Sloop Imbalanced And Crew Respawn Times Needs To Be Addressed Immediately

  • Been playing for years and have never seen the game this unbalanced regarding ship types.

    Since the recent spawn reduction playing in a sloop is simply not feasible. If I'm playing with only one other friend we are now choosing to play in the brig because nothing the sloop offers is competitive against a brig or galleon. With the new respawn timers not only is it harder to sink bigger crews but also now requires much more supplies due to the constant spam repair that can be done with only 15 second respawn times for larger crews. Imo this game has never been as unbalanced as it is right now and there needs to be changes or at least a mention from the developers about some way they can balance pvp for the sloop.

    If you are fighting a good crew you have zero chance when fighting a larger ship when in the past there was at least some chance if not a good chance if you are the better player. I have lost to crews that in the past wouldn't even get close to sinking my ship because of these changes. The turn radius of the sloop no longer counts as "balance" anymore. The reduction in respawn time takes away any advantage you could gain in a sloop in open naval combat if the opposing crew has any idea what they are doing. It seems the game has become either sinking totally new players or having zero chance to sink good players if they are in a larger ship. Even the sloops "running" tactic is useless. You go considerably faster than the galleon against the wind until you turn and most likely get chainshotted and pvp vs 4 people who respawn as fast as you do or a brig can simply get a small angle of wind and constantly hit shots if the crew knows what they are doing. It doesn't seem right that the ship with one mast cannot reasonably get distance from a brig if going against the wind. The speed difference is negligible. Of course, this is a separate issue compared to the new respawn timer however the new respawn timer amplifies every short comings of the sloop imo.

    The respawn timer either needs to be reset to what it was or increase for larger crews or the sloop in general needs a speed buff in all directions to rebalance the game imo. It is so unimpressive now that I wont be using it until some changes are made. I have tried to defend the sloop and try to make it work but I can no longer use this ship when seriously trying to stack loot anymore. It was always hard mode but now it is clown mode. Nothing about it justifies it being chosen when I play. Having one cannon shooting at a ship with 4 people respawning in 15 seconds is simply not feasible when trying to engage in pvp nor is the immense amount of supplies now needed to even compete with other crews on a server.

    Please take into account I am talking about veteran players vs veteran players. I don't understand how anyone who tested these changes in pvp before release could reasonably consider these changes to be good ones. I know rare has stated that "these were the intended respawn times" however I don't believe that for one bit. You're telling me the respawn times where either bugged out to double the length for 4 years or just not changed for 4 years? Meanwhile the 2 minute black screen glitch still remains and is even worse because now the crew you were fighting is spawning back twice as fast lol.

    When you have a pvp game revolving around all or nothing gains or losses I don't understand how you can halve the respawn time when there are a selection of different ships/crew sizes and think that this has no negative change on the balance of the game. It simply makes zero sense that these changes were introduced without changes/buffs to the sloop. It is so far behind in regards to "balance" it's a bit hilarious. Also, I have seen comments suggesting these changes are good for pve. This game has some of the easiest pve in all of gaming and in no way should having a better pve experience justify wrecking the entire balance of pvp for one crew type. If you are struggling with pve in this game it's time to start watching some YT videos and learn how to play.

    I can't be the only one who has noticed how bad these changes have become and amplified all of the other problems with balance the game already had!

    Please share your thoughts.

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  • Yeah, it’s not fun. Doesn’t help that brigs go practically the same speed as sloops against wind even though they’re not meant to.

    That being said, us Sloopers are always the ones to adapt first as the Sloop just cannot take on Galleons and Brigantines in head to head combat.

  • @scurvywoof That’s the problem lol, when we can’t take them on in head to head or run then the ship is obsolete. They might as well remove it from the game lol as it has no clear advantage anymore.

    I have no problem joining up with people on discord to play so that seems to be the move until changes are made.

    New players who don’t have friends to play with will 100% quit the game. Couldn’t imagine being new in a sloop right now rofl.

  • Well. I just got off my 6 hour session and decided to play pvp

    Collect loot, ran the reapers mark, and sailed around waiting. Oh and I’m solo slooping.

    Results? I sunk galleon, two brigs and another sloop. Never boarded them, just cannon balls and curses.
    I died on my own ship. I watched the other crews respawn or revive. Yet my ship never sank and I end up leaving my loot, buried.

    I don’t understand the respawn time being heck for other solo or duo sloops. Bigger crews have no better advantage if I’m well prepared and ready for it.
    Now if I’m unprepared and not ready, I can see the fights being dragged out or short. But meh

    Explain better. How is it someone like me, who hates pvp can pull off these stunts.

