Hourglass is dying for attention

  • @li-jratt-li you named one "variable" that would be effected. Defenders. Which I already said could just not have their supplies reset. The game alr has detection for defending.

    As for players that are server hopping through hourglass, A. they barely exist; B. They can just supp up at a fort or outpost; C. If they're staying on the server they can still take their opponents supplies. It's not a big issue.

  • @potatosord everyone having 5 pines ruins the gunplay. Chains shouldn't be able to get bought, rn they take some actual skill and timing to use, at least before you get a stack of them. If everyone had a ton of them it would make navaling 1000x simpler and easier. The exact opposite of what people want. Curse balls are broken, idk why you think they might not be. But either way yeah its not very common. That's not why my suggestions is "worth a change" though, in fact I never sites curse balls as the exclusive or main reason. Blunderbombs are incredible broken if shot in high quantities, with very little room for counterplay. I'm not saying everyone spams them, nor that people that spam them provide enough reason to make the change. I'm just saying it's another positive the change could bring.

    Let me make this abundantly clear; they should add set supplies to hourglass because it makes the mode more competitive and engaging, while removing cheesy/spammy tactics. Additionally, it eliminates a supply phase that while not wholly unbearable, becomes frustrating after hundreds of times and turns people away from the mode. Finally, it would provide an easy solution to how supplies should work if an instant requeue system was introduced.

    People generally want a higher skill ceiling and lower skill floor for hourglass. A higher skill ceiling would help bring back longtime players who have quit due to various changes/issues with the PvP side of the game. A lower skill floor would help bring back/introduce newer less experienced players to help mode. This change does both.

  • @fysics3037

    A. they barely exist

    Every sweaty player I know uses hourglass to hop servers, especially during special events like the one going on right now.

    B. They can just supp up at a fort or outpost

    Why is it "not a big issue" for players who have to actually sail to an Outpost/Fort wasting 5-10 minutes; but it's a huge issue that calls for changing the entire mode for players who have to spend 1 minute supping up at an outpost the game spawns them at when they lose?

    C. If they're staying on the server they can still take their opponents supplies. It's not a big issue.

    If supplies are an issue during fights right now, they'll be even more of an issue when they're capped. After any sweaty fight, there will likely be no opponents' supplies left to take.

  • @fysics3037

    Its my opinion bro.. And i am not saying that my opinion should be the meta. Just pointing out that your suggestion would have in game issues.
    If you dont want to spend time collecting supplies prior to HG, dont. Nobody is making you. Supplies do not win a match, they are Tools to help win a match.. The more tools you can get the better.
    You have the option to.. or to not get supplies, why limit the option for everybody else simply for the sake of your preference?
    Its an Open world Sandbox game.. Tools Not Rules. I love the fact that HG is in Adventure, i enjoy when other players join in (3rd partys) cus HG can be tedious & repetative, it spices things up.
    Same goes for Skelly ships, Megs, Storms.. etc.

    Things aren't perfectly fair & steamlined on the Seas.. else there would be sloop only servers.. brig only servers..
    Again, Things are fair in the way of opportunity.. Thats what makes SOT (& America) Great.. No handouts, You get what you earn. Everybody starts from the same place, your success or failure comes down to your decisions in life & SOT.

    SOT is not a competative, rank based game.. Sure it has leaderboards (added waaaay after launch -S9) and Sure some people impose their own rules to make the game more competative in nature.. And even host tournaments. But that is NOT the game Rare made. Thats a player using the Tools Rare provided to tailor their experience to their suited needs or event.

    And i could list more variables.. Such as Champion battles.. If im a sloop and want to champion battle a larger ship.. Well, larger ships have more barrels, thus more supplies..
    want more?

    Your tired of matching against people with more supplies than you.. State that people cheat to get more supplies..
    But argue to have standard set supplies for HG instead of doing something about the people who cheat to get all those supplies.

  • @worst-tdmer said in Hourglass is dying for attention:

    Why is it "not a big issue" for players who have to actually sail to an Outpost/Fort wasting 5-10 minutes; but it's a huge issue that calls for changing the entire mode for players who have to spend 1 minute supping up at an outpost the game spawns them at when they lose?

    Hourglass players are repeating this action of resupping constantly. It makes the mode clunkier and harder to stick with. It's not about putting one type of player over another. All these hypothetical people are playing hourglass. The players you speak of still benefit the same way from the system change. They still get their opponents supplies at the end of the match. And they still have every opportunity to supply up before stealing a FotD or whatever, the same as always. Just because they aren't stacking hundreds of every supp doesn't mean they're being "robbed" or something. As I said before, in effectively everything except the PvP in adventure, you can get by with basic supps. They would already always have more than basic supps with the proposed change. It's not that deep.

