Breathing Life Back Into Adventure Mode - An ACTUAL Solution

  • Adventure Mode just isn't the same as Sea of Thieves Year 1 used to be and the Twitch viewership numbers support that statement. I believe the issue is...

    1. The introduction of Arena mode pulled many PvP focused players out of regular play. Arena mode is currently rife with hacking, stream sniping, AFK players, players without comms, players who didn't know what Arena mode was or what to do, etc. Because of this, the PvP focused players either roflstomp every match, get destroyed, or move to a now less populated, less active, less PvP Adventure Mode. None of those options are ideal or compelling and solving Arena's issues would take a whole other forum thread!

    2. Tall Tales became a key component of Adventure Mode with a significant portion of PvE focused players doing these rather than grinding forts or missions. This is fine... until the Tall Tales run out. The PvP focused players have no incentive (unless they're griefing, to which I say get out of the game and go play LoL) to attack and sink these players because nothing they're getting is able to be sold. The solution summit1g and many others (myself included) have suggested is to make the Tall Tale loot something you can steal and sell. But the issue is...

    3. If you lose a Tall Tale quest item, or it's stolen, you have to reset potentially HOURS of progress because you cannot the quest forward without them and the quest is not complete until you turn in the last item, meaning you get NOTHING if you lose the item despite playing a game for hours.

    The best game design features death/reward loops. If you die, at least you're making progress, learning, etc. or the death is "fun" (for example, falling in jump puzzles). There is no death/reward loop for Tall Tales. If you die (lose a quest item) that's it... you lost a lot of time, which frustrates most players into shutting the game off or, sadly, uninstalling.

    Fairly simple solution that I believe will appease the PvP players, the PvE players on Tall Tales, and the OG Pirates and would be relatively easy to implement:

    1. Instead of getting money at the end, add an Athena level item that you can pick up from the NPC at the end of the Tale.
    2. Allow ONLY that final item to be stolen and sold.
    3. Require that item to be delivered to a specific place, random or otherwise.

    This FORCES PvP focused players to let the PvE focused players actually finish the Tale and get the commendation instead of losing hours of progress. It also incentivizes PvP focused players BACK to Adventure Mode, which will in turn bring the spark back that I feel has been missing.

    Thoughts? Comments? Counterpoints?

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  • Twitch viewership numbers have nothing to do with actual player numbers.

    Adventure mode is fine as is for the most part in regards to the TTs - the devs have done their homework; there's a reason you can't steal the items. It's intentionally designed that way.

  • @galactic-geek I'm not talking about just Tall Tales. I'm talking about the appeal and longevity of Adventure Mode once you've done all the Tall Tales.

    The viewership on Twitch and the number of broadcasters streaming Sea of Thieves has dramatically dropped since the shine wore off the mega update. It's not a direct correlation, but it IS a "canary in the tunnel". I mean... there's a reason top streamers get paid 5-6 figure sums to stream a game: it helps build and maintain the player base and game sales. In addition, the timing seems pretty uncanny. Twitch viewership and broadcasting dramatically decreases right around the same time that I feel most players would have finished all 9 Tall Tales?

    The players & communities I have and still play with cite the reasons I mentioned as reasons they play less often and/or have walked away. In my opinion (seconded by a lot of those people) Adventure Mode is boring now due to less player interaction, something that I personally believe was a major appeal of this game. Adventure Mode has turned into primarily Tall Tales, PvE alliances, and people who are extremely salty about PvP being a part of the game. I'm done with TT now and have no interest in hand holding, rainbows in the sky, let's all win and have fun game play.

    I know that there is a reason that they designed Tall Tales so you can't steal & sell the loot... the point I'm making is that in my opinion it was a mistake. I also believe reversing that decision would breathe live into the game. You disagree. Heard. I appreciate your input! :)

  • @saintjace What you're either experiencing or think you're experiencing is perfectly natural in video games. Players finish or play enough and move on. Most games don't last for more than a year or 2, before a large drop-off happens. Some rare exceptions can last up to 10 years, but after a while growth will always slow down. In any case, the only question you should be asking is: is it still worth playing for you? Nothing else matters. For me, it's still definitely worth playing. Of course, I'm looking forward to the upcoming updates, potential features, am still working on the TTs and numerous commendations, and absolutely love introducing friends to the SoT.

