How Adventures affect (and replace) events is sad

  • So in the new podcast we find out why events are no longer coming: they've simply been replaced by adventures. Which, of course, we could have guessed, but now it's also certain that we'll most likely never get events again. And the justification is "because we won't remember them because there's no story behind them". That's pretty depressing.

    That was never the point of the events. Even if that's what the devs were trying to achieve. These old events were there to make players have fun or to give them a reason to enter the game. Not everything should be about the story. These adventures are pretty ok (although let's add that I think they're terribly boring), and don't really give us much freedom. There's only one way to do it, and once you do it, it's just done and you'll never touch it again. Plus, you can do them in one session, just under an hour, an hour and a half max.

    So they're trying to force the story, but it doesn't make the game any better. In fact, I'd venture to say it's even worse.

    I think the solution should be to have a new Adventure every month, where you only have to do everything once (so unlike the second Adventure you don't have to do 3 forts), and also a monthly time limited event, similar to last year (just please if this happens don't always reward with tattoos and face painting lol). Also it would be nice if the old regular events would come back, like the Ashen rewards for example. For those who may have missed this, they were essentially adding some kind of multiplier to the game on a day a month (like Fridays), usually a gold multiplier for specific items.

    TLDR: Adventures have taken the place of events, which is very sad, and makes the game less, not more. I think that's why it would be nice to have monthly Adventure events alongside (not instead of) monthly and regular events again.

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  • 100% agree! The old events were a good way of introducing interesting and faction related items like the Gold Hoarder Weapons, Order of Souls Bucket, e.t.c. Kinda dumb that Adventures are now completely taking over.

  • I hope this means we don’t get less cosmetics as a result. Those events brought in a lot of faction cosmetics, scars and tattoos. So I’m hoping they can continue those items by putting them in the shops instead.

  • @ninja-naranja said in How Adventures affect (and replace) events is sad:

    I hope this means we don’t get less cosmetics as a result. Those events brought in a lot of faction cosmetics, scars and tattoos. So I’m hoping they can continue those items by putting them in the shops instead.

    I'm sad to predict that we will indeed get less cosmetics because of the exact reason I stated in the post... It's kind of depressing

  • Players complained about having to do the events, now they complain about having to do the adventures so nothing has really changed. Having both would just lead to complaints about having to do both, so twice the complaints :D

  • @thekratex7201 sagte in How Adventures affect (and replace) events is sad:

    TLDR: Adventures have taken the place of events, which is very sad, and makes the game less, not more.

    Not sure about that. I guess, time will tell. Didn’t listen to the podcast but if I’m getting that right, they see adventures as some kind of story driven events and therefore won’t be releasing classic events anymore.

    Sounds like we’re getting a plus to me: an evolving landscape and story.

    There's only one way to do it, and once you do it, it's just done and you'll never touch it again.

    The same could be said of classic events.

    Plus, you can do them in one session, just under an hour, an hour and a half max.

    Again: same goes for classic events. 🤔

  • @fred-fisheye said in How Adventures affect (and replace) events is sad:

    @thekratex7201 sagte in How Adventures affect (and replace) events is sad:

    TLDR: Adventures have taken the place of events, which is very sad, and makes the game less, not more.

    Not sure about that. I guess, time will tell. Didn’t listen to the podcast but if I’m getting that right, they see adventures as some kind of story driven events and therefore won’t be releasing classic events anymore.

    Sounds like we’re getting a plus to me: an evolving landscape and story.

    There's only one way to do it, and once you do it, it's just done and you'll never touch it again.

    The same could be said of classic events.

    Plus, you can do them in one session, just under an hour, an hour and a half max.

    Again: same goes for classic events. 🤔

    It isn't a plus. You didn't listen to the podcast, I did, and I have to say it's kinda clear that they see Adventures as the next step in events, meaning they are a replacement rather than anything new.

    About the one-way thing... It doesn't go for classic events. There are many ways to sell Chest Of Tribute or to sink a skelly ship for example. And those could be implemented to your normal sessions. Making players change on their usual playstyle, and many times also encouraging pvp. Plus you'd never know the outcome. Sure, they way they handled those events could've been better. The favor system for example was a terrible idea imo.

    And no, not all of the classic events were completable in an hour. Reapers vs the World and the OOS one early last year both took at least 3 if not more sessions to complete.

    On another note, I'd add that if anything making the adventures a replacement will also decrease the amount of time limited cosmetics... Not really a good thing in a cosmetic based game, is it?

  • @d3adst1ck said in How Adventures affect (and replace) events is sad:

    Players complained about having to do the events, now they complain about having to do the adventures so nothing has really changed. Having both would just lead to complaints about having to do both, so twice the complaints :D

    The beauty of it is that noone's forced to do anything. There will also be people who don't like stuff.

