Actual Things Sea of Thieves Can Learn From Windrose

  • (AKA The Sea of the Damned Expansion/Mode Idea)

    First off, they are completely different games, let's get that out of the way. I know, I know. Pirate theme aside, they share little in common and Windrose is more like a mix of Valheim and Black Flag.

    But, yet, it is still appealing to a lot of Sea of Thieves players. You just need to look in the Windrose category on Twitch to see many, many familiar names from this community. Myself, I've played 50 hours in the last week and I don't see myself stopping anytime soon. (It's a problem for my sleep schedule!)

    So, what can Sea of Thieves learn from THE pirate game of the moment?

    What lessons could it apply to a hypothetical Sea of the Damned Mode?

    Well, a few things:

    1. Players like exploration/procedural maps/surprises

    The world of Windrose is covered by a fog of war initially, like a lot of adventure games, and the map layout is semi-procedural. Meaning that islands aren't in the same spot on each seed. So, apart from general rules to the layout, each playthrough will vary significantly. And this leads to a feeling of discovery and intrigue.

    Sea of Thieves, on the other hand, has a fixed map. Which is well-designed but not that difficult to learn over time and, really, most experienced players don't have that feeling of a fresh discovery very often.

    So how do we bring that feeling back?

    Well, one idea is to create an expansion in the Sea of the Damned, where a procedural map would make sense. It could "reshuffle" maybe once per day and introduce a similar fog of war to the map, with islands only appearing when you find them.

    The Sea of the Damned is based on memories, so new islands wouldn't necessarily need to be made for this, as it could use the "real" Sea of Thieves assets but shuffled around and with the Sea of the Damned filter, for the most part. Memories can be unreliable and murky, so this makes sense.

    The gameplay could also be more challenging... leading me to...

    2. [A lot of] Players enjoy difficult PvE

    One of the big discussion points around Windrose is how difficult the enemies are, and some have bounced off the game because of this. However, there are a lot of players like me who enjoy the challenge of learning how to adapt to these foes. It may mean failing over and over, but the thrill of finally besting them is exhilarating.

    Sea of Thieves, on the other hand, has a history of nerfing the challenge out of PvE encounters to a point where they are nothing more than an inconvenience in most cases. Boars, Ancient Megs, and Eternal Guards have been great additions because they offer a bit more of a challenge and keep you on your toes. Even when you know their attack patterns they're more than trivial encounters.

    Maybe more challenging PvE could exist in the Sea of the Damned. And I don't mean bullet-sponges, but PvE that has depth and more varied attack patterns and phases to learn.

    3. Co-operation is fun!

    I set up a dedicated server for Windrose with friends and one of the best things is getting a group of ships together to take on enemies. The joy of having half a dozen allied ships sailing in unison is something I haven't experienced in Sea of Thieves since The Hungering Deep, but I think it's something a lot of players have nostalgia for.

    Now, Sea of Thieves is a PvPvE game, so it's doesn't necessarily have to be forced co-operation. In fact, I think the potential for betrayal adds a lot to encounters. As long as you tie the main rewards to event completion and have the treasure as a bonus that can be stolen, I think that keeps everyone happy enough and lowers the chance for players to get toxic over losing.

    So, in the Sea of the Damned, you could design these big world events where co-operation is encouraged through difficulty and other mechanics. There would still be room to betray afterwards, that is key to keeping game theory an element.

    I also know that loot cannot be taken from the Sea of the Damned, so a turn-in point for the spoils would exist in that map. As the map is procedural (see section 1), this location is only known when the event is complete and a beacon appears.


    Wrap up

    That's my idea. Yes, I have borrowed some bits from other games besides Windrose for some details (Niflheim from God of War, the Dark Zone from the Division, Dark Souls, etc...).

    Base-building is not a part of this proposal, as I don't think that's right for Sea of Thieves in the same way as a crafting game like Windrose, but I am generally in favour of the idea of a main menu/lobby area that players can customise outside of Adventure servers.

    --
    I acknowledge the thread pinned at the top of this subforum and, therefore, I claim no ownership of any ideas above. I recognise that Rare may plan similar ideas independently.

  • 17
    Posts
    5.9k
    Views
  • Honestly I came into this post with bad assumptions, but what you've suggested is quite good. I'd love more reasons to cooperate with other crews for things that aren't limited time events or glitterbeard.