    If supplies are an issue during fights right now, they'll be even more of an issue when they're capped. After any sweaty fight, there will likely be no opponents' supplies left to take.

    Supplies are an issue during fights now because there's entirely too many. Idk where you got this idea it was bad because there was too little. And regardless, the cap wouldn't be super low, like maybe you're imagining. It just wouldn't be astronomically high. If you're looking to spam blunders, you're still welcome to spam the 8 or so you're given. I'm not giving any hard numbers, as that's effectively semantics without play testing, which we are obviously not in a position to do. However, the idea is to provide enough supplies for crews to sustain through a normal length fight 20-30 minutes. They shouldn't need to worry about fully running out, but they should need to be tactical with their supply usage, especially regarding certain high impact items such as chains, blunderbombs, or pineapples.

  • @fysics3037 Pines don't ruin gunplay, you just can't hit 2 shots in a row. Pineapples give full heal but food does not make your HP go up instantly and you can be shot before you finish eating. Shoot them twice before they manage to eat and they die. Literally just hit 2 shots. "If everyone had a stack of them it would make navalling 1000x easier" you still need to be able to aim, so that doesn't just immediately make the game easy mode. Curse balls do give advantage, I admitted that when I said "An anchorball could guarantee the victory" but the point is that they are too rare for it to be a worry. People aren't getting anchorballs often enough to use them in even more than 1/10th of fights.

    Let me make this abundantly clear; they should NOT add set supplies to hourglass because it makes the mode more stale and boring, while removing fun/creative environmental/adventure tactics. Additionally, it eliminates a supply phase that adds tactical play and is vitally important to invasion play. Did you forget invasions exist? What happens during invasions? Does the host get alltheir supplies reset including supply crates? Does the invader get a bunch of free supps now? Logistically it cannot work fairly.

    All this change does is make every fight the same boring bland experience. Queue up, shoot 60 cannonballs, if you run out before you sink then what? Anchor? Again, you do not actually understand high level play of HG. I'm not even saying I'm a god gamer or anything but in my experience (320 ally) I have not run out of supplies unless my opponent was significantly better at creating pressure than me. Any fight where I ran out of supplies was a fight I was not going to win anyways.

  • @fysics3037 Resupping wastes time? Runners waste more time than resupping. If resupping is eating your time and ruining your experience so badly, look at what you want out of the mode. I would say that easily 90% of my HG queues were with default supps aside from fruit. I would just respawn, requeue, and dive. No extra supps if I still had 3+ pines. I have both curses btw. I am one of those hourglass players you say feel like they are wasting time. I don't see it.

    "They still get their opponents supplies at the end of the match" If you are nearly out of supps at the end of the match, why wouldn't your opponent be? You're gonna take his 12 planks and 7 bananas? Also default ship food is horrible. I'm not kidding when I say this. 5 pineapples is more HP than 16 coconuts AND 16 bananas COMBINED. 5 pines gives 1000hp, while 16 bananas gives 320hp and 16 coconuts gives 480. A total of 700HP. You know what's boring to me? Having to stop fighting for 10 solid seconds to slam back 4 bananas and then only having 20hp more to gain before I am guaranteed to be killed if I don't kill them. 5 bananas is 1 life bar. 1 pineapple is 2 life bars. If I eat a banana after being blunderbussed, it does not give me enough health to make it so that a sniper or pistol shot doesn't kill me. I would have to eat multiple bananas and waste 5+ seconds doing literally nothing but trying to not get shot. Blunderbuss does up to 90 damage. EoR does 70 damage. Pistol does 50 damage. DBP is 45 per shot. That means you would have to eat a minimum of 3 bananas or 2 coconuts to recover from being shot ONCE by ANY GUN. That's 5-7.5 seconds of nothing and 40-60% of your food GONE. You get TEN bullets. So if you get shot 3 times total, you die, no ifs ands or buts, there isn't enough HP from default food.

    "Supplies are an issue during fights now because there's entirely too many." Ok so this is how I know you're not actually an hourglass player, just someone who wants to be one. Again, I'm not a god gamer. I don't claim to represent the pro tier. What I do claim though, is that I have played hundreds of matches of HG for both sides, solos and duo sloop, solo brig, trio brig, solo galleon, reapers and athenas. One thing I have never once thought was an issue was having too much supps. I never once was annoyed that I had more supplies than I thought I would, because when it came down to the harder matches supplies did matter. One out of every 20-25 matches it came down to supps. I really cannot say I have ever regretted spending my worthless gold on being prepared, when I go down to my food barrel and have pines and mangos, things feel more right and fights just go better.

