What’s the deal with cheating hourglass wins?

  • @epitafffio said in What’s the deal with cheating hourglass wins?:

    @lordqulex yeah, the rewards were really overtuned. they shouldn't have been given out so early in the progression as people have too much temptation to cheese them. bet nobody would be trying to cheat through their way to lvl 1000. gamemode is pretty cool if not for cheaters and people like that.

    People already have cheated their way to level 1000.

    The problem is the curses were the reward. They put the #1 requested cosmetic in the game behind the single most contentious play mode imaginable. Bad idea.

    I would have advocated for ship cosmetics in hourglass. If you're a PVP lord, pirate cosmetics do you no good because pirates don't see it until you're face to face. Most pirates run from ships they see. I say give them reason to. The PVP rewards should have included ship cosmetics so from the spyglass you can see "oh bilge water, that guys a PVP'er!!"

  • @burnbacon
    why are you acting like this isn't an exploit. HG is literally on demand pvp. I am pretty sure pvp means engaging someone in the combat aspect of the game and not spamming invites...

  • @epitafffio I also think there is a big problem with Rare's message. Look at all their YouTube video and adverts, and objectively consider their tone. "Welcome to Our Playground!" Does that say "fun, wacky, cartoonish pirate hijinks," or does it say "hard core, steep learning curve, competitive PVP arena where anyone can attack you at any time for any reason?"

    Rare's adverts are a bait and switch. They have splash screens explaining lots of things: "Pirate Playground," showing a volcano and a sea fort, "Epic Quests," showing Jack Sparrow, "A Huge Open Word," showing island landscapes, "Thrilling World Events," showing the fearsome kraken, "And So Much Loot," showing stacked loot on a ship. When they say "Action Packed Combat" they show PVE combat against phantoms and an ashen lord!! They don't mention the PVP at all!!

    You know what they don't say? "Meet Other Pirates," "And Steal Their Loot!" There should be a big disclaimer that this is a shared open world with other player pirates who can and will attack you at any moment for any reason. That signing is is consent for PVP.

    This is why, as @JJ-H816 said above, there is a "PVP'ers are bad and should be punished" group. There is a vocal contingent of the player base that honestly believes that. They were not sold PVP, they were sold a pirate playground with epic quests, a huge open world, thrilling world events, and loot, with no mention of PVP. There was a topic created a few weeks ago by a new player that got attacked at an outpost and literally had no idea it was by a player. They asked what world or emergent event sunk them. Let that sink in. There are players that bought that game that don't understand it's a multiplayer game where other players are capable of attacking them.

    That's why putting the curses behind hourglass has created a toxic "I do what I want to get them deal with it" mentality—because far too many players want the curses but don't want to deal with PVP. That's why the curses had to go behind hourglass—if they didn't reward the curses and early, massive swathes of the player base would not have touched the new content even once. I agree with JJ—hourglass would have been much better for the players it was designed for if the curses were never created and put there in the first place. But it's too late to put that genie back in the bottle.

  • @lordqulex that's a whole other issue called "Rare don't have a single clue what kind of game are they developing". They don't understand that this game is on the same spectrum as Rust or Escape From Tarkov aka session PvP games where players are stealing stuff from each other. And these games are HARDCORE and TRYHARD as hell, because that's the inevitable outcome for ANY PvP game.

    It's perfectly fair for Rare to primarily focus on casual aspect of the game because it's awesome without a doubt, but that doesn't mean Rare should ignore PvP aspect so much, that they don't even acknowledge it in their marketing.

    What's worse, Rare keep CATERING to the people they bring to the game by that failed policy by creating participation price awards (like allowing lossfarming and not fixing it, but rather making it easier, so that people who sincerely believe this game is all about PvE (which is kinda bland, tbh, especially if you've seen it all for a few times) think they are ENTITLED to the rewards that you're supposed to earn with a skill that they avoided learning like fire.

    What double worse is that Rare have created that kind of environment that breeds the most powerful and skilled at surviving & fighting crews in a closed environment. You know that myth about a "wolf rat", a rat that was confined with a bunch of other rats and had no choice to survive but eat all other rats and now it doesn't want to eat anything, but flesh of its own kind? This is it. Rare have essentially put a bunch of rats in Arena and then Hourglass and now these players want nothing, but fight to death in the sweatiest fights possible. Those who have stayed there long enough at least. Cozy adventures no longer give a rush, only the hardcore "on edge" fights. And these players not only are essentially pushing away casuals from PvP gamemode (because that's what naturally happens in a competitive environment) but are also coming back to the adventure mode with all their skills and become completely unmatched.