    More difficult PVE would be quite nice too; I liked needing to actually dodge the Eternal Guard's spears as opposed to just wailing on them like every other boss. The combat in this game is quite simple, so having a focus on the mobility of our pirates might be the move going forward.

  • I dont like the idea of procedurally generated stuff and much more prefer hand crafted worlds.

  • These are two totally different kind of games. They can not even be compared as such. Both have their strengths and weaknesses.

    Im planning of playing both as they cater to two totally different things.

  • @axecaliburtv said in Actual Things Sea of Thieves Can Learn From Windrose:

    I dont like the idea of procedurally generated stuff and much more prefer hand crafted worlds.

    I get what you're saying but the point is to keep it fresh and constantly replayable. A fixed map, like I said, isn't difficult to learn. It wouldn't replace the existing Adventure map though.

    The difference with "procedural" and "semi-procedural" is worth considering. This isn't something like No Man's Sky, it's a lot more modular. The individual pieces are still crafted. Just the islands are shuffled around the map.

    It also gives scope to include older island layouts back (Golden Sands Outpost, for example) as those exist as memories.

  • @ghostfire1981 said in Actual Things Sea of Thieves Can Learn From Windrose:

    These are two totally different kind of games. They can not even be compared as such. Both have their strengths and weaknesses.

    Im planning of playing both as they cater to two totally different things.

    Exactly what I said in the opening.

  • @ol-squinty said in Actual Things Sea of Thieves Can Learn From Windrose:

    Honestly I came into this post with bad assumptions, but what you've suggested is quite good.

    I fully expect a lot of eyerolls and replies from folk who just read the title. Windrose is really just a jumping off point for an idea I've had for awhile. The semi-procedural map and fog of war are really the only ideas I actually had from playing Windrose.

  • As you said.
    Pve use to be something of a challenge but over time and a lot of player complaints. They nerf them into the ground.

    Skeleton ships use to spawn even when you were on islands!
    Skeletons use to spawn on islands in waves, more kegs and even EoR versions.
    Kraken was a monster now it more of a wild dog.

    But players didn’t like the. To hard they said, difficult to fight and or the got in the way of PvP
    Now….they are annoying because they are weak.

  • @burnbacon said in Actual Things Sea of Thieves Can Learn From Windrose:

    As you said.
    Pve use to be something of a challenge but over time and a lot of player complaints. They nerf them into the ground.

    Skeleton ships use to spawn even when you were on islands!
    Skeletons use to spawn on islands in waves, more kegs and even EoR versions.
    Kraken was a monster now it more of a wild dog.

    But players didn’t like the. To hard they said, difficult to fight and or the got in the way of PvP
    Now….they are annoying because they are weak.

    I'm not going to belittle anyone finding things difficult, we all have differing skill levels and thresholds for patience. This is one reason I think it works well in a separate mode to the normal Adventure, it's an opt-in to a more difficult experience.

    As a related note, I did get a Kraken spawn on me as I was doing the doubloon voyage at the weekend. Took about 10-15 seconds to dispatch. It is kind of pathetic these days, and that is a shame. The Kraken should be feared. Maybe a Sea of the Damned version could be.

  • @realstyli said in Actual Things Sea of Thieves Can Learn From Windrose:

    As a related note, I did get a Kraken spawn on me as I was doing the doubloon voyage at the weekend. Took about 10-15 seconds to dispatch. It is kind of pathetic these days, and that is a shame. The Kraken should be feared. Maybe a Sea of the Damned version could be.

    You also know exactly what to do to kill it. I imagine a lot of new players still find it challenging as it pulls them off the ship or wraps them up.

    That's why it's hard to introduce challenging PvE into the regular world. When we did have more challenging variants, people complained it was too hard. It also makes PvP interactions more lopsided to whoever is not being targeted which is something that doesn't need to be considered by games like Windrose.

  • @d3adst1ck said in Actual Things Sea of Thieves Can Learn From Windrose:

    @realstyli said in Actual Things Sea of Thieves Can Learn From Windrose:

    As a related note, I did get a Kraken spawn on me as I was doing the doubloon voyage at the weekend. Took about 10-15 seconds to dispatch. It is kind of pathetic these days, and that is a shame. The Kraken should be feared. Maybe a Sea of the Damned version could be.

