@savagetwinky said in Pvp is ruining SOT:
@cotu42 said in Pvp is ruining SOT:
Well, it matters how this is implemented: having a balance based on bounties being PvP stat related; having a cool down on the killing the same players over and over again; etc. can all have influence on the effect of such a system. It creates a feedback loop to ensure that people attack and move on to avoid the non-stop attack on the same players and give people a reason to go out and attack that ship that is doing a voyage right next to you other than 'maybe he has loot'.
Also, this doesn't change the way of playing as there already people going out into the sea to hunt players. Having a system like this has the benefit of awarding those players for their play style ('cause aren't these your hard-core PvP friend that are leaving the game?) while also awarding the defending team if they manage to fend off the attack. Resulting in less people feeling bad about being forced into a PvP situation.
That is my point of view on a system like that, though by all means would require testing to not just be the main means of gaining gold. Maybe people on the server are set into a ladder based on the other people on the server, lowest stated player: 50 gold and moving up 100, 200, 300, 400, 500, 600, 700, 800, 900, 1000, 1100, 1200, 1300, 1400, 1500 or maybe have it go up over time and everyone starts at 50 gold with a max of 1500 after accomplishing things in the game, so the longer on a server the more worth you become (compensating for the fact that your ship is better stocked with CBB or what not) there a couple of things that one could think of on how to limit the rewards (which would be required for the balance of the economy).
I'm suggesting that play style isn't necessarily good. Bounty systems are a bandaid because the PvP failed to center around loot properly. I see that as a failing of the game design. I'm not looking for an incentive to go out of the way to gank someone... I'm suggesting they should build a design to create contested loot more often. If there is a Rank it should be based on loot somehow to make sure that is the focus.
And I never said my hardcore pvp friends have been leaving. I'm not speaking of people that only pvp exclusively. I don't' think many of them are left. They just want more PvP to happen without having to go out of your way constantly for it...
Athena's are voyages, just longer ones. Weekly events well, can be anything but tend to be more friendly than not. With point three I was more referring to Skull Forts and the new Skeleton Ships that appear.
Athena's are voyages but you can essentially fail them if you lose the animal crates... and you need to finish the Athena's to get the chest for credit. So PvP can directly affect your ability to finish a long task. It's unlike normal voyaging where you can gather chests a lose them. The reason why voyaging feels like your losing progress is because your not gathering chests in a competitive way... you just gathering chests to rank up, so when they are stolen... someone went out of the way to sail to you, kill you, take your loot... this puts their voyages on hold so there is an opportunity cost, its not exactly a straight benefit to doing so. It's not something that is inherent to the design of voyages.
That is why Athena voyages are exactly how you make contested loot and I would love more variety in these. There are ways around the crate issue and builds a safeguard for if you get defeated at sea and lots of people use them (merchant quests gather 8 crates of all and never pick up the Athena quest ones). Though I personally never do it as that what makes an Athena's quests carry value, as you have something to lose (well a lot).
It is actually the only real voyage that encourages PvP in the principle you describe, centering the PvP on loot. As people try to do these as quickly as possible, if they are not speed running, means they have a lot of loot to lose. However, the one type of loot they are carrying that they want the most is pretty much worthless for the attackers namely the crates.
This encourages people to go out of their way to engage with another crew, for the sole purpose of the fact they are carrying a lot of loot or maybe even the Legendary Chest! So, centered around their possible Bounty. Now, I have been sunk while on an Athena's. This one time is a prime example of why this is actual a great way of voyages encouraging PvP for the purpose of treasure.
One of those times the Merchant quests were at the very end of the quest line and I am a sucker for efficiency, so we had all the Athena's loot on the ship and were busy with the last Gold Hoarder's x marks the spot maps.
Now, we hadn't seen anyone in like 30 mins and became too relaxed. So, instead of leaving one guy on the ship, we both went out to dig up treasure (were 2 man sloop). Guess what, another sloop passed by while we were at the other end of the island and we hear cannon fire... So, we rush to the ship, manage to get on and kill one of the dudes that was on board. Though, we were being bombarded by cannon fire and my buddy got hit in the face.... so, we sunk.
