The best SoT review I have seen

  • I'm sitting at 29-30-31 in rep and have idk how many hours and I still have a stupid amount of fun playing this game, but to each their own, and an 18 minute review really is a bit much, for someone who says the game has no content, you spent way to much time talking about it, I can sum up sea of thieves in a couple of minutes and it will cover all you need to know...

    It's a casual adventure game, while a couple of things are pretty realistic this is by far not a simulation, you play this game for fun, not because you feel you have to lest you fall behind, while there are only three factions that offer different things to do, it's not the voyage that matters, what matters is what you do in that time, wether it be engaging in a little piracy, avoiding others engaging in said acts, sailing and talking and laughing with friends or strangers, or even sailing solo in silence and letting the waves lull you into a completely relaxed state of mind, enjoy the view, some areas of this game are incredibly beautiful, and exploring can actually yield in game rewards, such as randomly spawning treasures or voyages in the form of messages in bottles, while the game does have flaws, most of them are very negligible the blunderbuss damage inconsistency is one such problem, but can be easily be avoided, and all other problems have been swiftly patched for the most part and Rare is pretty timely at letting us know what's going on, each patch note has a list of "known issues" and often times have a temporary fix that players can use until the devs can find a permanent fix, such as the "one weapon" glitch or "items reverting to default skins upon death"... Overall this game is as fun as you allow it to be, if you're a hardcore gamer who doesn't know how or doesn't like to find your own fun and needs a linear level design and objective, this game is not for you, but if you want a game that is fun and charming and let's you just chill out and have fun with friends or relax on your own, you will enjoy this game...

    There's your review, it covered everything you need to know, tells you that while there isn't much "solid" content there's still plenty to do as long as you have some imagination, acknowledges it's problems, but also states the positives, I'm not saying this is the best review out there, but hey, it's got everything a good review needs in a neat little package... Too many game reviews these days a biased af, hell, look at destiny, the people who like the game say it's the best thing to happen to the world, but there's the people who don't like it who say that all copies of the game should be rounded up and destroyed, there's rarely any middle ground reviews, which are always the most accurate, I'm exaggerating of course but the point is there...

  • Luckyly i didn’t pay anything for this game, yea it was very fun with friends and a hand full of strangers i met there but just for a few days.
    Would never think to buy the full game hell no.. for 10 bucks or 15 but that’s it.
    ..I already hear those guys coming the hallway „but they are working h*****n content“ hahaha they should have worked on content pre release.
    I’m definitely done with this game

  • honestly, most of these reviews are about how these reviewers want vertical progression in a game that is not meant to have vertical progression.

    yeah, i agree with his point that he game has no reason to keep playing beyond pirate legend. i personally believe that the Pirate legend rank should have unlocked an entirely different game experience, such as unlocking the final stage of the Kraken or discovering secret locations/secret paths. perhaps their own shop with even more unique legendary cosmetics than they have now. on top of all this, i also hope that the legendary rank will not be the only rank in the game in the future.

    i also agree that the game should have had a few small things. such as more food types, gathering, more enemy types, more cannonball types, and more cursed chests.

    but i dont really agree with anything else. people are just not used to the unique direction Sea of Thieves is heading because there has been nothing but vertical progression games.

  • @jimmy-voorhees said in The best SoT review I have seen:

    Cool. If you don't like it, don't play.

    Quit polluting the forum with [mod edited] about it.

    Those of us who ate having fun are tired of your endless need for attention.

    Go back to Fortnite.

    Bye.

    Just an fyi but that type of attitude is what's going to kill this game sooner than anything. It's already pretty much made this community heavily toxic so good job on contributing your part.

  • @dark-shadow9056 said in The best SoT review I have seen:

    @jimmy-voorhees said in The best SoT review I have seen:

    Cool. If you don't like it, don't play.

    Quit polluting the forum with [mod edited] about it.

    Those of us who ate having fun are tired of your endless need for attention.

    Go back to Fortnite.

    Bye.

    This is literally the stupidest reply I’ve ever seen on these forums.

    People are expressing their opinions, saying where the game is lacking, etc. hopefully the devs will listen and take notes.

    “go back to Fortnite”???

    Buddy, if I spend 60 bucks on a game which is really lacking I will criticize it so it can improve. Not, just leave and forget about it. That’s $60 down the drain.

    Stop these types of replies. Please.

    Seriously, it's almost ironic saying stuff like that when it just makes them look like a toxic immature child who probably belongs on Fortnite rather than further continuing to pollute the Sea of Thieves community. :|

    I really hate how pathetically toxic this place has become since new players flooded in, and it's only growing worse because it's serving to turn away everyone else.

  • @mudweller said in The best SoT review I have seen:

    You can literally sail for 20 minutes and get a castaway chest for a voyage you paid over a 100 gold for. It's a pathetic system to cover up from their lack of content.

    Pirate Legend is a painful empty process.

    These two statements right here sum it up for me. The game as a whole feels empty. Don't mistake me, I still find some fun it. But truthfully, nothing in the game "motivates" me to keep playing. right now, it is an occasional one hour session, once or twice a week.

  • If you find the game boring it is really not for you. Find something else to play. I am loving it.

  • @natsu-v2 said in The best SoT review I have seen:

    https://www.youtube.com/watch?v=8WApMtubfBM

    This guy really gets it in my opinion. The video itself is more intellectual than the title lets on. I don't necessarily agree with all the random spitballing of content ideas towards the end, but it was just that: spitballing. Some of them were actually good.

    This video expresses perfectly how I view SoT in its current state. The video covers two major points: Creating your own fun and progression.

