HG sucks, here's why

    1. Literally the way supplies work in HG is maximally dumb. The first match you play in HG you're struggling against some dude with 1 million of everything, and then eventually you just become the dude with a million of everything. There's hardly ever a fair fight in HG where people have equal supplies, unless you both have 1 million of everything. And in that case it removes an entire layer of strategy from the mode, aka managing your supplies, on top of making the combat a million times more sluggish. Like bro you should not be able to carry around 1000 hp worth of heals at once 💀And infinite wood means that people can just tank forever and unless you get a good board then they never sink 💀 Like the massive quantities of supplies make the game mode so not SoTlike. Literally it's the difference between playing Minecraft PvP vs Minecraft Ultra Crystal Totem Spam PvP. Everyone being unkillable and unsinkable sucks.

    2. The naval is like the most repetitive possible format of all time. The boarder is so big that anytime you come under any pressure you can just immediately turn out. And the only way to prevent this is by spamming chains or by boarding (WHICH REFER TO ONE FOR WHY THAT SUCKS). It's like actually dumb cus a fight can go on for literally 2 hours+ easily if both teams can watch ladders and don't have chains. There's no strategy with supplies or positioning and it literally just means there's one way to naval, and that sucks.

    3. Lazy strategies are super dominant because everyone is just tired/burned out/doesn't need to do that. Like high level blunder usage? Literally not a thing in HG. Even though it's a super effective strategy and lets you win fights, nobody does it because it's literally too much work. The people that know it just can't be bothered, and the people that don't aren't good enough to force the people that do know it to use it. And there's other examples like the usage of fire, optimal helming, optimal boarding, all of that. This is also made worse BY NUMBER ONE because if ONE PERSON sends a single blunder you literally get met with 500 in a row and it's the most cringe stuff of all time. Like genuinely it'a maximally dumb. When lazy strategies are the only real way to play because of massive design flaws it gets BORING. You don't need to try as MC, you don't need to coordinate supplies across the crew, you don't need to be a super effective helm, like literally you just have to play one way semi decently and you'll win every match of HG it's so boring.

    4. Hand to hand is literally just so bad atp. Like you literally just run around, eat pineapples, and hope you're the one doing enough damage. Literally half the weapons in the game do like next to no damage in any normal situation. It's pretty much like "did you kill boarder on ladder? If no then hope they die after 20 shots, before they can stand on grate and kill you. If yes then good job they spent 45 seconds of their life dying and respawning with absolutely no productivity, super fun for them. Also hitreg, no qs, all the usual stuff you can throw in there that makes hand to hand worse. Like it's so much worse than when HG launched its honestly impressive.

    5. Literally nobody plays the mode. Like unless you're running a VPN and setting up specific windows to get good fights you're prolly getting nothing. The matchmaker is pretty much always scraping the bottom of the barrel atp (no challenge or hacker). And that honestly sucks but like idk everyone quit so not much to say.

    6. I just wanna give chain spam it's own spot, because it's absolutely stupid. I touched on it before, but why is the mode effectively a game of who can hit chains and get them to not catch. Like being able to turn out so easily with so many supplies is dumb and should really be addressed. Like literally the only way to sink someone is to board (who wants to do that in the big 25 hand to hand is terrible rn) or chain spam. Def worth taking a look at Rare.

    7. Matches can literally take all day with no benefit for anyone. Like bruv I do not want to sit there fighting some dude for 30+ min in 99% of cases. Just make it draw, before the 1% of cases I would have had more fun, I would've already quit the game again. Like there's actually just no reason for stuff to go on as long as it does.

    8. Like every update to HG or weapons or whatever has made it worse in basically every instance. Like yeah S12 brought new weapons but also brought bonecallers which sucks to play against. And also the knives suck to play against and with. And the DB is clunky so nobody uses it. Same story with S14, like yeah we got some cool new stuff but like most of it just doesn't work well. Like harpoon gun is a good idea with poor execution, same with traps. The blowgun and I don't even remember what else was added are actually just bad ideas so that's GGs. Same with S15 and spear. Like that's not even in HG so idk if Rafe gave up or what but that's the most cooked of them all.

