Hourglass Suggestion re Falling Playing Count

  • Player count doing hourglass seems to be dwindling - you get the same sweatlords grinding it out constantly giving casual PvP players minimal chance of ever getting a win, as matchmaking cannot be effective and can only match you against these hardcore PvP kings.

    Rather than removing the curses etc like happened following the collapse of Arena, open up allegiance progression to sinks outside of hourglass dives. For example, sinking ANY player ship awards progression if you are ‘flying’ the hourglass. This would increase player engagement across the seas and reengage the community in Servans/Guardians.

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  • One of the main purposes of the Hourglass mode was to give an on-demand PvP option to those looking for "good fights", who were frustrated with the closing of Arena because finding a ship to fight took a good amount of time in Adventure, and more often than not it was a solo PvE sloop who ran or scuttled at the first sight of a Grade V Reaper.

    The Hourglass mode served a two-fold purpose:

    1. Giving those who just wanted a good battle with an evenly-matched crew an opportunity to have that in a timely manner.
    2. Easing the pressure on more "casual" or PvE-focused players who just wanted to take part in the Adventure world and didn't want to be continually hunted by frustrated PvP-enthusiasts who didn't have an outlet for their desires.

    Switching the Hourglass mode to include sinking any ship will nullify reason 2 for having the mode. If you can sink ANY ship and get rep for it, people who are interested in progression and the curses will simply seek out fresh-spawned solo sloops and PvE players to get quick wins and earn faster progression. This will increase the amount of "bad experiences" for newer and more casual/PvE minded players and overall decrease organic production in the game, as these PvPers won't be out for loot, but just another sink.

    I think keeping it the way it is is the best bet for good balance in the game, however what they need to do is do something to increase interest in the mode. Increasing the rep people get with a loss would go a long way, as well as more rewards spread throughout the progression. Currently you get to Allegiance a bit over 100 and there's not a lot of reason to do the mode anymore. There's so little in there between 100 and 1000 that many people play just to get the curses and never come back. Increasing the incentive to take part in it, even if you are not great at PvP, would do wonders for the mode. Perhaps you always keep your gold for each win without having to turn in the hourglass, or you get some gold or progress towards cosmetics just for matches played without the stipulation of a win.

  • @peteloaf777 said in Hourglass Suggestion re Falling Playing Count:

    [...] open up allegiance progression to sinks outside of hourglass dives. For example, sinking ANY player ship awards progression if you are ‘flying’ the hourglass. This would increase player engagement across the seas and reengage the community in Servans/Guardians.

    Nope. The Hourglass shouldn't affect the PvPvE balance of Adventure. What would actually happen is that ships would be very unscrupulous when it comes to sinking ships (we've already got a glimpse of that with jettisoned supplies).

    It would lead to a lot of players who don't like the PvP aspect of the game leaving from frustration and spreading the word that Sea of Thieves is only for sweats. The whole game population would drop. We get enough "PvE server" requests and calling other players "toxic" for sinking them as it is.

    Any fixes to Hourglass PvP should be done without impacting Adventure any more than necessary. The Hourglass being opt-in is by design to prevent the above frustrations.

  • No for reasons already stated.

  • @maximusarael020 I 100% agree with your post, clean and simple and hits the spot, because I was one of those players that almost gave up on the game entirely due to lack of PvP, sinking bots isn't fun for either sides involved. Wasting 30 mins server hopping, sailing towards a solo sloop that doesn't fight back gets extremely boring prior to Hourglass.

    HG Fixed that.

    1. One way to drive interest back in HG, is making the grind to the first level 100 less tedious for starters, more rewards between level 180 to the gold curses (lvl 1000), im currently level 600/700 for both factions and theres really nothing in between to unlock. (Not that I care since I just love the PvP, but I can see why it's an issue for players that don't)

    2. Like you stated, Making gold/profit from hourglass is not feasible for the majority that can't even reach a 4 streak yet alone a 15 streak. Winning 2 fights and sinking on your 3rd fight constantly is doing very little to progress reputation and gold. I don't think RARE were generous enough in this regard imho.

  • This goes back to the unbalance being due to poor weapon mechanics allowing animation canceling into the game. It's downright the cause for a feeling of unbalance Navel to combat leaning heavily on firing both weapons before a player can do one action.