We spawn on the ship and B line it to Cannon Cove! I see the other ship is heading straight at us, with all our loot on board and the only thing I shout at them through the horn is: "DID YOU GRAB THE CRATES?" while passing them at full speed heading to where we sunk. Guess what... they took everything, but the crates. So, we placed them on the ship, dug up the remaining 3 chests, caught us some animals and got ourselves an Athena's chest.
Now, this is one of the few failures I had that had a good outcome, I also had a couple that a cage went missing... which sucks. Though I thankfully have more stories where we see them coming, defeat them or get the hell out 'cause we are done here and s**t we have a ton of stuff on board.
PvP around loot always ends up that someone has to lose, though by having the most precious cargo at the end, the cargo that is most important to achieving it is the least attractive to your competitors is a great design. Sadly it is the only one of its type and I wish they would add more of this for Legends, that have mastered the basic voyages. I wouldn't even mind if it would be less time consuming but harder to do making a more efficient way is balanced properly with difficulty level / risk of engaging with other pirates.
Same with events, events generally don't center around loot and people are trying to accomplish a goal not gather loot.
I ignored point 3 because I'm fine with forts/ships... but they aren't the core game loop, they don't happen often. Unfortunetly since loot seems to drop off in value so do forts and ships.
Well, my experience is that people lay low on Forts at the start of the event, they have something new to do and steadily people start doing them again.
Now, the fact that they don't spawn at the same time, as less people are interested in fighting over as crews have the tendency to share the loot (Alliances) reduces the PvP aspect of it, even for Forts and this affects it more in my opinion than the loot value. Time spend is reduced so less time for people to show up, on top of they aren't fighting each other - extending the time frame.
Well, could you provide more insight of what this principle, as to me it seems they already have that in the form of Skull Forts and Skeleton Ships. How would you apply your principle in a fashion to regular voyages? I have been really trying to get a grasp of your principle would come to volition in the game other than 'more fight', 'less making people feel like loss of progression' ... wait a minute doesn't my idea sort of meet those check boxes? You claim no.. so maybe elaborating and give people some insight to what you are talking about. - I have asked you 'cause I am trying to understand your point and you claim I am describing the game at a high level while you are even like 3 levels higher than that as it is a principle, not even an idea or anything tangible.
The design principle is bringing PvP to voyaging. Which doesn't include an external incentive system to go out of your way to fight players... like bounties which are distinctly separate from voyages. And avoiding long/complex tasks that have to be completed before you log off so PvP can't deprive you of progress.
Now I disagree with not promoting a style some people enjoy, I just think it should never be the most profitable for your time invested and give a reward to the people that are forced in that situation 'cause they meet people that enjoy the sinking for practice or I don't really know, 'cause I honestly don't get it reasoning. Though you don't want it to be a way to make a quick buck, as that would drive people to it - it should never be the best way to farm gold or anything else really. Reset it each session, make it based on what you have done / how long you are playing during that session even, which can be viewed in the taverns, so people can have a 'score' at the end of their session to see how much they achieved. While also giving them a small reward if they fend of the pirates that were out for their bounty.
Don't know that idea has always appealed to me, as I believe bounties should be a thing in a pirate game.
Similar sizes for matchmaking would make it that all ships on the server are the same, I personally love that we have variety and wouldn't want to always be clumped up with the same size ships (even though that would balance PvP a bit) - as that would also take away the excitement, threat, and challenge of taking on bigger ships.
Since when does similar = same? Brigs/Galleons or Sloops/Brigs.
Well, if you aren't talking about ship sizes, aka number of pirates on a ship, what do you mean?
I actually wouldn't be surprised if their matchmaking pushes for an even distribution of ship types on a server, but just simply enough there so many Brigs / Sloops around that servers are filled up with them quicker than the supply of Galleons that are joining. I believe is they push for a different balance than that it will just make the chances of finding a good server more volatile and less consistent.
Balance matters.. especially with PvP. Variety isn't fun if you bored killing ships that can't fight back with equally skilled opponents or you can't fight back against equally skilled opponents.