    As I try to fathom and put this situation to words, it just gets more and more messed up to me. Rare have made a bunch of basically grave mistakes in their marketing, balancing and content making that resulted in this. I have zero clue how this can be solved apart from just admitting SoT isn't just a casual game anymore and it will never be one.

  • @epitafffio I like "session PVP games where player steal stuff from each other" and I'm going to use it more often.

    I think Rare knows the game they want to make, and don't understand the game they've made, if that makes sense.

    If you watch the Voyage of a Lifetime mini-documentary, it highlighted the developers and Microsoft team enjoying galleon v galleon PVP. The idea is that you sail around, dig up treasure, collect skeleton skulls, see another ship, try and sink it, take their treasure, yarr be a pirate!

    Frankly, PVP'ers are the problem. Read that close before you criticize me: PVP isn't the problem, PVP'ers are the problem. The players that don't collect treasure, the ones the throw the risk/reward out the window because they don't generate loot to risk. The ones that server hop to find PVP but don't care about the treasure the other ship left behind, and have easy access to tons of supplies via the merchants and captaincy supplies. The ones that exclusively enjoy PVP but don't invest their time in the server so that if/when they lose the ship being attacked gain nothing.

    PVP'ers throw off the risk/reward aspect of the game, but paradoxically they are the risk of the game. Without PVP'ers the PVE'ers have no real risk. The game is supposed to be PVEVP open world sandbox, and I feel for many if not most players are PVEVP'ers. But no one calls the "How's My Driving?" number to say "they're doing great!" They call to complain. Same thing with the forums. PVE'ers run here to complain about PVP'ers who sink them for no reason and don't even want the treasure they've collected and lost. In my opinion the problem is that you can participate in PVP without any buy-in or ante.

    The obvious answer is to somehow make PVP'ers want the treasure. That's what the recent Chest of Fortune has done, as well as the new Reaper chest commendations. But as long as they have the 50k gold to buy supplies, the hardcore PVP'ers are happy to sail in the sailor garb. PVP'ers have no need nor want for treasure, that's the root of the problem. They attract new players with an open world pirate sandbox adventure and the first players they meet are PVP'ers who just want to fight for the thrill of the fight and have nothing to gain and nothing to lose.

  • @lordqulex yeah, good point, but the problem with people not wanting any loot is that no matter how much incentive you give them to take loot, it will inevitably boils down to:

    1. people still not caring because they a) completed the required commendations; b) don't have interest in getting the whatever reward
    2. people cheesing the supposed high risk PvP reward by using forgiving game mechanics, like rolling Reaper's chests in sunked ships that NOBODY will try to contest or going as far as creating alliance servers.

    To put it another way, there simultaneously are people who:

    1. Don't care about any risks at all simply because of how much they've played the game
    2. Will do anything to avoid the slightest risks.

    That kind of situation will apply to any kind of approach you try to solve that issue in open world PvP. If you put a 50k fee (f/e) for whenever you want to start a figh, some people will pay it and won't care at all, while others will not touch related activity at all because they can't allow themselves to lose 50k over nothing.

    You can't really make PvPers want something that is not "sink enemy for the sake of the fight" because the nature of this game doesn't have actual vertical progression. The reason why Rust or EFT are working well in that matter is because no matter how good you are, you still want to actually take the stuff away from other players, because your success largely depends on how much of said stuff you've taken. In Rust, you still want to take resources to get blueprints for better weapons and than stack a lot of supplies to maintain your base and equipment and in Tarkov you have to get a lot of money to afford equipment that will give you much higher chances of survival and victory. In both of these games playing risk-free is making you completely inefficient. You are running without weapons, heals and armour against people who have it all, so even though you aren't risking anything, you are not posing any significant threat to others. And even so, that kind of gameplay in at least of these games (EFT) is highly despised and discourages by the community and developers.
    From that PoV, SoT players would want to take supplies from each other and sure they do that a lot, however the way it works, it's simply not significant enough. Supplies are not limited enough to be something to be afraid of losing, however they are significant enough to be a high priority.

    The entire game is balanced around the idea that EVERYBODY is EQUAL. You have the identical weapons, ships and you can't buy some kind of powerups or boosts by playing the game for a while in long run. Every time you begin a new session, you start with the same tools at your disposal and only your SKILL defines how successful you're going to be. Of course there are some exceptions to this rule like Captained ships that give you an access to shipwright resource shop, but generally you aren't any different to a newbie who just joined. So this formula creates the issues we have now. It doesn't help that Rare introduced gamemodes that allow to consistently get PvP experience against crews who are actually WILLING to participate in it, thus often giving a decent PvP experience that sharpens your abilities in contrast to people who simply play adventure and occasionally have to fight with other pirates.

