@davidbarlow said in Owning a ship and actual progression:
@ambiguousmonk The captaincy update will allow players to have their own unique ship. Only for pirate legends though. I don't believe this will result in a galleon with some fancy new cosmetics, cuz cosmetics are implemented way faster than an update like this.
So in a sense there will be vertical progression. You can play 3/4 ships on start-up. 4/4 ships after the grind. I don't imagine them making the 4th ship worse either.
Let me put it this way: the game cant and wont survive without vertical progression.
Name a few other sandbox games that dont have vertical progression. Do it. GTA5? Skyrim? Minecraft? They all have SOME vertical progression.
The inventor of Mario (one of the most succesful designers in game designing history) names 3 aspects of designing a game which he deems most important. One of them is giving the player the feeling they have accomplished something. This excludes titles and cosmetics since those don't make you progress.
Be more open for vertical progression and help Rare think about solutions that would suit sea of thieves. Once they make it so that you keep your ships inventory on log out, the game will have players that have tons of cursed cannonballs vs new players that dont. So as I've mentioned before (or in another thread?), a grappling hook would be a funny idea of sea of thieves. Instead of a secondary weapon. Or if they ever make a ship fully customizable, let players switch the amount of cannos (maybe -2 cannons for a battering ram in front of the ship). A harpoon on your ship to pull yourself slightly to another ship or meg.
These are just some ideas. But if they balance things well, everyone still stands an equal chance of "winning". It wont become mandatory to unlock things. Either way, would you mind spending a few hours PLAYING THE GAME for an unlock?
I am totally against this model, at least for multiplayer games, and especially sandbox multiplayer games that incorporate PvP. It works, and is necessary, for single player games because the player is interacting with nothing but the game itself, but the point of multiplayer sandboxes is that the players are freely interacting with EACH OTHER. The game doesn't, and shouldn't, curtail player's ability to interact with each other. The game doesn't, and shouldn't, focus on prebuilt accomplishments for the player to necessarily grind through since the sandbox model lets players create their own accomplishments. Grinding out Pirate Legend isn't an accomplishment, it's a chore. It's just doing the same thing over and over again, there's no player choice, decisions, or half the time thought put into it. Pulling off a fort heist to steal the loot from under another crew's nose, pulling off that 2v1 against an alliance that attacked you are accomplishments, or juking out a bigger ship to make it back to the outpost and cash that athena's chest. Those are accomplishments. They're totally player invented, planned, and executed, which is so much more exciting than repeatedly digging up chests and carting them back to an outpost unopposed 400 times. Meaningful accomplishments are the ones you set for yourself, not ones that the game makes mandatory for you to slog through
You're totally right than most other sandbox games have some form of vertical progression, and it's that progression in those games that I hate. Red Dead Redemption is one of the best open world games I've ever played and even then, multiplayer was boring and awful until you ground out all the levels. That's when the real multiplayer experience BEGAN. Skyrim was a great game, but also totally frustrating and unfun when you discovered a new area you wanted to explore, only to find out you couldn't because some numbers attached to your character weren't big enough yet. Minecraft does vertical progression in an acceptable way, but it's not what makes the game fun. Minecraft quickly becomes bland and unexciting, until you start playing with friends and then it's a blast. Grinding out diamond armor and tools isn't what makes it fun. Building that sweet base for your crew, exploring with your friends or figuring out new ways to exploit the mechanics are what makes it fun.
There aren't many MMOs that don't have some sort of hard or soft vertical progression, but that's because vertical progression is easy to make and people somehow eat up the 'rinse and repeat' mentality. There are better and more interesting ways to make MMOs than to keep repeating that boring system though. Space Engineers is a great example of a fantastic sandbox without any persistent vertical progression. Games like DayZ and all it's clones were an example of an MMO with no prebuilt vertical progression and that game was revolutionary. Sure you can find better weapons than someone else, but from day one no one has any artificial barriers to finding those weapons. Just like cursed cannonballs in SoT. Despite being PvP only, all the battle royale games do something similar: no player has a non-skill/knowledge advantage over any other player. Again, sure players can find better weapons than other players, but everyone has the same chances, there's no mandatory 'rinse and repeat' grinding to reach that state, and the better weapon advantage isn't persistent across matches (just like no functional progression in SoT is persistent across sessions)
I greatly, greatly hope that any captaincy update doesn't introduce a unique locked ship for pirate legends (I've also never read anything about this being the case), that ship inventories become persistent in any way, or that the number of cannons on a ship become customization (at least not in any way that isn't immediately accessible by all players). That being said, the grappling hook idea is a pretty neat one (however, boarding tactics don't need any help right now), but again, it would be terrible unless it's available to all players just like how all the current weapons/equipment are. Any degree of vertical progression demands mandatory grinding (except if you somehow don't care about being handicapped). Instead of "balancing things well" (all balance-necessary games end up with a tiered meta, no matter how well balanced), just do away with the balancing altogether and make everything immediately available. That way, no player ends up with an artificial, involuntary disadvantage compared to any other player. Lastly, yes, I would mind spending a few hours GRINDING the game for an unlock. I don't want to the game to tell me what repetitive actions I must necessarily do in order to be on the same playing field as everyone else. I want to be able to make my own decisions from day one while having my performance reflect those decisions and my personal ability, rather than having my performance at least partially dictated by what grinds I did or did not spend my time going through. Sandbox, especially multiplayer sandbox, games are all about freedom of choice. Vertical progression systems, at least persistent ones, constrain that freedom by forcing you to give up advantages relative to other players in order to do what you want, if they even allow you to do what you want at all without submitting to the grind
I think the freeform, even-playing field player interactivity is literally the best thing about SoT. Without the commitment to horizontal progression, I think this game would be a flop. I certainly wouldn't play it. I'm on the polar end from you because I feel like if Rare stands transforming SoT into the same rehashed grind we see in every game, they'll be killing off what makes this game special.