    Creating your own fun is very much a cop-out excuse. Like Actman said, creating your own fun is something you do when you're bored. A lot of people in this community like to insinuate that you just don't have a good imagination if you find fault in SoT's gameplay. I'd like to counter that with a short personal story:

    When my friends and I were around 10 years old, we played with action figures quite heavily. We would play with them in a "normal," story-driven way, but when we got bored of that, we used our imagination. One game that I came up with was called "army spies surprise." We would have one kid sit in a bedroom and play pokemon or something while the other kid hid humanoid action figures around the living room. They would be arranged in such a way to where they were mostly hidden, but their lines of sight would peer across the room. The hider would keep a mental note of their minions' sightlines, and think of them as tripwires. Finally, the other kid would come out and need to move across this room, trying to carefully plan their next step while staring at potted plants, the fireplace, bookshelves, and any other notable hiding spots so as not to be spied upon.

    Let me just say that I have an amazing imagination, and that has extended into a lot of things I have done in SoT. Creating your own fun is not a valid gameplay metric. It is a cherry on top of the core game, it should never be marketed in and of itself.

    Moving towards progression, Actman really opened my eyes with the Starcraft analogy. Starcraft's campaign really would have been terrible if you only had 3 basic units throughout, and it's a perfect analogy to SoT's quest structure.

    Many in this community are terrified of the term "progression" because they immediately equate it to MMORPG stats and such. I'm not sure where this absolutist narrative is coming from, but it needs to stop. In Actman's video, he showcases a handful of progression systems that almost don't even feel like progression systems. The Stars in Mario (or jiggies in BK) are actually harder to get the further through the game you are. Climbing Mumbo's Skull for a jiggy vs. swimming into the Rusty Bucket's fanblades for one is an element of progression. There was also a good point about stretching the content you have by making you do the same thing but faster. That's also an element of progression. SoT is an open world game, so like Actman said, why isn't there a portion of the game world that you actually have to prepare to get into? Why is the spooky Wilds just as neutral as anywhere else?

    SoT has nothing of the sort. The only thing we got was the poorly designed Order of Souls missions where a basic skeleton takes 8+ bullets to kill instead of 2. That's artificial difficulty and it's one of the only forms of progression that gamers tend to hate. And by "hate" I mean pretty much no one finds it to be redeeming. I don't like MMORPG stat-like progression that much, but I can see why its audience likes it. Artificial difficulty has no fans in that same sense.

    Overall, this was a very enlightening review that expressed many of my thoughts perfectly. I know there's still plenty of players that love SoT, but I would really like it if people dropped the extremist tribes that they are assigning themselves to. You can say all this negative stuff about the game like I do and still like it for what it is now.

    Yeah, I agree. This review did a really good job of eloquently listing off why I've been having trouble with it. As he says, it's fun to play with friends but that's it. Solo can be exciting at times, and I've been mostly a solo player through alphas/Pioneer/launch... but it gets tiring/stressful, playing with randoms is so incredibly hit/miss where it's mostly negative experiences, and playing with friends is mostly done in occasional spurts. There's no reason to really keep playing beyond creating self goals or creating own fun... but as he says, I can literally do that in any other game that has more compelling content.

    Also, looking through the comments section of that video, this pinned comment really nailed it on the head further:

    "Let's take that tag line: Create your own fun.

    That's something someone would tell you to describe how to get into a pen and paper rpg (D&D, Deathwatch, Rogue Trader, Edge of the Empire, etc.). But the difference is that in those pen and paper rpgs, you have a plethora of different stuff to do, you just have to either try to look for thing and throw your Game Master a bone, or step in and pretend that while trying to flirt with that peasant lass you learn that something has been killing her livestocks, or if you play a merchant crew in a sci-fi setting, you are a trying to avoid bankruptcy but the only way to get your cargo to the market in time is to gamble by going into that uncharted nebula full of aliens and pirates.

    So yes, you can have people create their own fun, but they need to have the tools to do it as well as being given the opportunities to do so. A game like SoT gives you all the opportunities you need, but doesn't give you any of the tools needed to really get creative because they aren't there. At the same time, a pen and paper rpg gives you all, and I mean all the tools you could dream to get creative, but if you have a bad Game Master that thinks he has come up with this amazing adventure and doesn't let the players explore or do anything that isn't approved or decided by him, then you simply don't get any opportunities to use those tools.

    Tools and opportunities, this is what game developers working on stuff like SoT need to get both right, not one or the other, but both those things into the very core of the game."

  • What I don't understand is why this Reviewer is asking, "What happened to Sea of Thieves?" If he was an Insider.. Beta Tester.. Founder, he would have realized that SOT hasn't changed from what was told and promised to us.

    Points of Argument:

    • He compares SOT to OverWatch, Call Of Duty, The Last of Us. -- SOT isn't just a First Person Arena Shooter. And SOT didn't promote a game narrative system. -- TO ME, SOT is in parallel with a MMO Minecraft.

    • Incentives to Play. To sail ships within a 1st POV and choose to either attack or let other players be in order for you to explore the world and test yourself. This Game relies on People growing and becoming better in mental skills. SOT the Game doesn't progress player skills. SOT the Concept forces people to take what they've experienced and apply it when they enter the game in future sessions and overcome a sandbox of possibility.

    • When he compares SOT to Mario Kart, he mentions the game loop, incentives, not-getting-bored. Aye, the tracks get progressively harder but it's YOU against the world in attachment to instant gratification due to success i.e. the end of a race, the end of the tournament/getting to the top of a global leader-board. SOT isn't like that. The focal point was community. Aye, getting in game to play with your friends, getting on ships and relying on eachother for success, getting on the boards and sharing your stories and build reputation. The selling point of the game IS community and living life as a ne'er-do-well- rogue sailor. But sadly, being a pirate back then wasn't as exciting as Hollywood has made it out to be.