    You can't have any long-term or short-term risk, because it doesn't affect your overall progress. You can't possibly lose anything in this game except the supplies and the loot you've earned in this session, the first being lost the moment you end said session. If we continue the comparison with Rust or EFT, changing that would essentially mean that you'd have some kind of a "treasure hoard" outside of your regular session that you have to put treasure in and then take it in the sessions and KEEP it in your possession in order to increase your ship's power. Obviously, that sounds like BS in SoT context and won't work. Maybe, making resources a sellable treasure would work, but it's already a thing and, well, it's not working well.

    That's another addition to my point about the designing dissonance of this game, because no matter what kind of solution you implement, it'll either be utterly useless due to polar mindsets of two conflicting groups or it will change SoT on fundamental level and it won't be good. There's no going back and no way of addressing this issue without breaking the integrity of the very core design of the game. At least, I don't see how that can be realistically done. Maybe kicking people off the server if they got sunk in the fight? Then again, back to square one - bad players would lose a chance to try again, while better players would steal loot even more efficiently.

  • @epitafffio I'm gonna bust this guy out again and keep pointing to the marketing.

    alt text

    This is what the marketing is doing to Sea of Thieves. By ignoring the PVP aspect of the game in the YouTube videos, you make new players believe your game tends towards PVE. By introducing content like hourglass and the Chest of Fortune, you get your PVP players to focus on those activities, leaving many new players alone making them think even stronger that the game is about PVE and not PVP. Then, when they inevitably get attacked by wandering into the wrong place at the wrong time, they get enraged and post about it on steam and on twitter and in these forums. I understand that there is no content Rare can create due to the polar mindsets of the player base, so the goal should be to destroy the polar mindset of the player base.

    Every single video needs to call out that this is a PVEVP game. You play against the game as well as the other players. You will get attacked and often. It's that missing communication that creates "we want private/PVE servers" topics every single day. Stop attracting casual players! No one who plays Candy Crush paid for Rust or Tarkov! This game can be successful without casual players, other games certainly are. Stop advertising this is as a "fun pirate playground" using a lexicon that makes it seem like a pirate ship bounce house at Funflatibles!

    The player base is drifting toward PVE because of bad marketing, and they're rightfully angry.

  • @lordqulex said in What’s the deal with cheating hourglass wins?:

    Stop attracting casual players! No one who plays Candy Crush paid for Rust or Tarkov! This game can be successful without casual players, other games certainly are.

    Ok, just wow. Casual players can be ok with PvP. I'm a very casual player, as I only am able to play maybe 4 hours per week. Very casual, but I do Hourglass, I engage in PvP, etc. Don't gatekeep this game just for "Hardcore PvP Sweat-lords". This game CANNOT be successful without casual players, because casual players are the ones who will spend the most ACTUAL money on cosmetics. PvP sweats don't (for the most part) buy Emporium cosmetics. They stick to their all-black, DA sails, etc (yes, I'm generalizing). People who enjoy the game for it's fun cartoon-pirateness, who enjoy the adventure of the game, not just the PvP, they are the ones spending real money that actually helps out developers. Don't be a gatekeeper. Let the casuals in, otherwise you'll just end up in a no-production world where no one has loot because they are all hunters, no prey.

    Also, I'm not sure what your graph is supposed to mean? It looks like "Before Seasons 8 and 9 as Pirate skill increased the number of 'Organic Encounters' increased for a while, until they reached a certain skill in which their 'Organic Encounters' decreased back down to new pirate level. But after Seasons 8 and 9, the 'Organic Encounters' increased at a lower Pirate Skill level, until the pirate reached a certain skill which was less than before Seasons 8 and 9, after which the level of 'Organic Encounters' fell back down to new-pirate levels again, and then no 'Organic Encounters' occur after a pirate reaches a certain skill level."

    What?

  • @lordqulex I don't think it's as black and white. They have some shape or form PVP included, especially naval, but they do not bother to show the state of PVP unless you do research. Firing cannons, then having a sword combat with a shot here and there is what everyone imagines pirate combat to be in the first place.

    Just like in pirates of the carribbean, they board Jacks ship, pull the trigger, but nothing fires as the water made the black powder wet, rendering the gun useless.

    And I doubt they would want to show bunnyhopping animation cancelind double gunning as this is not Quake 1996 or some goofy fortnite (dont know if they do that there)

    So I do believe this is false advertisement and unethical in a way. If they fix it and make it more piratey than that would be amazing.

