The state of trade routes

  • So, as a person who does a lot of merchant emissary stuff the (at this point rather old) trade route changes felt rather bad, and over time I've come to a conclusion on why. So, we all know that Sea of Thieves is in large part a game of logistics. I came to the realization that the merchants are just the epitome of that part of the gameplay. It's about solving logistical issues, and optimizing the process so that you can approach that golden moment of perfect execution of a plan. A big part of that is speed, of both sailing and pickup and drop-off of goods (the dopamine generated by doing something optimally is a Thing, in neuroscience and game design. This is why there's a musical sting when you catch the wind in all sails) and generally doing things fast.

    So when Rare cut the price and increase the quantity of the trade goods it turned what could have been a 1 minute pit stop per island, into a 5 to 10 minute slog of which at least a minute is just interacting with a menu to buy crates, that functionally requires multiple people to make it not hideously painful. On top of that they cut the value of each crate so instead of being an experience where you are able to efficiently do something that's high value, it's something that feels like it takes forever, and nets an okay profit. When they first showed up, I truly did want to do the full trade route cycle, I'd hit all the islands as fast as possible. The change kind of eliminated that, now trade routes are exclusively something I do while doing something else, not really a goal in and of themselves. By eliminating the possibility of doing the trade routes quickly, the change also took the urgency from it; it's no longer something you can plausibly get away with if you're on a server with a reaper. This is a shame for broader gameplay reasons as well: fewer people running trade routes means less interaction for the rest of the server, and because a full circuit requires hitting every Outpost, having more people running trade routes means a LOT more points of interaction.

    I'm not suggesting a return to crates of unsorted gems selling for 10k with full emissary, but I feel like there has to be a midpoint, especially considering that it's one of the few activities that it's possible to lose money on if you get caught at a bad time. As it currently stands, it's something people do either to game reaper emissary, or squeeze a bit more profit out of a trip which just seems a bit sad.

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  • @a-popular-vote There's so much to choose to do upon the Sea that I doubt any changes made to the commodities will make a significant difference. Others will interact with you based upon their interests; not yours.

    Do or don't do them if you want. That's your prerogative. Also, keep in mind that everything Rare does is generally designed at facilitating either ease of use, or social interaction - typically not both. Commodities fall into the latter; they're meant to take time, so that once another crew figures out your route (moving directly from outpost to outpost), they may consider a visit to your boat worthwhile, especially if you're constantly docked. Bonus points if they know the trade routes and know which outpost to ambush you at next.

  • My apologies for the wall of text, I didn't notice how bad it was until after I had hit the submit button. TLDR: trade routes were fun because they could be done quick, now they can't so they aren't. Also, more profitable trade routes means more merchants which means more targets for reapers.

  • @a-popular-vote said in The state of trade routes:

    My apologies for the wall of text, I didn't notice how bad it was until after I had hit the submit button. TLDR: trade routes were fun because they could be done quick, now they can't so they aren't. Also, more profitable trade routes means more merchants which means more targets for reapers.

    You can edit your post by clicking on the wheel at the bottom-right-hand side of your post (next to the reply - quote and how long ago you posted) and then choosing edit.

  • @lem0n-curry Thanks for the heads up!

  • The biggest thing for me was risk/reward. As a mostly solo, risking spending money from your own pocket is huge. The reward being high for successful completion being the driver. It was actually kind of exciting which is rare for merchant stuff.

    When they double nerfed the trade routes, it turned into something I wanted for the monocle and then done with it. Not worth the time between the # of crates to move plus the absolutely horrible QoL way of buying them in the first place. There are far better ways to make money faster and adding this mechanic on top of doing any of those other things just slows you down for little/no return especially if a ship catches you loading/unloading.

    As a solo, being swift in your stops is a must to stay afloat.

    I also 100% still defend my point that the values Rare was seeing were heavily skewed by alliance servers like Athena's Vanguard and the like. Just like all previous nerfs to things soon after release. You can't test for how these groups will impact things because they don't exist in the testing environment. Yet it is claimed they have no impact on things...which is it?

  • The trade routes may as well no longer exist. I can make more money, more easily, doing pretty much anything else, including basic cargo runs.

    They made them pointless, which seems a waste of everyones time.

  • They definitely have been over nerfed and aren’t worthwhile anymore. Hopefully Rare can look at the lack of people doing these and make some changes to boost the reward for doing these.

  • They need looked at again. I rarely find or see anyone doing them unless they are specifically grinding the commendations.

    It's like Cargo but I feel Cargo is done more

  • @personalc0ffee said in The state of trade routes:

    They need looked at again. I rarely find or see anyone doing them unless they are specifically grinding the commendations.

    It's like Cargo but I feel Cargo is done more

    We do them when the Emissaries reset - one trip around the seas is a nice starting point for getting the new rewards at the end of the month.

  • @lem0n-curry said in The state of trade routes:

    @personalc0ffee said in The state of trade routes:

    They need looked at again. I rarely find or see anyone doing them unless they are specifically grinding the commendations.

    It's like Cargo but I feel Cargo is done more

    We do them when the Emissaries reset - one trip around the seas is a nice starting point for getting the new rewards at the end of the month.

    I just do lost shipment, so much faster and easier.

  • @personalc0ffee said in The state of trade routes:

    @lem0n-curry said in The state of trade routes:

    @personalc0ffee said in The state of trade routes:

    They need looked at again. I rarely find or see anyone doing them unless they are specifically grinding the commendations.

    It's like Cargo but I feel Cargo is done more

    We do them when the Emissaries reset - one trip around the seas is a nice starting point for getting the new rewards at the end of the month.

    I just do lost shipment, so much faster and easier.

    True, but my crewmate doesn't like those; sometimes he just wants to sail around.

  • @lem0n-curry said in The state of trade routes:

    @personalc0ffee said in The state of trade routes:

    @lem0n-curry said in The state of trade routes:

    @personalc0ffee said in The state of trade routes:

    They need looked at again. I rarely find or see anyone doing them unless they are specifically grinding the commendations.

    It's like Cargo but I feel Cargo is done more

    We do them when the Emissaries reset - one trip around the seas is a nice starting point for getting the new rewards at the end of the month.

    I just do lost shipment, so much faster and easier.

    True, but my crewmate doesn't like those; sometimes he just wants to sail around.

    Rest assured if you crew with me, I don't mind them. I still need the cabin open commendations too.

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