PvP became a waste of time

  • The title says the main point

    I will be focusing on Open World PvP, but this also happens on Hourglass PvP.

    The game is way to defensive, is really easy to repair your ship, and since the addition of the supply crate for 5k gold, the game became mainly a supply battle between crews of same level.
    Also, from a solo perspective, going agaisnt any bigger crew, is a absolute pain, since boarding to stop repairs needs to be REALLY precise, you need to properly spiral your ship, fully repair him, and kill the enemy crew at least twice and hope they don't get a single shot onto your ship while you are there. Thats a lot for a single player.

    Also, for sloop vs sloop, since the mast now takes two chainshots, it became a battle of: sail away, go far, reset your ship (fully repair), come back and try again.

    I know sinking in SoT is something big and can take anyone out of the session, but the battles should definetly be faster.

    So here is some ideas:
    After receiving a ton of damage on the same spot, you receive a hole that you can only FULLY repair (You repair, then after a while the hole break alone) in the shipwright.

    Make repairs take more time.

    I know solo should be the hard mode, but duo sloop should be fair agaisnt any bigger crew, so maybe make the hulls of the brig slightly weaker (only holes T2 above), and galleon have way weaker hulls (Only holes T3 above).

    Make wood slightly rarer

    For sinking not be that frustant, the place where you spawn is closer from where you sunk (In comparison to todays game).

    I know PvP always was a kind of waste of time, but things are getting worse in recent times. Those are just some ideas, not the best, but some.

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  • @guepardo6741 said in PvP became a waste of time:

    I know solo should be the hard mode, but duo sloop should be fair agaisnt any bigger crew, so maybe make the hulls of the brig slightly weaker (only holes T2 above), and galleon have way weaker hulls (Only holes T3 above).

    Oh this old argument again... No. The ships are balanced. A sloop shouldn't have an equal chance to win PVP against a brigantine or galleon of equal size. That would negate the numbers advantage of the ships.

    The ships are fine. Don't attack bigger ships if you are having troubles beating them.

  • @lordqulex said in PvP became a waste of time:

    @guepardo6741 said in PvP became a waste of time:

    I know solo should be the hard mode, but duo sloop should be fair agaisnt any bigger crew, so maybe make the hulls of the brig slightly weaker (only holes T2 above), and galleon have way weaker hulls (Only holes T3 above).

    Oh this old argument again... No. The ships are balanced. A sloop shouldn't have an equal chance to win PVP against a brigantine or galleon of equal size. That would negate the numbers advantage of the ships.

    The ships are fine. Don't attack bigger ships if you are having troubles beating them.

    Oh not this comment again... the ships are not balanced, even when considering that sloops may be considered hard mode.

    The reviving mechanic is a significantly huge exponential buff for all other crew sizes other than solo. In fact, solo players not having any form of reviving mechanic, nerfs the overall power output of solo players. Apart from that you have other "imbalances" such as the fact that more players equals more combat power.1 vs 4 is a huge disadvantage in itself. Combat power increases based on crew size, is pushed back by the ships handicaps, and affects ship overall combat potential. For example, a galleon has the ability to shoot 3-4 chain shots at the same time. A brigantine has the ability to shoot 2. Even with the handicaps, all the pros gained from playing with bigger crews helps mitigate the handicaps, and further negate the effects of said handicaps.

    Perhaps the lack of combat power wouldn't be too much of an imbalance issue if sloops had the speed and maneuverability that allowed it to challenge other ships, but it doesn't. Wind mechanics makes the sloop the slowest ship when sails are being pushed by the wind, other wise there is only 1 direction sloops can go in to be faster than the opposing ships, and not significant enough to escape pursuers who are exponentially stronger thanks to the mechanics that involve crew to ship interaction

  • PvP is always gonna suck as long as its governed entirely by RNG.

  • The game is way to defensive

    Hmm?

    solo perspective, going agaisnt any bigger crew, is a absolute pain

    Well yeah...Big fish vs little fish. But sometimes that little fish is poisonous to the touch

    Also, for sloop vs sloop, since the mast now takes two chainshots, it became a battle of: sail away, go far, reset your ship (fully repair), come back and try again.