    Oh and also. How does anyone know who they are fighting? Veteran vs veteran? It a mystery

  • @burnbacon said in Sloop Imbalanced And Crew Respawn Times Needs To Be Addressed Immediately:

    Well. I just got off my 6 hour session and decided to play pvp

    Collect loot, ran the reapers mark, and sailed around waiting. Oh and I’m solo slooping.

    Results? I sunk galleon, two brigs and another sloop. Never boarded them, just cannon balls and curses.
    I died on my own ship. I watched the other crews respawn or revive. Yet my ship never sank and I end up leaving my loot, buried.

    I don’t understand the respawn time being heck for other solo or duo sloops. Bigger crews have no better advantage if I’m well prepared and ready for it.
    Now if I’m unprepared and not ready, I can see the fights being dragged out or short. But meh

    Explain better. How is it someone like me, who hates pvp can pull off these stunts.

    You likely were facing crews who have 10% or less of the time spent in game as yourself, easy enough to do, they are 98% of the encounters.

    Oh and also. How does anyone know who they are fighting? Veteran vs veteran? It a mystery

    Not that it is an exact science, but recently played on Xbox can show you hours in game and achievement/% completed which is a good guesstimate. Also add in things experienced players tend to do like ladder juking while boarding, quick swapping with two guns, countering your naval movements (once or twice is lucky, every single time you attempt to position in a "sweet spot" is skill/knowledge), etc. Hell just pulling up sails in combat is a sign they aren't complete potatoes.

  • @burnbacon The fact that you asked how anyone can spot veteran vs veteran tells me all I need to know lol.

    Thanks for the reply!

  • @kommodoreyenser Exactly, in fact there are so many signs a crew can have default skins and you’d know how good they are within seconds lol.

    This dude sunk a bunch of bots and is trying to hype himself up lol.

  • Win some, Lose some. Taking out Galleons and Brigs is easily possible with proper preparation and tactics

  • @burnbacon I also sank some galleons/brigs recently but these were all fairly new/inexperienced crews. Against a decent gally/brig crew you simply don't stand a chance as a solo and even duo sloop anymore. That's the problem he's adressing here, not that you can't sink bigger ships at all.

  • @derbizey said in Sloop Imbalanced And Crew Respawn Times Needs To Be Addressed Immediately:

    @burnbacon I also sank some galleons/brigs recently but these were all fairly new/inexperienced crews. Against a decent gally/brig crew you simply don't stand a chance as a solo and even duo sloop anymore. That's the problem he's adressing here, not that you can't sink bigger ships at all.

    Sloops have never really been a good matchup against a decent galleon/brigs, and why should they? The changes to respawn haven't changed that. Tbh this just seems like the newest excuse for people that like to primarily solo on why they were sunk. You gain the same advantage to respawning faster on a sloop as on any other ship in that you get to spend more time actually playing the game instead of staring at the ferryman....

  • @danbeardluff playing against bigger crews with decent crews on a sloop SHOULD be hard dont get me wrong, it just should not be nearly impossible as it is right now.

  • bigger ships* with decent crews

  • @derbizey said in Sloop Imbalanced And Crew Respawn Times Needs To Be Addressed Immediately:

    @danbeardluff playing against bigger crews with decent crews on a sloop SHOULD be hard dont get me wrong, it just should not be nearly impossible as it is right now.

    A skilled sloop crew should almost never sink a skilled brig/galleon in a straight head-to-head engagement unless the RNG gods are in their favor, and that's generally the way it's always been....

    Again, the reduced respawn also benefits sloops equally, they can keep their ship up longer and generally can extend a fight in hopes of gaining some kind of advantage.

  • @danbeardluff sagte in Sloop Imbalanced And Crew Respawn Times Needs To Be Addressed Immediately:

    Again, the reduced respawn also benefits sloops equally […]

    Sloops do benefit from the new respawn times as well, that’s right. Even solo players. Do they benefit in an equal way? Certainly not cause positive effects increase exponentially with every added crew member.

  • no is a word with two letters n-o

  • @fred-fisheye said in Sloop Imbalanced And Crew Respawn Times Needs To Be Addressed Immediately:

    @danbeardluff sagte in Sloop Imbalanced And Crew Respawn Times Needs To Be Addressed Immediately:

    Again, the reduced respawn also benefits sloops equally […]

    Sloops do benefit from the new respawn times as well, that’s right. Even solo players. Do they benefit in an equal way? Certainly not cause positive effects increase exponentially with every added crew member.

    Okay....so should sloops have 4 cannons as well?

  • @danbeardluff saying that this benefits sloop crews equally as gallys/brigs is ridiculous. You dont seem to be someone who plays a lot of sloop judging from your posts. And in my opinion a skilled sloop crew should be able to sink a skilled brig/gally crew and thats for sure still possible. But its highly unlikely and all odds are stacked against the sloop with all recent updates on the pvp mechanics of the game. And this is not just about respawn times. Bigger ships have way more advantages (Chainshots, Revives, etc.).