    How to fix the fundamental bad design of mode: set supplies, way smaller zone or match phases, honestly also just put a time limit on it nobody cares about a 40 minute fight, let alone 2 hours, also fix the balancing so weapons just don't do any damage (which includes food balancing). Actually make boarding fun again, make helming not braindead simple, make supplies an actual consideration, make matches way shorter so people actually circle through the queues and kick up some activity and don't get bored, get rid of the "dumb strat" meta and actually bring back interesting ideas to the mode, and make meaningful updates that make me thinky with my brain instead of try it once and realize it sucks. Holy run on sentence but whatever. Anyways that's why HG sucks in many many ways and it could really be improved. Ask me about one of the points if you want a serious breakdown, most of my takes here are like minimal effort rants and not actual serious breakdowns of why exactly I think that.

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  • Starting every sentence with the word literally does not make it an objectively true statement.

    I'm curious what are you playing mostly? Because my experiences do not match your own.
    I mostly duo sloop. I'd say 2/3 of my fights supplies do not play a factor the amount I get from outpost and captaincy is enough. Because my naval is much better than my tdm the main time i see supplies coming in to play is when i go against a duo not as strong in naval but they are great at tanking, defending and applying pressure via snipes.
    Sure having enough chains makes it easier to lock down a ship but chain spamming is a fallacy in my opinion. If you dont have the relevant pressure then catching mast and setting off is very easy. Likewise I've had crews go for very early chains and I'm happy to just kill the cannoneer without the returning pressure on cannon line and get a good spread of holes on them.

    In a game of tools not rules metas will naturally form but I don't think its down to the devs to change them through forced rules etc. You have the choice of taking parallel over orbital or ram strat, or board spam with grapple gun. If you dont like how others play you're not required to match them.

  • @hiradc this is what I meant it was a low quality rant bruv. I know there's a ton of holes in the arguments, but I have plugs. I played most duo sloop. So ik how that plays. Literally duo sloop supplies never matter WHICH IS PART OF THE PROBLEM. It's so boring when every single match you have near infinite amount of supplies. And yeah captaincy + outpost is enough to get started, really more than enough, for duo sloop, but that's not the point. Having supplies play a factor in what you're actually doing, along with your actual positioning, adds so much depth to the mode. IT WOULD ALSO SPEED THINGS UP SIGNIFICANTLY. Also your whole point about chains is like completely failing to understand what I mean when I say "chain spam" Like chains should not be the primary way to win a naval fight Yes there's a lot of nuances I'm skipping over with that statement, and I trust that you know what those nuances are, and you should just I know what they are. What I'm trying to say is that the skill in actually positioning and playing around a zone of the helm and crew in general should be more important than just flinging 60 chains and hoping 2-3 hit once you have some decent pressure. Chains are great in small quantities (like 3-10) where you only have a few chances to actually hit that skill shot. But that's not the case in HG currently and it really removes a ton of skill expression from the helming side of the game. As a helm I want "where is my boat on the map" to matter more than "can I catch a mast". Ik crazy take.

    1. Supply game is non existent in the SOT. Having 50 cannonballs and 20 planks is just not fun. This is not world of tanks with fixed health pool on a ship. This is why arena was better in that regard since everybody had fixed amount of supplies for 15 minute game and it was really rare to run out of them (mostly gallies). It is just unfun to manage 5 cannonballs and 2 planks. They should just allow buying supplies from the shipwright multiple times. The only restricted supplies should be specials (chains, blunders, fires etc) and pineapples. Tanking however is a valid skill, it takes a lot of effort and coordination to tank under constant pressure + boarders. It is true that it is very hard to sink people without sending any boarders but that is just how the game works. Sometimes, if you won the broadside and they have no choice but to tank, sending one boarder can be a game changer and you don't even need to kill anyone, just distract them enough in order to stack more holes/pressure. If the only thing you do is tank then you probably already lost.

    2. I'm not sure I understand fully what is written there so... Anyway, hourglass being repetitive is understandable. Look at any PvP/competitive game out there. Starcraft 2, CSGO, any CSGO derivative, The Finals all have the same repetitive 1 v 1 or team v team gamemode. The entertainment comes from the PvP itself like shooting cannons, managing your ship, fighting boarders/boarding. However it is understandable to feel burnout with those types of games/gamemodes. When it comes to positioning... it is literally about ships in the open sea so... I can agree with the fact that the matches can go forever. There should be a time limit.