    Not if I hit them hard enough and kill the crew they can't. Muhahaha It called out smarting players. Got to think a little...

    I wish tho, your supplies only spawn in barrels if the ship is using the Hourglass.

  • @red0demon0 Instead of restating my point I'm just gonna copy and paste from previous threads where this ridiculous suggestion was brought up.

    @lordqulex said in Season 9 and the solo lie:

    I like to explain this game as though it were a single-player game. Sea of Thieves is a "shared world sandbox pirate adventure game," and you do not control the other players who join your server. If you think of it as a single-player game, the game would spawn in and out various ships sized to represent different levels of difficulty—galleons would be harder than brigantines would be harder than sloops in a single player paradigm. (This is currently demonstrated well via emergent skeleton ships.) This paradigm enables the player to make the strategic decision of "fight or flight" based on what they are doing and what they have at the time, based on their own skill and the ship they see over there. Similarly, players can choose to be in a sloop, a brigantine, or a galleon based on the difficulty they want to play: galleons have more actions than brigantines have more actions than sloops and in that regard galleons could be considered "more powerful" than brigantines are more powerful than sloops.

    The truth is that Sea of Thieves is a shared world, so instead of the game engine picking the ships that spawn in the other players do. Otherwise it is essentially the same. When you choose to solo sloop, you are choosing "hard" mode. I am sorry you cannot find or do not want to find more pirates to play with, but solo sloop players I advise to stay away from Forts of Fortune and Forts of the Damned; you will get attacked by larger crews doing those events, period, and unless you are quite skilled you will lose, period. You are choosing to play hard mode.

    @lordqulex said in Extended feedback on game problems and suggestions for solving them. Appeal to developers:

    I mean, there was one good point. I do agree that the sloop has the fewest point of sail advantages. I think if it became the fastest ship sailing into a crosswind, then each ship would be the fastest ship in two of the four points of sail when compared to any other ship. (See my above chart.)

    We all know the galleon and the brigantine turn slower than the sloop. We all know the sloop is only faster than the galleon or the brigantine sailing into a headwind. Is this balanced? Does the sloop's turning speed really make up for the fact that it is only faster than the galleon or the brigantine into a headwind?

    I really don't think so. I think if the sloop got a speed boost into a crosswind (or the galleon/brigantine were slowed sufficiently so that the sloop became the fastest) then the point of sail advantage per ship would be equalized. This would give sloops an advantage in trying to escape PVP from larger ships, which as I've explained above your average player will try to do. (4v1, bad idea.)

    I feel this is a good idea because, anecdotally, the sloop is the most common ship I see on the seas and all the new players (who as said above are dumped into adventure mode alone on a sloop left believing this is the proper playstyle) deserve a fair chance at running from other pirates.

    But making the cannons on a galleon reload slower than a brigantine slower than a sloop? That's just laughable.

  • @lordqulex said in PvP became a waste of time:

    @guepardo6741 said in PvP became a waste of time:

    I know solo should be the hard mode, but duo sloop should be fair agaisnt any bigger crew, so maybe make the hulls of the brig slightly weaker (only holes T2 above), and galleon have way weaker hulls (Only holes T3 above).

    Oh this old argument again... No. The ships are balanced. A sloop shouldn't have an equal chance to win PVP against a brigantine or galleon of equal size. That would negate the numbers advantage of the ships.

    The ships are fine. Don't attack bigger ships if you are having troubles beating them.

    As well the whole point ignores the fact that the sloop sinks the slowest per hole, while the galleon with 4 people sinks the fastest per hole, with vastly more holes.

    People see the crew size then ignore the ships them selves and how they are balanced against each other. People act like the sloop is the weakest ship, when every ship is weaker and stronger in their own ways.

  • Ships are balanced. Sloops are some of the hardest ships to sink if their crew is crack at naval. I’ve beaten galleons easily soloing because I understand my ship, I know it’s weaknesses and strengths, as well as a galleon’s.

    Knowledge is porridge

  • @lordqulex

    The ships are fine. Don't attack bigger ships if you are having troubles beating them.

    I don't attack them, but they do attack me... So i accept the fate?

