Why did Arena not succeed?

  • Hey guy!
    I've been wondering why Arena wasn't successful enough to stay alive and retain more players/player time.

    Unforutnately I wasn't playing the game when Arena was still up and I heavily regret not starting earlier because I love PvP in this game and Arena would've been a good mode to get more PvP experience in a short amount of time. Gathering supplies and finding ships is rather time consuming when you compare it to just spawning in and having a go.

    That being said - I understand WHY Rare shut Arena down but I'm not so sure why Arena was not more popular. Was there no match making system? Just random people thrown at each other? From the few months I've been playing SoT, I really started to enjoy the game mechanics with naval and direct combat. Imo this could, with proper hitreg and balancing (and of course matchmaking) be a really good PvP game.

    So what exactly went wrong with Arena? I mean it's absolutely normal for a game to have way more PvE enjoyers than PvP players, I've seen this in pretty much every game that offers PvE and PvP at the same time but for it to be this low? Idk, something must've really been off with Arena and my assumption would be a non-existent or bad match making system. Because usually PvP players don't mind "new content" as much. They just enjoy climbing ladders and improving (from my experience) and getting a few cosmetic rewards based on their performance (to show off :D), see CS, LoL, DotA2, etc. Sure, all of those games have a few updates here and there but nothing absolutely humongous like PvE gets in new updates. Looking at World of Warcraft PvE gets an incredible amount of content, while PvP basically stays the same all of the time and might get 1 new arena and 1 new battleground with each expansion and yet there are still people playing PvP.

    Honsetly I'd also really enjoy watching "Arena" tournaments on Twitch. So what was the issue that killed Arena?

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  • @schardonlp For me, it lacked the incentive. I don't PVP for the fight, I pvp for the loot. Arena was just a condensed adventure without the loot so there was no point. Instead of what it should have been was a last ship standing. A BR with ships.

  • @nextgenjayp Fair point but it doesn't sound too unappealing to me. I'd absolutely PvP just for the fight without any loot. If there was proper match making with a ladder and maybe seasonal rewards sprinkled on top I'd be absolutely fine with that mode.

    In the end "loot" is just that anyways. All you can do with gold is to buy cosmetics. So the new cosmetics available through certain "Arena-Rankings" would, in the end, achieve the same thing as just buying cosmetics with gold. It's just harder to get.

    Another idea is to also earn "credits" for playing Arena. The higher your rating/placement is, the more credits you get per match. Those credits could then be used to buy cosmetics. This idea would cost the developers more time though since they'd have to design a lot of buyable cosmetics just for that. The seasonal rewards wouldn't need to be as frequent as buyable rewards. Then again - some of those could also just be recolors of adventure mode cosmetics.

  • @schardonlp That sounds like a completely different game. Putting such a mode into the current game would just dilute the actual adventure for PvPvE players.

  • @nextgenjayp Probably. But so did Arena, didn't it? I'm not saying that I demand such a game mode. I'm just wondering why Arena did not succeed.

  • @schardonlp I will copy my reply to someone else that ive just made, feels like it sums it up..

    Arena was more of a niche, never meant to be the main attraction but it died because Rare barely gave it attention.
    One reskin, overhaul that for most people it was worse and two mindless events.
    Adventure would have never survived without updates, how can Arena?

    Muting players while there was every tool in the book to deal with the problem, and when people really go far, report. Announcing that they wont update the Arena any longer, it couldve been a good game mode.
    Also the decision to get rid of the Arena along a cuttoff date for being eligible to get the Arena ship sets that was the announcment date itself, doubled down by Rare, threatening us that they would close it sooner due to the negative feedback of their doings.

    Its one of the things that might not appeal to everyone but its good that its there.

  • It has already been touched on but I think it failed because they did nothing with it. The base for arena kept getting smaller and smaller as more and more problems arose. The long wait timers to get into a match were atrocious, the bug showing where the chest was, shutting off being able to talk with other players, adding nothing to it whatsoever. I think after a while they wanted it to fail. There were a lot of suggestions on how to change and fix it but that isn't what happened.

  • I don't view arena as not succeeding or failing overall

    I view it as adventure succeeding so much that it didn't leave room for active contrived scenarios.

    It shut down because this is a product and a business and decisions need to be made sometimes but Arena was a solid mode, it just could never compete, ever.

