(PvE) What's Driving Players Away? (Suggested Improvements)

  • Anything that happens in the game that takes control out of the players hands, regardless of the level of skill they bring to the table will lead to potential frustrations.

    This is a continuation from my last post where players who used to play with me have left the game and when I ask them why, they give me reasons that I want to share, along with some suggested improvements.

    Whats driving players away (PvE) (With suggested improvements)
    -Skeleton ships should not spawn on you, they should roam or even patrol a series of islands that can be avoided with careful captaincy. This is the only event in the game that you CANNOT escape.

    -Sharks should have a much lower spawn rate or should potentially only spawn if there is blood in the water (I.E. a player takes damage in the water) Or perhaps have sharks that spawn near you but are not immediately aggro'd to you, visible by Shark fins that occasionally surface out of the water, if you notice it in time you should be able to swim carefully away. Perhaps even having Sharks patrol inside certain shipwrecks as a fun an interesting event for shipwrecks.

    -Krakens, there should be huge shadows moving under your ship signaling an incoming Kraken! If players see one they should have a moment to sail near land before they are attacked! Additionally, Kraken are too easy to defeat on a sloop! A legendary monster such as the Kraken should not run from losing 2 arms, Personally I would love to see the Kraken be the same for all ships. It should be challenging and there should be disadvantages to choosing the sloop as well as advantages. Additionally, Kraken spawns should account better for ALL ships and attack ALL ships within range effectively. Swimming in Kraken Ink should likewise slow players.

    -Sirens, this event should also not be aggro'd onto a player directly. Instead you should hear a siren song (near rocky places for immersion might be a plus). If you hear the Siren Song and drift into it, you are attacked by Sirens. Additionally, its really sad to see this enemy just attack you, they should attempt to drown you in the sea by pulling you deeper unless the Sirens are successfully hit by an attack while dragging you into the depths.

    Digging takes far too long, and should be reworked to either have random dig amounts OR just less digging overall. Its a chore in its current state.

    -PvE combat feels horrible!
    -Skeletons should take 3 sword strikes, 1 blunder, 1 snipe or 2 flintlock strikes.
    -Phantoms should die in 3 strikes of a sword, 1 blunder, 1 snipe, or 2 flintlock strikes consistently.
    -Sharks should take 3 strikes of a sword, 1 blunder, 1 snipe, or 2 flintlock strikes.
    -Sirens should take 3 strikes of a sword, 1 blunder, 1 snipe, or 2 flintlock strikes (unless its a siren leader).
    -Sapphire Ocean Crawlers should take 3 strikes of a sword, 1 blunder, 1 snipe, or 2 flintlock strikes.
    -Emerald Ocean Crawlers should take 6 strikes of a sword, 2 blunders, 2 snipes, or 4 flintlock strikes.
    -Ruby Ocean Crawlers should take 9 strikes of a sword, 3 blunders, 3 snipes, or 6 flintlock strikes.

    All shipwrecks should have air geysers, not just Veil shipwrecks!

    Geysers in the devils roar are needlessly annoying in design, these should take much longer to deploy and just spray hot water on players instead of flinging them.

    Volcano eruptions are extremely annoying in design and should be reworked. Either make eruptions last less time to waste less of the players time or perhaps make eruption meteors set the ship ablaze when it strikes the ship / player after its initial eruption. The initial eruption could still contain meteors that subside into volcanic projectiles that just light the ship ablaze?

    -Skeleton Ship combat sucks! Shooting them endlessly until they die is boring and their movement is Janky! Instead you should have to shoot and disable parts of their ship and watch it break apart as it sinks into the Sea! Additionally, this would create more strategy if encountering them along with PvP. You could attempt to disable a skelly mast to buy yourself some space to fight another pirate as an example.

    -Skeletons should not have unlimited ammo! If a skeleton has a gun they should fire a couple shots and then switch to melee combat!

    -Skeleton Captains should take triple the amount a skelly takes to kill, but they should hide behind minions and be generally better programmed rather than just having beefed health pools. Maybe they could refill Skeletons ammo nearby rather than having all skeletons with unlimited ammo? Making them more useful and making attacking them first more necessary or strategic.

    -Skeleton Lords or Ashen Lords combat is horrendous, it feels awful to just cannon, trident, or slash them 1000 times until they die. This combat should involve an additional mechanic to deal damage that's more involved such as using an anchor trap to deal damage to them, not spamming them to death for 30 minutes. Perhaps you have to drop the anchor or trap on them and recock the trap while managing their aggro? AND stop making them summon hundreds of smaller skeletons! Instead, using the meteor ability on the Ashen Lord is less gimmicky and feels more appropriate once the waves of lesser skeletons are defeated.

    I attempted to summarize the complaints I've heard over the years and proposed solutions into the same lines, looking forward to hearing what other pirates think.

    Sincerely,
    OceanWanders

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  • To be honest, a lot of these complaints sound like they are coming from players who haven't spent a lot of time in the game. Some of them are even contradictory, like complaining that Skeleton Ships get in the way of PvP but also wanting the Kraken to interfere for much longer against smaller ships than larger ships (and thus interfere with PvP even more).

    The island skeletons are generally easy to take out in a single shot, it's the voyage generated ones that take more and they scale based on the voyage used by that crew. More "advanced" voyages spawn harder enemies. I don't have any problem with the ocean crawlers other than they can spawn a bit too often sometimes. Giving skeletons limited ammo would make it incredibly easy to kite them until they are empty, and would also require the server to track the ammo load for EVERY skeleton currently active which seems kind of wasteful for not a lot of gain gameplay wise.

  • @d3adst1ck

    Regarding Voyage skeletons, beefing their health pool doesnt seem like a good answer. It doesnt make it feel better or more challenging, it makes it feel more tedious and annoying.