    As far as their goal, namely "keeping players coming back during a Season" goes, this would still be their best option. Would also not mind if time-limited events wouldn't only be recycled commendation like they used to be tho.

  • @thekratex7201 sagte in How Adventures affect (and replace) events is sad:

    It isn't a plus. You didn't listen to the podcast, I did, and I have to say it's kinda clear that they see Adventures as the next step in events, meaning they are a replacement rather than anything new.

    That’s how I understood you. It’s a story driven replacement for the events.

    About the one-way thing... It doesn't go for classic events. There are many ways to sell Chest Of Tribute or to sink a skelly ship for example. And those could be implemented to your normal sessions. Making players change on their usual playstyle,

    […] and many times also encouraging pvp.

    So did the new adventure, cause people were trying to finish the new forts. At least during my session, maybe you experienced different. As well as I finished most events without getting engaged into a single fight.

    And no, not all of the classic events were completable in an hour.

    Most of them and we just saw 2 adventures. Maybe they will take more time in future updates to come. All I’m trying to say is, don’t be too negative about it. Maybe they won’t be that good and maybe they will keep getting better over time.

    On another note, I'd add that if anything making the adventures a replacement will also decrease the amount of time limited cosmetics... Not really a good thing in a cosmetic based game, is it?

    Did they actually say that in the podcast or do you expect them to be reduced? I mean, there are many ways to enrich the game with cosmetics. In fact most haven’t been introduced via events in the past.

  • This second adventure is way more fun than any of the events, IMO. I'm cautiously optimistic.

  • Time limit is a big no from me. I have to work for a living. I have family, kids, and I travel. I'm currently missing on the second adventure.

  • @fred-fisheye sagte in How Adventures affect (and replace) events is sad:

    @thekratex7201 sagte in How Adventures affect (and replace) events is sad:
    Did they actually say that in the podcast or do you expect them to be reduced? I mean, there are many ways to enrich the game with cosmetics. In fact most haven’t been introduced via events in the past.

    Sorry, I misunderstood you. You were talking about time-limited stuff while I was thinking about the gold hoarder and order of souls cosmetics which were given with events (and now are being locked behind commendations).

    If I remember correctly, latest events gave us up to three time limited cosmetics: a tool / weapon, a scar / tattoo/ face painting and a title. Adventure gave us two per each so far: a tool / weapon and a title.

    Yep, you could be right about that.

  • I honestly appreciate these Adventures a lot more than the old Events. In practice they're the same: complete certain objectives to get some exclusive rewards.

    But with the Adventures we get another story element on top of it, which I really like.

    Events like Grogmaney, Festival of Giving, etc, although fun, just lacked something. And I don't have that feeling with the Adventures.

  • @thekratex7201

    So this is very interesting as I come from a very different point of view, I personally didn't enjoy events as you did, I actually thought they were bland and lacked something but I still agree with your suggestion.

    So in the new podcast we find out why events are no longer coming: they've simply been replaced by adventures.

    Tbh it feels kinda weird to me that so much people misunderstood what Adventure was supposed to be, to me it felt clear these were a story-driven replacement of events O.o

    These old events were there to make players have fun or to give them a reason to enter the game.. These adventures are pretty ok (although let's add that I think they're terribly boring), and don't really give us much freedom. There's only one way to do it, and once you do it, it's just done and you'll never touch it again.

    It's funny cause to me the old events are the ones that didn't give much freedom and once you did them you'll never touch them again, as they were, like Adventures, time limited.

    I personally like to collect stuff so I used to complete all the events but I also thought it was kinda boring that all the events tasks were based off stuff I had already done a lot of times. Often I found myself kinda forced to grind activities that were out of my "fun-zone" to get time limited time cosmetics, like the fishing event for example (catching 300 ruby splashtails, like whaaat? where's the freedom in these type of activities). Some times I didn't even feel the drive to partecipate: wicked web cannons and blunderbuss, for example, needed you to earn 2000 favour, but since gold is not a problem for me and I already had the commendation these would be locked behind once the event was over I didn't even grind favour, I just waited the event to end and got both of them for half million, which is usually 1 session of mines.

    I personally suggested to have story-driven events a lot of time ago and find more interesting playing 1 hour of a story driven event than grinding for 5 hours stuff by doing activities I've already done plenty of times just because of FOMO.

    THIS SAID, I do agree Adventures still have a lot of room for improvement (as recently discussed on my recent post on Adventures). While exploring a post-war Golden Sands was really interesting, the story and lore we get per Adventure is too little, I found the trailer for Adventure 2 more interesting lore-wise than Adventure 2 itself.
    I'm not the guy who asks for unique mechanics and systems for a time-limited Adventure, I don't care if they re-use assets to make Adventures, I just want there to be more story for each Adventure; right now it feels like receiving half a page of a book per month, also the most important stuff currently happend BEFORE the Adventure and then we play what's basically the aftermath. For example it would have been more interesting in my opinion to like having to find where the Reapers were keeping the hostages, get there just aknowledge we were too late and discover by books, notes or captured NPCs they were moved to a Sea Fort and then go free them (once, not once per Sea).