  • @saintjace

    I’m inclined to agree with a lot of what you say but I don’t think players that favour a PvE slant to the game are any happier. I know there are some (a few forum members included) have played the game since day 1. I haven’t, I’ve owned it since then but deleted it after an hour of so and only came back to it this year. I’ll probably hang in there to PL and do some Athena but man it’s boring. I don’t think I could wait for another big update. I think people are leaving because they’re done or they aren’t getting enough fun out of the way the game plays. Game concept makes no difference to the way players critique. Fun is fun, immersion is immersion, excitement is excitement and so on.

    That being said, the potential is massive. I don’t even know if Rare are aware of how good SoT could be and I’m reasonably sure they don’t know how to unlock the potential. Anniversary update as an example - bit of this, bit of that, no obvious direction and what they provided in both Arena and Tales was a shadow of what both could have been.

  • @dadiodude I think they know where they're going. I just wish it was more cohesive - like having more complete cosmetic sets for example.

  • @saintjace
    So people who started playing the game and are level 1 in everything should get Athena rep? I like the concept, but it doesn't work with Athena rep. Maybe a mermaid gem type thing.

  • So we fight for a contested fort.
    Can take a while if u are constantly harrased.

    Now we actually make it out with the keu to collect loot later when its safer.

    We sink bye key.
    I just spend possibly hours and got nothing to show for.

    Tell me how this is diffrent?

    Also oké we only make last item stealable. But there is also items u need during the quest. These can not be stolen. According to your idea. But can i sink that ship? Or they indestructable?

    Wether i steal it or sink them both ways they need to Start over.

    Again explain to me how this works?

  • @weakdexx said in Breathing Life Back Into Adventure Mode - An ACTUAL Solution:

    Again explain to me how this works?

    In theory it could be as easy (theoretically easy) as the items appearing on your voyage table with your new boat. That sounds like the sort of thing that'd cause all kinds of bugs and performance issues in practice, but in theory that could be how it works.

    PvP focussed players are gonna be PvP focussed players. They're only focussed on half the game, so in my view it's ok if they only enjoy it half the time. Same goes for PvE focussed players. Focus on half the game, expect half as much fun.

    I'd prefer if the balance was: Arena - fun for everyone but more aimed at PvP fun. Adventure - fun for everyone but more aimed at PvE fun.

    Maybe there's room for a 3rd mode like a ranked Ship vs. Ship deathmatch, no chests or islands, just all out combat around some sea rocks or something. It wouldn't be my mug of grog but if people would enjoy that sort of thing: why not? Personally I just play other games for my pure PvP thrills.

    I do know that Rare have said they don't want too many modes to split the community.

    Hackers/trolls/afk crew are a problem in all modes and not specific to Arena, although they have a worse impact on enjoyment in Arena because of the nature of the mode.

  • Wednesday 17th and then they Plan on regular activities, updates, informations...

    A year ago the last weeks between 2 Major Updates what brought the events to Duke were also calm weeks.
    Iirc SoT is a game as a Service.
    With Ani update the game is more or less feature complete.
    Still waiting for captaincy and we can assume fire on ships will become a thing maybe.
    So i think we will get monthly events and the one or other additions like Captaincy, Fire, a new Monster on the Sea or in Heaven...
    This will solve it i believe.

    I didn't play much Arena, barely level 20 or so and it's not so much my thing tbh.
    Until they had nothing done against double gunning and matchmaking it's no challenge at all and you steamroll others all the time or you meet the hardcore PvPers who use exploits.
    I had one challenging, interesting fight in the Arena and the rest was mediocre to lame.
    In Adventure mode the PvP is often also a little bit underwhelming, but Adventure mode is so much more than Arena that i dont mind it that much.
    Adventure mode is sandbox, immersive PvEvP, roleplaying maybe, doing this and doing that, let all happen by the way and its diverse if you are open to let it happen and dont focus on.something too much, give yourself self provided tasks and such.
    Arena is a competetive goldhoarder rushmode and can be fun for sure, but has many issues until to motivate me playing it.

  • @saintjace

    Here's the issue.

    Well... let me say first - yes I do believe there has been a predictable pattern of passive players in Adventure lately. This serves to make the Adventure World more predictable and doesn't feel like it is in the spirit of Sea of Thieves.

    Nobody but Rare really has the facilities to objectively say that players are being more passive than anything in Adventure, all we're doing is speculating based on our personal experience.

    So we agree that it at least feels like PvP focused players are spending more time in The Arena and have left Adventure. Perhaps because most of those players are Pirate Legends and have finished their Tall Tales? Which leaves Adventure mode with people who are likely very progression focused.