Encourage more galleons, I never mind encouragement if done properly. Would not be against this - I personally am more bound by my mates being online than a specific ship type for the size ship I ride on the waves.
Right, but encouraging 4 people to invest lots of time into the game to need a galleon is the hard part. Part of that is the poorly designed PvPvE system and lack of engaging moment to moment gamplay. Many people just opt for lets see what I can get done quickly to progress.
Which is why I wouldn't mind more team play voyages that are just as rewarding (different type of Legendary voyages), but less time intensive. As long as you actually make it possible to lose (like possible, but hard and time intensive if done alone) and that working with a crew actually makes it easier and quicker to do (emphasize team play on the island).
This would encourage larger crews and smaller crews if you are up for a PvE challenge.
Therefore promote people to play with more people in their crew (more player interaction, as your crew is a large part of that). That is why I like their current philosophy of player interaction, as long as they remember promoting galleons is not a bad thing as currently they could use a bit of a boost in value - This balance is hard to achieve as people tend to try and min/max their playtime. Requesting people to invest more time is just something one cannot do, 'cause they most likely would love to play more but you know life.
Unless you are monitoring the sales and active player accounts and have that data you cannot state anything about the Turn Over Rate of this game. Stop making assumptions based on your own experience. Try backing up your statements with facts or data points instead of your own point of view. You aren't convincing people and is not what they are experiencing. Though when they point out that they disagree with you or that your claims have no foundation - you ignore them or claim that you do have merit 'cause ... who knows you talked to people and played the game.
Ughh... have you seen the discords? Or how rapidly twitch streamers dropped this game? Or the fact that they aren't releasing new figures to show how well the game is doing.
This game is not really great for twitch, as people want entertaining, usually quicker game-play (action) when viewing twitch. It is the reason why in like Fortnite and other battle royal games the streamers push, play aggressive and go for the meme plays. That is how they attract viewers, just playing safe reaching end game with 0 or 1 kills is just not that entertaining. Sea of Thieves is a too slow and casual game in comparison.
So, for streamers, unlike YouTubers, the consistency in which one can provide high action game play and entertainment is important. YouTubers like Captain Falcore are growing, while their main content is Sea of Thieves. This has all to do with how the content is created. YouTubers can take a couple of hours of game play and make a 20 min video out of it. How many Streaming views is not the only factor in determining the player base and the stability of it.
There is NO evidence to suggest there isn't a high turn over rate. Even the forum activity has slowed to a crawl and generally and I consistently talk to the same few people... with new faces coming and going... and 2/3 opinions restated over and over again..
- PvP issues
- Crossplay issues
- Lack of loot from kraken/meg
- There are some tweaks to be made regarding balance, we both agree on that - just my views differ slightly from yours.
- I personally disagree on this point, now I am not saying there isn't any difference. Though this game is doing a good job of implementing it (and I believe it is the way forward for the game industry) and they are consistently working on making the gap as small as possible. I play with people on both platforms and some of my best crew members play on the xBox. The platform gap is small enough to overcome, does it make it easier on pc in some regards - yes - however it is also just different (a console player will most likely out perform themselves on their own platform compared to a PC) and console players might not realize the benefit of hap-tic feedback (though the impact is smaller) the other way around. Thankfully this is not a competitive game, as at that point the smallest gap makes a world of difference as we are talking about the best players in the world, usually with more on the line than some treasure.
- It would be nice if you would get something, at the moment they are more annoying (kraken) or pretty and occasionally take a bite out of your ship.
There is a big difference between anecdotal evidence as you are providing and surveys. How I believe facts are gathered regarding opinions (which btw are never Hard Facts as they can change over time, but do have merit if done properly) is through a Survey. Btw. you might want to Google the definition before stating that I am wrong.
I've never stated as fact though. I've only stated my perspective and belief of the state of the game based on my experience playing it and the communities reoccurring issues, popularity on media like twitch, and several now-defunct discords that I've been a part of.
There are real issues, and I believe it's from a poorly designed game with an identity crisis, and lack of engaging moment to moment gameplay.