    These old events were there to make players have fun or to give them a reason to enter the game.

    This is weird, I know this is very personal to how someone approach a game and I know that the current culture has made most players seek goals set by devs that offer rewards, I know that most people just consume games to complete them; but I, as a collector, felt FORCED to play in order not to lose cosmetics, I say I used to feel forced because I'm a player who just play out of intrinsic motivation: I play because I like playing, I don't seek completing stuff (even tho I enjoy collecting things), I don't play to make gold so I can buy cosmetics, I play because I have fun while making gold, I enjoy doing World Events, PvP and interact with other players (like when me and my crew forced a whole server to join our brig while Roleplaying as Superior entities that were claiming their souls), I set my own goals. My mindset in SoT is about feeling the experience, not filling a checklist.

    So they're trying to force the story, but it doesn't make the game any better. In fact, I'd venture to say it's even worse.

    I personally think it's not worse, just different: players who wanted more cosmetics and stuff to grind for to keep them self busy will not like Adventures in their current state, players who like the lore and story of the game will enjoy these more than old events (even tho there's room for improvement, as there were room for improvements for the old events too).

    This said, I think your suggestion has a point: if there's a part of the community who enjoys the story and one that enjoys the old events, why not make both happy? So, even tho I don't see Adventures as a bad thing, nor something that makes the game worse, I still agree with your solution. I just wanted to give you a very in-depth feedback from someone who a has a different point of view :)

    I also much agree on recurring events, I think they could also improve "fort nights": the idea of making loot from a specific World Event more valuable during a limited amount of time organically encourages PvP and/or player interactions around that World Event, they should do that every week-end while also forcing only that event to spawn during said event.

  • Here's my solution:

    We take events and merge them with Adventures.

    We also scrap the whole voyage mechanic because it is stupid.

    So event begins and you visit NPC to start it. You receive a paper scrap like the one we have, but this ones progress persists between sessions.

    There will be ~3 of these each with diverse challenges and 2 cosmetic rewards.

    You return your completed paper scrap to NPC to get rewarded.

    So a reworked version of the current event could be like this:

    Scrap 1: The Forgotten

    • Rescue X from fort after opening the prison

    • Retrieve an Enchanting Vessel from a Skeleton Fort

    • Kill 300 phantoms or skeletons

    Scrap 2: The Damned

    • Complete 5 world events

    • Clear FotD

    • Recover Enchanting vessels from skeleton ships

    Scrap 3:

    • Kill 5 Jailors

    • Sell 50 pieces of Damned Loot

    • Speak to a Pirate on the Ferry of the Damned

    Obviously these are just examples, but a similar system where you have a set of challenges to beat in the background while playing while also incorporating the lore element as well.

  • There's not really an excuse I can think of for them not to continue doing live events beyond the hassle of making new cosmetics for them. However I think a lot of people are looking at Live events with rose tinted glasses. Almost every live event was simply doing things that already existed in game, or were just having you do the exact same tasks as deeds do. This is to say Live Events were incredibly lazy and didn't add much of anything. Likewise a lot of live events had you go out of the way to do stuff that doesn't benefit you at all, for example the 'Feast of Bounty' Live event had you cook meat, that's it. So you spent your sessions running around killing chickens, cook them, then disconnect. Like what's even the point? that's not fun. Here's a list of some Live Events and what they were like:

    Festival of Fishing - Gave us a time limited fishing voyage to go to specific islands to catch a fish and then go sell the fish. By far the worst voyage Rare has ever created. As an example, basically you go Stephen Spoils and collect a map, it has you go to Discovery Ridge, Sharkbait Cove, and Devils Ridge to get a single fish, then sail back to Stephen Spoils to sell the fish. There's no increased rate of rare fish, you don't fish them faster, why even bother with the voyage? You can literally just fish from the seapost and get the exact same fish but cut out the pointless sailing to random islands for no reason.

    Vault Raiders - Do Vaults, it had a special voyage but it was a reused voyage from Larinna from when they first introduced vaults, it was the exact same voyage, I know because I still had the og one in my inventory and it wouldn't let me buy the new one with the original still in my inventory.

    Flags of Friendship - Awful, literally just play the game as you do but also go raise an alliance for no reason.

    Making Mayhem - A Keg/Fire themed event that you could finish in 3 minutes as you got insane favour by just shooting cannonballs an enemies boat. This actually incentivised spawncamping during the event to take advantage of a bad crew and farm cannons on them.