    Perhaps the solution is already on the way?

    The key to this is for Rare to regularly keep adding things that entice players to come back to Adventure. And it sounds like this is what's about to start happening.

    And it starts next week. Joe tells us in the recent dev update videos of this new gunpowder event that will be starting next week. New time limited commendations and rewards to earn seems like enough to entice people to get into the Adventure mode while the event is going on.

    Beyond that, it has been stated that next week's update will be the start of a regular pattern of updating the game, so we should very well expect to see a steady stream of events and new features being added to Adventure, unlike the "here and there" big content updates we got last year.

    I think this is what people aren't realizing, is that year 2 is shaping up to be a lot different from year 1 in terms of frequency and size of updates. From what Rare are telling us, there aren't going to be huge content drops with silent periods in between like we had previously. There are going to be many small updates and some bigger updates here and there.

    As I recall, it feels like they were trying to do this very thing leading up to Cursed Sails, as we had 3 different Bilge Rat events leading up to it. Although I think they had to back off the idea because updates were riddled with gamebreaking bugs during that time. They needed content, badly, but didn't have the time to cleanly implement it. But things are a lot different now.

  • I honestly don't see much of a problem on either the PvP nor the PvE side. (this is just personal experience ofc)
    I've done all the tall tales at least 5 times and had almost no trouble with PvP and I did most of them solo. I also rarely had trouble with items that were lost or anything.

    On the other side of the story I've had PvP encounters with people doing Tall tales where I sank as ship mostly in self defense (yeah I'll sink a ship if they come at me without warning) and I've left the key items on the shore where I sank them because they are worthless.
    I've also encountered plenty of people who were still doing normal voyages and had loot on board.

    So my question is:
    Is there actually a problem? Because I'm not seeing one, I fear it's a problem fabricated by certain fearmongers who forget to enjoy a game because they think it isn't popular with the cool kids.

  • @hynieth

    😂 that ending! Love it!

  • @chronodusk sagte in Breathing Life Back Into Adventure Mode - An ACTUAL Solution:

    @saintjace

    Here's the issue.

    Well... let me say first - yes I do believe there has been a predictable pattern of passive players in Adventure lately. This serves to make the Adventure World more predictable and doesn't feel like it is in the spirit of Sea of Thieves.

    Nobody but Rare really has the facilities to objectively say that players are being more passive than anything in Adventure, all we're doing is speculating based on our personal experience.

    So we agree that it at least feels like PvP focused players are spending more time in The Arena and have left Adventure. Perhaps because most of those players are Pirate Legends and have finished their Tall Tales? Which leaves Adventure mode with people who are likely very progression focused.

    Perhaps the solution is already on the way?

    The key to this is for Rare to regularly keep adding things that entice players to come back to Adventure. And it sounds like this is what's about to start happening.

    And it starts next week. Joe tells us in the recent dev update videos of this new gunpowder event that will be starting next week. New time limited commendations and rewards to earn seems like enough to entice people to get into the Adventure mode while the event is going on.

    Beyond that, it has been stated that next week's update will be the start of a regular pattern of updating the game, so we should very well expect to see a steady stream of events and new features being added to Adventure, unlike the "here and there" big content updates we got last year.

    I think this is what people aren't realizing, is that year 2 is shaping up to be a lot different from year 1 in terms of frequency and size of updates. From what Rare are telling us, there aren't going to be huge content drops with silent periods in between like we had previously. There are going to be many small updates and some bigger updates here and there.

    As I recall, it feels like they were trying to do this very thing leading up to Cursed Sails, as we had 3 different Bilge Rat events leading up to it. Although I think they had to back off the idea because updates were riddled with gamebreaking bugs during that time. They needed content, badly, but didn't have the time to cleanly implement it. But things are a lot different now.

    I have a problem with these Events.

    First of all
    They are time-limited, they are gone after a while. This is not a good Content.

    And the second, in the first days, many players are on the way and then it can happen that no one is interested on these events anymore.

  • @shagkul said in Breathing Life Back Into Adventure Mode - An ACTUAL Solution:

    @chronodusk sagte in Breathing Life Back Into Adventure Mode - An ACTUAL Solution:

    @saintjace

    Here's the issue.

    Well... let me say first - yes I do believe there has been a predictable pattern of passive players in Adventure lately. This serves to make the Adventure World more predictable and doesn't feel like it is in the spirit of Sea of Thieves.

