PVP change in adventure mode

  • At this point I feel like we should remove hourglass and A pirate's life (Not sure if that one does anything?). Give us more reasons to do pvp like increasing the difficulty to get emissary five so people have to stack more, bring back sea dogs/arena commendations and put them into the new factions we have now. Focus on trying to have better stability on servers and maybe even increase the amount of ships we have on each servers. This way the adventure mode will be a little more pvp focused than it currently is. I'm sure there's a bunch of other stuff we can add/rework to make that happen.

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  • Remove hour glass but increase pvp? The hourglass is pvp tho…

    And the Pirates Life is just a group of tall tales, why remove them? It part of the story

  • I think you have a point, but not sure if you communicated what you wanted to say correctly.

    Right now I do agree with the hourglass function. It really has no purpose in the adventure apart from ''oh well, let's see what happens''.

    Let's say we sail on a brig/galleon and see your sloop in an outpost nearby, where we would ideally like to cash out our 2 win streak + sell the flag acquired (imo best method if you are not a pvp god).

    The current options are, let's waste another 10 mintes sailing to an outpost nearby (without guarantee another ship is there) or sink you, because you have extra free supplies for us. Now mark my words, I would come to sink you 10/10 if not for my crewmates, just because I'd rather do that, than running around looking for chain balls and fire bombs.

  • I don't think that would really mesh with some of the reasons for the hourglass mode in the first place.

    The hourglass mode was created basically for 2 reasons:

    1. People complained about how long it would take to find a ship and often that ship would run, so finding engaging and competitive PvP was difficult. Hourglass makes it much faster.
    2. Many people who primarily PvE complained that people kept attacking and sinking them, and the aggressor's excuse was often "We just wanted a fight" or "They removed Arena so this is the only way we get PvP."

    Thus Hourglass helped get people into fights with (ideally) others who wanted to battle as well. The matchmaking also (supposedly) ensures that a good share of battles are competitive. It also takes some of the pressure off of those who are more on the PvE side of the game and would really rather not be steamrolled by a galleon of sweaty TDM double-gunners.

    Your suggestion, while having the potential to increase organic PvP in Adventure, has the downside of that not being what the devs or the playerbase wants. A lot of the playerbase call for PvE-only servers because they just want to do their voyage or fish without PvP-focused players disrupting them. Increasing PvP in Adventure would drive more people away. That's why hourglass is opt-in, but set in Adventure. That way PvP-focused players can do that mode, and while organic Adventure PvP will still occur, there's at least an outlet now for blood-thirty pirates so they don't have to sink every noob solo-slooper they see on the horizon.

  • @burnbacon I probably worded it completely wrong, but I just feele like hourglass is not the way to go. SoT started with open world pvp and then they added arena. 2% of the playerbase played that I believe? I just think its better to not have anything that kind of splits up the community in different modes at this point

  • @zig-zag-ltu That's the thing. I just feel like open world PVP is where its at. I have way more fun when I find some random dude sailing around and we start fighting. Maybe we start getting third and fourth partied, etc. I just feel like we could have other ways to level up the pvp factions. Lets say you get rewarded for sinking someone, killing them, hitting cannonballs, etc. I've heard so many just sit afk in hourglass to farm curses because they don't like it, but want the curse. That's honestly just not the way to go. English is not my main language and it's a little bit difficult to get the correct wording out

  • @i70005 said in PVP change in adventure mode:

    @burnbacon I probably worded it completely wrong, but I just feele like hourglass is not the way to go. SoT started with open world pvp and then they added arena. 2% of the playerbase played that I believe? I just think its better to not have anything that kind of splits up the community in different modes at this point

    I get it, but I don't get it...

    On the one hand, I entirely understand that hourglass artificially bifurcates the player base. Players clamoring for PVP are happy because they have PVP on demand. Players clamoring for PVE servers are happier because their odds of being jumped by PVP sweats has been reduced.

    But I agree with you—I do not understand PVP for PVP's sake in this game.

    @triheadedmonkey said in Sea of Thieves map is too big, make an alternaive server please:

    Sea of Thieves is a Shared World Adventure Game. It is an open-world, sandbox pirate-themed adventure game [...].

