PvP toggle should not affect secondary effects of certain potions

PvP toggle should not affect secondary effects of certain potions
effort 5.0 2 quality 5.0 3 reasonability 5.0 3

The idea came from this game discussion topic:

PvP toggle was a blessing. Everybody loved its addition, and the opinion of those who didn’t doesn’t matter and shouldn’t ever be heard spoken. But, what was the problem with potions?

Bleeding potions, when thrown into the sea, summon a shark of any kind, up to even the White Eyes. This had two uses - in PvP as a retreat option or a deliberate sabotage of another player, and in PvE as a fast and relatively safe way to grind shark drops. The first use caused this mechanic to become disabled upon toggling PvP off, but those who did it, subsequently, lost the second use, and that left people complaining. Being able to kill other PvP-off players while being immune yourself is a problem, but disabling the potion outright is not a solution.

Full Release added multiple unique drops to the two shark Sea Monsters, and finding them without being able to summon them with potions (unless you go to the Dark Sea, Giant White Eyes is literally everywhere there, but that is beside the point) is quite difficult, especially with the spawn rate bugs that STILL PLAGUE THE GAME!


So, what do we do? Well, I will go over every potion type and explain the changes.

Bleeding: If the player who threw the potion has their PvP toggle off, the sharks summoned will only target the said player, even if they die or reset. Upon the player leaving the server, all summoned sharks despawn. If the player who threw the potion has their PvP toggle on and is not currently in combat against an another player at the moment of the potion being thrown, same effects apply as if the player had their PvP off, even if that player enters combat later. If the player who threw the potion has their PvP toggle on and is currently in combat against an another player, then the sharks will use the current AI of targetting the closest player, but only among the two currently fighting, not anybody else.

Gale: This potion can summon whirlpools if thrown into the sea. Those whirlpools do not affect other players, excluding the ship of the person that threw the potion and that person themselves. If a player uses their ship or Cannon Fist fighting style to damage another player’s ship, then that player’s ship will be affected by the whirlpools for a minute. The summoned whirlpools should receive grayish particles coming out of them to make them visually different from normally-generated whirlpools. Players can use this in naval combat against boss ships like the Truthseeker or the Shifter of Fate.

Tide: This potion can summon waves if thrown into the sea. The same rules apply to this potion as for Gale, with the exception of the damage to another player being the trigger, rather than the other player’s ship. Summoned waves should receive blue particles coming out of them to make them visually different from normally-generated large waves. There isn’t a use for this one among PvP-off players, it is just there for consistency.

Burning: This potion will create a huge cloud of smoke if thrown into the sea. I actually didn’t test this one, if it still works with PvP off or not, but it is a secondary effect of a potion that can be used in PvP, so I included it for the sake of consistency, just in case. The potion will now work regardless of your PvP toggle, simple as. This doesn’t have any great uses, but it is a funny interaction, so why not.

Clearsight: This potion clears the fog if thrown into the air. Either this feature was just gone with the global fog being remade into a fog zone that doesn’t cover the whole server, or this potion too is one of those, disabled by the PvP toggle. I assume it is the second, therefore it is included. Same as Burning, it will now work regardless of the toggle. People want to be able to see, after all.

Well, that’s it.

1 Like

It could be practical when being chased by the grand navy NPCs, plus it could be interesting if the waves could be combined with a heat based potion to turn it into a boiling wave like the ones generated by the underwater volcanos.

ball after ball

:eyes::eyes::eyes:

And maybe a supernova tide and gale potion could create a small scale cyclone/hurricane/tornado, just for the fun of it.

What if the burning potions had their secondary effect reworked so that they heat the water around where the potion lands causing smaller sharks to die and creating a lingering form of environmental damage or something along those lines, and smoke potions can have the niche that the burning potions had when they contacted with the water.

That is way too advanced, let the devs do the basic stuff at least, before asking that

Fair enough, I just think that later down the line that it’d be interesting to see some sort of way to make end game potions with devastating effects.

Heh…

It’s good to hear an unbiased opinion

I’m not gonna sugarcoat it

literally no reason not to