    3. The reason why no one uses blunders/fires/magic/bonecallers in HG (at least high level) is simple etiquette. It is just unfun to get blunder spammed into oblivion. It is also unfun to get cursed dumped. There is almost zero to none counterplay, whoever starts curse dumping, probably wins and the other team just gets to watch. Other than that I can't see any lazy strategies. Whoever has better skills and game sense wins, this is what is being tested in this gamemode.

    4. I don't see any issue with hand to hand combat other than having a lot of pineapples all the time (they shouldn't be buyable). The original 4 weapons are the way to go, all the other weapons are trash and too niche and it is Rare fault. Rip qs, I guess. But if you can't kill a guy after he passed the ladder then this is just a skill issue.

    5. True to some extent. If it is a morning of a work day then yes, good luck. But at evening and holidays, It is consistent.

    6. Chain "spam" is just a cope. Learn how to play from a demasted position. Virtually every match gets into that position. Hitting your chains is a basic skill to learn. If you get anchored and demasted while the other team is circling you then it is just a skill issue on your part. If the enemy is able to turn out under pressure then it is (again) a skill issue on your part. Also Chain spam is not a reason to sink, if you got demasted, there is still a lot of room for play.

    7. Yeah sure, a time limit would be nice.

    8. Well, the gamemode has been stale for a while.. It is what it is. All new stuff is bad and the gamemode itself was never updated so... on the other hand, I'm glad that stuff like harpoon gun and traps are dead in the water. In my opinion, they should update the gamemode itself.

    In the end, the only things Rare should consider are supplies (being able to buy as much as you want), balancing all the new stuff they added (like new weapons, scattershot and etc), events around hourglass and time limit. Other than that I find the base high level game loop of 1 v 1 pretty engaging and I would like to keep it that way. (also note that I'm someone who played a lot of high level HG, grinded Arena into oblivion and played quite a few competitive scrims in the past)

  • @fysics3037 number of pineapples availbe to crew is too damm high.

    I belive that all weapons dmg is balanced around origal 4 and them was balanced around healing with bananas.

    Thats + poor hit and intencional tires to force hit reg probalby reason it's so easy to outheal all dmg done.

    Removing much of risk form tdm combat.

  • most of my takes here are like minimal effort rants and not actual serious breakdowns of why exactly I think that.

    Why post then?

  • @tesiccl I ain't got time to sit here and break down the intricacies of HG in 8 different ways so every person on the planet can fully grasp what I'm saying. That's why I said at the end if you were curious as to the actual solid reasons why you just ask.

  • Literally the way supplies work in HG is maximally dumb.

    Then..get your supplies ready. It called "Preparing" but hey did you know you can still win regardless of how many supplies the enemy has? Supplies doesnt win fights.

    Hand to hand is literally just so bad atp. Like you literally just run around, eat pineapples, and hope you're the one doing enough damage

    Poison. They can heal, but the effects dont go away by themselves. Over time. Fire too. Blunder them enough and they waste pines.

    Literally nobody plays the mode.

    Well calling it a Mode is reason why.

    Like unless you're running a VPN and setting up specific windows to get good fights you're prolly getting nothing.

    So I am hearing. You want more fights, which would mean you fight someone in a different region. Which would also mean there connection may be better than yours if you connect to there location. Lagging because your US and they are in Africa.

    Matches can literally take all day with no benefit for anyone

    The winner benefits

    Like there's actually just no reason for stuff to go on as long as it does.

    Think of a better way to deal with them. If your encountering Runners. Dont dive, set yourself up near a fort.
    (Next will hear about how the matches are won to quickly and isnt fun.)

    but also brought bonecallers which sucks to play against.

    Fire, Sword Dash. Easy.

    How to fix the fundamental bad design of mode: set supplies

    But I wanna fight using Curses. Because I am preparing for it. If I am defending, and collect supplies, how is the game gonna do this? Take my supplies away?

    way smaller zone

    How much smaller before it too small.

    also just put a time limit

    Both ships dont sink. Time up. Now...who won?

    Anyways that's why HG sucks

    Ok. Then don't play it. Only thing to play HG for is the curses, or if you want a Pvp fight. (Which...is the main reason for HG)

    People are wanting HG to become Arena....and they forget. What about the Third party....

