SOSS and FOTD

  • If I shout loudly enough for those at the back to hear it?

    GETTING SUNK WHILE IN 10 SQUARES OF AN ACTIVE FOTD WITH SKULL OF SIREN SONG ACTIVE SHOULD SPAWN YOU IN THE SHORES OF GOLD….well not quite that far but you get my meaning.

    I’m sure the SOSS close respawns were not designed for unlimited resource re attacks on the FOTD.

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  • It's just one example of a few where unhealthy, unpopular, and counterproductive metas (mainly involving server hoppers) somehow find a home through in game design.

    Another is how the launch exploits somehow led into a harpoon gun that causes all the same unbalanced issues for different sized ships. Those exploits needed patched, the imbalance didn't need to be sanctioned with a tool, lol.

    Another is the BB change at reapers. SS spawns make this significantly worse too.

    They literally designed seasons around trying to bring activity back into the game due to the effects of stuff like the above and then it just shows back up not long after.

    Close spawns have never been overall popular to anyone on the organic side of gameplay. It played a large part in why all those season 9 nerfs were necessary and why breaking up the athena/reaper hopping meta was necessary.

    People playing organically having to sink the same (no risk) server hoppers 3+ times has always been a ridiculous part of the organic experience in SoT.

    Between all the diving/hopping/respawning/portal/merge etc it's entirely out of balance. Telling new players to "watch out on the horizon" as if they can predict or prepare for boats that just randomly spawn super close is just silly at best, it's more misleading and dismissive imo.

  • A lot of what Rare has done design-wise over the last year or so has been to yield to content creators looking for fast content, unfortunately. And I do honestly believe that has contributed negatively to the health of the game and its playerbase. To use the upcoming season as an analogy; they've skewed the hunt too much in favour of the hunter to the detriment of the prey population.

    The SoSS should have been changed by now to make its utility for closer spawns outside of activity in the actual event less viable. My personal suggestion is that the closer spawn doesn't come into effect until both the key and chest are dug up. But I'm sure there are other options they could explore.

  • @mr-woods1990 I mean they could just remove SoSS and I think 95% of players wouldn't notice if not for the content creators saying they missed out

  • So SOSS was designed as a competitive voyage and close spawn is to keep the action going even if you sink. It is supposed to be a high paced action race activity. Whether it succeeded or not (spoiler: it did not), the close spawn has a role.

    Now if we look closely, the close spawn activates if you are on SOSS. It spawns you close to other ship. Any other ship. The fix I propose is, that it should spawn you close to other ship THAT HAS SOSS VOTED DOWN. It would keep serving its purpose of pumping action into doubtful race for the skull, but at the same time would fix the ridiculous spawn for the crews THAT DO NOT PARTICIPATE.

    The SOSS issue is actually game breaking and Rare refuses to see it for some reason. Please, PLEASE listen to us. The fix is there. It is simple, ever for spaghetti code we're dealing with. You can do it. Just do it please, Rare.

  • @fysics3037 should be rarer and somewhat time limited

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