    This is a Pirate game 80% of it is sailing but it seems that 70% combat is done in tight quarters semi auto firing weapon mechanics. Why does one play a game? Choose any game EX: Racing you race, Fighter jet you fly, Hunting game you hunt, and War game you're a Soldier. The point here is you choose a game because it's representing a time, place, fantasy, adventure, or something you would like to know more about or an action closely representing a Sport, or any genre. You don't buy a racing game be blown up by a player who figurers out an exploit, or Hunting game turns into a dance off game.

    Pirate game is not call of Duty, or any FPS that bases is shoot kill respawn do it again. Sure, feels that way? this is a Pirate game where Naval should reign supreme with the elements of boarding, but firearms should be minimally effective. Melee weapons should be more effective because they were relevant during the time of pirates not tap tap I'm dead respawn do it again. If I wanted to play call of duty be respawn killed I, play that. It's more satisfying when a fight is a match of chess verse some guy that stands five feet from me firers both weapons before I can perform one action. Sword is broken, you have to strike, dodge, Lunge, block, and maneuver.

    The question here is do you think that Sea of Thieves is in a state to where the game feels like a pirate game when your being respawn killed over and over again because of unfair advantage because your opponent exploits themselves to sinking you... You have two choices learn to exploit/animation cancel, Deal with it.

  • Okay, let me actually reply to this as a player mainly focused on PvE, but not exclusively. I like good balanced and fair fights - but I am casual when it comes to PvP. I enjoyed some of the fights I had in Hourglass at the start but bounced off it for the following reasons...

    1. Supplies - Not what you think, but rather the opposite. It's like an arms race of whoever has the most supplies, instead of being about the actual fight. If they could find a way to standardise the amount of supplies you can bring into a fight, that would help a lot.
    2. Duration - Fights don't seem to be worth it in terms of time-investment. I really don't want to loss farm, I refuse to. But trying to win a fight can often take upwards of 20, even 30, minutes and it's just not worth it for the reward - win or lose. They need to find a way to limit the duration of battles.
    3. Cheats - I've been a defender of Rare on this in the past, knowing they do actually have anti-cheat in the form of Azure's own server side solutions... But it's quite clear since Season 8 that it's lacking. I'd prefer they deal with the alt account problem than introduce anything kernel level but, either way, something needs to be done.
    4. Matchmaking - It's obvious that the current SBMM doesn't really work to create balanced fights. I don't know if I dive if I will come up against a total swabbie or a hardcore sweat. That doesn't make me want to bother to find out.
    5. TDMers - I'm not great at CQC, but I'm good enough at naval. Dealing with TDMers is not something I want to spend my time in the game doing.

    I also think that introducing more modes could help the appeal. Now we have 6 ships on a server again, 3 v 3 fleet battles could be an option.

  • @realstyli That very much fails to address the real problem hourglass has: lack of player participation.

    We arrr coming up on six months since the release of hourglass. That means if you created for yourself the modest goal of one level a day (not too draining, and with the occasional boosted day very achievable) then you probably have the curses.

    Players like us, that enjoy the PVE but not exclusively, arrr the bread and butter of this game; the PVEVP'ers. The actual target audience. And we're done grinding hourglass because we have the curses we want, so now we can go play the game we love. Give me one reason to touch hourglass again. It was boring. I hated virtually every moment of it, locked inside of a underwater tunnel in a vast open world adventure sandbox. Blah, some of the worst gaming experience of my life. Why would I touch hourglass again when I now have the single best cosmetics the game ever released?

    So who queue's up for hourglass now? The pirates that loooooooooove PVP. It's inconsequential if they love PVP because they're good at it or they're good at it because they love it, but either way hourglass is top-loaded with highly skilled PVP'ers. Anyone who joins the queue is just a kitten fed into the woodchipper. Is that fun, losing over and over again getting slivers of allegiance? No. Will low skill PVP'ers ever touch hourglass again after a few bad nights? Probably not.

    So welcome to Arena 2.0; all aboard the train to less than three percept play time spent in hourglass. Thankfully I doubt they will retire hourglass like they did arena, it succeeded at putting arena into adventure mode which is as close to win/win as Rare can probably get. So at least everyone has copious amounts of time to unintentionally loss farm for the curses they want.

  • @lordqulex
    I'm no PvP enjoyer for sure, but I'm still grinding out my Athena's Blessing. 73 or 74 in Guardians currently, and hoping to get to 105 for the Legendary Curse. Probably won't touch it much after I get that, because you're right, the people in the mode currently are all way better than I am. I play on Xbox Only servers and they are mostly double-gunning TDM spawn-camping sweatlords. It's rough, because I want the curse and access to the new area of the hideout, and I always try my best in the fights, but it's been getting harder and harder to get any wins, which makes the time spent in the grind feel worse. I can't imagine trying to get both curses (which is fine, because I basically don't touch Reapers stuff at all anyway).