    Sea of Thieves is a Shared World Adventure Game; it is an open-world, sandbox pirate-themed adventure game. There are dozens of PVP games out there. PVP medieval fantasy games, PVP medieval combat games, PVP wizard combat games, PVP shooter games, PVP sci-fi games, PVP comic book games, PVP pulp era games, the list goes on. If you want a PVP pirate game, go find a PVP pirate game. Artificially separating the exclusive PVP'ers from the exclusive PVE'ers via hourglass to placate the vocal minorities seems to only serve the purpose of punishing the bulk of us PVEVP'ers.

    I don't want to be a "git gud" peddler, but this is an open-world sandbox pirate-themed adventure game and getting attacked it part of that. Learn how to fight, run, or sneak, those are all viable options. That is the game. I don't really know what hourglass was supposed to do, but the experience just feels a little bit more diluted to me now.

  • @maximusarael020 I see your point and I guess its a double edged sword. I do see a lot of people get bored of the hourglass and just go hunt people in adventure. I personally feel that HG isn't organic whatsoever and really repetitive. You spawn in head-to-head, turn the ship, shoot, sink, then you repeat it. I used to be the person that ran away when I saw other people chase after me because I was afraid of losing my loot. It took some time, but I'm not really afraid to lose my loot anymore. Some does pvp, some doesn't and you kind of just have to be ready for anything and that's what makes SoT fun. Nothing really is the same from server to server

  • @lordqulex

    I don't want to be a "git gud" peddler, but this is an open-world sandbox pirate-themed adventure game and getting attacked it part of that. Learn how to fight, run, or sneak, those are all viable options. That is the game. I don't really know what hourglass was supposed to do, but the experience just feels a little bit more diluted to me now.

    This is a really good point. I used to be a PVE andy so bad. Didn't wanna fight and ran away if I had a bunch of loot. Then I started getting better, fighting more, etc. Basically just got better and now I can hold my ground for the most part. There's always something to get better at and that's what makes it fun.

  • This would be taking 6 steps back from the 4 steps forward they took

    Would be like getting rid of veils to return to OG athena quests

    getting rid of shipwrecks and going back to animal voyages

    etc

    Bringing in consent based combat is huge for the environment and has shown positive effects the entire time through season 8. Production, qol, quality of experience as a pver so they want to participate more

    They are on a pretty decent path right now. I wouldn't remove content.

    The stacking thing only works when quicker and more pleasant, if it's a time consuming unfunfest people will just not participate. That's already been shown.

  • @wolfmanbush

    I think what this all boils down to for me is wishing that HG defending worked. I want to sail around, collect treasure, and have PVP. I agree that before hourglass PVP was a rarity due to runners and such, I did feel guilty stomping on crews that weren't expecting PVP, and I never did chase anyone longer than 10 minutes (we'll see how this red sea update changes that), but in my gut I just don't feel hourglass really fixes any of that. I feel that PVE'ers and PVP'ers are a vocal minority and hourglass just left us PVEVP'ers in the middle going, huh??

    Maybe if I could be invaded more than once every dozen hours I'd feel differently. I want to be invaded once an hour or so feels right to me. But until I can't go multiple entire play sessions without being invaded, it's all just a pipe dream.

  • @lordqulex said in PVP change in adventure mode:

    @wolfmanbush

    I think what this all boils down to for me is wishing that HG defending worked. I want to sail around, collect treasure, and have PVP. I agree that before hourglass PVP was a rarity due to runners and such, I did feel guilty stomping on crews that weren't expecting PVP, and I never did chase anyone longer than 10 minutes (we'll see how this red sea update changes that), but in my gut I just don't feel hourglass really fixes any of that.

    Maybe if I could be invaded more than once every dozen hours I'd feel differently. I want to be invaded once an hour or so feels right to me. But until I can't go multiple entire play sessions without being invaded, it's all just a pipe dream.

    One of my suggestions for hg is adding a vote timer that also includes an immediate option after a fight ends

    We don't really know too much about how defense will work yet, season 9 will give us more to examine as people switch over to it more

    Everything should line up to work out alright as long as season 9 doesn't have any major issues that take a lot of time to work out.

    The increase in production mixed with defense opt in should provide pvpers an environment in season 9 to encourage server investment, I do think many are burnt out on repetitive stuff right now without sufficient randomness so to me it's looking like defense may shine more in season 9.

    Fof+fotd activity mixed with hg defense should be pretty fun for people that like to pvp and hunt treasure

    and if they don't want hg defense there should be a lot of stealth opportunity as well

  • This will be an extremely unpopular opinion but I think they should have only went with the Defend for the hourglass, that way the majority of players stay in Adventure.