  • @danbeardluff said in Sloop Imbalanced And Crew Respawn Times Needs To Be Addressed Immediately:

    @fred-fisheye said in Sloop Imbalanced And Crew Respawn Times Needs To Be Addressed Immediately:

    @danbeardluff sagte in Sloop Imbalanced And Crew Respawn Times Needs To Be Addressed Immediately:

    Again, the reduced respawn also benefits sloops equally […]

    Sloops do benefit from the new respawn times as well, that’s right. Even solo players. Do they benefit in an equal way? Certainly not cause positive effects increase exponentially with every added crew member.

    Okay....so should sloops have 4 cannons as well?

    nice strawman argument to deflect from the point we're actually talking about here

  • @derbizey said in Sloop Imbalanced And Crew Respawn Times Needs To Be Addressed Immediately:

    @danbeardluff saying that this benefits sloop crews equally as gallys/brigs is ridiculous. You dont seem to be someone who plays a lot of sloop judging from your posts. And in my opinion a skilled sloop crew should be able to sink a skilled brig/gally crew and thats for sure still possible. But its highly unlikely and all odds are stacked against the sloop with all recent updates on the pvp mechanics of the game. And this is not just about respawn times. Bigger ships have way more advantages (Chainshots, Revives, etc.).

    The odds should be stacked against you on a sloop. It's not my goto ship, but I do have a fair amount of experience on a sloop. Chainshots and revives aren't unique to brig/galleons.

  • @danbeardluff sagte in Sloop Imbalanced And Crew Respawn Times Needs To Be Addressed Immediately:

    Okay....so should sloops have 4 cannons as well?

    I assume you are referring to the fact that galleons should have advantages over sloops (which has absolutely nothing to do with my statement)?

    In that case you should know, that galleons already did have a couple of advantages (bigger crew, more masts and cannons, speed, same amount of ladders…). There was absolutely no need for another buff, which the new respawn times is.

  • @derbizey said in Sloop Imbalanced And Crew Respawn Times Needs To Be Addressed Immediately:

    @danbeardluff said in Sloop Imbalanced And Crew Respawn Times Needs To Be Addressed Immediately:

    @fred-fisheye said in Sloop Imbalanced And Crew Respawn Times Needs To Be Addressed Immediately:

    @danbeardluff sagte in Sloop Imbalanced And Crew Respawn Times Needs To Be Addressed Immediately:

    Again, the reduced respawn also benefits sloops equally […]

    Sloops do benefit from the new respawn times as well, that’s right. Even solo players. Do they benefit in an equal way? Certainly not cause positive effects increase exponentially with every added crew member.

    Okay....so should sloops have 4 cannons as well?

    nice strawman argument to deflect from the point we're actually talking about here

    I think it's perfectly relevant to what we're actually talking about. I'm sure someone will accuse me of gaslighting too.....the buzzwords of 2022.

  • @danbeardluff dude are you serious? You say you have a 'fair amount of experience on a sloop' OK, but what does that even mean? Did you play on a sloop even once since the new respawn times came out? I doubt it, if you played on a sloop you would know how ridiculous the point you are making right now is.

    'Chainshots and revives aren't unique to brig/galleons' - WOW, you don't say! Ok im trying to explain it in the most simple way possible. If a chain hits you on a sloop, you dont have a second mast. If a chain hits you on a brig/gally you can keep going. If you die on a solo sloop, there is noone there to revive you. Got it?

  • @danbeardluff you literally made a point that noone was talking about trying to ridicule the argument as a whole. That is just called a strawman, it has nothing to do with any 'Buzzwords of 2022' whatever the hell that means.

  • @derbizey said in Sloop Imbalanced And Crew Respawn Times Needs To Be Addressed Immediately:

    @danbeardluff dude are you serious? You say you have a 'fair amount of experience on a sloop' OK, but what does that even mean? Did you play on a sloop even once since the new respawn times came out? I doubt it, if you played on a sloop you would know how ridiculous the point you are making right now is.

    'Chainshots and revives aren't unique to brig/galleons' - WOW, you don't say! Ok im trying to explain it in the most simple way possible. If a chain hits you on a sloop, you dont have a second mast. If a chain hits you on a brig/gally you can keep going. If you die on a solo sloop, there is noone there to revive you. Got it?

    No, I haven't played on a sloop since the new times. I have played against plenty of sloops, and don't see much difference as far as engagements go. "Galleons are impossible to sink with the new timers" is the real strawman argument here imo. I love the timers because I like to play the game instead of waiting of to play the game. Sloops are hard mode, and people that are sloop enthusiasts always seem to take issue with this.