    Smarter design decisions like having Voyage skeletons throw blunder bombs or ANYTHING more challenging would be an improvement in my opinion. And as far as kiting skeletons who run out of ammo, I mentioned in the post having "Captain Skeletons" gain an additional use, make them restore ammo for skeletons so that Captained Skeletons are more formidable than just a beefier health pool.

  • I feel like getting blunderbombed to death by multiple skeletons is pretty close to the epitomy of tedious and annoying.

  • @oceanwanders said in (PvE) What's Driving Players Away? (Suggested Improvements):

    Anything that happens in the game that takes control out of the players hands, regardless of the level of skill they bring to the table will lead to potential frustrations.

    This is a continuation from my last post where players who used to play with me have left the game and when I ask them why, they give me reasons that I want to share, along with some suggested improvements.

    Whats driving players away (PvE) (With suggested improvements)
    -Skeleton ships should not spawn on you, they should roam or even patrol a series of islands that can be avoided with careful captaincy. This is the only event in the game that you CANNOT escape.

    I disagree, these help to break up the stretches of just sailing, they give you pretty good loot, and they are generally pretty easy to deal with (especially on a Sloop).

    -Sharks should have a much lower spawn rate or should potentially only spawn if there is blood in the water (I.E. a player takes damage in the water) Or perhaps have sharks that spawn near you but are not immediately aggro'd to you, visible by Shark fins that occasionally surface out of the water, if you notice it in time you should be able to swim carefully away. Perhaps even having Sharks patrol inside certain shipwrecks as a fun an interesting event for shipwrecks.

    I can swim for ages without seeing anything spawn in the water, sharks included. If they lower the spawn chance of these they may as well just remove them from the game. That is not a great idea - there needs to be a threat for spending loads of time in the water.

    -Krakens are too easy to defeat on a sloop! A legendary monster such as the Kraken should not run from losing 2 arms, Personally I would love to see the Kraken be the same for all ships. It should be challenging and there should be disadvantages to choosing the sloop as well as advantages. Additionally, Kraken spawns should account better for ALL ships and attack ALL ships within range effectively. Swimming in Kraken Ink should likewise slow players.

    This is counter to all of the above things, where it seems the intent is to make things easier, now we suddenly want something harder. The Kraken used to be a lot tougher, but was adjusted because people complained endlessly about it.

    -Sirens, this event should also not be aggro'd onto a player directly. Instead you should hear a siren song (near rocky places for immersion might be a plus). If you hear the Siren Song and drift into it, you are attacked by Sirens. Additionally, its really sad to see this enemy just attack you, they should attempt to drown you in the sea by pulling you deeper unless the Sirens are successfully hit by an attack while dragging you into the depths.

    This adds diversity to what can happen in the water, and if you want to lower sharks this should not change. It seems the goal here is to make there be no consequence to just deciding to swim in the ocean forever.

    Digging takes far too long, and should be reworked to either have random dig amounts OR just less digging overall. Its a chore in its current state.

    The point is things are supposed to take a bit of time so that the odds of you encountering other players increases as you try to get things done. You are meant to run into people, and for those people to potentially contest you for your loot or decide to work with you.

    -PvE combat feels horrible!
    -Skeletons should take 3 sword strikes, 1 blunder, 1 snipe or 2 flintlock strikes.
    -Phantoms should die in 3 strikes of a sword, 1 blunder, 1 snipe, or 2 flintlock strikes consistently.
    -Sharks should take 3 strikes of a sword, 1 blunder, 1 snipe, or 2 flintlock strikes.
    -Sirens should take 3 strikes of a sword, 1 blunder, 1 snipe, or 2 flintlock strikes (unless its a siren leader).
    -Sapphire Ocean Crawlers should take 3 strikes of a sword, 1 blunder, 1 snipe, or 2 flintlock strikes.
    -Emerald Ocean Crawlers should take 6 strikes of a sword, 2 blunders, 2 snipes, or 4 flintlock strikes.
    -Ruby Ocean Crawlers should take 9 strikes of a sword, 3 blunders, 3 snipes, or 6 flintlock strikes.

    I personally don't mind there being difference in how much it takes to kill enemies. I wouldn't care a ton if they were consistent, but the AI in this game is very basic, and more complex AI would strain servers more. So having them be bullet sponges sometimes is the best answer we have at the moment.

    All shipwrecks should have air geysers, not just Veil shipwrecks!

    I don't see why this is needed at a single Ship. Again, things are meant to take time so you have a chance to be pushed into an encounter with other people who find you in the middle of things. The Veil gets it because you aren't dealing with just one wreck.

    Geysers in the devils roar are needlessly annoying in design, these should take much longer to deploy and just spray hot water on players instead of flinging them.

    I could stand to see their frequency toned down a little bit. Other than that I think their design is fine and even amusing.

    Volcano eruptions are extremely annoying in design and should be reworked. Either make eruptions last less time to waste less of the players time or perhaps make eruption meteors set the ship ablaze when it strikes the ship / player after its initial eruption. The initial eruption could still contain meteors that subside into volcanic projectiles that just light the ship ablaze?

    The point is that the environment is a greater threat in this area. The volcanos are actually easy enough to avoid, and if you want a PvE experience the Roar is fantastic for that since people seem to think it is impossible to do stuff here. It just takes more thought and planning to avoid the dangers better, while still leaving room for catastrophe. I could accept a small reduction in frequency, but otherwise I find them just fine.

    -Skeleton Ship combat sucks! Shooting them endlessly until they die is boring and their movement is Janky! Instead you should have to shoot and disable parts of their ship and watch it break apart as it sinks into the Sea! Additionally, this would create more strategy if encountering them along with PvP. You could attempt to disable a skelly mast to buy yourself some space to fight another pirate as an example.