  • @lordqulex

    I can only really speak for myself and others like me. Those are my main problems with the mode and why I have no real motivation to play it, despite thinking about it.

    I don't have any objections to taking part in PvP (I used to play a lot of COD in my 20s and early 30s), even in Adventure... as long as it's balanced and fair. Often it's not in Adventure though.

    I loved the idea of an opt-in mode with actual skill based matchmaking because it seemed like the perfect solution to what I wanted. But it hasn't worked out that way at all.

    I don't have the curses, and probably never will. Neither appeals to me aesthetically, so I'm okay with that. I'd rather play the game to have fun and the thought of doing Hourglass under the conditions I mentioned, seems like the least fun thing I could ever waste my time on.

  • At least Ship set before 100.
    At least new weapon before 200
    At least item set before 100 and recolor / some other version above 100.

  • @lt-robinson25 said in Hourglass Suggestion re Falling Playing Count:

    *This goes back to the unbalance being due to poor weapon mechanics allowing animation canceling into the game. It's downright the cause for a feeling of unbalance Navel to combat leaning heavily on firing both weapons before a player can do one action. *

    I think your scapegoating weapon quick swapping a bit too much in PvP. Boarding and gunplay is really the final nail in the coffin, exceptions exist such as being spawn camped as target practice, but the further you progress in skill in PvP you quickly realize double gunning with it's ''exploits'' has its place. Read further on...

    This is a Pirate game 80% of it is sailing but it seems that 70% combat is done in tight quarters semi auto firing weapon mechanics. Why does one play a game? Choose any game EX: Racing you race, Fighter jet you fly, Hunting game you hunt, and War game you're a Soldier. The point here is you choose a game because it's representing a time, place, fantasy, adventure, or something you would like to know more about or an action closely representing a Sport, or any genre. You don't buy a racing game be blown up by a player who figurers out an exploit, or Hunting game turns into a dance off game.

    You're thinking in black and white, A LOT if not all games have ''exploits'' or balance changes that people will always complain/disagree on. I can't name a SINGLE game that doesn't have ''cheese tactics'' to maximize winning in competitive PvP environments, even in casual games like SoT that isn't marketed towards competitive PvP... You said Racing game, plenty of Cheesing in F22.
    Further more SoT is a Pirate FANTASY Game, not a pirate milsim, realism is stretched.

    Pirate game is not call of Duty, or any FPS that bases is shoot kill respawn do it again. Sure, feels that way? this is a Pirate game where Naval should reign supreme with the elements of boarding, but firearms should be minimally effective. If I wanted to play call of duty be respawn killed I, play that. It's more satisfying when a fight is a match of chess verse some guy that stands five feet from me firers both weapons before I can perform one action. Sword is broken, you have to strike, dodge, Lunge, block, and maneuver.

    I mean if you actually looked up high MMR Sloop/Galleon combat, you would know for a FACT that naval has and will always reign supreme before boarders/double taps come out. You simply can't board a enemy ship if they have no lower/water pressure. The only way really to sink a ship without shooting a single cannonball is if theres a large skill gap in gunplay, if defenders can't prevent boarding from ladders, furthermore the game has facilitated automatic respawn when an enemy dies on your ship (Cant be revived by their teammate)

    I would advise you look up "League of thieves" (LoT) on twitch for some higher skilled PvP Galleon in this game, because in some sense, it is a game about decision first & foremost when skill levels are matched to the higher tiers. (I know this, well because I am apart of that community) .

    > The question here is do you think that Sea of Thieves is in a state to where the game feels like a pirate game when your being respawn killed over and over again because of unfair advantage because your opponent exploits themselves to sinking you... You have two choices learn to exploit/animation cancel, Deal with it.

    There latest patch yesterday 'fixed' ADS bug, if they wanted to remove quick swapping/animation cancel, they would of removed it a long time ago, and I'm pretty certain it is not an ''exploit'' and its something that players can learn to pick up for a skill gap. It's really not that hard to learn quick swapping, anyone can pick it up with a bit of practice, literally ten minutes and you can learn to quick swap, its another thing to do under PvP stress which is what I find great about quick swapping, swabbies are going to complain about any skill gap that is added and even call it an ''exploit'' when it's not, I find that sad (Personally).

    I believe SoT Should have contrast when it comes to PvP skill gap and not be so black & white.