    You get your pvp kicks while doing the pve.

    That's how the game is supposed to be played and that is frankly when it is at its best. When you have PvE interrupted by moments of PvP.

  • I dont think that removing hourglass (which is pvp in adventure mode) would resolve the frequency of pvp in adventure so much.

    As it stands if you want more pvp to happen in adventure, the best way to increase the rate of pvp in adventure is by seeking it out your self. If you mean you want more pvp to come to you, then not much will change how much people want to hunt you down if they wernt already considering it in the first place.

  • Is it too controversial if I say PvPers not liking HG is because they meet competition ?

    Way easier to target that solo tall-taler for your "PvP" pleasure, right ? Those folks in HG do fire back, and their aim is good, that's boring.

    This way the adventure mode will be a little more pvp focused than it currently is

    Is there a need for that ? I'd argue no. ESPECIALLY since we have a way to PvP like, you know, on demand. And there are countless threads from noobs asking that blood-thirsty players would leave them alone. At leasst HG attempts to please both.

    Let's say we sail on a brig/galleon and see your sloop in an outpost nearby, where we would ideally like to cash out our 2 win streak + sell the flag acquired (imo best method if you are not a pvp god).

    The current options are, let's waste another 10 mintes sailing to an outpost nearby (without guarantee another ship is there) or sink you, because you have extra free supplies for us.

    How is it different than cashing in a bunch of skulls/chests/TT ? I really don't get it. HG has nothing to do with it.

    Now the only issue regarding this with HG is that I actually feel that "adventure PvP" has been kinda deserted by legit, good sportsmanship players who went fighting in HG, while the PvP that occurs "organically" now is mainly rather toxic and consist of "PvPers" targeting easy preys cos' they would be devastated in regular HG.

    Give us more reasons to do pvp like increasing the difficulty to get emissary five so people have to stack more

    I'd say just wait for that new fortune chest. I'm sure this will actually fix some of your worries, as we'll be fighting for forts and all, the old way.

    Actually I'm anticipating threads asking that fighting around this new stuff would give allegiance. People are gonna be upset that they'll HAVE TO indulge in 2 different PvP modes, doing the same stuff (shoting, repairing and killing) with different rewards.

  • TBH the only thing they should remove is the menu option for Pirates Life (as it is redundant) and just swap in a filter system for the type of crew and content you want to do for those that don't want to use the LFC/G tools that are avaliable via gamebar and the discord servers.

  • @lordqulex I don’t have the same experience as you at all. I’ll put up my hourglass and within 5 minutes I’ll usually have a defending fight. There seems to be a 30 minute cooldown in between fights but I could get 3-4 fights in a 2 hour session just defending. It may be that often times your servers are full already and they can’t bring in another ship to attack you. When that happens I usually just dive, fight, and then wait in that new server for a challenger.

  • @personalc0ffee how would you get people to invade you if everyone is sailing around a server not able to dive?

  • More incentive to pvp? If anything we need the opposite. I haven't encountered a non-pvp crew in weeks!

    We need more incentives to ally and be friendly. This game used to be that if you saw another ship you didn't know if it was hostile or friendly, that was part of the fun. Now you already know that a ship is hostile, because no one comes to you to be friendly anymore.

    And why would they? There is only 1 benefit for allying up and that is the 50% you get. However if you sink them, you get 100%. And if you want milestones, you need to hand in loot yourself, not in an alliance. Milestones also incentivise sinking others, since you have to hand in loot yourself then (doesn't matter if it was 'yours' to start with or that you stole it) and there are no milestones for having allies handing in loot, allying up or giving loot to allies. And with the increased starting supplies and the barrels floating up if you sink someone, pvp crews now also don't have to worry about supplies. So that won't hold them back anymore either.

    Another problem is that skill gaps have been getting increasingly bigger over time, wich also makes it so a Pvp oriented player will almost always win a battle against someone doing PvE (and this doesn't help getting people interested in fighting back or getting better at pvp either). This also makes it so PvE players don't even approach other ships anymore and stay in the corners of the map and scuttle and leave the server when they see someone approaching (this is part of why PvP players where complaining about being able to find battles before the hourglass, yet most where not even able to look into the mirror and notice they where part of that problem).

    Nothing wrong with pvp as a whole (i do it too from time to time), but the whole fun of the game is not knowing if someone would be hostile of friendly. That seems to be completely gone now and i miss that magic. This is also one of the biggest reasons organic play has dissapeared.

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