    • He also compares SOT to this childhood game called, 'FLARP,' which its winning trait is to physically inflict pain on each other with a basketball as if it was a dodgeball. They were bored and created their own fun ergo they had fun by hurting each other. SOT has that, but it's not as easy as others make it out to be. The Helmsman doesn't have control of the broadsides; the helmsman has to rely on the crew to man the cannon; the helmsman has to rely on their mental skills and not their game-based skills. The same can be applied to map reading, scoping, and swashbuckling. The game does progress your skills in order to kill other players, skullies, or beasties. The game doesn't give you progressively beefed up weapons, ammo, armor, health, etc. The game only tracks your ranking in the 3 Guilds. It's up to the human behind the controller/keyboard to do the rest.

    • He also provides "solutions" that evoke POTC and Blackflag... Ruinscape economies .. PvP (Trouble-Waters analogy 19:34 is what the open ocean IS in SOT i.e. anything DOES happen and players DO loss all what they've been working toward within a 4-6 hr gaming session aka The Game Risk-Reward "sys" is what SOT is all about [not even the OutPost are safe havens; it all relies on the generosity or greed of a fellow human being]).. More Content desires do not take into account "Game as Service" (Updates don't "fix" the game; updates prolong a multi-faceted concept [there will always BE update as long as the game lives -- aye, lives, because when an online game closes, it dies with only its surviving community members willingness to ban together and do something about it]).

    • Personal Observations on The SOT BackLash: Gamers are reacting the same way as "die-hard" Star Wars fans criticized THE LAST JEDI. Johnson wanted to take the franchise in a very different direction, and "fans" didn't like that direction. Aye, some did, but those that didn't were very vocal and started fantasizing their own headcanon about The Last Jedi that never was but could have been. RARE took the "Overwatch"/"Instant Gratification"/"Game as Product" gamer culture in a direction they weren't ready to go into, and now, those gamers are very eager in expressing their distaste yet desire of a game they wanted to get...

  • @drbullhammer said in The best SoT review I have seen:

    @mrgrim67686 it's their game. There's no reason to completely change from their vision just because people foolishly got it in their heads that the game was going to be different, contrary to everything Rare had ever said about it.

    They haven't even managed to implement the things they've said about it yet. All indicators point to their initial plans as unworkable for longevity in a game billed as a "system-seller". They are going to have to adapt or die.

  • @captnjaq said in The best SoT review I have seen:

    What I don't understand is why this Reviewer is asking, "What happened to Sea of Thieves?" If he was an Insider.. Beta Tester.. Founder, he would have realized that SOT hasn't changed from what was told and promised to us.

    Points of Argument:

    • He compares SOT to OverWatch, Call Of Duty, The Last of Us. -- SOT isn't just a First Person Arena Shooter. And SOT didn't promote a game narrative system. -- TO ME, SOT is in parallel with a MMO Minecraft.

    An MMO Minecraft that gives you a sword, a bow with infinite arrows, and a boat to explore, sure. That's it though. You can't carve your name out in the world when nothing is persistent outside of your personal character. Minecraft gives you actual tools to build towards whatever you want, and Survival mode gives you compelling gameplay when it comes to having threats, risks, and adequate rewards. You have actual progression in that game, where you go from punching trees to eventually fighting the End Dragon in your decked out enchanted Diamond gear. Or if you don't want to be adventurous, there's progression in terms of building whatever you set your mind to build. Sea of Thieves just has cosmetics and numbers that have no weight or meaning beyond cosmetic value.

    • Incentives to Play. To sail ships within a 1st POV and choose to either attack or let other players be in order for you to explore the world and test yourself. This Game relies on People growing and becoming better in mental skills. SOT the Game doesn't progress player skills. SOT the Concept forces people to take what they've experienced and apply it when they enter the game in future sessions and overcome a sandbox of possibility.

    Um.. you didn't list any incentives there. Your argument is that it helps you improve as a person...??? It really doesn't, especially when the popular mentality is "kill on sight" because, as folks love to say, "this is called Sea of Thieves not Sea of Social Activity" or whatever.

    • When he compares SOT to Mario Kart, he mentions the game loop, incentives, not-getting-bored. Aye, the tracks get progressively harder but it's YOU against the world in attachment to instant gratification due to success i.e. the end of a race, the end of the tournament/getting to the top of a global leader-board. SOT isn't like that. The focal point was community. Aye, getting in game to play with your friends, getting on a ships and relying on eachother for success, getting on the boards and sharing your stories and build reputation. The selling point of the game IS community and living life as a ne'er-do-well- rogue sailor. But sadly, being a pirate back then wasn't as exciting as Hollywood has made it out to be.

    Okay but when the community has become utter garbage and most folks either flee or fight right away, what's the point? That sounds like a mission failed on Rare's part. Also you cannot accurately feel like you're living the pirate life when your own life is expendable with no consequences to death. You make this sound like this game is meant to be a sandbox MMO akin to EVE Online and yet there is absolutely nothing in this game that allows such depth.

    • He also compares SOT to this childhood game called, 'FLARP,' which it's winning trait is to physically each other with a basketball as if it was a dodgeball. They were bored and created their own fun ergo they had fun by hurting each other. SOT has that, but it's not as easy as others make it out to be. The Helmsman doesn't have control of the broadside; the helmsman has to rely on the crew to man the cannon; the helmsman has to rely on their mental skills and not their game-based skills. The same can be applied to map reading, scoping, and swashbuckling. The game does progress your skills in order to kill other players, skullies, or beasties. The game doesn't give you progressively beefed up weapons, ammo, armor, health, etc. The game only traits your ranking in the 3 Guilds. It's up to the human behind the controller/keyboard to do the rest.