    Jewels of the Deep - sell 100 Siren/Mermaid Gems. Need I say more? It literally just forced you to hard grind Thieves Haven runs for hours and hours and was painful.

    On the other hand, there were some actually interesting live events;

    Reapers vs The World - This one lasted 3 months which imo was way too long, however this one was actually somewhat good, it focused on player interaction and had you selling flags of each emissary to earn nice rewards. imo this is an example of a good Live event, albeit way too long winded.

    By far the best live event, Fate of the Damned - This one had an exclusive voyage that had you go across a few islands to collect a Flame of Fate and fight Shadows of Fate, which lead to a cool fight with Greymarrow (who actually used a sword!). These voyages were unique and actually useful as you could do them to get the more annoying Lights such as White and Pink (this was before Ocean Crawlers gave you White) It also came with 4 weapons, a lantern, 6 good titles, and the soulflame costume set. This one was also spaced out meaning you didn't finish it immediately.

    Adventures don't have any replayability besides the title to 100% it, the rewards are also very varied so far, with a compass and a sword. Comparing even to weaker live events, they would usually give you a full weapon set, multiple ship parts, multiple clothing pieces, a tatto/makeup, etc. I think they either need to improve replayability and gameplay of adventures, improve the rewards, or do live events at the same time. I'd even take a Season long live event like Reapers vs The World.

  • Festival of Fishing - Gave us a time limited fishing voyage to go to specific islands to catch a fish and then go sell the fish. By far the worst voyage Rare has ever created. As an example, basically you go Stephen Spoils and collect a map, it has you go to Discovery Ridge, Sharkbait Cove, and Devils Ridge to get a single fish, then sail back to Stephen Spoils to sell the fish. There's no increased rate of rare fish, you don't fish them faster, why even bother with the voyage? You can literally just fish from the seapost and get the exact same fish but cut out the pointless sailing to random islands for no reason.

    I actually miss that voyage - it was teaching me where I could find certain subtypes of fish. Some types of fish can't be found near a Seapost, and many of the subtypes of those are allegedly more numerous in certain areas over others. For example, you can find a pondie in fresh water, but to have a much better chance of finding a specific pondie, you would have to go to specific fresh water areas.

  • Everything about the new adventures is sad. More time limited garbage? No thanks. My investment in this game's story and lore tanked when I saw that I will miss out on key parts if I don't feel like logging in and I'm not logging in purely due to scummy FOMO marketing techniques to bolster their player numbers.

  • Taking out pvp type of events is dumb and the game will die.

  • @pellahh said in How Adventures affect (and replace) events is sad:

    @thekratex7201

    So this is very interesting as I come from a very different point of view, I personally didn't enjoy events as you did, I actually thought they were bland and lacked something but I still agree with your suggestion.

    So in the new podcast we find out why events are no longer coming: they've simply been replaced by adventures.

    Tbh it feels kinda weird to me that so much people misunderstood what Adventure was supposed to be, to me it felt clear these were a story-driven replacement of events O.o

    These old events were there to make players have fun or to give them a reason to enter the game.. These adventures are pretty ok (although let's add that I think they're terribly boring), and don't really give us much freedom. There's only one way to do it, and once you do it, it's just done and you'll never touch it again.

    It's funny cause to me the old events are the ones that didn't give much freedom and once you did them you'll never touch them again, as they were, like Adventures, time limited.

    I personally like to collect stuff so I used to complete all the events but I also thought it was kinda boring that all the events tasks were based off stuff I had already done a lot of times. Often I found myself kinda forced to grind activities that were out of my "fun-zone" to get time limited time cosmetics, like the fishing event for example (catching 300 ruby splashtails, like whaaat? where's the freedom in these type of activities). Some times I didn't even feel the drive to partecipate: wicked web cannons and blunderbuss, for example, needed you to earn 2000 favour, but since gold is not a problem for me and I already had the commendation these would be locked behind once the event was over I didn't even grind favour, I just waited the event to end and got both of them for half million, which is usually 1 session of mines.

    I personally suggested to have story-driven events a lot of time ago and find more interesting playing 1 hour of a story driven event than grinding for 5 hours stuff by doing activities I've already done plenty of times just because of FOMO.

    THIS SAID, I do agree Adventures still have a lot of room for improvement (as recently discussed on my recent post on Adventures). While exploring a post-war Golden Sands was really interesting, the story and lore we get per Adventure is too little, I found the trailer for Adventure 2 more interesting lore-wise than Adventure 2 itself.
    I'm not the guy who asks for unique mechanics and systems for a time-limited Adventure, I don't care if they re-use assets to make Adventures, I just want there to be more story for each Adventure; right now it feels like receiving half a page of a book per month, also the most important stuff currently happend BEFORE the Adventure and then we play what's basically the aftermath. For example it would have been more interesting in my opinion to like having to find where the Reapers were keeping the hostages, get there just aknowledge we were too late and discover by books, notes or captured NPCs they were moved to a Sea Fort and then go free them (once, not once per Sea).