  • @silencedzero917 I'm not saying that people should have 50 cannons and 20 planks bruv. I'm just saying that HG should have set supplies of like 200 cannons and 150 wood, and literally idc about food just no pines. Literally only like 10 chains and 15 blunder/firebombs. That way you actually have to thinky with your brain and you can't just spam stuff from max range and stall matches forever with infinite wood. And also just can't stay alive forever because 10 full heals + hitreg + weaker weapons

    Starcraft, CSGO, and The Finals all require me to actually think about and use different strategies throughout a match. In all of those games there are literally people who's whole job is to think of strategies and responses. ESPECIALLY when it comes to CSGO and Val. Comparing SoT to that chess level strategy that requires memorizing 50 strategies is silly. There's basically only one good strategy in SoT; you put pressure, spam chains, circle with more pressure and get repped, board and win. There's no consideration of ship positioning, other than not nosing. There's no consideration of supplies, other than like the first match you play. With a smaller border and less supplies matches would naturally go faster because you don't have infinite wood, you don't have infinite cannons, and you don't have near infinite space. Literally it just makes all the roles more interesting. MC all of a sudden has to actually hit shots and only shoot in their "comfortable range" meaning that a good MC actually matters. Helm has to actually steer the boat outside of 2 basic patterns, which again introduces another layer for skill expression. Bilge and Flex actually have to prioritize holes when they don't have infinite wood, forcing them to work together to bilge a more constant amount of water. Again, another layer of skill expression, decision making, and strategy.

    I literally pointed that out bruv did you not see the second part of that?? And yes, there is actually counterplay to getting turned by blunders or getting set on fire. There just isn't when there's an infinite amount of those and 200 get sent at once.

    Between hitreg and 5 pineapples people are basically immortal. It doesn't always matter if you are hitting shots or not, because if the game decides you didn't once then they have all their hp back and then you gotta hope you survive while you reload. It's just a bad experience. And yeah I'm gonna bring up the fact none of the new weapons do anything for the hand to hand, like that is 1000% a flaw of the game worth mentioning on the forums, ignoring that is dumb ngl.

    Finding a match and finding a good match are two different things. Back when I played you could find good matches consistently basically all the time, pretty much once every 2-3 games. That dried up though when they started making bad changes and people got burned out. It went from once every 2-3 games to maybe once every 10. IDC to fight mediocre player #5301, that's just not fun. Literally the only way to get actually good matches is to coordinate with another good crew and dive a specific stamp using a VPN. I don't think I'm crazy for saying that shouldn't be the case.

    Chain spam is not "cope". IDK why you think it's controversial to say that chains should be kept as a skill shot, via limiting the amount you have, instead of something you start randomly flinging approximately 45 seconds into the match. There's hardly any difference between a good MC and a mediorcre MC when there's an infinite amount of cannons/chains to fling in an infinite amount of time. I think the massive impact chains have on a match should be limited to a small number of them, so you actually have to properly capatlize on the oppurtunity they present (on top of actually hitting them). Again, it's just another way to introduce more layers of strategy and skill to the gamemode.

    Idk why your last point is just "man it sucks but I'm gonna keep supporting Rare" Like bruv it aint fun anymore, they need to fix it. They shouldn't be getting free passes because it's been bad for "too long".

    And I just completely disagree with you. Infinite supplies ruin so much of the strategy in the game, so much of what they have added has made things worse, and they haven't done anything to make matches shorter and more meaningful. The high level gameplay loop of HG is interesting for a while, but it quickly gets stale once you reach the point that matches are coming down to effectively 50/50 chances. Plenty of people have alr hit the skill ceiling, and then quit because it's boring once you hit it. They need to make the skill ceiling higher, letting people get more advanced in their strategy and skill, so that HG can continue (or really start) to being interesting again.

  • @burnbacon said in HG sucks, here's why:

    Ok. Then don't play it. Only thing to play HG for is the curses, or if you want a Pvp fight.

    man it'd be crazy if I haven't been. Also your entire thing just ignores the point of trying to make the mode more fun and interesting. Like bruv I don't want to sit there and fight skeletons mid match, nor use the clunky blowgun, nor does taking 5 years to kill someone cus they have 5 pines make any sense. Like they need to die near immediately otherwise you pretty much just loose. And also the whole thing is I don't want to have to use 10000 of everything in an HG match, never said anything about not wanting to prep or needing to prep. Idk bruv you're kinda lost.