    Nobody but Rare really has the facilities to objectively say that players are being more passive than anything in Adventure, all we're doing is speculating based on our personal experience.

    So we agree that it at least feels like PvP focused players are spending more time in The Arena and have left Adventure. Perhaps because most of those players are Pirate Legends and have finished their Tall Tales? Which leaves Adventure mode with people who are likely very progression focused.

    Perhaps the solution is already on the way?

    The key to this is for Rare to regularly keep adding things that entice players to come back to Adventure. And it sounds like this is what's about to start happening.

    And it starts next week. Joe tells us in the recent dev update videos of this new gunpowder event that will be starting next week. New time limited commendations and rewards to earn seems like enough to entice people to get into the Adventure mode while the event is going on.

    Beyond that, it has been stated that next week's update will be the start of a regular pattern of updating the game, so we should very well expect to see a steady stream of events and new features being added to Adventure, unlike the "here and there" big content updates we got last year.

    I think this is what people aren't realizing, is that year 2 is shaping up to be a lot different from year 1 in terms of frequency and size of updates. From what Rare are telling us, there aren't going to be huge content drops with silent periods in between like we had previously. There are going to be many small updates and some bigger updates here and there.

    As I recall, it feels like they were trying to do this very thing leading up to Cursed Sails, as we had 3 different Bilge Rat events leading up to it. Although I think they had to back off the idea because updates were riddled with gamebreaking bugs during that time. They needed content, badly, but didn't have the time to cleanly implement it. But things are a lot different now.

    I have a problem with these Events.

    First of all
    They are time-limited, they are gone after a while. This is not a good Content.

    There's absolutely nothing wrong with time-limited content, further more, the actual activity remains in the game forever unless it's a Mercenary Voyage, which isn't really new content anyway. The only thing that's actually time limited is the associated cosmetics. Again nothing wrong with that.

    And the second, in the first days, many players are on the way and then it can happen that no one is interested on these events anymore.

    I don't really understand what you tried to say here, sorry.

  • @chronodusk
    These events do not necessarily bring more live in the adventure mode, because after a few days they are no longer interesting for most of the players.

    For an example:

    The last reapers run, after a few days, at these tasks I did not meet any other player.

  • @saintjace
    Remember no matter how long you are out at sea doing Tall Tales or a voyage of some sorts nothing ever belongs to you until you turn it in. That's the way it has been and how we've all been able to deal with it. Is it frustrating.....yes but it is what it is and I LOVE IT!!

  • @shagkul

    I beg your pardon?

    These events were available for more than a few days. At the absolute minimum, time limited events stick around for two weeks.

    The last Reaper Run (Reaper Run of Shipwreck Bay) was in the game from March 20th to April 30th. That's like 40 days that this event was active. It got really stale after the 2nd or 3rd week though.

  • @chronodusk
    What are you talking about?

  • @shagkul

    In your previous comment, you told me that you missed out on the Reaper Runs because they were "only available for a few days"

    I replied to that comment to tell you that what you said is wrong. Time limited events always last at least for two weeks.

    The last Reaper Run was literally in the game for 40 days straight. It was added on March 20th, and it did not get removed from the game until the Anniversary Update came on April 30th.

    That is a lot longer than just "a few days"

  • @chronodusk
    I know they were in the game for as long as you say. But the players who did this quest were less after a few days.

    Is my English really that bad? Sorry :(

  • @shagkul

    I understand what you're saying now.

    I have heard that English is actually the hardest language to learn if it isn't your first language, so don't feel bad!

  • @saintjace
    Couple of things i wanna point out.
    Some players like myself havnt done Tall Tales. I have no clue where these players need to sail or locations of the quests.
    So you cant really say its griefing attacking a player doin them. Could be an honest mistake
    Also alot of players do quests while they do Tall Tales, so they may have loot.

    Second, i dont feel like your idea will fix this adventure issue.
    Alot of PVP focused players do not care if you have loot or not. I know on the days my crew is strictly pvping we sink every ship in sight. Doesnt matter where u are or what you have.
    The point being pvp players gonna pvp.

  • If Sea of Thieves were the kind of game that attracted the top streamers and thousands of viewers, the game would suck and I wouldn't be playing it. I'm not interested in the top games on Twitch. They don't appeal to me and I have no interest in playing them. I suspect that's true for many players.