    Okay but these things don't mean much in the long run, and this game is not designed in a way that adequately allows a skillful player to be notably better due to reliance on others. You can have the deadliest aim in the sea and land all the headshots perfectly, but it doesn't mean anything when you have limited ammo, a significant delay between shots, and have to fight multiple players at once. Also like you said, for a Galleon at least you have to actually be coordinated with others. That can be incredibly difficult in random matchmade scenarios. Doesn't matter if you're the best sailor around if your three crewmates are sacks of potatoes who can't even call things out or properly lower/angle/raise sails when needed.

    • He also provides "solutions" that evoke POTC and Blackflag... Ruinscape economies .. PvP (Trouble-Waters analogy 19:34 is what the open ocean IS in SOT i.e. anything DOES happen and players DO loss all what they've been working toward within a 4-6 hr gaming session aka The Game Risk-Reward "sys" is what SOT is all about [not even the OutPost are safe havens; it all relies on the generosity or greedy of a fellow human being]).. More Content desires do not take into account "Game as Service" .. Updates don't "fix" the game; updates prolong a multi-faceted concept.

    I mean he concludes that ultimately updates aren't going to be enough to do anything for him personally. Games as a Service is just a pretty cheap moniker these days to describe online games that get periodic updates while relying on microtransactions to keep revenue flowing. Also players only lose all that they've been working on if they're stupid and don't turn in chests at outposts whenever they can. I know people love to post pictures on Reddit of all the treasure they amassed over 4+ hours, but that is just those folks taking purposeful risks for the sake of trying to make extra fun.

    • Personal Observations on The SOT BackLash: Gamers are reacting the same way as "die-hard" Star Wars fans criticized THE LAST JEDI. Johnson wanted to take the franchise in a very different direction, and "fans" didn't like that direction. Aye, some did, but those that didn't were very vocal and started fantasizing their own headcanon about The Last Jedi that never was but could have been. RARE took the "Overwatch"/"Instant Gratification"/"Game as Product" gamer culture in a direction they weren't ready to go into, and now, those gamer are very eager in expressing their distaste yet desire of a game they wanted to get...

    I think it's more that much like you have done in your post, Rare dramaticized and envisioned some sort of utopia pseudo-sandbox that has infinite replayability... while giving players little reason to form social structures, cooperate (unless they're part of the same crew), or pursue the 'ultimate goal' of attaining Pirate Legend. They somehow believed that players would behave better than they would in every other game that has had open PvP without real consequences/risks/rewards.

    Fluff if up how you want but Rare made a bare bones game and expects people to make their own fun with it while not actually giving us the tools or any compelling reasons to do so. This is nowhere close to being the game that Rare said it would be.

  • @jimmy-voorhees said in The best SoT review I have seen:

    Cool. If you don't like it, don't play.

    Quit polluting the forum with [mod edited] about it.

    Those of us who ate having fun are tired of your endless need for attention.

    Go back to Fortnite.

    Bye.

    @jimmy-voorhees said in The best SoT review I have seen:

    Cool. If you don't like it, don't play.

    Quit polluting the forum with [mod edited] about it.

    Those of us who ate having fun are tired of your endless need for attention.

    Go back to Fortnite.

    Bye.

    pretty sure the board of directors from MS appreciate the feedback🤔

  • @mysticdragon297 said in The best SoT review I have seen:

    honestly, most of these reviews are about how these reviewers want vertical progression in a game that is not meant to have vertical progression.

    yeah, i agree with his point that he game has no reason to keep playing beyond pirate legend. i personally believe that the Pirate legend rank should have unlocked an entirely different game experience, such as unlocking the final stage of the Kraken or discovering secret locations/secret paths. perhaps their own shop with even more unique legendary cosmetics than they have now. on top of all this, i also hope that the legendary rank will not be the only rank in the game in the future.

    i also agree that the game should have had a few small things. such as more food types, gathering, more enemy types, more cannonball types, and more cursed chests.

    but i dont really agree with anything else. people are just not used to the unique direction Sea of Thieves is heading because there has been nothing but vertical progression games.

    He wasn't strictly arguing for vertical progression though. Some of his ideas included essentially new tools to fight things with and stronger types of enemies that could require new tools to tackle. Also who's to say vertical progression can't be in the game? It could easily apply to PvE only and PvP could ignore it like it already ignores the rest of the game.

  • @drbullhammer What (very) few elements made it into the release are buggy and many do not even work. If you are claiming they do work, then I can't help you. There are hundreds of reports of various aspects of the game not working as intended.

    Aside from that, the initial "vision" from Rare is extremely limited in scope. They're going to have to dig in and do something to expand the depth and breadth of the game (and fix the godawful combat) if they hope to survive through the next fiscal quarter.

    Next month's update will break this game's back if it isn't implemented properly; or if like the release, it falls far short of the hype.

  • @sorenthaz said in The best SoT review I have seen:

    • An MMO Minecraft that gives you a sword, a bow with infinite arrows, and a boat to explore, sure. That's it though. You can't carve your name out in the world when nothing is persistent outside of your personal character. Minecraft gives you actual tools to build towards whatever you want, and Survival mode gives you compelling gameplay when it comes to having threats, risks, and adequate rewards. You have actual progression in that game, where you go from punching trees to eventually fighting the End Dragon in your decked out enchanted Diamond gear. Or if you don't want to be adventurous, there's progression in terms of building whatever you set your mind to build. Sea of Thieves just has cosmetics and numbers that have no weight or meaning beyond cosmetic value.