  • @fred-fisheye said in Sloop Imbalanced And Crew Respawn Times Needs To Be Addressed Immediately:

    @danbeardluff sagte in Sloop Imbalanced And Crew Respawn Times Needs To Be Addressed Immediately:

    Okay....so should sloops have 4 cannons as well?

    I assume you are referring to the fact that galleons should have advantages over sloops (which has absolutely nothing to do with my statement)?

    In that case you should know, that galleons already did have a couple of advantages (bigger crew, more masts and cannons, speed, same amount of ladders…). There was absolutely no need for another buff, which the new respawn times is.

    The respawn timers aren't unique to bigger ships. Seems like y'all want the new respawn timers exclusively for sloops, how is that fair?

  • @danbeardluff Oh well then if you dont see much difference fighting sloops its gotta be fine right.

  • @danbeardluff you don't even get what the people here want, people don't want the new respawn times only for sloop, they want an increase of respawn timers considering the crew size which is a totally fair argument that many people have made on this forum in the last few days/weeks.

  • @derbizey said in Sloop Imbalanced And Crew Respawn Times Needs To Be Addressed Immediately:

    @danbeardluff Oh well then if you dont see much difference fighting sloops its gotta be fine right.

    When I do sail on a sloop, I don't expect to be able to run circles around brigs and galleons. I play more cautiously and try to get the advantage in ways that don't involve straight up broadside to broadside combat. New respawn timers won't change that...

  • @danbeardluff said in Sloop Imbalanced And Crew Respawn Times Needs To Be Addressed Immediately:

    @derbizey said in Sloop Imbalanced And Crew Respawn Times Needs To Be Addressed Immediately:

    @danbeardluff Oh well then if you dont see much difference fighting sloops its gotta be fine right.

    When I do sail on a sloop, I don't expect to be able to run circles around brigs and galleons. I play more cautiously and try to get the advantage in ways that don't involve straight up broadside to broadside combat. New respawn timers won't change that...

    Saying the respawn timers only affect broad-to-broad combat is absolutely insane I'm sorry but I can't argue with someone who fails to see the reality in front of his eyes.

  • @derbizey said in Sloop Imbalanced And Crew Respawn Times Needs To Be Addressed Immediately:

    @danbeardluff you don't even get what the people here want, people don't want the new respawn times only for sloop, they want an increase of respawn timers considering the crew size which is a totally fair argument that many people have made on this forum in the last few days/weeks.

    So they want a fast respawn for sloops and a slower respawn for bigger ships so they can spend more time engaging in the game instead of staring at the ferry but those guys that like to play with a crew....well tough. Doesn't seem very fair to me.

  • @danbeardluff honestly I wish there was a downvote feature here.

  • i play a lot on solo sloop ,the only thing in sot that is balanced are the ship attributes ,i mean u cant balance it perfect when u have different crew sizes on a server, yesterday i fought solo against two man sloop i cycled around them and hit them perfect with every kind of cannons, blunderbombs, chainshots,sleepingballs n a lot cannonballs i needed idk 70 hits with cannonballs till they sunk i guess with old respawn times it would be faster cause i killed them sometimes with cannonball hits. but the most unfair thing is the mast solo even when i raise him fast after a chainballhit it can be to late.another thing is the knock off from the boat on a sloop mostly happen when i have to repair my wheel, while on a galleon its mostly impossible get knocked off the boat

  • @derbizey said in Sloop Imbalanced And Crew Respawn Times Needs To Be Addressed Immediately:

    @danbeardluff honestly I wish there was a downvote feature here.

    Me too. Try reddit.

  • @da-german420 said in Sloop Imbalanced And Crew Respawn Times Needs To Be Addressed Immediately:

    i play a lot on solo sloop ,the only thing in sot that is balanced are the ship attributes ,i mean u cant balance it perfect when u have different crew sizes on a server, yesterday i fought solo against two man sloop i cycled around them and hit them perfect with every kind of cannons, blunderbombs, chainshots,sleepingballs n a lot cannonballs i needed idk 70 hits with cannonballs till they sunk i guess with old respawn times it would be faster cause i killed them sometimes with cannonball hits. but the most unfair thing is the mast solo even when i raise him fast after a chainballhit it can be to late.another thing is the knock off from the boat on a sloop mostly happen when i have to repair my wheel, while on a galleon its mostly impossible get knocked off the boat

    Sounds pretty normal. Killing a dude or two on a galleon isn't going to guarantee a sink, even with a respawn timer that's a little longer. It sinks very slowly, and all you really need is 2 people on repair to keep it up indefinitely.

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