    That said, there are some awesome streamers who love Sea of Thieves and do very well for themselves. A few examples include Beardageddon, Captain_Falcore, BeardedGuysGaming, Pace22, Cobbobles, BurgerWarrior24, GullibleGambit, CaptainAshBacon, Peeve, etc. The game is always in the top 100 or so on Twitch, and often much higher. When Summit1G was playing Sea of Thieves a while back, his viewership skyrocketed. He's never had anything close to those numbers since he quit. And that was before all the amazing content was released with the Anniversary Update.

    Sea of Thieves is alive and well. It doesn't need to appeal to all the kids playing Fortnite, Grand Theft Auto, or World of Warcraft. If it was that kind of game, most of the people here wouldn't be playing it. Sea of Thieves has a unique and loyal player base. We love the game's beauty, the freedom of the open seas, and the adventures we make upon them. The most devoted players are not only attracted to one element or another (i.e. PvP or PvE) but to the game as a whole. There's a wonderful balance here that you can only really appreciate after many hours of sailing upon the Sea of Thieves.

    Tall Tales has added a great deal of richness to the world by bringing the lore to life and allowing us to truly become involved in it, while still staying true to the principles upon which the game was founded. The threat of other pirates on the seas is an integral and ever-present part of the story.

    Now having said all that, I don't have a problem with the idea of adding a valuable prize at the end of a Tall Tale, either instead of or in addition to the usual 3,000 gold. One issue with this is that many of the quests end at outposts, so the item would be sold almost immediately. Even for the quests that don't end at outposts, most people would hightail it directly to an outpost to sell the object, just like they do other loot. So I don't see that this idea would add much to the game. Even assuming there's a problem (which I don't necessarily agree with), this isn't the solution.

  • I don't agree with your initial premise that there are these problems that you've listed. And others have discussed that rather well above my post. ^^

    However, your idea of adding a highly valuable reward at the conclusion of each Tale is an interesting one worth consideration.
    It's a similar design to the Athena Voyages. Other pirates coming upon a crew doing such a voyage/tale, could opt to wait for the end of that voyage to fully attack - to gain the big prize.

    Where that reward would need to be delivered would be an interesting design dilemma to solve (as Heather mentions above). However, it is doable. Whether it'd be delivered to one of the Cargo NPCs, a Sea Post NPC, or maybe a specific NPC for each of the Tall Tales - purposely chosen to avoid easy/quick turn-ins.
    Really, that is almost how the final Tall Tale works, with the GH skull (albeit, slightly different, given the nature and location of that tale).

    The biggest problem I see with this is whether it fits within the design, theme, and intended desire of the Tall Tales. Basically, the Tales can be long enough as it is, and then adding another (potentially harrowing) journey across the seas might go against what the developers think is best for players doing the tales. They might not be against it either. I'm not voicing negativity about it rhetorically or anything. I think it's worth considering.

    Not everything need resolve around the predator/prey of PvP, but I fully understand the perspective of preferring that (and even the overall game design built around it - although, I don't think that is the pure intention of that design - just an obvious element given human nature).

    Let's say this idea is a go - the big question may be - what reward(s) would make sense, regarding the Tall Tale and the NPC handing you the gift. That's a tricky, and important, aspect of the design. It'd have to make some semblance of sense that this NPC was giving you something highly valuable to transport to a specific person/location. And, again, that's AFTER the tale is already concluded - therefore no loss in Tall Tale progression and such (and, again, after the crew has possible already spent a lot of time invested in that tale).

  • Fixing the combat would bring back more than a few I’m sure. Until then, I’ll treat the Sea of Thieves as a pretty sailing simulator.

  • @saintjace Rare needs to return to what Sea of Thieves started to be not what it has become. Stop trying to make SoT another Twitch battle game. They need to clean up all the bugs and exploits. Get rid of the Arena and focus on making the core game the true adventure it should be. Fix sword and gun combat. Remove the expanded ship damage system. Make fishing and hunting actually fun and worth doing. Make the alliance system better. Encourage more coop and PvE gameplay while keeping the opportunity for PvP just that an opportunity and not the only thing.

    Enforce the Pirate Code. Add the ability to be captain of your ship. Clean up the grouping system. Replace the brig mechanic that locks trolls and toxic players in the middle of everyone's fun. Stopping the toxicity and trolling that can plague this game will go a long way to making everyone so much happier.

    Add the ability to change crew and ship size. Add the ability for family and friends to join family and friends on the sea on the same server with their own ships. Stop coming up with ways to repeat and replay the same content over over and over. Add new content more regularly and finally expand the game beyond Athena 10 and add content and meaning to being a Pirate Legend.