    I wouldn't mind having Chainshot actually work on these, just to give a proper PvE use for the munition instead of being a PvP only option. But you do have more options in how you approach taking them out. Get creative. Board them. Put a Chest of Sorrow on them. Keg them. You don't have to just shoot at them.

    -Skeletons should not have unlimited ammo! If a skeleton has a gun they should fire a couple shots and then switch to melee combat!

    Eh, I am fine with their unlimited ammo. This keeps them diverse and doesn't devolve things into spam click melee fights with the AI all the time. You need to be more aware of the composition of the spawned enemies.

    -Skeleton Captains should take triple the amount a skelly takes to kill, but they should hide behind minions and be generally better programmed rather than just having beefed health pools. Maybe they could refill Skeletons ammo nearby rather than having all skeletons with unlimited ammo? Making them more useful and making attacking them first more necessary or strategic.

    They are fine to me, and I think trying to get more complex AI around the world is going to hurt the servers. They are already strained, that much is obvious, and the enemies are meant to be easy to understand for a casual player.

    -Skeleton Lords or Ashen Lords combat is horrendous, it feels awful to just cannon, trident, or slash them 1000 times until they die. This combat should involve an additional mechanic to deal damage that's more involved such as using an anchor trap to deal damage to them, not spamming them to death for 30 minutes. Perhaps you have to drop the anchor or trap on them and recock the trap while managing their aggro? AND stop making them summon hundreds of smaller skeletons! Instead, using the meteor ability on the Ashen Lord is less gimmicky and feels more appropriate once the waves of lesser skeletons are defeated.

    Bosses are the one area where I think some enhanced AI might be ok. They are not terribly common, so they would strain the server less overall. And I agree that at the boss level the bullet sponges factor is tedious, because they have to be ramped up so much due to their highly basic AI to compensate. Since they are generally rare, I would be ok with more AI here and less health.

    I attempted to summarize the complaints I've heard over the years and proposed solutions into the same lines, looking forward to hearing what other pirates think.

    Sincerely,
    OceanWanders

    Overall, I really don't like the majority of these ideas and certainly don't see them as improvements. Many are a step backwards if anything in my perspective.

    Appreciate you sharing, but hard pass on almost all of this for me.

  • @oceanwanders said in (PvE) What's Driving Players Away? (Suggested Improvements):

    -Skeleton ships should not spawn on you, they should roam or even patrol a series of islands that can be avoided with careful captaincy. This is the only event in the game that you CANNOT escape.

    They're super easy to sink and give plenty of loot... what's the issue? In a PVP scenario they're just as likely to shoot the enemy as they are you. Not to mention it makes fighting more chaotic and sometimes more fun.

    -Sharks should have a much lower spawn rate or should potentially only spawn if there is blood in the water (I.E. a player takes damage in the water) Or perhaps have sharks that spawn near you but are not immediately aggro'd to you, visible by Shark fins that occasionally surface out of the water, if you notice it in time you should be able to swim carefully away. Perhaps even having Sharks patrol inside certain shipwrecks as a fun an interesting event for shipwrecks.

    Sharks already aren't that common and can be easily killed. I don't see why anything needs to be done to them.

    -Krakens are too easy to defeat on a sloop! A legendary monster such as the Kraken should not run from losing 2 arms, Personally I would love to see the Kraken be the same for all ships. It should be challenging and there should be disadvantages to choosing the sloop as well as advantages. Additionally, Kraken spawns should account better for ALL ships and attack ALL ships within range effectively. Swimming in Kraken Ink should likewise slow players.

    Harder on sloop? Maybe. But same as the others? No. The Kraken already attacks all ships in the ink. But personally the whole "epic fight" of the Kraken wears off after the first like two fights. I'd prefer to keep it where it is :)

    -Sirens, this event should also not be aggro'd onto a player directly. Instead you should hear a siren song (near rocky places for immersion might be a plus). If you hear the Siren Song and drift into it, you are attacked by Sirens. Additionally, its really sad to see this enemy just attack you, they should attempt to drown you in the sea by pulling you deeper unless the Sirens are successfully hit by an attack while dragging you into the depths.

    New siren attacks would be interesting. But the song gives you plenty of warning to get out of the water, and again, they are even less common than sharks.

    Digging takes far too long, and should be reworked to either have random dig amounts OR just less digging overall. Its a chore in its current state.

    Yes.

    -PvE combat feels horrible!
    -Skeletons should take 3 sword strikes, 1 blunder, 1 snipe or 2 flintlock strikes.
    -Phantoms should die in 3 strikes of a sword, 1 blunder, 1 snipe, or 2 flintlock strikes consistently.
    -Sharks should take 3 strikes of a sword, 1 blunder, 1 snipe, or 2 flintlock strikes.
    -Sirens should take 3 strikes of a sword, 1 blunder, 1 snipe, or 2 flintlock strikes (unless its a siren leader).
    -Sapphire Ocean Crawlers should take 3 strikes of a sword, 1 blunder, 1 snipe, or 2 flintlock strikes.
    -Emerald Ocean Crawlers should take 6 strikes of a sword, 2 blunders, 2 snipes, or 4 flintlock strikes.
    -Ruby Ocean Crawlers should take 9 strikes of a sword, 3 blunders, 3 snipes, or 6 flintlock strikes.

    The number of sword swings is a little awkward, but not really that big of a deal. Besides, some skeletons are 3 hits and some are like 10000 it just depends.

    All shipwrecks should have air geysers, not just Veil shipwrecks!

    Perhaps a new type of shipwreck "claimed" by the sirens that could be redesigned and have the siren air things, but regular shipwrecks no. It's underwater... why would there be air?