    What stops someone from abusing this too? If I raise HG, and sit at an island with a vote to sail for 15 minutes, then lower HG, I just got free supplies. What stops me from putting these supps into a supply crate and leaving it on a dock, then requeueing to spawn more supps, do it again, so when I get invaded I can use the crates on the docks to resupp? It would be nearly impossible to control what is in storage crates without ruining other aspects. If I donate a storage crate to a crew does it get wiped when the match starts? What about on a dock? What if I put it on someone elses ship then they put it on a dock? There are so many things you miss with this and it just doesn't work outright for half of the way the game mode works

  • @potatosord yeah... I'm definitely not an hourglass player... And I definitely don't know anything about the PvP in this game... Yeah...

    I'm not responding to you anymore, you aren't actually reading what I'm saying, taking large assumptions based on nothing (maybe read!!!), and insulting my skill. As I had already stated, pines are broken. If you think 10 full heals is balanced, idk what to say. However, I never said only coconuts and bananas were allowed. I said "the point is to have enough supplies to last through the fight but to limit certain high impact items, such as pines, chains, and blunderbombs." This would force you to be more tactical with these high impact items. This is not the only example of me saying something that explains what you're wondering, then you just make assumptions and take down that scarecrow.

    The only point I care to respond to is how this impacts the creative aspect of the gamemode. Changing to set supplies would greatly increase the creativity of the gamemode. Since you're actually limited in how many broken items you get, it forces you to be more creative in your strategies. Additionally, it provides a clear set of "rules" for the game mode. For example, if everyone was given a single grog ball, the curse ball would be entirely unstigmatized. This allows them to add a deeper layer of strategy. They could even rotate these supplies around each season in order to create different varied metas.

  • Please avoid engaging in personal arguments and derailing the topic of the thread. It is fine to debate the content of the post, and the viewpoints therein, but disrespecting any of your fellow pirates personally is against the pirate code, and our forum rules.

    'Measuring Contest' or bickering posts will be removed. If it continues, further action will be taken.

  • @fysics3037 It doesn't force you to be more creative, it forces a meta to emerge. Players will play every match the EXACT same way because it will always have the same starting conditions

    BTW you still haven't mentioned how invasions would work. This change breaks invasions as a game mode because it either needs to steal supplies or duplicate supplies and neither of those are fair.

  • @potatosord there already is an hourglass meta. Not much room for creativity there. All you can do is get lazier. Everyone effectively uses the same strategy. Rip chains and cannons, board with 5 pines when you have the chance, maybe send some blunders or fire if practical. By limiting the high value items, it forces teams to strategies who has what. Maybe you give your single bone caller to your bilge, for last minute clutches. Or maybe you want to give it to your MC, for helping out in boards. There's more strategy when you can't just have everyone have everything.

    As for the second thing, maybe read what I said in the past.

  • I have had similar problems since today I spent over an hour to someone trying to bord and sail me out of bounds with his ship never in my cannon angle , i lost , I say to fix it you add a rules book on your ship about the basics to make players aware of What fair play means other wise never remove it I only have a total of 150 hourglass levels and am grinding for ghost curse.

    Nice podcast btw

  • @cpt-d-squid said in Hourglass is dying for attention:

    I have had similar problems since today I spent over an hour to someone trying to bord and sail me out of bounds with his ship never in my cannon angle , i lost , I say to fix it you add a rules book on your ship about the basics to make players aware of What fair play means other wise never remove it I only have a total of 150 hourglass levels and am grinding for ghost curse.

    Nice podcast btw

    So he was good enough of a sailor to not let you hit his ship while he was trying to board you ... ?

    What was unfair about that ?

  • @lem0n-curry when he I got some decent shots on him he would just run like a chicken

  • @cpt-d-squid said in Hourglass is dying for attention:

    @lem0n-curry when he I got some decent shots on him he would just run like a chicken

    Wait, avoiding cannon angle / shots is unfair ? It's unfun surely.

  • @lem0n-curry it is not fun when all they want to do is board 24/7 and sink you by sailing you out of bounds I feel HG is for navel not for hand to hand combat and then when they kill you sail out of bounds it is unfair

  • @cpt-d-squid said in Hourglass is dying for attention:

    @lem0n-curry it is not fun when all they want to do is board 24/7 and sink you by sailing you out of bounds I feel HG is for navel not for hand to hand combat and then when they kill you sail out of bounds it is unfair

    It isn't my preferred way of HG either, but I feel that if Rare would put a book with rules in it, it may be a lot shorter than you think / might like.

  • @cpt-d-squid

    If you can't reliably beat these guys, best thing to do is drop anchor and take the TDM/ladder guard practice, assuming you aren't on a streak you care about yet.

  • @cpt-d-squid Tools not rules. They are using the tools at their hands provided by Rare. They are not forcing players to play a specific way because that would make the game mode even more boring than you say it is now (its not). The boundary was made for a reason. You sink if you go out of it for a reason.

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