  • @LordQulex @Tesiccl @BurnBacon @GoldsMen

    The game is way to defensive, is really easy to repair your ship, and since the addition of the supply crate for 5k gold, the game became mainly a supply battle between crews of same level.

    You guys have your points... But are not taking in consideration the ''crews of same level''.

    No, the ships are not balanced, if you think it is because you after 2k hours can sink a galleon made of ashen dragons, this is not balanced, this is just skill gap.

  • @guepardo6741 Maybe listen to the advice of the 4 people you’ve replied to in one post, cause it’s good advice and experience. Your demand for change doesn’t outweigh valuable experience from the players who’ve been through the ringer with all different situations.

  • Requests like this are basically asking to make sloops massively overpowered to account for the 2 extra players that a Galleon would have. How is that going to match up against a Brigantine that only has 3 crew? What about against a solo sloop?

    It's a ridiculous proposition that doesn't consider how it if whack it would place the duo sloop compared to the other crews/ships.

  • @tesiccl said in PvP became a waste of time:

    @guepardo6741 Maybe listen to the advice of the 4 people you’ve replied to in one post, cause it’s good advice and experience. Your demand for change doesn’t outweigh valuable experience from the players who’ve been through the ringer with all different situations.

    What? So you are saying just because there is 4 people who do not agree with me... Then i should not complain and just listen to their experience, this experience which i think is wrong?

    Please, do another reply but with a real argument, explaining why do you think the game is balanced.

  • There are lots of little solutions to make naval combat between unequal ship size more balanced.

    (1) Adjust the time it takes to load cannonballs into ship cannons by ship size:

    Brigantine cannons now load cannonballs 1.5x slower than the speed of sloop cannons.

    Galleon cannons now load cannonballs 2x slower than the speed of sloop cannons.

    This retains the offensive advantage of having more cannons to fire simultaneously but nerfs it to be less overwhelmingly powerful.

    (2) Adjust the power of the bucket (the maximum volume of water scooped by a bucket from the hull of a ship) by crew size.

    Solo - Retains the current amount
    Duo, Trio, Quad - 0.5x the current amount

    You can tell the bucket is currently balanced for the solo player it’s extremely powerful. Way to powerful for full crews.

    (3) Remove the possibility to revive fallen crew mates who die aboard any ship.

    Solo players cannot revive themselves so why should full crews have that advantage when they die aboard a ship?

    (4) Rebalance the top speed of the ships to be more balanced while retaining each of their unique single wind direction advantage.

    The brigantine is simply to fast and needs a speed nerf in both crosswinds and tailwinds.

    The galleon is to slow against the wind. It should be nearly as fast as the brigantine when it sails against the wind.

    The sloop is to slow with the wind and needs a slight speed buff in both crosswinds and tailwinds.

  • The only change to ship balancing required is the sloop needs its headwind speed buffing and headwind without billow speed increasing to match the Brig. Everything else is fine. The Sloop in the right hands is a tough ship to sink. Naval combat apart from the popcorning on brig is actually in a decent place, it's the pirate vs pirate combat where the game needs some rework.

  • @guepardo6741 you’ve had plenty of replies above telling you why. I’m not going to repeat what they said.

    Also, 4 people’s experience saying roughly the same thing and you rejecting it isn’t our issue, that’s stubbornness to accept there are different viewpoints and things that can be done to improve your gameplay now, rather than complain for change that won’t come down the line, if it does at all, for a long time. We’re not replying telling you it’s a bad idea, but ways to improve in the short term and save a post like this in the future.

  • @toggledeez said in PvP became a waste of time:

    There are lots of little solutions to make naval combat between unequal ship size more balanced.

    (1) Adjust the time it takes to load cannonballs into ship cannons by ship size:

    Brigantine cannons now load cannonballs 1.5x slower than the speed of sloop cannons.

    Galleon cannons now load cannonballs 2x slower than the speed of sloop cannons.

    This retains the offensive advantage of having more cannons to fire simultaneously but nerfs it to be less overwhelmingly powerful.

    (2) Adjust the power of the bucket (the maximum volume of water scooped by a bucket from the hull of a ship) by crew size.

    Solo - Retains the current amount
    Duo, Trio, Quad - 0.5x the current amount

    You can tell the bucket is currently balanced for the solo player it’s extremely powerful. Way to powerful for full crews.