    Geysers in the devils roar are needlessly annoying in design, these should take much longer to deploy and just spray hot water on players instead of flinging them.

    Yes... but you also get double gold for ashen items. So there's your trade off. Too annoying? Go to the main area.

    Volcano eruptions are extremely annoying in design and should be reworked. Either make eruptions last less time to waste less of the players time or perhaps make eruption meteors set the ship ablaze when it strikes the ship / player after its initial eruption. The initial eruption could still contain meteors that subside into volcanic projectiles that just light the ship ablaze?

    Again, the price you pay for double gold.

    -Skeleton Ship combat sucks! Shooting them endlessly until they die is boring and their movement is Janky! Instead you should have to shoot and disable parts of their ship and watch it break apart as it sinks into the Sea! Additionally, this would create more strategy if encountering them along with PvP. You could attempt to disable a skelly mast to buy yourself some space to fight another pirate as an example.

    I think you vastly underestimate the about of dev resources that would go into something like this for a mechanic that really works fine as is. Snapping masts would be cool, but also kind of too OP.

    -Skeletons should not have unlimited ammo! If a skeleton has a gun they should fire a couple shots and then switch to melee combat!

    I mean if a skeleton has enough time to shoot multiple times you're doing something wrong. But also, the whole multi-weapon thing is kind of the phatoms' whole shitck. But adding it to skeletons wouldn't be completely awful.

    -Skeleton Captains should take triple the amount a skelly takes to kill, but they should hide behind minions and be generally better programmed rather than just having beefed health pools. Maybe they could refill Skeletons ammo nearby rather than having all skeletons with unlimited ammo? Making them more useful and making attacking them first more necessary or strategic.

    I would love to see more strategic captains, but I figure that would be a bit of dev work to rework the whole bot system since now skeletons interact with each other. Again, seems like a lot of work just for players to go "oh that's cool" and then just hack and slash at the skeletons the same as they've always done.

    -Skeleton Lords or Ashen Lords combat is horrendous, it feels awful to just cannon, trident, or slash them 1000 times until they die. This combat should involve an additional mechanic to deal damage that's more involved such as using an anchor trap to deal damage to them, not spamming them to death for 30 minutes. Perhaps you have to drop the anchor or trap on them and recock the trap while managing their aggro? AND stop making them summon hundreds of smaller skeletons! Instead, using the meteor ability on the Ashen Lord is less gimmicky and feels more appropriate once the waves of lesser skeletons are defeated.

    Skeleton lords? Yes. Ashen Lords are a bit more fun, but I also see your point. But I see this as a if it ain't broke don't fix it. This isn't meant to be a dark souls game. Bosses don't need to be super complex, the fun of the game comes from the threat of other players. Some small tweaks to make it more unique each fight would be good though.

  • The two posts reception says a lot about the state of SoT

  • @d3adst1ck said in (PvE) What's Driving Players Away? (Suggested Improvements):

    I feel like getting blunderbombed to death by multiple skeletons is pretty close to the epitomy of tedious and annoying.

    I'm not saying 100% do that, im trying to provide an example. This wasnt a bait for an argument online or anything. This was more of a thought exercise on potential improvements to retain players.

  • @oceanwanders said in (PvE) What's Driving Players Away? (Suggested Improvements):

    Anything that happens in the game that takes control out of the players hands, regardless of the level of skill they bring to the table will lead to potential frustrations.

    Sure, but sometimes taking away player control is exactly what a mechanic should do, and makes the game better for it.

    -Skeleton ships should not spawn on you, they should roam or even patrol a series of islands that can be avoided with careful captaincy. This is the only event in the game that you CANNOT escape.

    Yes you can. In fact, outside of fleet battles, skele ships generally don't attack first.
    Heck, just yesterday, I came back up from doing an underwater shrine (solo slooping), and there was a skele ship just sailing in a circle next to my ship. Not attacking. Just existing for me to choose to attack it.
    I didn't like the idea of spending even more time over the shrine light after people could have seen my unmanned ship so I just picked up my shrine loot and left. When I got far enough away the skele ship starting patrolling, as you say, instead of following me.

    Personally I would love to see the Kraken be the same for all ships.

    This part no. Making such events different is part of ship balancing. Meeting gally requirements on a sloop with less crew and cannons would be an excessive increase in difficulty. Meeting sloop reqs on a gally would be too trivial.

    It should be challenging and there should be disadvantages to choosing the sloop as well as advantages.

    There are. Kraken just isn't meant to be one of those differences. Nor any of the other PvE spawns. So efforts were made to equalize.

    Additionally, Kraken spawns should account better for ALL ships and attack ALL ships within range effectively.

    This part yes. Kraken should be indiscriminate in terms of who it attacks, so if a 2nd ship sails upon a Kraken attack that should mean they are both subject to the Kraken attack. Making it either a 1v2 Kraken vs ships, or 1v1v1 if those crews remain enemies (don't up and work together). As opposed to basically amounting to 1v2 original ship vs Kraken + new ship.

    -PvE combat feels horrible!

    If you say so. Can't relate.

    All shipwrecks should have air geysers, not just Veil shipwrecks!

    Or veils shouldn't. Where am I supposed to think that air comes from.
    At any rate veils only get that because they expect you to stay under much longer, to search multiple ships. It's basically just a time-saver QoL update, courtesy of the shred of kindness hiding the back of Rare's heart.

    Geysers in the devils roar are needlessly annoying in design, these should take much longer to deploy and just spray hot water on players instead of flinging them. Volcano eruptions are extremely annoying in design and should be reworked. Either make eruptions last less time to waste less of the players time or perhaps make eruption meteors set the ship ablaze when it strikes the ship / player after its initial eruption. The initial eruption could still contain meteors that subside into volcanic projectiles that just light the ship ablaze?