  • I think they should add the ability to raise your ladder for a short amount of time. It's kinda lame you have to watch them catch your ladder when you know it's coming. And then do that lame dance of them going up and down trying to bait your shot. If I weren't worried about boarders then I wouldnt turn out as much. If I hear thats what youre going for then my only option is to turn out of it unless I want to just give you what you want which is my ladder haha.

  • I think they should add the ability to raise your ladder for a short amount of time

    If there is a short time it can be up, there be a cooldown before you can do it again. Which will be the time they still board.

    You have bear traps for a reason.

  • HG sucks because Rare refuses to make changes to it thus far. Their reasoning for not updating hourglass is they need to get a handle on cheaters first but that’s just a bad excuse. I have been playing on crossplay servers with PC players recently as an Xbox person and I haven’t encountered any obvious cheaters either in hourglass or adventure. I also watch twitch a lot probably an unhealthy amount and I haven’t seen a lot of cheaters there recently either.

    My list of reasons why HG sucks:

    (1) Incredibly long and tedious grind to earn allegiance when gains are not boosted via a live event.

    (2) One mode only and the exact same start to every battle is extremely repetitive.

    (3) Sloop battle circle is ridiculously oversized.

    (4) XP is only awarded based on who wins and who loses. Good faith battle participation is not rewarded which encourages loss farming.

    (5) All other issues are not hourglass specific but apply to PvP in general these include:

    A. Destroying the food balancing of the game by introducing abundant pineapples thereby making all other inferior foods virtually obsolete. Pineapples, megalodon meat and kraken meat should be rare like wraith cannonballs. Any food that can heal for 100hp especially if it’s abundant reinforces a PvP meta of what weapon combination has the fastest ttk. And it can make pirates with 5 food that heals for 100hp x 10 seem almost impossible to kill.

    B. A player ship full of holes has no effect on it’s speed potential meaning as long as they focus on keeping their mast up and guarding against boarders it is very easy to run away and reset the fight. Resetting a fight is prolonging the battle. The lack of a speed penalty for taking a ton of hull damage and being flooded with water also contributes to why chainshot seems like such an absolute necessity in ship battles.

    C. Two ships of the same type or even ships of a different type can all be sailed in a manner where it is impossible to catch up to them unless you have a horn of fair winds or are patient enough to wait until they are forced to change direction. This can be exhausting and people understand this so they use this as a way to prolong a battle until their opponent quits or starts to sail irrationally and nose the enemy ship which is easy to take advantage of.

    D. Cannons are the most difficult aspect of the game. This difficulty especially at medium and long range contributes to how easy it is to run away and reset a fight which again prolongs a battle. Simply put the effective range of cannons before they begin to drop down rapidly is too short, imo. Once they begin to drop down rapidly you must compensate by aiming so high you probably can’t even see your target anymore and are simply guessing on the appropriate height each time you fire the cannon.

    E. Open ocean waves including storm waves appear to have grown in size over the years since launch. This results in the inability to see the hull of the ship you’re targeting at times which is frustrating and this occurs more frequently than in the past when the waves were not as big/tall. This also contributes to more frequent high wave scenarios where you are physically unable to aim the cannon low enough to even hit the hull of the ship you’re targeting which is also frustrating. I wish the open ocean wave heights were reduced back to what they used to be in the past because of the frustration they cause.

  • @honoramongus

    A. 100% agree, the pineapple meta sucks.

    B. I don't think that's the best way to go about solving the issue of turning out. The combination of a smaller circle and less supplies (including chains) forces smarter plays and faster matches. While what you said would work, I think it's just overcomplicating the matter and changing PvP (and the game in general) in a way that will have many many spin off effects, which could be negative. When they changed sail speeds the first time a ton of issues occurred, so repeating that would just suck.

    C. I agree, again just have a tighter circle and less supplies so you can't turn out over and over. When there's no where to run and nothing to rep with, you'll find running and repping is no longer an issue. This also means you can nerf chain quantities significantly without making it so it's impossible for people to ever stop/sink someone.

    D. I think cannons are completely fine. Sure low tier matches can go on for a long time but how far apart the two ships are is determined purely by the players. Also you can definitely still watch the cannonball even when arcing, you just need to practice resetting the cannon each time, or loading off cannon, or watching the enemies arc.