    (3) Remove the possibility to revive fallen crew mates who die aboard any ship.

    Solo players cannot revive themselves so why should full crews have that advantage when they die aboard a ship?

    (4) Rebalance the top speed of the ships to be more balanced while retaining each of their unique single wind direction advantage.

    The brigantine is simply to fast and needs a speed nerf in both crosswinds and tailwinds.

    The galleon is to slow against the wind. It should be nearly as fast as the brigantine when it sails against the wind.

    The sloop is to slow with the wind and needs a slight speed buff in both crosswinds and tailwinds.

    I just disagree with idea 1 and 2, since increasing cannon fire can break PvE encounters, also, imagine a sloop spamming blunderbombs agaisnt a galleon, it could easily stop both galleon cannons and repairs, sloop with cannon rowboat then... Wooosh. Same idea goes for the bucket, can break PvE encounters.

  • @guepardo6741 Healing aka Repairs is OP, but to change it would totally screw up balance for solo sloops in situations like Kraken and Skeleton ships.

    Reason #456023975820948375209843752098745209384752094378 why putting matchmaking in open world was a mistake. If it was instanced these issues could have been fixed by having a unique ruleset for the instance.

  • @guepardo6741

    A brigantine’s wheel and a galleon’s wheel require more rotations than a sloop to turn as sharply as possible

    A brigantine’s rigging and a galleon’s rigging take longer to manipulate than a sloop’s rigging

    A brigantine’s capstan and a galleon’s capstan takes longer to raise than a sloop’s capstan

    So why then do the cannons on larger ships not take longer to load than a sloop’s single cannon per side does?

    You can scale the cannon load times based on ship size to balance the dps output of the three different sized ships.

    More cannons should mean higher dps potential but it doesn’t have to be so imbalanced that a brigantine can shoot 2x as many cannonballs and a galleon can shoot 4x as many cannonballs as a sloop can shoot in the same amount of time.

    The bucket is so strong right now that a full crew can easily recover from having basically every single hole in their ship. It makes naval combat domination feel super weak and forces you to board and kill to sink good crews.

    The only crew size that actually needs a bucket as strong as it is now is solo players otherwise it becomes even more difficult to sink full crews as a solo player with naval combat only. Which is how it is right now.

  • @guepardo6741 said in PvP became a waste of time:

    @lordqulex

    The ships are fine. Don't attack bigger ships if you are having troubles beating them.

    I don't attack them, but they do attack me... So i accept the fate?

    No, you reflect and learn.

    Listen, I get it. We were all swabbies once. Every other crew I find on Discord is "meh" at best. But choosing to play alone on a sloop is your choice. You can learn from your experience, learn from the internet, learn from other pirates, there are multiple ways for pirates to learn the game. If you seek them.

    But if you come to the forums to complain most of us are tired hearing about it and will just offer you some cheese with your whine.

  • @toggledeez said in PvP became a waste of time:

    @guepardo6741

    A brigantine’s wheel and a galleon’s wheel require more rotations than a sloop to turn as sharply as possible

    A brigantine’s rigging and a galleon’s rigging take longer to manipulate than a sloop’s rigging

    A brigantine’s capstan and a galleon’s capstan takes longer to raise than a sloop’s capstan

    So why then do the cannons on larger ships not take longer to load than a sloop’s single cannon per side does?

    You can scale the cannon load times based on ship size to balance the dps output of the three different sized ships.

    More cannons should mean higher dps potential but it doesn’t have to be so imbalanced that a brigantine can shoot 2x as many cannonballs and a galleon can shoot 4x as many cannonballs as a sloop can shoot in the same amount of time.

    The bucket is so strong right now that a full crew can easily recover from having basically every single hole in their ship. It makes naval combat domination feel super weak and forces you to board and kill to sink good crews.

    The only crew size that actually needs a bucket as strong as it is now is solo players otherwise it becomes even more difficult to sink full crews as a solo player with naval combat only. Which is how it is right now.

    "So, Mr. Tipton, how could it take you five minutes to cook your grits, when it takes the entire grit-eating world twenty minutes? Are we to believe that boiling water soaks into a grit faster in your kitchen than on any place on the face of the earth? Well, perhaps the laws of physics cease to exist on your stove. Were these magic grits? I mean, did you buy them from the same guy who sold Jack his beanstalk beans?"