    Hey man, that distate so many have for Roar's mechanics is what makes it the calm zone, playerwise.
    Honestly I think that might actually have been the point. Rare might have intentionally made a region where PvE is more annoying so that PvPers wouldn't want to bother going there, so PvEers could play there alone, and get a little extra PvE challenge to compensate for the reduced PvP risk.
    If that is in fact their intended goal, then yea make it annoying.

    -Skeleton Ship combat sucks! Shooting them endlessly until they die is boring

    and also not how you fight them. Skele ships have a big crew and endless fast respawns. You aren't supposed to just keep shooting them, you're supposed to board them and stop them from repairing.
    If you thought boarding was an important and pointedly needed/intended part of PvP ship battles, amplify that thought and feeling for skele ship battles. Rare wants you to board.
    Skeleton crews don't bail water by they way, every drop you get in stays in until they sink.
    Skele ship combat is fine, as long as you actually engage with the full of naval combat, which includes boarding. Don't shoot endlessly, shoot a little and keep those holes open.

    -Skeletons should not have unlimited ammo! If a skeleton has a gun they should fire a couple shots and then switch to melee combat!

    If you're fighting a skele it should be dead before you can tell it has infinite ammo.

    -Skeleton Lords or Ashen Lords combat is horrendous, it feels awful to just cannon, trident, or slash them 1000 times until they die. This combat should involve an additional mechanic to deal damage that's more involved

    Bullet sponges were never what I could call good enemy design, I give you that.
    Harder enemies should actually be mechanically harder, not just more tedious via hp, I agree.

  • @oceanwanders I agree. As someone who primarily plays PvE it has always felt a bit bad, but it feels even worse now. They did a damage nerf to rebalance for the sake of PvP but never nerfed the PvE elements. So mermaid statues, sharks etc all take 1 more shot to kill. With limited ammo that makes this even worse. Especially now with milestones for killing all the PvE stuff I would be willing to kill more sharks for example if it didn't take 3 eye of reach shots each. Skeletons shouldn't be able to heal that is just prolonging the fight for no reason. Especially since they nerfed our ability to interrupt them eating, though in terms of skeletons and stuff we have fire bombs and tridents now which didn't exist before so we can more easily kill them. Having entire waves of gun skeletons spawn all that do more damage per shot than a player can is kinda BS as well. I get wanted the higher voyages to scale in terms of difficulty a bit but as we can't block bullets... and often bullets hit us after we try to run behind objects to avoid them... Its just annoying. The high level voyages already take longer due to having more stops to make then the way some PvE just rapid spawns on use skeletons then ocean crawlers then phantoms every 20 seconds its like CHILL! Skeletons running out of ammo would be a nice change

    You used to be able to just chill bellow deck with eruptions and wait out the volcano but then they added varied ship hole sizes. This made volcanoes more devastating for solo players especially as well as made it more of a pain to sink skeleton ships galleons as you need a bunch of hits bellow the water line to get big enough holes to progress. No cool downs on the volcanoes doesn't help either. You can waste 5 minutes waiting for one to finish erupting then by the time you get situated at the island you have maybe 2 minutes to do what you need to on land before it erupts again. They need to find some kinda of balance here, like activity changing from week to week so some weeks it might be a bit calmer with longer pauses between eruptions so casuals and solos can go play there. Currently with how active it is and how much time you have to wait to safely PvE the "risk vs reward" doesn't make sense because its taking you 4x longer to get loot thats only 2x value over normal loot.

    I don't know if they can change Geysers but they 100% seem to either spawn right under where you are at insuring that when you find an X to dig that a geyser will spawn under it. In the very least let the geyser throw the treasure into the air so we don't have to finish digging it ourselves...

    I have hopes shipwrecks will get air pockets like the Veil shipwreck graveyards. As the Veil voyages are new it's something they might not have considered yet but I wouldn't think it would be hard to go back and retroactively add air pockets to the old wreck layouts. Honestly 1 developer could probably add air pockets to all the ship wreck orientations in a day if they wanted to.

    I also agree on digging. The game feels terrible now. You used to be able to animation cancel the dig by stowing your shovel and pulling it back out really quick effectively doubling your dig speed. This nerf has disgusted me so much. I don't think the devs do much questing if they play they just go attack people because they find that more fun and entertaining than the PvE game. But the dig speed should be doubled this way every essentially is using the speed digging technique we used to and the game wouldn't feel so awful. You would be amazing how much better 2x digging speed feels.

    I would argue loss of progress and how long everything takes is what pushes most people away. You have loads of people who love the PvE experience but they want to continue questing and do 1 big sell vs wasting time sailing back to the outposts frequently. While this is personal choice when it takes so long to get around in this game you can see why some people who have limited play time might not want to throw away 1 hour of play time just sailing to outposts to sell frequently. People are afraid if they added PvE servers that there would be less people to hunt on the seas.... But the people who would play PvE servers are just quitting the game instead.... So what's is the difference if a person uninstalls the game or players on a PvE server? They are still a victim you will never encounter again. Having adventure be a risk vs reward system over a PvE server makes more sense. slow progress for a safer place to play. Instead Rare has created the extreme opposite. People run discord servers where they run 5 ships in an alliance all day so everything is getting massive gold and reputation gains. They just have to wait in a que to get onto those servers. To me having PvE servers is no different than allowing xbox to turn off crossplay with pc

    I hated the Ashen Lord grind. The fight was cool at first for being new and different but then they just made a bunch of reskins to make it a longer grind. The name of the lord is different but the abilities are the same. How inspired.... That's Blizzard levels of lazy. Then after grinding all the ashen lords to have captaincy come along and say I haven't killed any and need to do it all over again? I think the devs have 0 concept of how annoyingly long they made their PvE grinds to then introduce a new tracking method which ignores our past grinds. We already had to do the stuff so much that it lost all sense of fun to then get a slap in the face saying "Well you weren't a captain back then" Lazy excuse. Fun Fact the game has always had a captain indicator for the crew. It had an anchor on the crew list and that person was the captain of the ship. Though it shifted around based off some unknown factor like initially it would be on the person doing all the crew invites but many times I would see it shift to another player as we click set sail. So all solo sloopers have always technically been a captain despite not having been able to buy the title.