However surveys are setup with care, have a decent sample size, have a specific scope, record their finding in order to provide data points and can find correlations between them which they report on - usually after which it goes through a peer review to validate any of these findings. In other words, they have records, include information regarding the parameters in order to be trust worthy and have merit. These are key differences between your anecdotal evidence is 'I play the game' and 'I talk to people' so what I am stating has merit. You even point out yourself: that you have no logs or recorded data and that this is your point of view which has a very narrow scope; 4-man pre-made galleon crews
And I pointed out that my gage the community wouldn't be as precise as a real survey. But to say its innacurate or anectdotal isn't entirely true either. I've played since day 1, the experience the game provides has completely changed, difficulties finding more like minding aggressive players, fairly common opinions with many people I've met trying to get groups going,
I am not even stating it is not true, what I am stating is that it is your point of view and that point of view might be 100% true, 80% true or less. However it doesn't change the fact that evidence is something else than speaking the truth. Therefore I advise not to make such statements - which I have explained why, as people feel you are forcing your point of view on to them while they might see it from a different perspective without the evidence to back it up. Changing someones view point based on what we call anecdotal evidence which is what it is is extremely hard, regardless of how accurate you are. As my experience, though I agree on aspects you are talking about - we have a different perspective on others and I would hate a useful conversation to understand your point of view gets derailed due to those type of statements and resulting in another: You don't know what you are talking about, Go Away, Get Gut and what not conversations.
I even state above that my view is different than yours, however I am not going to claim that my perspective of the game is fact.
The fact that you still seem to think I've stated anything as fact even after stating it is a perceived pattern based on multiple communities, common stated issues. Everyone keeps telling me it's not true... well based on what? Where is rare pointing out how healthy their game is?
Game Companies almost never share publicly their data regarding players. Which is why these type of discussions are common. Why people are telling you that it isn't true - is because that is their point of view, they are using different data points than you.
Why I am stating that you are claiming this are fact due to the way you formulate it and keep trying to back it up with anecdotal evidence and claiming that that evidence is not anecdotal but based on a survey like point of view without any data to back it up.
I'm not sure if I was originally talking to you but the comparison to a survey is because in order to get an accurate view of the community doesn't require thousands of people... that was the point of comparing it to a survey... I'm still waiting for a response to tell me why joining and being apart of MANY communities and interacting with MANY crews, and watching them mostly have a high turn over rate / die out doesn't represent the game to some extent. And how fighting MANY people since day 1 and seeing the makeup of server go from many galleons to galleons are rare, and PvP slowing down significantly from game to game lower competency of the majority of people faced, also are not a representation of the player distribution in any way...
If you mostly solo sloop it will be hard to see because you won't be apart of a larger community as often.. you don't need to rely on finding 2-3 other people to play with on a regular basis. Another benefit of being on a galleon crew most of the time... you gain that perspective on the wider community and play with a lot of different people. Your assuming I lost a few friends when in fact I have to make new ones all the time. That is indictive a high turn over rate.
Now, here is the thing. I have also been playing since day one, I play almost daily, I am part of discord communities, I tend to play in different sized crews and when I don't have friends or just feel like it I actually join the open crew system (mainly to see how other people play and their experiences and experiencing it for myself - I hop around crews till I find someone with a mic and tend to start up a conversation about the game). So, yes I understand your point of view, I even think parts of it are actual issues in the game and is why I am engaged in this conversation.
I do not believe your view is wrong or based on fiction, there is truth to what you say, however based on my own experience I also do not agree with it completely. Based on the people I have talked to, the people I play with and my sessions in the game, as well as just my background and knowledge of game design. We have different views, 'cause we have different experiences and conversations due to when, how we play and who we are as humans. Your experience is not worth less than mine, but I cannot accept yours as fact/irrefutable truth if my experience tells me different and you do not show me what you base your conclusion on so I can evaluate it for myself.
My ideas and view may be flawed or might push the game in the wrong direction according to your views. Though unless you have actual evidence we do not have the same facts in front of us and all we can do is share these views - hopefully without making those type of statements as they cause people to post things like: That's not true, GET GUT, just another hardcore PvPer saying PvP is dead while we just got sunk and what not. Which just aren't benefiting the conversation (risk of being locked).