  • @weakdexx said in Breathing Life Back Into Adventure Mode - An ACTUAL Solution:

    So we fight for a contested fort.
    Can take a while if u are constantly harrased.

    Now we actually make it out with the keu to collect loot later when its safer.

    We sink bye key.
    I just spend possibly hours and got nothing to show for.

    Tell me how this is diffrent?

    Also oké we only make last item stealable. But there is also items u need during the quest. These can not be stolen. According to your idea. But can i sink that ship? Or they indestructable?

    Wether i steal it or sink them both ways they need to Start over.

    Again explain to me how this works?

    The difference is fundamental.

    The fort key is worth 20-25k to whoever has it. This is true treasure. Treasure underpins game economy. Every player/crew contesting the fort was trying to win this key.

    If a player/crew attack someone carrying only a Tall Tales item the only outcome is to spoil the game for the Tall Tales crew. The attackers get nothing other than the warped amusement a griefers gets.

    I know it’s not so simple, not so black and white. The crew may have loot as well as Tall Tales item etc but for the losers this makes no difference. In their eyes they were griefed and it’s cost them 3, 4 or whatever hours. It’s easy to see all sides.

  • Disagree hugely, main reason people “lose” a TT item is because they were PVPed to start with and giving incentives to PVP will drive the community down and will make a few hundred thousand happy whilst making the game a online arena and just a PVP game, this game needs a ranked arena mode to actually get PVPs a area to fight and earn their rank not just be level 50 through afk that way adventure becomes less hostile more encounters and brings players back since you can make friends and enjoy the content as well have a ranked arena a soft arena and adventure mode.

  • @saintjace said in Breathing Life Back Into Adventure Mode - An ACTUAL Solution:

    1. The introduction of Arena mode pulled many PvP focused players out of regular play. Arena mode is currently rife with hacking, stream sniping, AFK players, players without comms, players who didn't know what Arena mode was or what to do, etc.

    For those of us who love adventure mode; OH DARN..
    If you're actually interested in my opinion on Adventure mode skip down to SECTION 2

    If you want my feelings on Arena mode being added to Sea of Thieves read on.

    I see some sentiment for "Saving" arena mode.. You will not find any pity or mercy from this pirate.

    Adventure mode is Sea of Thieves and Arena was a mistake. IF I wanted to play a PVP only "Arena" game I would not be playing Sea of Thieves; instead I would play Quake 3 or Quake Champions or Unreal Tournament.

    I would never and will NEVER waste my time on "Modern" arena modes, they are all 100% pure garbage and no good comes from them.

    My displeasure with the kind of toxic players who slither about in Arena modes who all make believe they're god's gift to PVP are not the sort I want to play with.

    They can all go find a different game to play because Sea of Thieves is not the game for them.

    SECTION 2: Saving Adventure Mode.
    Now if you're interested in actually saving Adventure mode.

    I am 100% in favor of bolstering the populations of players in Adventure mode and cleaning up all the little annoying bugs and broken mechanics in Adventure mode that in some ways drive people away from the game.

    I think a lot of good can be done to make Adventure mode more enjoyable and FEEL more rewarding.

    Reduce the frequency of Skull fort to include a 1 hour delay (after clear) for a new fort event location to be activated.

    Increase the difficulty level of the skull fort SLIGHTLY, by making the skeleton warriors are little more dangerous by means of their AI, not merely turning them into damage sponges.

    Increase the frequency SLIGHTLY of the Ship event; this is easily the most enjoyable PVE event on the server.

    Increase the capacity of the treasure chest for the "Trinket" type treasures to a capacity of 10X, give it the barrel or crate like menu to use. (if possible)

    Sailing straight into the wind with your sails "SQUARE" should not be the fastest possible path for forward progression.. If anything this should put the ship in reverse.. PLEASE fix this.

    The "Storm" I love her, Calypso is my gal but dear lord she's always there.. Please please please please......... PLEASE RARE!!! She should not be active 100% of the time, make her spawn out of nowhere and give that some kind of special animation.. Additionally I say make her more dangerous and give her some special wind effects, and make them different or random.. Some times they can be a cyclone, some time gale force, some times who knows..

    I would write more but I am out of time..

    Moreover just fix all the broken and glitchy stuff, that sort of stuff is kinda annoying because it reduces the potential depth and creativity in game.

    Thanks.

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