  • Предлагаю сделать функцию покупки шлюпки на форпосте. 10000 обычная, 50000 с гарпуном, 100000 с пушкой.
    Часто стало заметным то, что многие не проходят форт фортуны и прочие ивенты из-за игроков-крыс, которые ждут последнего момента и подплывают, топят корабль и забирают всё. Предлагаю следующую механику. Сделать на форте загадки и карты с крестиком, а именно - игрок получает ключ от гробницы не от финального босса, а, например, от какого-то подручного капитана в виде карты с крестом, где после окончания форта игрок выкопает ключ и если его приплывёт и уничтожит игрок-крыса, то его труд по прохождению форта не будет напрасным и он сможет вернуться и выкопать ключ, если рандом будет на его стороне.
    Карты с сокровищами - сделать хоть какую-то пометку на карте, какой примерно фракции лут. Потому что часто ты выкапываешь какие-то феерверки. Интереснее будет, если на карте крестики будут разных цветов и примерно можно понять какой фракции лут:
    жёлтый крестик - златодержец; красный - орден душ; синий - торговый союз; зелёный - Сокровища Афины.
    Сделать на Приюте Смерти гарпуны, как у Правителей.
    Убрать столы Костей мертвеца со всех форпостов, потому что это враждебная фракция для всех и ей не место на обычном форпосте.
    Сделать агента костей - NPC, который будет появляться на любом острове или форпосте и ему можно будет сдать лут также, как и для Костей мертвеца, но за половину стоймости.
    Убрать армаду или изменить её. Сложно лутать после каждого потопления, не очень интересная. Верните Пылающее сердце.
    Затонувшие сокровищницы и королевства - очень плохая идея. Любой может подплыть и забрать твой корабль или лут.. Можно сделать так: когда ты заходишь в сокровищницу, то твой корабль или невидимым стаёт или не уязвимым до прихода кого-то на корабль.
    Сделать скелетскую бригу.
    Возможность создавать свой корабль - сложно воевать, когда у галеона куча пушек, а у шлюпа одна. Сделать редактор кораблей. Например, больше пушек, медленее корабль.

  • Auto Google translated the post above:

    I propose to make the function of buying a boat at an outpost. 10,000 normal, 50,000 with a harpoon, 100,000 with a cannon.
    It has often become noticeable that many do not go through the Fort of Fortune and other events because of the rat players who are waiting for the last moment and swim up, sink the ship and take everything. I propose the following mechanics. Make riddles and cards with a cross on the fort, namely, the player receives the key to the tomb not from the final boss, but, for example, from some assistant captain in the form of a card with a cross, where after the end of the fort the player will dig up the key and if he sails and destroys the rat player, then his work on passing the fort will not be in vain and he will be able to return and dig out the key if random is on his side.
    Treasure maps - make at least some mark on the map about what fraction of the loot. Because often you dig up some fireworks. It will be more interesting if the crosses on the map are of different colors and you can roughly understand which fraction of the loot:
    yellow cross - gold holder; red - the order of souls; blue - trade union; green - Treasures of Athena.
    Make harpoons at the Death Haven, like the Rulers.
    Remove the Dead Man's Bones tables from all outposts, because this is a hostile faction for everyone and does not belong in a regular outpost.
    Make Bones Agent - An NPC that will spawn on any island or outpost and can be looted in the same way as for Dead Man's Bones, but for half the cost.
    Remove armada or change it. It is difficult to loot after each sinking, not very interesting. Bring back the Burning Heart.
    Sunken treasure chests and kingdoms are a very bad idea. Anyone can swim up and take your ship or loot .. You can do this: when you enter the treasury, your ship either becomes invisible or not vulnerable until someone arrives on the ship.
    Make a skeletal brig.
    The ability to create your own ship is difficult to fight when the galleon has a bunch of guns, and the sloop has one. Make a ship editor. For example, more guns, slower ship.

  • @d3adst1ck i agree majority of these seem pretty nitpicky. I do think the krakens being too easy on sloop complaint though is valid 100% its always over so fast

  • @oceanwanders the only thing that's stopping me playing this game regularly is there is no new content for long term players. Game needs more content for long term players.

  • @the-old-soul800 i disagree with your statement saying that just pummeling skelly ships with cannonballs is "not how you do it" sure it isnt the fastest way, and it cwn get boring if its the only way you sink them of course! but if you really like shooting cannons it can be a perfectly fun way to just shoot them until they sink and not have have to worry about them bailing 🤷‍♀️

  • Something ive been thinking with people talming about the skeleton ai.. im fairly certain ive noticed the ai being better for skellies on athena voyages compared to random spawns so there is at least some level of scaling I think. Maybe just not noticable enough for some or maybe im imagining things lol idk. Just my thoughts

  • I would proactively disagree with a lot of your suggestions here. Sounds like you're trying to balance the game to make it much easier for brand new players. This would likely drive seasoned players away by reducing the challenge even more so.
    I want skelly ships to spawn on me, sloop can usually be sunk with one handful of cannons with little issue. The Meg spawn rates already seem ridiculously low and for someone who wants to kill them they often end up fleeing and you have to chase to stay engaged.
    They recently nerfed skellys at islands so they feel so much easier. Please don't try to balance the whole game for new players as once they get efficient at all these things it will be boring for them.
    I remember being insanely proud the first time I killed a Meg solo, now I get krakened and I'm yawning as I kill it and thats seemingly with a recent buff

    I was looking back through old clips and I had one where I was doing flame heart and while fighting ghost ships I had a skelly gally spawn on one side and a Meg on the other. Bring that back, I love the hectic pressure of being krakened while in a pvp fight and having to multitask

  • @mintharp184509 said in (PvE) What's Driving Players Away? (Suggested Improvements):

    I’m sorry but the main thing that drives PvE players away isn’t the PvE…

    -This is true but unless were talking PvE and PvP servers ide rather focus on the PvE specific complaints not influenced by PvP.