    These old events were there to make players have fun or to give them a reason to enter the game.

    This is weird, I know this is very personal to how someone approach a game and I know that the current culture has made most players seek goals set by devs that offer rewards, I know that most people just consume games to complete them; but I, as a collector, felt FORCED to play in order not to lose cosmetics, I say I used to feel forced because I'm a player who just play out of intrinsic motivation: I play because I like playing, I don't seek completing stuff (even tho I enjoy collecting things), I don't play to make gold so I can buy cosmetics, I play because I have fun while making gold, I enjoy doing World Events, PvP and interact with other players (like when me and my crew forced a whole server to join our brig while Roleplaying as Superior entities that were claiming their souls), I set my own goals. My mindset in SoT is about feeling the experience, not filling a checklist.

    So they're trying to force the story, but it doesn't make the game any better. In fact, I'd venture to say it's even worse.

    I personally think it's not worse, just different: players who wanted more cosmetics and stuff to grind for to keep them self busy will not like Adventures in their current state, players who like the lore and story of the game will enjoy these more than old events (even tho there's room for improvement, as there were room for improvements for the old events too).

    This said, I think your suggestion has a point: if there's a part of the community who enjoys the story and one that enjoys the old events, why not make both happy? So, even tho I don't see Adventures as a bad thing, nor something that makes the game worse, I still agree with your solution. I just wanted to give you a very in-depth feedback from someone who a has a different point of view :)

    I also much agree on recurring events, I think they could also improve "fort nights": the idea of making loot from a specific World Event more valuable during a limited amount of time organically encourages PvP and/or player interactions around that World Event, they should do that every week-end while also forcing only that event to spawn during said event.

    You do realize that you base all of this ok just personal opinion, while my goal here is to make the game better?

    It's like it's a problem for you if the game has more to offer. My only question is: why?

    Speaking about Adventures tho they AREN't supposed to be events. Hence why they have their special menu piece and place on the website.

    Also, obviously there were bad events like the Splashtail one... But honestly what's fun for you in visiting 2 islands and running around them for 20 mins only to get a compass, or what's fun in doing the exact same thing you could do since the start of s6 but now 3 times, in different regions and as something that is now forced?

    Unlike Adventures, you could do events on your own way. Sure not all of them were good - tho it's very much a subjective topic, whereas the second Adventure were bad according to many different players - but again, not all Adventures are good either.

    The only difference is that you are not only forced to these activities the way they want you to do them - unlike with events, where you have many different ways to sink skelly ships for example, and which can be completed while also doing something else that's worth it anyways (gold, commendations, renown, emissary).

    So basically it's hard for me to understand why people have this opinion of "nah, events sucked, adventures don't" while in gameplay they are the same, only the latter offer less in every way possible? And I didn't say Adventures should go... Why do people want to decrease the amount of possible activities? I just don't understand

  • @thekratex7201

    And I didn't say Adventures should go... Why do people want to decrease the amount of possible activities? I just don't understand

    Have you read my post? I'm not even gonna answer this as I think were pretty clear on my answer and even repeated myself two times, so go back and read my post, carefully this time.

    You do realize that you base all of this ok just personal opinion, while my goal here is to make the game better?

    I didn't speak only about my personal opinion, in fact I even specified when stuff was subjective to me, I divide the two things. If I gotta be honest I think you are kinda biased on old events and I will demonstrate it later in this post. This said, I agreed on your goal, but I guess you didn't read carefully through my post as I clearly stated it both at the start and towards the end of it. If you read just what you want to read then don't bother answering to my post, there's no point in having a discussion with someone who doesn't care putting effort into understanding what I say. If the issue is my lack with English than feel free to let me know something wasn't clear and I'll be happy to try explaining myself in a different way, but I highly doubt this is the case as I think I was pretty clear here:

    I personally think it's not worse, just different: players who wanted more cosmetics and stuff to grind for to keep them self busy will not like Adventures in their current state, players who like the lore and story of the game will enjoy these more than old events (even tho there's room for improvement, as there were room for improvements for the old events too).
    This said, I think your suggestion has a point: if there's a part of the community who enjoys the story and one that enjoys the old events, why not make both happy? So, even tho I don't see Adventures as a bad thing, nor something that makes the game worse, I still agree with your solution. I just wanted to give you a very in-depth feedback from someone who a has a different point of view :)


    while in gameplay they are the same, only the latter offer less in every way possible?