    I just can't understand why Rare don't wanna have the weapons do same amount of damage and force you to have sword as a primary weapon. A direction must be chosen, either a pirate world driven narrative to balance them, or they should go all out towards E-Sports and fix a lot of glaring issues like hit reg, cheating, exploiting, macros etc. I think first one would be a lot more preferable and easier to achieve, catering the 'Family friendly' game narrative.

  • @lordqulex said in What’s the deal with cheating hourglass wins?:

    By ignoring the PVP aspect of the game in the YouTube videos,

    Which videos ignore PvP? As far as I'm aware, it's present in all of the non-story specific ones.

  • Update on this, joining games to cheese the hour glass is no longer a thing! So if people ask to join from now on, invite them, and they will gain no rep, but you will! Let them try it for as long as they like before they figure out they are getting nothing any more.

  • @lordqulex Even though I agree that marketing is the issue, I just don't think they can back out of this marketing strategy and priority, just like they can't back out of PvP growth in a very limited part of the community. That's why I'm saying the whole issue is just a dissonance.

  • @gosva5434 said in What’s the deal with cheating hourglass wins?:

    @burnbacon
    why are you acting like this isn't an exploit. HG is literally on demand pvp. I am pretty sure pvp means engaging someone in the combat aspect of the game and not spamming invites...

    I wouldn't call it an "exploit", per say. Although now Rare has removed this ability from the game, so it is kind of a mute point. However, to me an exploit is something that allows you to get an edge on other players in some way, and this one really doesn't? Especially when it is easily countered by just saying "No". There aren't a lot of game exploits out there that require the consent of your opponent. :P

  • Hourglass is the end game.

    Forget the rewards, people who play it for the rewards will stop as soon as they get ghost or skelly curse.

    Everyone else plays it because they like the challenge, they like the rules, the risk. It's the sea of thieves endgame, that's why there's a super hard to get curse at 1000 allegiance. It's for those who conquered the end-game to show off

    However, I do agree that hourglass could be better. But I won't pretend that I know how to make it better.

  • @maximusarael020 said in What’s the deal with cheating hourglass wins?:

    @lordqulex said in What’s the deal with cheating hourglass wins?:

    Stop attracting casual players! No one who plays Candy Crush paid for Rust or Tarkov! This game can be successful without casual players, other games certainly are.

    Ok, just wow. Casual players can be ok with PvP. I'm a very casual player, as I only am able to play maybe 4 hours per week. Very casual, but I do Hourglass, I engage in PvP, etc. Don't gatekeep this game just for "Hardcore PvP Sweat-lords". This game CANNOT be successful without casual players, because casual players are the ones who will spend the most ACTUAL money on cosmetics. PvP sweats don't (for the most part) buy Emporium cosmetics. They stick to their all-black, DA sails, etc (yes, I'm generalizing). People who enjoy the game for it's fun cartoon-pirateness, who enjoy the adventure of the game, not just the PvP, they are the ones spending real money that actually helps out developers. Don't be a gatekeeper. Let the casuals in, otherwise you'll just end up in a no-production world where no one has loot because they are all hunters, no prey.

    Also, I'm not sure what your graph is supposed to mean? It looks like "Before Seasons 8 and 9 as Pirate skill increased the number of 'Organic Encounters' increased for a while, until they reached a certain skill in which their 'Organic Encounters' decreased back down to new pirate level. But after Seasons 8 and 9, the 'Organic Encounters' increased at a lower Pirate Skill level, until the pirate reached a certain skill which was less than before Seasons 8 and 9, after which the level of 'Organic Encounters' fell back down to new-pirate levels again, and then no 'Organic Encounters' occur after a pirate reaches a certain skill level."

    What?

    What I'm saying is that if someone doesn't like or can't handle the stress of PVP (overgeneralization with candy crush) they probably won't like Sea of Thieves. By casual player I don't mean "doesn't have much time to play," I mean "doesn't like perpetual player versus player gameplay." My mother in-law is that way. Loves games, but just doesn't like any game where someone else can mess with what she's doing. If you don't like it when other players mess with you (my definition of casual) then don't play Tarkov, don't play Rust, and don't play Sea of Thieves. I think we have a different definition of casual.

    I originally made that graph for a different conversation, about how the skill level of your average pirate participating in "organic" PVP (what I define as PVP between two ships playing in adventure mode) has gone down because the high-skill players are a) participating in hourglass, or b) hunting the new Chest of Fortune by server hopping. It is admittedly inaccurate for the conversation at hand but the best I had at the time.

