to collect bottles is once every couple of days if you happen to be near/on the ocean. A bottle only has a 60% chance to reveal a sunken treasure. Sunken treasures only have ~50% chance to yield an ancient seed. This is RNG on top of RNG on top of RNG.

We need a more engaging way to reveal sunken treasure locations. I want to spend a ton of time out on the ocean treasure hunting, but playing "hurry up and wait for a bottle to spawn and then hope it reveals a treasure location" frankly sucks.

The Moon Quay pirates might be the answer to this. If the captain of a raid were to have a 100% chance to drop a map (not a bottle) to a sunken treasure, this would give players a reason to engage more with the moon quay pirates and make it possible to spend a lot more time hunting treasure.

This could make for a really fun game play loop! I know that if this were implemented, I would immediately change my world settings to put Pirate Raids on Tons and go out hunting pirates, searching for bottles, and fighting Crab King on cooldown--all to go after some treasure.

About time someone made an ocean post. 

I don't think the archaic boat as it stands is anywhere near good enough.

 

There should be number bonuses to steering, dropping anchor and reeling sails. 

The tedium of rng in treasure hunting would be offset if we had a better boat as a reward. 

 

I hope no one misses the point with the talking point I'm about to make, but base boats in shipwrecked had certain speed and durability bonuses with each different boat. As well as sails and alternate attachments. 

Archaic boat having bonuses that aren't just durability and a fancy storage unit would go some ways to make ocean interaction more palletable. 

 

Also, let us expand the storage unit on archaic boat if you give us absolutely nothing else. Ocean goods tend to overflow from a single slot and having lots of rocks goes a long way.

9 minutes ago, chirsg said:

About time someone made an ocean post. 

I don't think the archaic boat as it stands is anywhere near good enough.

 

There should be number bonuses to steering, dropping anchor and reeling sails. 

The tedium of rng in treasure hunting would be offset if we had a better boat as a reward. 

 

I hope no one misses the point with the talking point I'm about to make, but base boats in shipwrecked had certain speed and durability bonuses with each different boat. As well as sails and alternate attachments. 

Archaic boat having bonuses that aren't just durability and a fancy storage unit would go some ways to make ocean interaction more palletable. 

 

Also, let us expand the storage unit on archaic boat if you give us absolutely nothing else. Ocean goods tend to overflow from a single slot and having lots of rocks goes a long way.

I agree on all points about the improvements to the boat. I worry that they won't be acknowledge though in a thread about the treasure hunting process. Would you fancy making a dedicated post for it?

32 minutes ago, chaosmonkey said:

I agree on all points about the improvements to the boat. I worry that they won't be acknowledge though in a thread about the treasure hunting process. Would you fancy making a dedicated post for it?

I actually don't know. I made a post about ocean stuff altogether and it really put me under the impression that barely anyone is interacting with the ocean altogether. As far as treasure hunting goes, I've been on your said frame 1. I think that EVERY bottle should yield a treasure location not unlike shipwrecked, and then after you close the map, it would show Pearl's message. 

 

That's what you're looking for and I will deliver.

11 hours ago, chaosmonkey said:

TLDR: too much RNG trying to find bottles for sunken treasure; give Moon Quay pirates a chance to drop maps and captains of raids a guaranteed chance.

The introduction of Ancient Seeds adds a compelling reason to engage with ocean content far into the late game. However, the gameplay loop surrounding them is lacking. As it stands, we have to rely on Glass Bottle RNG to have a chance at revealing the location of a sunken treasure. Fighting Crab King is a sure fire way to get 2 bottles, a decent chance for a 3rd, and rarely a 4th. The other way to collect bottles is once every couple of days if you happen to be near/on the ocean. A bottle only has a 60% chance to reveal a sunken treasure. Sunken treasures only have ~50% chance to yield an ancient seed. This is RNG on top of RNG on top of RNG.

We need a more engaging way to reveal sunken treasure locations. I want to spend a ton of time out on the ocean treasure hunting, but playing "hurry up and wait for a bottle to spawn and then hope it reveals a treasure location" frankly sucks.

The Moon Quay pirates might be the answer to this. If the captain of a raid were to have a 100% chance to drop a map (not a bottle) to a sunken treasure, this would give players a reason to engage more with the moon quay pirates and make it possible to spend a lot more time hunting treasure.

This could make for a really fun game play loop! I know that if this were implemented, I would immediately change my world settings to put Pirate Raids on Tons and go out hunting pirates, searching for bottles, and fighting Crab King on cooldown--all to go after some treasure.

I really like this idea tying it to pirate raids makes perfect sense.

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