    A brigantine and a galleon are larger ships and likewise the rudder, tiller, and tiller ropes need to be bigger/longer. That's why it takes longer to turn the wheel.

    A brigantine and a galleon are larger ships and likewise need larger sails that are heavier. That's why the rigging takes more time to turn.

    A brigantine and a galleon are larger ships and likewise the anchor needs to be bigger, and heavier. That's why the capstan takes more pirates and more time to raise.

    The cannons are the same on every ship. That's why they take the same time to load and fire. If you want the cannons on those ships to be bigger, like brigantines will cause T2 holes and galleons will do T3 holes, we can talk about making them take 2x and 3x longer to load respectively. Otherwise, a cannon is a cannon is a cannon. Cannons are tools and what you're talking about are rules. We all know how Rare feels about tools not rules.

  • @lordqulex said in PvP became a waste of time:

    @guepardo6741 said in PvP became a waste of time:

    @lordqulex

    The ships are fine. Don't attack bigger ships if you are having troubles beating them.

    I don't attack them, but they do attack me... So i accept the fate?

    No, you reflect and learn.

    Listen, I get it. We were all swabbies once. Every other crew I find on Discord is "meh" at best. But choosing to play alone on a sloop is your choice. You can learn from your experience, learn from the internet, learn from other pirates, there are multiple ways for pirates to learn the game. If you seek them.

    But if you come to the forums to complain most of us are tired hearing about it and will just offer you some cheese with your whine.

    Reflect then learn? I used to play NAL and when i go Hourglass i find other NAL players, with the sails and this whole thing, is not rare for me to find a ''pro-player'' crew to go agaisnt, thats what i'm talking about, ''Crews of the same level''. I know this will sound egoscentric, but there is not much more i can learn, every crew i go agaisnt, ladder board is useless, deckboard is pretty much necessary to try sink them, and again, if you are solo or duo sloop, thats REALLY difficult. Even more when double tapping is near 100% accuracy, the only thing that doesn't make 100%, is the hitreg.
    I kindly ask you to enter the more professional side of SoT, try entering Legacy Brawl Hub, Sea of Vengeance and other discord servers, so you can have an idea on how broke the game currently, if possible, try to look previous NAL winners and watch their streams, read their opinions on the game. You will see the same thing, the game balancing is broke.

    Should we care about the high level competitive side? Not really, this is a casual game... But sooner or later, everyone will see how, slightly, but still broke, is this game, and thats a point where MANY people leave the game.

    Before you reply to someone, try to look their profile and see for how long they've been on community, so you can at least have an idea on whats this people has already passed through in this game.

  • @lordqulex

    The cannons on brigantines and galleons do not have to load as quickly as a sloop’s singular cannon per side that is a design choice made by Rare.

    If your goal is to achieve a more balanced game than it is something that could be considered by the developers.

    This forum is about presenting ideas, suggestions, feedback not stifling it.

    So I try to be open minded and consider the possible ways to further balance the different ships.

  • I know solo should be the hard mode, but duo sloop should be fair agaisnt any bigger crew, so maybe make the hulls of the brig slightly weaker (only holes T2 above), and galleon have way weaker hulls (Only holes T3 above).

    The cannons are the same on every ship. That's why they take the same time to load and fire. If you want the cannons on those ships to be bigger, like brigantines will cause T2 holes and galleons will do T3 holes, we can talk about making them take 2x and 3x longer to load respectively. Otherwise, a cannon is a cannon is a cannon. Cannons are tools and what you're talking about are rules. We all know how Rare feels about tools not rules.

    I don't want the cannons to be bigger, read what i wrote then think about it.

  • I used to play NAL

    Lol I’m not saying I don’t believe you but a professional player would be able to take criticism and advice of other players without reacting unprofessional to it. If this is the standard for NAL players feeling entitled to have their opinion listened to above the rest, then I’m quite happy not to be associated with that league of ego heads.