    You also know exactly what to do to kill it. I imagine a lot of new players still find it challenging as it pulls them off the ship or wraps them up.

    Indeed. I just think they nerfed it a bit too much. And I wish there was a way to scale it optionally.

    That's why it's hard to introduce challenging PvE into the regular world. When we did have more challenging variants, people complained it was too hard.

    Have they nerfed the Ancient Megs, Boars, or Eternal Guards yet? That's the kind of level I'm talking about for general enemies.

    Because you are right when you say:

    It also makes PvP interactions more lopsided to whoever is not being targeted which is something that doesn't need to be considered by games like Windrose.

    I'm really getting at this area being more co-op focused in terms of world activities. PvP is not ruled out but, for your best chances, it's the least efficient way to go.

    Think Raids in MMOs.

    Solo is also not impossible, for lower tier "voyages", but you're gonna want to team up for the harder stuff. (I guess Arc Raiders style here?)

    Again, once an event is complete, the cards are off the table and game theory sets in once more. But then, if you want the additional treasure, getting to the sell point is going to be tense if you're alone.

    1. [A lot of] Players enjoy difficult PvE

    This part is fascinating to me.

    The challenging part of SOT is PvP. It serves effectively the same purpose as difficult PvE. If you're playing SOT with the same intent as you do Windrose, then simply muting other crews completely should create a similar experience.

    Yet, for some reason, some of those same players that love a challenge, refer to the PvP element of SOT as "toxic" and wish that the game was reduced to mind numbingly easy PvE.

  • @realstyli said in Actual Things Sea of Thieves Can Learn From Windrose:

    Have they nerfed the Ancient Megs, Boars, or Eternal Guards yet? That's the kind of level I'm talking about for general enemies.

    Just did the Ancient Feared Redmaw solo, had no fire on my sloop, she didn't have an opportunity to bite.

    Before, it would have a large chance of setting fire on the ship and even explode before it got killed. I might have gotten lucky that each and every approach was in the range of the cannons and I didn't miss the two shots it takes to stop the attack.
    It also seemed to take less balls to kill it

    The "Feared" part can be taken from its name.

  • @sweetsandman said in Actual Things Sea of Thieves Can Learn From Windrose:

    1. [A lot of] Players enjoy difficult PvE

    This part is fascinating to me.

    The challenging part of SOT is PvP. It serves effectively the same purpose as difficult PvE. If you're playing SOT with the same intent as you do Windrose, then simply muting other crews completely should create a similar experience.

    Yet, for some reason, some of those same players that love a challenge, refer to the PvP element of SOT as "toxic" and wish that the game was reduced to mind numbingly easy PvE.

    All this can be summed up as: humans are weird.

  • @lem0n-curry

    I always had a feeling the OG megs had a random variable applied to aggression. I wonder if that's also the case for the Ancient ones.

  • i think it now is more an issue.. what the remaining sea of thieves players can learn from windrose.... it took forever for people to come out with games to compete with sea of thieves. it was an untapped gold mine and no one took advantage of it even rare themselves. if a new game along the same lines has come along and is actually better.... time to uninstall. if you havent already. i plan to in the next few weeks. just tying up loose ends

  • @quitespace1450 said in Actual Things Sea of Thieves Can Learn From Windrose:

    i think it now is more an issue.. what the remaining sea of thieves players can learn from windrose.... it took forever for people to come out with games to compete with sea of thieves. it was an untapped gold mine and no one took advantage of it even rare themselves. if a new game along the same lines has come along and is actually better.... time to uninstall. if you havent already. i plan to in the next few weeks. just tying up loose ends

    Like I said in the opening, they're very different games. Yes, the pirate theme is enough to spark interest with Sea of Thieves players but, just like Skull & Bones, whether they stay is down to if they like the gameplay. Windrose is more akin to Valheim than anything else. It also just happened to drop at a low point for Sea of Thieves, so folks are taking the opportunity to check it out.

    The "lessons" from Windrose were mainly just a framing device for me to propose a Sea of the Damned mode and what it might entail, while keeping it very much within the same gameplay as Sea of Thieves.

17
Posts
5.9k
Views
8 out of 17