  • @ix-indi-xi But you're referencing an almost impossible situation when you consider organic PVP and hourglass.

    I would advise you look up "League of thieves" (LoT) on twitch for some higher skilled PvP Galleon in this game, because in some sense, it is a game about decision first & foremost when skill levels are matched to the higher tiers. (I know this, well because I am apart of that community) .

    Adventure mode is like a bingo cage filled with 20,000 balls each numbered 1-1000. Your number is your skill. You pull out 6 crews worth and boom, there's the "match" you're in. You can't say "go look up this third party group that uses a better SBMM than adventure mode and hourglass and see what happens there" because that's not realistic, or at least remarkably unlikely, in the scenarios we're discussing.

    That is the biggest draw and biggest deterrent of Sea of Thieve: absolutely no skill based match making in adventure mode. You don't know if that galleon over there is a crew of sweats or a crew of swabbies. No idea whatsoever. That's the tension, that's the drama. Telling us to go watch competitive Sea of Thieves PVP is like telling someone to go watch a baseball homerun derby. Yea it could be fun, but it is such a small fraction of what the game actually is it's laughable.

    People who only play Sea of Thieves for the PVP are only playing a third of the game and that's what cheeses off the PVE and PVEVP'ers. They're ruining the game as a whole by focusing on only one part and ignoring the rest. I'd love to be attacked by someone with loot on their ship. Actual risk/reward play as intended. When I repel that ship of hyper aggressive pirates I actually have something to gain from it, and not just a few barrels with more cannonballs and planks. Whoop-di-do.

  • @maximusarael020 "...Probably won't touch it much after I get that..."

    This pretty much sums up the whole thing, for various reason people will do it to get the rewards then stop.

    The system itself isn't fun and can't be propped up on rewards alone.

    I got my ship to ship 60 and stopped because I wanted the ship based rewards.

    I will probably do more because I have a goal of getting to Reapers 75, Flame 100, but I am in no hurry and this is what I will do during double rep periods.

  • @foambreaker What changes would you like to see be implemented into Hourglass that would spark more interest instead of more rewards between levels?
    They streamlined a lot in HG since release, my only constraint is starting supps on galleons. especially for higher MMR crews. But would love to hear from others who don't grind PvP/Hourglass what their main concern is.

    I think that's the question that people who don't enjoy HG should answer. What they should change/add.
    Saying ''remove quick swapping'' still won't help you win against a good TDM with good timing, game sense and movement. (Not directing this at you, but others who keep bringing this up as a coping mechanism)

  • @ix-indi-xi said in Hourglass Suggestion re Falling Playing Count:

    @foambreaker What changes would you like to see be implemented into Hourglass that would spark more interest instead of more rewards between levels?
    They streamlined a lot in HG since release, my only constraint is starting supps on galleons. especially for higher MMR crews. But would love to hear from others who don't grind PvP/Hourglass what their main concern is.

    I think that's the question that people who don't enjoy HG should answer. What they should change/add.

    For me personally, since I seldom even liked playing hourglass after slogging through it with several good/uncoordinated crew and feeling like the MMR since day 1 of the update had treated me extremely poorly (getting matched with crews ladder launching as my first ever brig HG fight, constant sweats that out skill me at every angle and deplete all of my supplies, etc.), I genuinely, really want them to just revamp CQC entirely. Get another studio to work with this part of the game or something, because the combat stops becoming fun/do-able the moment you're boarded, and you can prevent it all you like (until hit-reg has something to say about it), but I want every aspect of PvP to become approachable, and CQC as a whole, just isn't. Naval is fine and I can put blame on myself for any mistakes I've made in combat, but the boarding difference changes up so much that when you do meet a skilled crew, and your skill isn't even that great overall, you're more helpless than you really should be.

  • @nex-stargaze Ok,
    So if they did say make an overhaul on CQC, what makes you think that sweats just won't get harder to kill if theres more skills to master resulting in a higher skill gap?

  • @peteloaf777 this would make more people, including those sweats, sink anyone and everyone to farm numbers.

  • @nex-stargaze said in Hourglass Suggestion re Falling Playing Count:

    @ix-indi-xi said in Hourglass Suggestion re Falling Playing Count:

    @foambreaker What changes would you like to see be implemented into Hourglass that would spark more interest instead of more rewards between levels?
    They streamlined a lot in HG since release, my only constraint is starting supps on galleons. especially for higher MMR crews. But would love to hear from others who don't grind PvP/Hourglass what their main concern is.