  • @guepardo6741 said in PvP became a waste of time:

    @lordqulex said in PvP became a waste of time:

    @guepardo6741 said in PvP became a waste of time:

    @lordqulex

    The ships are fine. Don't attack bigger ships if you are having troubles beating them.

    I don't attack them, but they do attack me... So i accept the fate?

    No, you reflect and learn.

    Listen, I get it. We were all swabbies once. Every other crew I find on Discord is "meh" at best. But choosing to play alone on a sloop is your choice. You can learn from your experience, learn from the internet, learn from other pirates, there are multiple ways for pirates to learn the game. If you seek them.

    But if you come to the forums to complain most of us are tired hearing about it and will just offer you some cheese with your whine.

    Reflect then learn? I used to play NAL and when i go Hourglass i find other NAL players, with the sails and this whole thing, is not rare for me to find a ''pro-player'' crew to go agaisnt, thats what i'm talking about, ''Crews of the same level''. I know this will sound egoscentric, but there is not much more i can learn, every crew i go agaisnt, ladder board is useless, deckboard is pretty much necessary to try sink them, and again, if you are solo or duo sloop, thats REALLY difficult. Even more when double tapping is near 100% accuracy, the only thing that doesn't make 100%, is the hitreg.
    I kindly ask you to enter the more professional side of SoT, try entering Legacy Brawl Hub, Sea of Vengeance and other discord servers, so you can have an idea on how broke the game currently, if possible, try to look previous NAL winners and watch their streams, read their opinions on the game. You will see the same thing, the game balancing is broke.

    Should we care about the high level competitive side? Not really, this is a casual game... But sooner or later, everyone will see how, slightly, but still broke, is this game, and thats a point where MANY people leave the game.

    Before you reply to someone, try to look their profile and see for how long they've been on community, so you can at least have an idea on whats this people has already passed through in this game.

    So essentially, you want to change the game mechanics for everybody because the game is imbalanced for the 2.2% of players that are greater than two standard deviations above the mean in pirate skill? I'm going to take what you said at face value and believe you are one of the best PVP'ers on the seas.

    Explain why your experience in the hyper-competitive PVP circuit, a player base who to be certain would find the meta and exploit it no matter what that meta becomes, should effect the 97.8% of the players that are enjoying the game as is.

  • @toggledeez said in PvP became a waste of time:

    @lordqulex

    The cannons on brigantines and galleons do not have to load as quickly as a sloop’s singular cannon per side that is a design choice made by Rare.

    If your goal is to achieve a more balanced game than it is something that could be considered by the developers.

    This forum is about presenting ideas, suggestions, feedback not stifling it.

    So I try to be open minded and consider the possible ways to further balance the different ships.

    And my response is I agree, the ships do need balancing, the sloop should be the fastest ship sailing into a headwind. That would balance out the advantageous points of sail imbalance. But the cannons are just fine.

  • @Guepardo6741

    I don't want the cannons to be bigger, read what i wrote then think about it.

    Read who I replied about cannons to and think about it.

    @toggledeez said in PvP became a waste of time:

    Adjust the time it takes to load cannonballs into ship cannons by ship size:
    Brigantine cannons now load cannonballs 1.5x slower than the speed of sloop cannons.
    Galleon cannons now load cannonballs 2x slower than the speed of sloop cannons.
    This retains the offensive advantage of having more cannons to fire simultaneously but nerfs it to be less overwhelmingly powerful.

  • @lordqulex

    Making the sloop or any ship more able to run away from another ship is not balancing ship combat.

    It just enables long chases across the map that lead to a sovereign ram strat.

    Long seemingly endless chases in adventure mode have been and are still a problem in this game. All that does is create a super boring environment.

    Even streamers leave servers a lot of the time rather than choosing to chase a brigantine on a sloop. It’s so dumb. Just another facet of how horribly balanced SoT is although I guess you can say Rare has been tip toeing into balancing their game.

  • @lordqulex said in PvP became a waste of time:

    @Guepardo6741

    I don't want the cannons to be bigger, read what i wrote then think about it.

    Read who I replied about cannons to and think about it.

    @toggledeez said in PvP became a waste of time:

    Adjust the time it takes to load cannonballs into ship cannons by ship size:
    Brigantine cannons now load cannonballs 1.5x slower than the speed of sloop cannons.
    Galleon cannons now load cannonballs 2x slower than the speed of sloop cannons.
    This retains the offensive advantage of having more cannons to fire simultaneously but nerfs it to be less overwhelmingly powerful.

