Arena 2.0 is worse than 1.0

  • Yes hello

    When i first time saw, arena 2.0 it was looking good on paper, on insider was fun to play also, but on live servers it's not.

    A minor problem of these arena is firstly broked pvp which was made casual friendly, because you got two ways to board enemy ship, ladder or cannon. With sword buff is extremly painful to get on board without HP losses. (Cutlass 25hp per hit is Spam weapon and it doesn't have punishment for missing slashes which made sword W+M1 spam weapon)

    Secondly economy balance, i mean by this is worthless picking chest and protect it for rest of game because 2 teams will spam cannons on each other, which is more valuable than 1000 points. look:

    -Galeon have 4 ppl crew
    -1 man can pick up 10 cannonballs
    -4ppl shoots on one time 40 cannonballs
    -40 cannonbals are 40*40=1600
    -to shoot 10 cannonballs you have to spend around 30S
    -Soo in 2 minutes you may have 3-4k points by just spamming cannons.

    You may say, combat is more ship focused, its the biggest lie of last 12 months. It's focused on searching on the weakest crew in lobby and spamming points on them.

    How to fix it ?

    It's very simple
    -5 to 15 per kill
    -40 to 20 per kill
    -Add points +1000 for sinking enemy ship

    I play SoT since may 2019 it was fun for me but after your combat improvments its no longer fun for me on pvp.

    Maybe just relase sot2 and put there patch from dec 2019 where everything was working i would pay for it, because current pvp is JOKE a bad joke.

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  • (Edit: leaving this up untouched, but HonestAuntyElle's post improves upon this concept. Go read that instead)
    Arena should have the following changes imo;

    1. Cannonball hits give you 10 points.
    2. Cannonball hits steal 20 points from the ship you hit. Only works if the ship you hit actually has any points to steal.
    3. Cannonball hits give you 10 extra points if you hit the ship that is carrying the chest (only as long as the chest is either placed on the ship/rowboat or carried by someone on the ship/rowboat/ladder).

    These changes would have the following results;

    • AFK farming is pointless; you only get 10 points per hit.
    • Bullying the weakest ship is pointless; you're quickly going to run them down to 0 and only get 10 points per hit from there.
    • Pursuing ships that have a high score is much more profitable because each hit is 3x value compared to AFKs.
    • Pursuing the ship carrying the chest is more profitable, so people are going to fight harder for the chest.
  • Stealing points per shot is possibly the best mechanic I've heard yet for arena, but I think you could restate your numbers slightly better, because I was in the process of writing a counter argument before fully understanding your proposal.

    The maximum amount that a cannonball hit will give is 40 points. Comprised out of:

    10 points you always get.
    20 points stolen from the enemy ship.
    10 points extra if it's the ship that currently has control of the chest.

    I feel like stealing 20 points is a little harsh though, as you don't want a ton of ships sitting on 0 that have been drained entirely.

    I feel like you should get double what you steal. e.g. they lose 10, you get 20, or maybe something based on their ladder position instead? e.g. a bonus where you get 20 points for shooting first place, 15 for second, 10 for third, 5 for fourth.

    The amount of times where a ship is going to have zero points to steal for good game design should be rare, unless they sink, right at the start of the game, or afk ships. If I had zero points at the end of the game, I'd be pretty tilted!

    Rare should scuttle ships with zero players on it, regardless of the 5 minute quit timeout, because it means they were solo when they potentially timed out. It would solve the issue of having afk ships present for the first 6 minutes of matches to farm on, which is the primary complaint.

    That said, the Chest needs to be worth probably 3k silver with these changes in galleon arena. As the person with the chest is going to get targetted hardcore.

  • @honestauntyelle I agree with you, and that sounds a lot better.
    My suggestions/numbers were quite off the cuff, and I should be more clear about that.
    In fairness, I wouldn't want any of my feedback to be copied into the game 1:1. At the very least, balance should be carefully reviewed by people who have more experience, and access to a lot more data, than I do.

    It's more about throwing the idea out there to potentially get the ball rolling. I'm happy to see others like yourself take those ideas and further refine them.

  • @keeedooo the problem with adding points for a ship sink is...who gets the points? For example one ship get's shot about 10 times, another ship makes the last shot and it sinks...who gets the points? The one that made the last shot? The one with the most wholes made? No matter how you do it, even if you add points to every ship that made at least one hit it would be unfair to those who "lost" 20 cannonballs against them...

  • If they are going to do a 'chest' and put all that dev time, why did they make it only worth 1000 points? If they can't fix matchmaking and they struggled with combat values, at least someone in Rare can go to to the string of code and modify the 1000 to 2500 or something worthwhile...

    I'm not a programmer, but I can tell you that they don't have 30 lines or more of code to put the value of 1000 on the chest..

    You get all that attention on you, you take all that damage, you need to sail from A to B to C, and you need to use 1-2 people to go and get it all for 1000 points.

    Lest we forget people, we told them in their feedback threads when we did the weekend testing that 1000 was no good. But, they didn't listen...

  • @schwammlgott Gaining points for sinking a ship would be great tbh.

    But cannonballs and ship damage should not count for it at all. Instead, award points to the players that are present at the time of the gong (the sound when it's no longer possible to save the ship).

    • The ship's own crew is never counted.
    • You have to be on or inside the ship at the time of the gong in order to get points.
    • Any ladders (ship sides and crows nest), the crows nest, top of sails, all don't count as being on/in the ship.
    • Points are split equally between everyone (rounded down if necessary).
    • Amount of players per team also factors in.
    • If nobody boarded, the ship's own crew gets the points (so they end up losing less points for sinking).
    • The ship's own crew can never get points from a scuttle.

    So say for example the reward for sinking a ship is 300 points.

    • My crew is boarded, nobody else is on. Regardless of how many of my crew are on, we are awarded 300 points at the gong.
    • I get on, there is 1 other player (not the ship's own crew). At the gong, there's only 2 of us, so the points are split 50/50 (150 each).
    • My entire crew (4) boards, there's 1 other player (not the ship's crew). At the gong, the points are split 80/20 (because there's 5 total; 4 of us, and 1 other), so we get 240, the other team gets 60.

    This would introduce a lot of depth involving boarding;

    • You're already going to board and kill the crew to keep them from repairing (that's the #1 way to sink a ship right now anyway).
    • Your boarding attempt is going to be contested with other players looking for 'easy' points.
    • The ship's own crew has reason to fight boarders off, even if they can't save the ship anymore.
    • If you board early, you can try tucking for the points.. But if you go too early, you'll just be wasting time while your crew is a man down.
    • Teams will have to figure out how many to board with; more people on means more points (even if someone else boards) and a better chance at surviving long enough to hear the gong. But too many and you'll just leave your own ship open to attack.
  • I think it's as fun as the original. I got legendary sea dog when the 1.0 came out and triumphant with new commendations so I can say I spent a lot of time playing arena.

    On galleons it's super close matches unless someone farms a afk ship... I enjoy the quick loads and fast game play.
    Sloops imo is bad. I think sloops would be better suited for the old style arena.

    I do miss having to strategize who can dig where ext. But after playing those 20 games I had a lot of fun

  • Its quite simple the chest needs 4x its value in Galleon arena.
    Look at sloop arena. Since sloop has 1 cannon and the chest being 1000 points. U need to balance your cannon points with some strategic of either sell the chest or keep other from selling.

    But the galleon has 4 times the cannon in which makes the 1k chest useless. U don't need to consider the chest in galleon arena. Make the chest 4k in galleon arena and now u need to keep the chest in mind either sell of deny others to win the game with cannon points.

    I feel like this is an easy and quick fix.

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