    Endgame was something heavily speculated, as you remember. The Game's Endgame is to establish yourself as a Legend. Within game, that's easily attainable at this phase of the game i.e. getting 50 in all 3 guilds since there is no narrative in SOT. Player experiences are the narrative. Despite there be no crafting and mining, MC and SOT share the same "Shared World Experience" in which when the 'Endgame is Reached,' all that there is left is exploration and how the game is modified with other players in mind. However, why isn't SOT the same in "building whatever you set your mind to" -- taking on a more conceptual, abstract perspective of "build?"

    • Um.. you didn't list any incentives there. Your argument is that it helps you improve as a person...??? It really doesn't, especially when the popular mentality is "kill on sight" because, as folks love to say, "this is called Sea of Thieves not Sea of Social Activity" or whatever.

    Aye. To better yourself even as a murder or thief is still intrinsic motivation. As a murder for example, you would want to build the skills of stealth, speed, wit, etc. All because you're bettering yourself as a person within the perimeters of the game, doesn't necessarily mean you're bettering yourself as a moral human being.

    • Okay but when the community has become utter garbage and most folks either flee or fight right away, what's the point? That sounds like a mission failed on Rare's part. Also you cannot accurately feel like you're living the pirate life when your own life is expendable with no consequences to death. You make this sound like this game is meant to be a sandbox MMO akin to EVE Online and yet there is absolutely nothing in this game that allows such depth.

    The Community is not utter garbage; however, the Player-Base might. The Player-Base IS diverse with two separate agendas in mind. The point is that both fighter and fleer need to be more cunning and expect that the other exist. Critics talk of this game needing to be more challenging; however, when the main antagonist in a game is an unpredictable human, some to most of the players tend to give up. And there would be a difference between the HOLLYWOOD pirate life and the REALISTIC pirate life. ..Side question: does EVE have a narrative attached to it?

    • Okay but these things don't mean much in the long run, and this game is not designed in a way that adequately allows a skillful player to be notably better due to reliance on others. You can have the deadliest aim in the sea and land all the headshots perfectly, but it doesn't mean anything when you have limited ammo, a significant delay between shots, and have to fight multiple players at once. Also like you said, for a Galleon at least you have to actually be coordinated with others. That can be incredibly difficult in random matchmade scenarios. Doesn't matter if you're the best sailor around if your three crewmates are sacks of potatoes who can't even call things out or properly lower/angle/raise sails when needed.

    And there in lies the importance, the significance -- and to a certain degree how RARE could amplify or reinforce. ...Putting constraints such as ammo limit, firing speed, fighting multiple players at once forces players to be more strategic than just simply knowing when to click a few buttons. It matters when true cooperation is the basis of the gameplay and strategy when players elect to enter the game as solo or crewed. Players needs to take into account and be honest of the strengths and weaknesses of their skills, weapons, vessels, and crew along with the possibilities of the same for their opponents in addition to the manipulated and automated elements of the environment. That's what a shared world adventure simulation is about. It all matters whether players want to accept it or not.

    • I mean he concludes that ultimately updates aren't going to be enough to do anything for him personally. Games as a Service is just a pretty cheap moniker these days to describe online games that get periodic updates while relying on microtransactions to keep revenue flowing. Also players only lose all that they've been working on if they're stupid and don't turn in chests at outposts whenever they can. I know people love to post pictures on Reddit of all the treasure they amassed over 4+ hours, but that is just those folks taking purposeful risks for the sake of trying to make extra fun.

    Although my wonder is when or if microtransaction will become a reality AND how Rare can monetarily support a game with a one-time purchase, that is the direction online gaming has taken and a way that can actually extend the longevity of game. Asides from that issue, losing 40+ hrs worth of extremely top-shelf loot is still an adrenaline-based risk or an arrogant one -- and by extension, a player who chooses to enter the game and assigned randomly to a crew. Human dynamics can be an annoyance.

    • I think it's more that much like you have done in your post, Rare dramaticized and envisioned some sort of utopia pseudo-sandbox that has infinite replayability... while giving players little reason to form social structures, cooperate (unless they're part of the same crew), or pursue the 'ultimate goal' of attaining Pirate Legend. They somehow believed that players would behave better than they would in every other game that has had open PvP without real consequences/risks/rewards.

    I don't think it's Rare looking at their game in rose-color glasses, but They having expectations which weren't in conjunction with the gamer-base they had acquired. Rare packaged the game as a space where you can immersively explore a world and discover lore and treasures while also evoking the fiery rogue-scallion who fears nothing and marks his forehead with the blood of his victims. And thusly. They did; they got two very diverse groups sharing the same sea and now neither knows how to enjoyably play with eachother being in it while Rare still wanting to hold onto the vision they originally had planned in concept.

    • Fluff if up how you want but Rare made a bare bones game and expects people to make their own fun with it while not actually giving us the tools or any compelling reasons to do so. This is nowhere close to being the game that Rare said it would be.

    That's what argument, persuasion is all about. Fluff. You either accept the "fluff" or you deject the "fluff." Rare opened the game that allowed lot of room for growth. What they initially wanted is in the game. The seeds of implementation are present; however, what Rare should have done more of was campaign the game as a Service, that Updates would be on-going, that the game is organic and has the ability to grow from a foundation.

  • Yes in the video the bloke keeps repeating himself, basically because in the game all you do is repeat yourself doing the courier dressed as pirate quests. LOL

  • This is not, the greatest review in the world. This is just a tribute...

  • @captnjaq dijo en The best SoT review I have seen:

    What I don't understand is why this Reviewer is asking, "What happened to Sea of Thieves?" If he was an Insider.. Beta Tester.. Founder, he would have realized that SOT hasn't changed from what was told and promised to us.