    E. The waves/storm have definitely remained consistent from launch. However when they changed the ship speeds the waves and ship movement became desynced. I don't think that's ever been fully fixed, so sure there prolly are more times that you are unable to see/shoot/bucket. There are millions of bugs with HG it's not even funny, YES THEY SHOULD FIX THEM ALL

  • @fysics3037

    I disagree on less supplies.

    Supplies are what’s needed to sink ships. The devs can’t control how many supplies a crew has accumulated they can only control the starter amount of supplies and the amounts of supplies that can be purchased.

    It’s frustrating to run out of basic supplies in an hourglass battle because of how easy it is to reset a fight and how hard it can be to lock down a ship.

    In fact, in the past I have argued for unlimited basic supplies during hourglass battles to ensure both sides have access to chainshot because of how vital it is.

    I also disagree that ships should be able to sail full speed away to reset with a ton of hull damage and water because number one it’s totally illogical and number two there should be a downside to taking a ton of damage aside from just water pressure because the devs decided to make the bucket very powerful and because of that decision water pressure is really only a threat if a boarder manages to get on your ship distracting you from bucketing or if they have yours mast(s) down plus significant water pressure they don’t even necessarily have to board; they can just play water and distract you.

    I also disagree that the effective cannon range is perfectly fine. I still see players with thousands of hours of experience miss medium to long range regular cannons and even short range chains. Now translate that difficultly to casual players and I think there’s room for improvement here.

    I also disagree that the wave heights are the same since launch. I truly believe they’ve been increased at some point.

    The developers should study all the ways players can prolong fights either through deliberately running away instead of fighting or through resetting damage taken to their ship and find solutions to these issues.

    The problem with Rare imo is they don’t look close enough at how players actually play the game. They assume everybody plays in good faith and that’s simply not that case. People will do anything and everything they can to have an advantage over their opponent.

    I also should add to my original reply that bonecallers probably could use a balancing pass based on crew size and should be made more rare to find in the world because they are very powerful.

    I have faith that if someone who genuinely cares about improving this game gets involved with the team this game can be great instead of just good but they need someone who can understand the needs of casuals and veterans alike and be willing to make ship battles more decisive and less time consuming, willing to restore the food balancing and ensure pirates aren’t likely to be carrying 1000hp worth of heals in their inventory, willing to make allegiance progress less of a slow and painful slog, willing to update content instead of just releasing it and letting it decay over time, willing to try new things and see what works and what doesn’t, etc etc.

  • @honoramongus less supplies and smaller border literally equals faster fights. It's not an issue to pin down people if they hardly have anywhere to run. And people resetting over and over is not an issue when they have no wood to reset with. Literally give people like 150-200 wood and 300-350 cannons. So long as there is a good bit more cannons than wood, even a mediocre level match will result in both ships having constant pressure towards the end. The issue now is that you can literally fully repair the ship 500 times so long as you run. The circle is plenty big enough for even a Gally to stay well out of distance of any fights. They could simply make supps reset every HG match. Also there's just way too many chains in HG. YES, currently chains are the only/main way to actually sink people, as normal pressure is not enough. However, a smaller boarder and an unequal amount of cannons to wood would ensure that pressure builds up over the course of a match. I'm not saying chains should be removed entirely, however when the game is reliant on chains there are 2 obvious flaws. #1, crews just starting a new HG session are working with significantly less of the most vital resources. Missing their 4-10 chains would result in them effectively immediately losing the match, where as the other team would be completely unphases in their offensive strategy. #2, it makes the mode more reliant on following on strategy/pattern rather than quick on your feet thinking/skill shots. When you have 50 chains you can just randomly fling them until you hit, with little to no consequences, so long as you have good pressure. Then once you demast them you just circle. Literally 70% of being a helm in this game is just catching the mast, maybe 10% is actually steering the boat. I think that is just completely stupid and repetitive. (Last 20% is boarders for anyone wondering). Chains should be a skill shot, where you get a few good opportunities off of them, rather than a thing that is just spammed until it works. And if less chains were hit, then you would see other ways to stop ships become more significant, like blunders or boarding. It just introduces more strategie and skill expression for everyone involved, which is the point.

    Also like the last part of your message, not the list, I agree with most of it.