    Somebody posted an idea a while back about loot insurance...

    -You posted this idea xD lol

  • @hiradc said in (PvE) What's Driving Players Away? (Suggested Improvements):

    I would proactively disagree with a lot of your suggestions here. Sounds like you're trying to balance the game to make it much easier for brand new players. This would likely drive seasoned players away by reducing the challenge even more so.

    -So these complaints are ones ive heard over the years from old friends who left, the suggested improvements are my attempts to make the game feel less annoying and more fluid. I don't think easier is better, in fact I love the challenges present in this game.

    I do however think, alot of design decisions make combat feel unsatisfying and often needlessly annoying and would love to see it feel better. Especially if it feels so good that people care more about enjoying the PvE than they do about losing their loot.

  • @qu1etone said in (PvE) What's Driving Players Away? (Suggested Improvements):

    @oceanwanders the only thing that's stopping me playing this game regularly is there is no new content for long term players. Game needs more content for long term players.

    This is a great opportunity to add more to the conversation. What kind of content would you like to see added? Lets share together, your ideas might be the spark that ignites awesome improvements to this game we all love so much.

    Would love to hear your thoughts.

  • @x-anorax-x said in (PvE) What's Driving Players Away? (Suggested Improvements):

    @d3adst1ck i agree majority of these seem pretty nitpicky. I do think the krakens being too easy on sloop complaint though is valid 100% its always over so fast]

    They definitely are nitpicky. I should clarify that this is my favorite game ever made, and love the content within it.

    My only hope is to see them continue to improve this amazing experience so more people can enjoy it, and old salts can enjoy it even more.

  • @oceanwanders yeah i got the feeling that you, yourself may not agree with all or any of the complaints listed since theyre not even your complaints lol but the majority of them are sort of just wanting the game to have its difficulty toned down which wouldnt be good imo. I think what the game really needs to retain more pve players is to do something about that inherent emotional burn that beginners feel all to often when they lose their hard earned booty wipes tears not really sure what that would be though i cant really think of anything. I see a suggestion for insurance but idk about that because that kinda feels like it could eliminate too much risk and upset the balance

  • @oceanwanders thanks for excluding me in this, but just like the devs I've lost interest in this game. I think the best thing Rare could do with this I.P. is make it a stand alone story driven game with online co-op. That way we could have a proper narrative story driven game with meaningful character and ship progression. Instead of this 5 minute shallow place holder stories that we have been subjected to since what? The pirates life update? Games only good for new players.

  • @x-anorax-x said in (PvE) What's Driving Players Away? (Suggested Improvements):

    @oceanwanders yeah i got the feeling that you, yourself may not agree with all or any of the complaints listed since theyre not even your complaints

    Thanks Anorax!

    lol but the majority of them are sort of just wanting the game to have its difficulty toned down which wouldnt be good imo. I think what the game really needs to retain more pve players

    I 100% agree with you here, anything that lowers or threatens the player base means less money goes to the devs, and overall just less for the game. Increasing the user base and retaining players is hugely important

    ...something about that inherent emotional burn that beginners feel all to often when they lose their hard earned booty wipes tears not really sure what that would be though i cant really think of anything.

    The answer most people are leaning towards and asking for is PvE and PvP server choice.

    I see a suggestion for insurance but idk about that because that kinda feels like it could eliminate too much risk and upset the balance.

    100% agree, this idea would remove the appeal of risk and reward. EVEN if the server became only PvE having loot insurance isn't a great idea in my opinion as it combats the need to play more skillfully to avoid sinking / losing loot.

    Thanks for adding to the conversation and being awesome. See you on the Sea's! = )

  • @qu1etone said in (PvE) What's Driving Players Away? (Suggested Improvements):

    @oceanwanders thanks for excluding me in this, but just like the devs I've lost interest in this game.

    -Oh common now, the devs haven't lost interest in the game.

    I think the best thing Rare could do with this I.P. is make it a stand alone story driven game with online co-op. That way we could have a proper narrative story driven game with meaningful character and ship progression.

    -Hrmm, alot of the appeal of this game is the online aspect of it. Turning it into a co-op game might not be as great as a PvE or PvP server option lemme know what you think.

    Instead of this 5 minute shallow place holder stories that we have been subjected to since what? The pirates life update? Games only good for new players.

    -The pirates life update was pretty awesome. But, all the insiders have told me the next update is really awesome work by the devs. I would stay hopeful brotha, they will continue to improve and we should rally behind them and continue sharing our ideas and hopes. Let's lift up Rare, this game is amazing and deserves support.

  • @oceanwanders I am an insider. What's coming dosent fix the game

  • @oceanwanders the devs need criticism. And they need to take it on board. I've been playing this game and been on these forums from the start. Same problems, same subjects different years. I love this game and actually paid for it pre-order at the very beginning. My enthusiasm has long since sunk. I'll be back for season 8. I'll be hanging about till the whole game is scuttled. But I'm not holding out much hope for this leaking ship.