    Points of Argument:

    • He compares SOT to OverWatch, Call Of Duty, The Last of Us. -- SOT isn't just a First Person Arena Shooter. And SOT didn't promote a game narrative system. -- TO ME, SOT is in parallel with a MMO Minecraft.

    • Incentives to Play. To sail ships within a 1st POV and choose to either attack or let other players be in order for you to explore the world and test yourself. This Game relies on People growing and becoming better in mental skills. SOT the Game doesn't progress player skills. SOT the Concept forces people to take what they've experienced and apply it when they enter the game in future sessions and overcome a sandbox of possibility.

    • When he compares SOT to Mario Kart, he mentions the game loop, incentives, not-getting-bored. Aye, the tracks get progressively harder but it's YOU against the world in attachment to instant gratification due to success i.e. the end of a race, the end of the tournament/getting to the top of a global leader-board. SOT isn't like that. The focal point was community. Aye, getting in game to play with your friends, getting on ships and relying on eachother for success, getting on the boards and sharing your stories and build reputation. The selling point of the game IS community and living life as a ne'er-do-well- rogue sailor. But sadly, being a pirate back then wasn't as exciting as Hollywood has made it out to be.

    • He also compares SOT to this childhood game called, 'FLARP,' which its winning trait is to physically inflict pain on each other with a basketball as if it was a dodgeball. They were bored and created their own fun ergo they had fun by hurting each other. SOT has that, but it's not as easy as others make it out to be. The Helmsman doesn't have control of the broadsides; the helmsman has to rely on the crew to man the cannon; the helmsman has to rely on their mental skills and not their game-based skills. The same can be applied to map reading, scoping, and swashbuckling. The game does progress your skills in order to kill other players, skullies, or beasties. The game doesn't give you progressively beefed up weapons, ammo, armor, health, etc. The game only tracks your ranking in the 3 Guilds. It's up to the human behind the controller/keyboard to do the rest.

    • He also provides "solutions" that evoke POTC and Blackflag... Ruinscape economies .. PvP (Trouble-Waters analogy 19:34 is what the open ocean IS in SOT i.e. anything DOES happen and players DO loss all what they've been working toward within a 4-6 hr gaming session aka The Game Risk-Reward "sys" is what SOT is all about [not even the OutPost are safe havens; it all relies on the generosity or greed of a fellow human being]).. More Content desires do not take into account "Game as Service" (Updates don't "fix" the game; updates prolong a multi-faceted concept [there will always BE update as long as the game lives -- aye, lives, because when an online game closes, it dies with only its surviving community members willingness to ban together and do something about it]).

    • Personal Observations on The SOT BackLash: Gamers are reacting the same way as "die-hard" Star Wars fans criticized THE LAST JEDI. Johnson wanted to take the franchise in a very different direction, and "fans" didn't like that direction. Aye, some did, but those that didn't were very vocal and started fantasizing their own headcanon about The Last Jedi that never was but could have been. RARE took the "Overwatch"/"Instant Gratification"/"Game as Product" gamer culture in a direction they weren't ready to go into, and now, those gamers are very eager in expressing their distaste yet desire of a game they wanted to get...

    He is not comparing SoT with Overwatch, The Last of Us, etc, he says that all those games keep the players interested in the long run, because you want to know what happens with Joel and Ellie, or you want to improve new heroes in Overwatch, you want new perks or gadgets in CoD, etc.

    In games like Minecraft, 7 Days to Die, Subanutica and other survival sandboxes there are countless mechanics, items and things to do, you can change your world at will, SoT lacks content, the freedom feels limited once you tried the few mechanics and gadgets avalaible, the world feels shallow and empty.

  • "YOU can't rely on updates to fix this game. It's already got a bad taste in MY mouth"

    those two sentences conflict. YOU don't speak for others that are excited for new content.

    very poor wording.

  • "best review" from a guy that doesn't even understand what Sea of Thieves is ... sure?!

    He again just wants to make a MMO RPG out of Sea of Thieves. And again all I can say is that Sea of Thieves is not a MMO nor a RPG. I don't understand why people don't get that.

    Sea of Thieves needs content but none of that MMO RPG [mod edited] that he suggests. If you want a MMO just go play a MMO.

  • @paddymck exactly and then influencing others who might actually enjoy the game with his opinion. I honestly think he’s just making a vid to hit more viewers. Since 1. He only plays FPS games 2. In his description he used someone else’s footage.

  • As Act Man says in the video, a game has to give you two things. And these two things apply to all games:

    A reason to play:
    Sea of Thieves truly provides reasons to play.
    The way in-group cooperation is done is totally groundbreaking. Together with the emergent scenarios the game creates a super unique experience with your friends, where you're going from having a laugh in the pub to fighting for your life in a heavy storm, all within the same session.
    It has a beautiful world to explore, and it can provide a strangely calming experience if you play solo and do voyages or exploration. It's somewhere in the atmosphere made up of beauty and danger.
    It has the fun and roleplaying in interaction with strangers, ranging from goofing around to working on a shared goal.

    A reason to keep playing:
    When you've got a taste of the things above, and a second taste as well, then "the reason to keep playing" will set in.

    In Sea of Thieves the long term direction for the player is becoming a pirate legend and getting to buy the more expensive items.
    That's the underlying "grip" to keep players returning and experiencing the great things mentioned under "reasons to play".
    Butttttt - The pirate legend and the cosmetic "grip" are in themselves pretty simple and I'd say poorly designed, since the activities attached to the long term progression are repetitive and the way through the levels is non-varied.