    Objectively wrong, Adventures do stuff old live events didn't: evolve the world, keep the story going and give more lore to the fans. Old live events lacked that but had more rewards and gave more stuff to do. Two different experiences, whether you enjoy more the first of the latter is subjective, if you don't care about lore or events being story-drive doesn't mean Adventures offer less in some aspects just because you do not care about the aspects where Adventures offer more. Which is why I agree on having both Adventures and old-style live events to make both parts of the player base happy :)

    Sure not all of them were good - tho it's very much a subjective topic, whereas the second Adventure were bad according to many different players

    I thought we were discussing the format, not the single experiences. Events had 2 years of experimenting to get better and the first events were bad, we are just at the second Adventure, give devs time to experiment and understand what works and what not. One Adventure being bad doesn't mean the format of Adventure is bad, they made mistakes on both the first and second Adventures but that doesn't affect the format. The idea of having story driven events is very good and can offer much more than the old events, they just need to work on how to do this in practice and not get rid of what worked with previous events.

    It's like it's a problem for you if the game has more to offer. My only question is: why?

    Never said that, I just don't feel like doing again the same tasks I did for my commendations each month to gain a new reward. The reward is new, the experience is the same, old live events used to offer you more cosmetics but not new experiences. Adventures do that, whether you like them or not, by giving a unique story-driven voyage. Most assets are re-used, as tasks were being re-used in old events, but the story is unique and I don't think the lack of rewards should be correlated to Adventures as a format but to the way Devs are currently designing them, we'll surely receive more rewards as Devs adjust their aim and get feedback.

    Speaking about Adventures tho they AREN't supposed to be events. Hence why they have their special menu piece and place on the website.

    Adventures are an evolution of SoT's live events and was also stated by Mike Chapman in the latest podcast. Live events in live service games are usually characterized by being time-limited themed activities with rewards, "Adventures" is just the name of this set of live events format, but they are still live events. I don't get why making a special menu or a page on the website doesn't make them events anymore, it's something more practical clear I think. If Adventures were never introduced and they decided to ad a special menu for the old events so it was quicker to get on their page would events stopped being events? I genuinely don't understand the point.

    But honestly what's fun for you in visiting 2 islands and running around them for 20 mins only to get a compass, or what's fun in doing the exact same thing you could do since the start of s6 but now 3 times, in different regions and as something that is now forced?

    I want to really focus on this:

    or what's fun in doing the exact same thing you could do since the start of s6

    For two reasons, the first is that this isn't again an issue of the format, it's an issue of that specific Adventure that were poorly delivered. They should have don like in year: they introduced Megalodons, Skellies and the Devil's Roar with an event and THEN these features became part of the game. The Adventure 2 should have been released at the start of the Season to introduce Sea Forts so that they would be part of the world. Doing the opposite is clearly flawed and is not what makes Adventures... Adventures.