  • Just popping in with a friendly reminder that anything experienced in Insiders is bound by NDA.

    Thanks.

  • My concern is that the creation of seperate pve and pvp servers would kill the population for the servers of those who want the full pvpve experience with the population being divided 3 ways (even though i understand these people have grouped themselves already and dont really like eachother in the first place LOL. Not that it wouldnt be great for those who want it if its implemented in a way that doesnt kill the original vision of the game. But it just seems like a tricky tightrope for the devs to walk.. which is why theyve banned a certain subject lol hopefully this comment isnt crossing a line on that subject or i will remove :p

  • @qu1etone tbh its crazy seeing forum posts 4 years old with complaints that are still relevant. Sad really

  • My original crew quit 3 months into the game. Because they loved fighting over forts. They enjoyed that PvP gameplay. And we were making progression while doing it. The problem is we hit pirate legend around a month in then the only path of progression became long tedious athena voyages with 1 item at the end to give you any progression. There were so few Pirate Legends at the time so its not like stealing was even remotely an option. Combined with no commendations to help progression it was just spend 1-2 hours to get that 1 item to gain progress. Even if FoF existed back then it wouldn't have been enough with how rarely it spawns. And now FoF is useless because the effort vs reward isn't worth the time since you can just go do LoTV.

    Sadly my friends quit after the huge slowdown at athena 7. A switch just flipped in their brain that this game was dead to them and anything Rare might do in the future was too little too late... And honestly WAY too late with how long athena changes took. That being said while there's more athena loot to steal these days there's no great way to progress athena while pvping like fighting over old forts was huge progress with trade companies. As much as I hate PvP I was just along for the ride and having a competent crew that worked well together helped as well. We only sunk 4 or 5 times in most cases due to over confidence from winning so many fights.

    I've only had 1 person try to befriend me since my friends quit. I ended up blocking him because he said while he enjoys the game he only liked playing with me. Which in a way brought back some PTSD or something because when my friends just quit cold turkey and never looked back it made me feel guilty. Like they had mentioned one time when I took the night off from playing that they had one of their other friends play with them and he was awful and sucked the fun out of the game for them. Like anchoring way off shore because he didn't ever want to get a hole in the ship etc. I was always GOGOGO we need to be efficient. Islands are an E-break for ships. So basically I felt they only kept playing because we all enjoyed playing together as a unit and they might have quit sooner if I never got into the game. So I was putting it on myself that they spend hundreds of hours playing this game that obviously they hated if they could so easily walk away from it. So having someone else say they only enjoy the game because of how good of a crew mate I was made me feel like oh... another person who might keep playing a game he hates because he likes my company? So by blocking him I felt I was saving him from continuing with a game he didn't like. Yea maybe my brains broken... Then again we're all adults playing video games to escape real life so... I've struggled with which think I should regret more. Buying the game or not quitting when they quit. Because I did love the game at first, and still love the world and the art. But the Devs have made it clear pretty much from day1 that they don't want players like me in their game and that I should just leave. I bought into the fomo and that kept me around for years. Though as much as I love the game I play maybe 5 days a season at this point. Just waiting for something better to come along since the amount of feedback we give is insane compared to how much change we actually see especially when it comes to serious issues that have been plaguing the game for 4+ years. Server performance, hit reg, etc.

  • @oceanwanders

    Wow... you play with some really whiny people huh?

    Kraken should be more trouble. I can injure it faster than getting out of the ink.

    Also, significantly more difficult than it used to be but skellies that spawn on you can still occasionally be shook. I was trying to lead one to a Sea Fort and it either caught on to what I was doing or glitched but it wandered off and despawned. So unless I happened to be RIGHT EXACTLY where a patrol style ship was spawning it could still be done as of abt 2 months ago.

    Again... the rest of it? Toss it overboard. Maybe SoT just wasn't for them. I've stopped playing a lot of games because I wanted to move on. Castlevania HD lol. 1 maxed account, 1 nearly maxed Shanoa on another... I can only try for the sonic boots so many times lololol

  • @magus104

    This was deep and there is a lot here, honestly I was holding onto optimism.

    I have been a part of big corporations before and I understand that they get bogged down by bureaucracy.

    The devs may be aware of what is needed but some dumba$$ “manager” with a business degree may be screwing up the companies ability to make more money by letting developers do their thing. Sometimes it requires approval to allocate funds for certain projects or changes.

    I dunno that’s how I feel, we shouldn’t give up hope brotha this game has revolutionized such unique adventure content.

    Hope to see you on the Sea’s my friend.

    -OceanWanders

  • @qu1etone said in (PvE) What's Driving Players Away? (Suggested Improvements):

    @oceanwanders the devs need criticism. And they need to take it on board. I've been playing this game and been on these forums from the start. Same problems, same subjects different years. I love this game and actually paid for it pre-order at the very beginning. My enthusiasm has long since sunk. I'll be back for season 8. I'll be hanging about till the whole game is scuttled. But I'm not holding out much hope for this leaking ship.

    I hear you brother, a lot of my friends resound with your pain. I was saying to Magus I just believe these are pains of living in a world with mega corporations bogged down with bureaucracy.

    I’m sure it takes approval from a manager to be able to do certain tasks. Hopefully they will understand budgeting hours for patching and improving still qualifies as “live service” work haha.

    Love this game and all the people who made it possible, holding onto hope. Thanks for at least taking the time to share your love for the game and desire to see it improve.

  • @triheadedmonkey said in (PvE) What's Driving Players Away? (Suggested Improvements):

    Just popping in with a friendly reminder that anything experienced in Insiders is bound by NDA.

    Thanks.

    Is this a bot?

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