  • yup. Thats why you shouldnt play it.
    Why are you playing something you do not enjoy?
    For the curses? Theyre over rated..
    Play the game in a way that makes you happy.. Not irritated

  • @fysics3037

    How do you stop a crew with storage crates on their ship from accessing the supplies in those crates during hourglass battles?

    I think we agree on a lot just not necessarily how to achieve the results.

    Absolutely a smaller circle would be beneficial. But again for me I am of the mindset that supplies are necessary to sink ships and I don’t enjoy quickly running out of supplies especially chainshot because they are easy to miss.

    I am uploading a short clip now that will hopefully illustrate just what I mean by the rapid drop and imo too short effective range of cannons. Also cannonball velocity could be slightly increased. Both the current velocity and drop rate of cannonballs make hitting targets at medium to long range more challenging than necessary imo.

    To me the Burning Blade really doesn’t seem that far away and yet cannonballs drop excessively fast imo.

    Cannons should be a tool that anyone can hop on and quickly learn to intuitively and effectively use.
    Cannons shouldn’t make players feel like you need to be a ballistics expert to use them effectively.

  • @honoramongus literally just drop storage crates on diving it's not that hard.

    Eh I was gonna give you a physics breakdown but it'd take too long and nobody would care. Basically physics equation has a square of t in it so the "sudden" dropoff you see is literally just due to that being how negative parabolic functions behave.
    1 = 1
    2 = 4
    3 = 9

    So really like idk what to tell you man that's just how physics works. You have about the same control as to how that behaves as Rare does. Like them changing initial velocity or gravity would effectively have the same impact as you just aiming better. So maybe aim better. Also the whole point is that you have to try in order to hit chains. Like chains shouldn't literally just be spam and pray there's no skill in that. If border was much smaller and supplies much less running wouldn't be nearly as big of an issue and therefore chains wouldn't be nearly as necessary for the mode to even be functional. And therefore, reducing the number of chains is completely fair game.

  • @fysics3037

    Personally I don’t think the wider community would agree on dropping storage crates overboard now after getting used to the luxury of floating player ship supply barrels and crate siphoning has been added to the game. I think people would view that as a regression but I could be wrong.

    Rare has complete and total control of both cannonball velocity and rate of drop the laws of physics on Earth have no effect on the physics in video games. Sure video games often mimic reality but they are not limited by reality.

    Again, cannons should be a tool that anyone even a new player can hop on and quickly feel comfortable using. Rare designed cannons to require lots of skill and imo it’s a bit excessive in a cartoon pirate video game. It’s harder to fire cannons accurately in SoT than it is to fire tank rounds or missiles in Battlefield. It doesn’t have to be this hard. Just make cannons easier to use at medium to longish range. It will benefit everyone.

  • @honoramongus dropping storage crates and resupping for faster better queues and fights is an easy tradeoff imo. Also bruv the cannons are fine, except one glitch which makes them shoot lower than they are supposed to. Which to be clear you weren't experiencing in that clip. Most everyone I've seen pick up SoT for the first time can figure out the cannons. I'm moving on from that as a point of discussion cus it's honestly just silly.

  • @fysics3037

    I’m moving on from this topic.

    Play open crew more and observe. Everything I say is true. I have about 7k hours in game and even more watching people play SoT on twitch.

  • @cenouracake4970 don’t break forum rules and your post won’t get closed/mod edited.

  • @honoramongus

    Play open crew more and observe. Everything I say is true. I have about 7k hours in game and even more watching people play SoT on twitch.

    We are allowed our opinions, but don’t think you’re above or better than someone cause you may have more playtime than them.

  • @tesiccl

    When someone says a point of mine is silly when I can easily prove it to be true both through my own experience playing, my experience playing with other random crew mates and my experience watching other people play SoT which is the best way to form an unbiased assessment of an issue because I personally am not involved in the situation I will defend it both through video evidence and information as to my hours played and time spent watching SoT streamers.

    I am not better than anyone. In fact, I am an average skilled player who wants to make Sea of Thieves a better game for everyone. I play the most difficult way possible, console + controller + solo or open crew. I offer my experiences and advice solely in an attempt to improve the game.

  • @CenouraCake4970 Your post has been removed as it goes against the Forum Rules and Pirate Code.