    The sentiment you get from players who enjoy the game is that they kind of disregard those things and instead keep on focusing on "having fun", making friends - focusing almost solely on the "reasons to play".

    When the game is critized for lack of content and purpose then it is mainly related to the "reason to keep playing".

  • PS: Fortnite is free and a far better game than S0T in it's current state.

    I was bored of Fortnite in 3 days. Your opinion/my opinion. SoT ain't perfect, but they're working on improvements, and it's still fun to play. If you choose not to believe them, why not upvote one of the other threads that say the same thing, instead of belittling and degrading those that disagree with your opinions?

  • @lobofh said in The best SoT review I have seen:

    He is not comparing SoT with Overwatch, The Last of Us, etc, he says that all those games keep the players interested in the long run, because you want to know what happens with Joel and Ellie, or you want to improve new heroes in Overwatch, you want new perks or gadgets in CoD, etc.

    But he is comparing the two when he uses them as examples to why SOT is the inferior game by design. My goal was to show that his use of those games by example don't relate to SOT. Aye, games are meant to be enjoyed and humans like predictability and incentives/rewards for whatever they do, but to put arena FPSs and a narrative-based games against SOT is poor taste because SOT is neither of those types. If people want to complain and argue why "SOT is a bored/bad game by design or whatever," people should at least put SOT against a compatible example to show the flaws.

    In games like Minecraft, 7 Days to Die, Subanutica and other survival sandboxes there are countless mechanics, items and things to do, you can change your world at will, SoT lacks content, the freedom feels limited once you tried the few mechanics and gadgets avalaible, the world feels shallow and empty.

    ..Perhaps I should have cleared my connections of MC with SOT at the start, but that was my fault since it was nearing 2 am and an act of goodwill nearly had me killed if the other wasn't clumsy enough in trying to b*****e up. But aye, I chose to compare MC to SOT because of the vastness of exploratory space, the near lack of narrative, and wondering mobs.

    MC's primary objective (outside of MODs) is to reach the Endgame/Ender by using the means of the game to get you there and slay the Ender Dragon, but once that objective is completed, the player is just left to the same devices and means of the game in order to explore and do whatever they freely will to do. The same can be said of SOT. Currently, the goal is for the player to attain legendary status, and by the game's rules, maxing in all 3 guilds is the way to do it. And, like MC, once that's done, you're left to the devices and means of the game to play within it however you so which. --- For MC, looking outside of the devices and means, that game has lasted a long time due to MODs and its varying modes (survival and creator [creator being a modifer of the game as set by the game's perimeters]). Before SOT came out, there was worry and discussion about allowing this game to have the MOD capability, and Rare and a certain population of the community thought that was unwise. There was also fear that SOT would be a poorly executed NO MAN SKY, but as you say, "survival sandbox." Even by comparison, yes, like MC, SOT has a vast landscape, but it's not like MC, NMS, SN, and 7DTD. Rare didn't set out for SOT to be some form of a crafting, survival game against AI protagonists. Rare (from what I've remember) set out to make SOT a seafaring, exploratory adventure game making players eachother's protagonists if they so wished due to their playing style.

    However, within the scope of what a true sandbox is, aye, a sandbox is empty, a void of nothing other than sand and the person playing in it. In that concept, it can become very boring very quickly, but the type of time spent in the sandbox varies depending on who else is playing and what toys are brought the the box. ...Knowing that SOT is a service, I don't mind that the sandy box I'm playing empty is fairy simple and minimalist in how it allows me to play within it (albeit, I haven't spent mass amounts of time grinding the sandbox to the ground yet being able to enjoy the beauty of the grains of sand and wood). It sandbox is still fairly new to me and like to venture how big this box actually is before some other kid comes in, stomping the sands and kicking down my castle. I also don't mind waiting to see what new toys I can use to build better castles or dig deeper into the sand and discover there's nasty critters living down below or crawl beyond where I've grown accustomed to and realized that the box has expanded with new types of sand with new amounts of it. I don't mind because -- I appreciate the Pause for the Reveal; I see new additions as a form as sustaining the game, as new chapters of living in the game -- the game grows as I grow as a sentient human being and an evolving player pirate.

    I've suffered the loss of a good pirate simulator game in the past. Those developers treated the game as a product, with "how can we front-load this thing so much to the gills that the players won't realize that we've given up in creating new content when players had exhausted what we originally planned for it." I don't mind waiting* as long as Rare doesn't stop caring about their own game.

  • This review hit the nail on the head.

  • It sounds like the OP is unaware of what sandbox games are. That's what SoT is and what it has always been promoted as.

  • @themilkman-vaec said in The best SoT review I have seen:

    Feel free to leave the fact that some people think this game needs to appeal to everyone is baffling. If you can’t handle horizontal progression that’s fine but don’t moan about a core mechanic

    I just had a blast almost Sinking a galleon by myself in a sloop got a lot of great shots in but ran out of cannon balls so called it a night after doing some merchant quests. I love this game

    This whole horizontal progression fantasy you guys have really needs to stop. There's virtually ZERO progression, horizontal, vertical, any way you look at it, period.

  • @tavishhill2003 said in The best SoT review I have seen:

    It sounds like the OP is unaware of what sandbox games are. That's what SoT is and what it has always been promoted as.

    GTA IV, GTA V, Borderlands 2, Wildlands, FC5, sandbox games, with 1000 times more content than SoT.

    I don't think it's the OP with the problem here.