  • @zig-zag-ltu said in What’s the deal with cheating hourglass wins?:

    @lordqulex I don't think it's as black and white. They have some shape or form PVP included, especially naval, but they do not bother to show the state of PVP unless you do research. Firing cannons, then having a sword combat with a shot here and there is what everyone imagines pirate combat to be in the first place.

    Just like in pirates of the carribbean, they board Jacks ship, pull the trigger, but nothing fires as the water made the black powder wet, rendering the gun useless.

    And I doubt they would want to show bunnyhopping animation cancelind double gunning as this is not Quake 1996 or some goofy fortnite (dont know if they do that there)

    So I do believe this is false advertisement and unethical in a way. If they fix it and make it more piratey than that would be amazing.

    I just can't understand why Rare don't wanna have the weapons do same amount of damage and force you to have sword as a primary weapon. A direction must be chosen, either a pirate world driven narrative to balance them, or they should go all out towards E-Sports and fix a lot of glaring issues like hit reg, cheating, exploiting, macros etc. I think first one would be a lot more preferable and easier to achieve, catering the 'Family friendly' game narrative.

    It may not be that black and white, but if new players expected PVP around every corner the mods wouldn't anchor topics asking for PVE servers daily. If that doesn't scream "new players aren't expecting this much PVP" I don't know what does.

  • @goldsmen said in What’s the deal with cheating hourglass wins?:

    Update on this, joining games to cheese the hour glass is no longer a thing! So if people ask to join from now on, invite them, and they will gain no rep, but you will! Let them try it for as long as they like before they figure out they are getting nothing any more.

    💖💖💖💖💖

  • spamming me in messages to invite him to get an easy win

    and to my knowledge, this was fixed/patched. No longer works. Good day.

  • @zig-zag-ltu I think the point he is trying to make (or at least how I see the issue) is that the kind of PvP Rare want or can show or make emphasis on is nothing like the actual PvP. They make it look too easy, too simple, too casual, while the reality of this game is that the PvP is cutthroat meatgrinder that explicitly makes the person's skill at playing the game being the only deciding factor of their success. Rare can't get rid of a lot of skill demanding things because that wouldn't change much in a bigger scale and would only end up upsetting people.

  • @epitafffio well im upset about the state of pvp, but im not gonna quit the game no matter how they would change it or leave it as is, should Rare really care about immature douchebags that would throw a fit if they removed exploits,macros? I wouldn't, i doubt they would bring more revenue than masses of players who would welcome such change.

    I think its obvious to them what needs to be done, I hope they sort it out soon. Or they could simply remove animations on everything and allow us to truly have "tools not rules". :D

  • @maximusarael020
    the exploit is that if the other person accepts the invite they both get rep. This leads to people running in a pvp mode spamming invites. It just encourages an unhealthy playstyle for hg. The running and spamming invites is not the exploit but the result of it.

  • When it comes to Cheaters, I do not care for the rewards, their motives or anything really.
    And the only thing you can blame Rare for here is not having a better Anti-Cheat ... though of course ... the fight against cheaters can never "end" ...
    (Which is why I somehow do not feel justified in blaming Rare for this. It is like blaming the Police for there being crime, SOMEWHAT true ... but not really, at least not directly)

    But yes, to me, cheating in a MP-video-game is nothing short of a crime. From a PvP-Gamers-PoV, I'd even go as far as to call it a capital crime.
    This is not like peaking at the cards of your RL-friends in some drinking-game.
    This is ruining the fun for those that are, unlike the cheater, vying for it fairly.

    Now there are different degrees of cheating of course.
    If you really want to get every cosmetic "immediately" even though you did not earn them, SURE go ahead. It will be blatantly obvious to everyone soon enough if you run around with the golden bones curse while probably not even knowing the bucket-spots. That is already very low-life but can be considered a minor crime, not neccesarily deserving of a permanent ban but merely, say 3 months, if otherwise, you fought fairly.

    But then there are the likes of those that simply spawn Athena-Kegs into their hands ...
    THAT my dear m8ts. Is unforgivable.

    Such Cheaters deserve NO excuse. NO explanation. NO mercy.
    What they deserve is to be punished, perma-banned and ideally publicly ridiculed. (E.g. H1Z1)
    This should ofc only happen when there is concrete enough evidence.
    But since this is usually hard enough to obtain, ALL THE MORE!

    And I will make no secret out of it that such Cheaters are literally the lowest form of life on the internet from my personal PoV.
    It is the mindset to even consider it that disgusts me.


    #7 Those Who Cheat Shall Be Punished

    I hold this truth to be self evident.
    No quarter given.

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