    Circumventing the Forum Profanity Filter

    A profanity filter is in place to support our commitment to our community to create the world’s friendliest multiplayer game. Topics and posts which attempt to circumvent the filter will be edited or deleted and the users involved warned. Ignoring the warning will result in a temporary ban from the Forums and a final warning. If the action continues, a permanent ban from the Forums will be issued.

    Please read and abide by the Forum Rules and Pirate Code in future.

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  • I was in the middle of a solo duel against another sloop, when, out of nowwhere a third bigger ship came along and started shooting us both. HOW PATHETIC IS THAT???? I won the duel, my win streak was upgraded, then I was sunk by the bigger boat... and wait, LOST THE WIN STREAK????? Because of a fight in the open world I lost my HG sequence??

    WHERE IS THE LOGIC ON THAT??? DO YOU EVER PLAY YOUR OWN GAME YOURSELVES(developers), how can you make suck OBVIOUS mistakes? I don't get it...

    YOU HAVE A LOT TO IMPROVE. GOODBYE FOR ANOTHER YEAR.

  • @cenouracake4970 reasonable crashout. Third parties are far from ideal nor ever fun. Not that I personally have much of an issue with them, on account of how infrequently it occurs.

  • @cenouracake4970 said in HG sucks, here's why:

    I was in the middle of a solo duel against another sloop, when, out of nowwhere a third bigger ship came along and started shooting us both. HOW PATHETIC IS THAT???? I won the duel, my win streak was upgraded, then I was sunk by the bigger boat... and wait, LOST THE WIN STREAK????? Because of a fight in the open world I lost my HG sequence??

    WHERE IS THE LOGIC ON THAT??? DO YOU EVER PLAY YOUR OWN GAME YOURSELVES(developers), how can you make suck OBVIOUS mistakes? I don't get it...

    YOU HAVE A LOT TO IMPROVE. GOODBYE FOR ANOTHER YEAR.

    This wouldn’t have been as big of a problem if you were on a high seas server made up of all solo players.

    But guess what? Rare won’t us give that option even though it’s been my top feature request for 5 years.

  • Maybe an unpopular opinion but I think you shouldn't be able to repair your ship to 100% during a fight. There has to be some longer lasting issues with your ship when you get too much damage. Like if you get a tier 3 hole in your hull, you can only repair it either provisionally or conplete, the first option will still let some water through and for the second option you need to get to an outpost.

    I want damage that adds up over time until you may or may not reach a point, were your ship can only be fully repaired at an outpost but you won't reach the outpost in time, you will sink. Maybe not immediately but you will definitely sink, no matter what.
    For Hourglass the damage should reset immediately after the fight is over. It would probably be too frustrating, if you win the fight but won't make it to an outpost in time.

    I think something like that would make fights more thrilling. It's not only about winning the fight anymore, it's about winning the fight and get out without loosing your ship to the taken damage.

    Another Idea like that: Destroying of Sails
    The sails should take damage aswell and with sails full of holes, you shouldn't be able to gain full speed until you repair your sails or get new ones.

  • @mrbean2921 just... giving less wood does the same thing. The near infinite supplies remove that entire layer of strategy and stress from fights.

  • @cenouracake4970 said in HG sucks, here's why:

    I was in the middle of a solo duel against another sloop, when, out of nowwhere a third bigger ship came along and started shooting us both. HOW PATHETIC IS THAT???? I won the duel, my win streak was upgraded, then I was sunk by the bigger boat... and wait, LOST THE WIN STREAK????? Because of a fight in the open world I lost my HG sequence??

    You do realize all HG boats with a steak of 4 or higher have a BOUNTY upon their boat to incentivize people to come and sink them? There's even a commendation and trinket for doing just that. It's by design for a reason.

    Want to be invisible to the rest of the server during your HG match.. Don't run emissary, and cash in before a 4 steak. Otherwise you are a valuable target to anyone who can see you on the map.

  • @fysics3037 Not really, even if you have just the 35 planks you start with, it's still enough to completely repair your ship a few times. And my opinion is, that that shouldn't be possible at all, at least not during a fight. Maybe you shouldn't need an outpost every time but a full repair should take much more time, than you usually get during battle.
    In this case, it doesn't matter how much wood you have because you won't have enough time to use it.
    An outpost should still have the option to reset the health and maybe even the supplies of your ship.

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