    I think that's the question that people who don't enjoy HG should answer. What they should change/add.

    For me personally, since I seldom even liked playing hourglass after slogging through it with several good/uncoordinated crew and feeling like the MMR since day 1 of the update had treated me extremely poorly (getting matched with crews ladder launching as my first ever brig HG fight, constant sweats that out skill me at every angle and deplete all of my supplies, etc.), I genuinely, really want them to just revamp CQC entirely. Get another studio to work with this part of the game or something, because the combat stops becoming fun/do-able the moment you're boarded, and you can prevent it all you like (until hit-reg has something to say about it), but I want every aspect of PvP to become approachable, and CQC as a whole, just isn't. Naval is fine and I can put blame on myself for any mistakes I've made in combat, but the boarding difference changes up so much that when you do meet a skilled crew, and your skill isn't even that great overall, you're more helpless than you really should be.

    1000% yes.

  • I have been playing HG since season 8 came out and i have to say it has been getting pretty bad. It seems the player count has gone downhill and it has become more and more frustrating to play each day. I am not gonna talk about the cosmetic rewards, alliegiance gain etc., since i think those are smaller problems compared to what is really killing this mode. The lack of SBMM (i know it exists and there aren't enough players for it to properly work) combined with cheaters and bugs make for a really unfun experience. You either get matched with people way below your skill level or way above, and on very rare occasions you might get properly matched with another player.

  • @ix-indi-xi said in Hourglass Suggestion re Falling Playing Count:

    @nex-stargaze Ok,
    So if they did say make an overhaul on CQC, what makes you think that sweats just won't get harder to kill if theres more skills to master resulting in a higher skill gap?

    In the case of an overhaul, I think I want to remind some players about launch day, or day 1s of about any new activity that comes about, Insiders withheld.

    No one truly knows what they're doing or how things work initially.

    When people don't know how things work, anything that works is valid. The old Skeleton forts back then relied on people not knowing what they were doing to have the hilarious and fun chaos back then.

    Every activity in SoT is homogenous and accessible. It plays the same, there's very little way to do things faster outside of just not dying/getting hit, and there are no unique or special ways to tackle a challenge differently. That is a model the weapons in particular do not fully follow. Animation cancelling is accessible to everyone, but very few know how to do it, or master it, and compared to the Sword Lunge Jump - while both are easily negligible, one practically guarantees instant losses, while the other, less so.

    The goal of the overhaul is to remove the skill gap that was clearly not seen during the development of the weapons, and put them in place so the skill gap isn't as wide, and so that anyone can do what the weapons can do. Alternatively, refining and officially promoting advanced tech for the weapons also go a long way for the overhaul.

  • The payout isn't worth the effort. I have Spinal and Bonechiller if I wanna skelly up.

  • What I think Hourglass needs is a regular bonus time akin to Gold Rush. Have extra hourglass XP and Gold every weekend, perhaps? Then we’d have spikes of activity every now and then.

  • I need 3 more max killstreaks for green bones and Im not touching HG again til something new is added.

    Its no longer fun, just a hellacious grind trying to achieve something where you cant even enjoy winning unless you get 4 in a row. Even more caustic than the rep grind, where days go by losing at 3 and you can have a 6 or 7 or 8 hour play session with -nothing- to show for it. Sitting in queues for 20+ minutes trying to get matches is not helping.

    Blargh.

  • My crew and I have just started HG over the past few days. I love PvE and don’t really do PvP as I am rubbish ( being older than most my reflexes are on the wain lol) but I have actually really enjoyed the battles both at sea and aboard ship (even managing to defeat a few players with my sword and blundy).
    Yes matchmaking has been a bit off and it seems we sometimes get matched with those much higher than ourselves, but all in all we’ve had a good experience.
    Once we get to 100 (I’m at 40 now) we’ll probably still play a bit of HG. I think having a good crew is half the battle.

  • @lizalaroo said in Hourglass Suggestion re Falling Playing Count:

    I think having a good crew is half the battle.

    I do think that is what makes this end-game activity much more difficult. It's automatically going be heavily advanced, with everything you've learned in your level grinding and defending against pirates being put to the test, and well...

    It's very clear far too many fail to keep up,while destroying spirits, it's increasing crew expectations, and maximizing frustrations within a fair chunk of the game's community. Finding good crew for an activity like this, and similar to Arena in a sense, is extremely difficult, and because of the nature of borderline competitive PvP, you'll probably see why people don't enjoy HG.

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