    The other reason is that I think your memories of events are biased as you remember them as having a lot of freedom. I do not think freedom is the always necessary as Live Events are usually themed and thus may restrict that freedom to their themes, it also depends on how this is practically done. But since freedom seems to be a key point for you, here there are all the live events that gave specific item as rewards and not just gold mutlipliers etc (which I think are a different category of events that will still occur) (I will also be a bit provocative to demonstrate why some of you "objective statements" are flawed):
    Hunters Haul: fish 120 ruby splashtails (No freedom) (there were also other specific tasks to gain doubloons but I'm not gonna write these down for any events as there's no reason to feel forced farming tohse or golds from events)
    Hunters Haul 2: fish 300 ruby splashtails. (No)
    Hungering Deep Anniversary: Kill 3 megs (No)
    Cursed Sails Anniversary: Kill 8 skelly (No, I don't get were you see the freedom in "you have many different ways to sink skelly ships for example", what are the choices? either get them spawn randomly or do Skeleton fleet so no real choice on how to find one. Different ways to sink? does give more freedom to an event deciding if you want to sink a Skelly by wasting a lot of cannon balls, risk it with kegs, use the bucket... or just you know, just do the efficient way: have one crew member board to prevent skeletons from repairing so you don't waste cannon balls. Then Adventure 2 that you seem to hate have your type of freedom too as you can defeat Sea Forts in many ways you can use sword only, double gun, use tridents or bait the phantom out and shoot them with cannons if you will :)
    Wait... didn't you say Adventure 2 is bad cause you were forced to do 3 times something you were able to do from the start of the Season? Then isn't sinking skellies as bad as that? if not worse! as Skeleton Ships have been out for years, personally have the "Legend of the Sea of Thieves"... why should I be forced to sink 8 more skeleton ships after I did this 500 times already? You also added "and which can be completed while also doing something else that's worth it anyways" but I don't understand why you hate Adventure 2 then, you also get the loot at the end of Sea Fort and golds for bringing vessels back to Belle. Let's keep going)
    Forsaken Shores Anniversary: Visit all Devil's island (No freedom, technically forces you to play in the Devil, but if you say to me that "at least you can do devil voyages" while getting EACH, SINGLE DEVIL island then I'm going to tell you that nothing prevents you from starting a Voyage before the Adventure to do something in the meanwhile)
    Competition of Courage: forced to play Arena.
    Raper's Rewards: Sell Reaper's Bounties/chests + hunt down emissary (No freedom, forced ot PvP)
    Tall Tales Retold: Forced to play Tall Tales again, which again equals to do something again even tho people already done that, personally had Gold curse already at the time.
    Blighted Bonus: hand in 30 items for EACH faction. You have freedom on how to play those factions, you could even steal so I think this event had freedom. But just to be alittle provocative: what if i don't feel like doing OoS or Merchant voyages on that week? if I don't like them or I'm already lvl 75, wouldn't that be forced too?
    Summer of Sea of Thieves: basically do half of the commendations again, genuinely hated this with all my heart.
    Rare 35th Anniversary: Do VERY specific tasks.
    Fate of the Damned: even here, specific tasks that were already in the game and that we already did over and over like lighting up all beacons in the Sea of Thieves, collecting all Flame of Fate, going to specific locations for journals and killing tons of Shadows of Fate which means doing the Fort of the Damned (or, in that case a time-limited voyage, but FotD was much faster). so even this event should be bad in your opinion.
    12 Deeds of giving: a serie of specific tasks.
    Grogmanay 1: fire related tasks with some of them being specific like setting ships and skeletons on fire with an Ashen Skull.
    Grogmanay 2: Do various tasks after drinking three times. Personally hated this as it didn't register sutff most of the times.
    Champions of Souls: as long as you like world event this had quite some freedom, but activities were mostly limited to world events, making farming this even by doing other stuff a terrible grind.
    Festival of fishing: forced to fish.
    Vault Raiders: forced to do Vaults, or getting 50 Captain chests which would kinda take much more time; you can say you might steal here but some of the tasks that gave you favors were tied to progressing through a Vault voyage, so not only if would be much less efficient as you'd have to find people doing a vault, but you would also get lees point.
    Rapers VS the World: each week was themed after one of three companies but there were also tasks related to hunting emissaries.
    Making Mayhem: very good variety of tasks.
    Jewels of the Deep: fight sirens, ocean crawlers and sell 100 gems.
    Fury of the Damned: this technically gave freedom with a good variety of activities to reward the player but kinda forces the player to either take part in an alliance or receive HALF of the points. Personally didn't bother grinding this event, I did the tasks to get the time limited cosmetics and didn't grind the 1000 and 2000 favors cosmetics, just took me 1 second to buy them after the event has they costed only 500k and were locked behind commendations I already had.

    So yeah, of all the events 3/4 give the freedom you want and don't have the same issues that you think Adventure 2 has.

    As said, I'm gonna repeat my self again hoping you actually read this time: I do agree that Adventures are missing something that old events had, that the whole player base should be taken in consideration by giving to people who enjoyed the old events that kind of experience too. This said I personally enjoy Adventures more and I think that they are not objectively just worse, they also add something to the experience even tho they lack something else.
    And, even tho I already personally enjoy Adventures more than the old events, I think it's too early to compare a format that has been out and improved for 2 years to a format that has been out for 2 months. As said: Adventure 1 and 2 do indeed have issues, but those issues are not related to the format, with players feedback they'll improve. But, again, I don't think the lack of rewards is tied to Adventures as a format.

    I think I said everything I had to say here, I even tried to answer questions or counter-argument you may have said. The post is too long and took me about 1 hour to write so sorry if I don't feel like checking the grammar, I'll just hope it's understandable.
    I confidently feel this post is complete enough that if you keep arguing it means I'll have to repeat my self a lot so, I already had to so I probably won't feel like answering again in that case, and if I'll feel like answering I won't put the same effort in doing so.

  • Adventures are dumb

    This one was literally:

    VISIT BELLE, DO FORTS, THE END

    There was nothing flexible or unique. It was cheap and lazy. I understand we got some lore blah blah but this is a GAME is you want story go read a book.

    Actual GAMEPLAY comes before STORY. And in this scenario, story is taking a front seat and the actual game is suffering as a result.

    It was clearly an excuse for them to make less cosmetics for events. They got away with 1 cosmetic (I'm not counting the title, they take no effort to make) and are acting like this is a huge step up.

    Stop adventures. Give us events.

    The end

  • @ottyman8687 sagte in How Adventures affect (and replace) events is sad:

    Adventures are dumb […] I understand we got some lore blah blah but this is a GAME is you want story go read a book.

    You see, no one is forcing you to play games with a story. There are literally thousands of games with less to none out there.

    Maybe SoT is just not your cup of tea?