    My bad on this one, i saw my @ on the post and i thought it was for me.

  • @tesiccl said in PvP became a waste of time:

    I used to play NAL

    Lol I’m not saying I don’t believe you but a professional player would be able to take criticism and advice of other players without reacting unprofessional to it. If this is the standard for NAL players feeling entitled to have their opinion listened to above the rest, then I’m quite happy not to be associated with that league of ego heads.

    I know this will sound egoscentric, but there is not much more i can learn, every crew i go agaisnt, ladder board is useless, deckboard is pretty much necessary to try sink them, and again, if you are solo or duo sloop, thats REALLY difficult. Even more when double tapping is near 100% accuracy, the only thing that doesn't make 100%, is the hitreg.

    I knew this was egoscentric, and was trying to be polite. Also, i am taking advice, the issue is, i'm showing my points on why i think the game is unbalanced, and you are just ''Trust me, is balanced''. Also, the ''Ships have different speeds and turning speed'', if you put two crews of same skill level, this isn't going make big of a change, since if they are new, the battle will last forever due to them not knowing how to spiral, and will become a supply battle, which i said was bad. And if they are better players, they just need a barrage of cannonballs then board the smaller ship, which in their case, is going to be deckboard.

  • @toggledeez

    Yes, chasing someone is dumb and boring and I agree. I don't chase anyone after I see their intention to point into an advantageous point of sail. It's not how I want to spend my time.

    Go Google "ship of the line." Do you see any sloops in those pictures? No, they're all 2-3 masted ships with loads of cannons. Maybe your first mistake is assuming that the sloop was intended to be a warship and not a fast/maneuverable courier or scout ship?

    That's not to say some players can't rock a sloop. I've sunk in a galleon to a sloop more often than I care to admit, such are the woes of open crew some nights. But I mean come on, you're playing a naval war game! Even in single player RPG-lite games you start in a sloop and build up to a warship. It is absolutely intended that fighting a larger ship is going to be harder. That is what adds variability to the seas and makes every voyage different.

    "Balancing" the ship cannons could homogenize the PVP experience and make crews of equal skill equally likely to win any PVP encounter, but it would be at the detriment of the drama, the strategy, the suspense, and the adventure. Sea of Thieves is a shared-world pirate adventure sandbox, not a fair-and-balanced naval PVP game; they tried that with Arena and it flopped hard. I do not anticipate them balancing the ships this way because frankly most pirates are here for the adventure, not for the PVP.

  • @guepardo6741 said in PvP became a waste of time:

    My bad on this one, i saw my @ on the post and i thought it was for me.

    No worries matey! No hard feelings.

    virtual high five

  • @lordqulex

    That’s why they balanced the ferry timer by crew size right?

    A ferry is a ferry is a ferry.

    Just because you write long replies doesn’t mean you’re always right.

  • Should we care about the high level competitive side? Not really, this is a casual game... But sooner or later, everyone will see how, slightly, but still broke, is this game, and thats a point where MANY people leave the game.

    @LordQulex
    So essentially, you want to change the game mechanics for everybody because the game is imbalanced for the 2.2% of players that are greater than two standard deviations above the mean in pirate skill? I'm going to take what you said at face value and believe you are one of the best PVP'ers on the seas.

    Explain why your experience in the hyper-competitive PVP circuit, a player base who to be certain would find the meta and exploit it no matter what that meta becomes, should effect the 97.8% of the players that are enjoying the game as is.

    What i'm trying to say is that, the game has a balance problem. FOR NOW, it doesn't affect much of the playerbase, but Rare need to look into this issue, since with more changes to the game, and more people creating interest for high skill PvP due to the Hourglass, this problems will become more and more transparent.
    On the meta subject, people are finding metas, and they pretty much consist of:
    -Do a few holes
    -Keep deckboarding
    -Start a blunderbomb barrage
    -Try at all cost to stop repairs

    This meta is not healthy, since it barely uses ships, and at the end, it becomes a supply war to see who have most blunderbombs.

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