  • @jimmy-voorhees You know a forum is a place to voice concerns right? Don’t put yourself in a bubble and think the game is perfect, I love the game and play it actively but it’s clear to anyone with brain cells that this game is seriously lacking in content and some more fluid form of progression, there’s no point in “making your own adventure” when you only get rewarded for fetch quests. Hopefully the content drop in May will give us hope but I’m its current state the game is only appealing if you’re cool with repetitive grinding.

  • @captain-arcanic said in The best SoT review I have seen:

    PS: Fortnite is free and a far better game than S0T in it's current state.

    I was bored of Fortnite in 3 days. Your opinion/my opinion. SoT ain't perfect, but they're working on improvements, and it's still fun to play. If you choose not to believe them, why not upvote one of the other threads that say the same thing, instead of belittling and degrading those that disagree with your opinions?

    No, it's more like fact, not an opinion. I also don't like Fortnite that much but it has tons of content, tons of replayability, tons of reasons to keep you playing. It's really an amazing game, even though I don't play it.

    SoT however truly is a pile of lackluster. Love the whole idea but not going to walk around with pink blinders on and chant about inventing my own fantasy content in game. It flat out sucks. I don't know a single person still playing it still and that's from at least 30 on my friends list that tried it.

  • @neller2000 Haha, yes! There is practically a zero-dimensional progression system in Sea of Thieves. There is a spattering of cosmetics, most of which is ludicrously overpriced or spaced out by enormous gaps in Reputation levels. Unless you count little outliers like "this gun has a bit of an ironsight" there's no differences in loadouts for players, ships, nothing... Er well, I guess you can pick between the "deep and complex" THREE CHOOSE TWO ranged weapons.

    The only progression aspect of the game is player skill, gamesense, etc. By default pretty much every game in existence has this, but worth mentioning I guess?

    "But we wanted this"

    No, even a fairly high-level look at human psychology and games shows that this is a very subpar design.

  • @neller2000 ...in other words, you don't know what a sandbox game is either. /sigh

    What you cited as examples of games that fit into sub-genres of sandbox games. They are not the full spectrum of sandbox games. GTA lets you make your own fun by giving players lots of interactive world systems to exploit (traffic systems, police systems, npc systems, economy systems, etc). Minecraft, another sandbox game, gives players none of that, for the most part. In other words, the genre itself is much wider than you are suggesting by cherry picking titles to pretend are its benchmarks.

    Other games you noted are survival sandbox games, another sub-genre. In those, the system given to players to leverage to their own imagination is crafting systems which is a requirement if you want your gameplay to be built around surviving some ever-present threat. That isn't some hallmark of good game design so much as a requirement imbued by the sub-genre, like jumping in a platformer or shooting mechanics in a game where you shoot stuff primarily. Similarly, in SoT we have in depth mechanics for sailing a ship and working with crew mates because it is a social, shared world sandbox game.

    The issue is that not many other games in this sub-genre exist so nobody really understands what SoT is to be compared to. Ppl want to compare it to Division or Destiny due to it being an online shared world game, while others want to compare it to MMO's or rpg's or GTA. But none of those are good starting points for a broad comparison since they are all fundamentally different in their design goals to SoT. The more social games there aren't very engaging and the other more engaging ones aren't very social.

    More content doesn't improve anything for players who can't grasp what the game actually is in the first place and engage with it on its own terms. The mechanics/systems normally employed by those other sub-genres of sandbox titles would ruin the core beauty of what SoT. SoT was designed around avoiding those crutches that the other sub-genres lean on to keep ppl engaged/playing.

    The fact so many ppl complaining keep coming back here week after week to repeat themselves while still playing the game says a lot. Normally ppl who don't like a game don't keep playing and don't remain engaged in its communities.

  • @natsu-v2 This really was a good review. And I think the majority of the gaming community would agree with it. I've not used the word "Carebear" in years when related to a games community, but that is sadly what this game has. A lot of extremely new, low tolerant, casual gamers. There's nothing wrong with being casual in your game play, but to try and dictate a games growth by forcing your desires for things to be remain the same or easy, is wrong.

    Its clear SoT has a problem with its progression. A simple look at the reviews would tell the most loyal of fans that. Now the question is, what will Rare do? I know they've outlined their road map, but I find it very vague and following the same Rare like mentality as SoT's launch. Which in itself breeds confusion and misinterpretation. Rare needs to be extremely clear that there will be some diagonal progression introduced over the course of this year, and that these new items or upgrades will all come with their own set of pros and cons. Opening up the game to be more deep, and allowing players to better define themselves and their ships.

    One of the big mistakes Rare made was by creating a disconnect between a players ship and their character. Your ship should be your life, and it should be part of your characters development over time. Whether you choose to modify and customize a Sloop to make it your own, or a Galleon. And these need to persist with your character. Coming back into the game and having to re-decorate my ship every time I play, makes it feel like it's not mine or my crews. If we choose to take out my ship, or my friends ship because it has some iconic figure head, then that creates a connection with you as a character and its crew with the ship itself. Which is what it should have been from the beginning.

    I really feel like Rare either ran out of time, or ran out of energy. Because its such an empty shell of a game. And their political like responds to the lack of content make me think they knew it was missing a lot. So hopefully over the course of this year, we will see them take more risks, and add some depth and meaning to what they've created. If they do, they might actually have a decent game by the end of this year.

  • @cmdrllama The vast majority of modern games do away with player progression. It is not at all true that 'by default most games have this....'. Games where your character progresses without requiring the player to actually get better are not demonstrating what you think they are.

    Anything with skill trees essentially is guaranteed to not fit into what SoT is doing since those necessarily make the game artificially easier for the person playing it by buffing their character in some area.

  • @ethnine Alternatively, some of us actually understand game design while internet masses of unedcuated armchair analysts seeking out echo chambers online don't. But hey, you do you. :)

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