  • @thekratex7201
    Sooooo instead of events we have events with lore?

  • @fred-fisheye said in How Adventures affect (and replace) events is sad:

    @ottyman8687 sagte in How Adventures affect (and replace) events is sad:

    Maybe SoT is just not your cup of tea?

    What?

    Seriously what?

    I have been playing this game since 2019. I'm telling you SEA OF THIEVES is most definitely my cup of tea.

    But it's not Sea of Thieves anymore. SoT was a PvX game about pirates and stuff. The stories in games can exist, yes for stuff where it is a CORE part of the game, in singleplayer.

    But Sea of Thieves IS NOT A story orientated game. It's a live-servrice PvP game. Not a story driven game.

  • Seems like a pretty big jump to conclusions after only 2 adventures.

    There hasn't been a solid event since long before Seasons started. It's just been this unimaginative "favour" exercise of recycled content. So let's not act like we're longing for that rubbish to make a return. Example: The Mayhem ship set is really cool...but I have zero interest in telling my friends (or enemies) how I acquired it.

    The beauty of these Adventures is that they can do whatever they want with them. They have the potential to be SO much more fun and engaging than Events had been for quite some time. They can be competitive, lore driven, hero vs villain, whatever...and the speculation is going to be super fun from chapter to chapter. The best part of these Adventures is that they're short. Hopefully Rare is observing the community's response here on the forums, Twitter, Reddit, Twitch, etc. and can make sure that they tweak subsequent adventures to be ever better.

    Time will tell, but I can say that I'm not bummed at all that those nauseating events from the last ~18 months are done for.

  • @ottyman8687 sagte in How Adventures affect (and replace) events is sad:

    @ottyman8687 sagte in How Adventures affect (and replace) events is sad:

    But Sea of Thieves IS NOT A story orientated game. It's a live-servrice PvP game. Not a story driven game.

    It’s a story driven PvPvE game since the first tall tale went live. Actually first teasers from 2016 were foreshadowing Flamehearts appearance - and therefore his story - within the game.

    You’re wrong.

  • @sweetsandman

    Tbh I preferred the monthly updates that had the new voyage types or world events and the commendations for them.

    Ashen Winds and Haunted Shores were my favourites

  • @ottyman8687 said in How Adventures affect (and replace) events is sad:

    @sweetsandman

    Tbh I preferred the monthly updates that had the new voyage types or world events and the commendations for them.

    Ashen Winds and Haunted Shores were my favourites

    Well yeah I think we would all prefer that, but those monthly updates were NOT Events and not comparable to Adventures, either. Those were like condensed seasons. I doubt they'll ever get back to regular major updates like those were but maybe.

  • @sweetsandman

    Yeah I know they weren't events or adventures, I just preferred how the game was back then

  • @@ottyman8687 said in [How Adventures affect (and replace) events is sad]

    But Sea of Thieves IS NOT A story orientated game. It's a live-servrice PvP game. Not a story driven game.

    It's not nor has it ever been. SoT is a sandbox PvEvP game, and has always been.
    What it means is that you can experience both during the same session, and it's up to you to decide if you want to take part in the other.

    No one is forcing you to fight other crews, you can always scuttle and avoid player interaction. No one is forcing you to do any voyages either.

    In other words, SoT is a game in which you're given tools which you can use to do what ever you like, and not do what you don't.


    SoT isn't story oriented game, nor is it PvP. It's player interaction oriented, which usually results in fighting.
    But that doesn't mean either one doesn't have a place with in the game.

  • @limend

    I understand my wording was wrong and that it is a PvX game.

    My issue is how lore is coming before the game.

    Look at this update, we got some lore in the form of adventures, but they should not have been working on that at all!

    They should have been fixing Rubber-banding and skeleton ships.

    Gameplay first

    Story second

  • @ottyman8687 said in How Adventures affect (and replace) events is sad:

    @limend

    I understand my wording was wrong and that it is a PvX game.

    It appears as if I did, and I'm sorry for that.

    My issue is how lore is coming before the game.

    They have been doing the lore similarly since 2018, well, sort of.
    The only difference there is, is in the past story moved way slower and we experienced it through new additions *(such as ghost ships or reaper's hideout) were as now we're doing mini Tall Tales in an addition to the new content.

    Look at this update, we got some lore in the form of adventures, but they should not have been working on that at all!
    They should have been fixing Rubber-banding and skeleton ships.

    Problem here is: The modelers and designers, who created these events aren't qualified for such job. Being a game developer rarely means that you work on all aspects of the game, especially with larger studios such as rare.

    While I do agree with you, the problem is far more complex and the modeling department might be the last people to fix it.

    Skeleton ships on the other hand was most likely a issue that rise way later down the line, perhaps weeks if not days before the update came out.

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