    They could have done this and changed that but it was never going to be significantly active. The thrill and randomness of adventure is too powerful against contrived and controlled action, even when it's quick action.

    As more content was released for adventure and as they began going down the path of an adventure/arena hybrid which maximized reward without requiring balanced effort or investment (risk) where they flood supplies and cater to hopping pvp it just could never compete.

    If adventure had actually stayed balanced for risk/reward that would have helped arena a bit but overall it wouldn't have made enough of a difference to matter much.

    Put a turtle sandbox next to a lake, is it the fault of the sandbox or the designer that it couldn't compete with activity in that scenario? Nah, it's just an option next to something far more popular and exciting and more random.

  • @faceyourdemon this is actually just like what happened in another game:Hitman 2.

    Not many people know this but the game actually had a multiplayer mode called ghost mode, a competitive two player Hitman game mode where you had to eliminate your target and just like arena, it was a cool concept. Problem was that, once again, just like arena, it was BARELY worked on. It was basically just…there. Both arena and ghost mode had rewards but not many people cared and the people who did were a minority…
    This probably got even WORSE over time as some people playing were probably just in it for the rewards and left. Only the TRULY dedicated stayed and the numbers of people who played these SIDE game modes dwindled

    Eventually, both ghost mode and arena were removed, because there was really no reason for them to exist anymore
    They were both fun while they lasted…but they never really got the attention they deserved, from both the players and the devs.

  • Also glaring bugs were never fixed, beacon not following the chest, hitreg was worse.
    Cannons bugs were gamebreaking, shooting too high or too low.

  • I wasn't around from the start so can't comment on the entire history of it, but by the time I joined it was already doomed to fail. Comms had been removed due to toxicity, the community had stagnated and was being gatekeeped by the players.

    There was so many unwritten rules that the players had decided that weren't obvious to new players it almost guaranteed a bad experience and likely to drive off the majority of players attempting it. I stuck around for the naval practice and became more versed in the 'etiquette' but I saw it from both sides as a new player myself and as an experienced player that got newer players as crewmates.

    How is anyone supposed to know spamming I'm on the island means tdm, parked ships at forts are doing tdm and will hard spawncamp people who attack their ships. There was a glitch to force solo queue but I had so many people do normal open crew yet demand I do tdm and actively sabotage my ship the entire time if I refused to join in (I did some from time to time but I was more there for naval).

    As someone there for naval and wins my average game would have maybe 1 other crew interested in it so sometimes end up idle farming chests.

    I don't know if it was the hard grind nature of the weapon kill commendations or if that was the natural path but that seemed to twist arena

  • @muirist So basically neglect coupled with a lot of bugs.
    What do you mean with "they did nothing with it" though? No match making? No content?

  • @wolfmanbush Actually a really good view on it I can actually agree on. I'd just love a way to get to supplies a bit quicker to get into a fight. That being said - Sea Fortresses are basically doing that with little time investement.

    But I agree, I'd probably play adventure more than Arena too. I'd basically just do Arenas to practice my PvP skills in a "safe and quick environment".

  • @faceyourdemon I see but to come back to my example of World of Warcraft - it's basically the same thing there. PvP was never meant to be the main attraction in WoW. Yet it still managed to stay alive over 17(?) years. PvP players barely get anything new in WoW. Sets used to be simple re-colors of already existing PvE sets.
    All there is are the class changes that happen with every expansion anyways and maybe 1-2 more maps to play on. That's it. Apart from the seasonal rewards of course with the ladder system.

    But as someone else has said - Adventure is probably just too succesful and that's something I can't compare to WoW since WoW is either PvE or PvP. There's barely any PvPvE.

  • The reason i didnt play arena much was because matchmaking was just too painful.
    I usually play solo and the fact there wasnt a solo sloop match also made choose adventure mode over it.

    It was pretty cool when you got into a match where people didnt leave to.

  • I believe it was made to be too complex from a points system. If people are able to farm/cheese stuff, they will...and in what was supposed to be a condensed adventure mode, they incentivized the wrong stuff.

    There should have been ONE metric that went into scoring points...turning in the Sea Dogs Chest. That's it.

    They should have stuck with Arena 1.0 style system and got rid of all of the other point adders. 1 point for turning in a Sea Dog Chest...3 points for turning in a stolen Sea Dog Chest. Simple and doesn't incentivize farming cannons and spawn camping.

    There's other things that go into it why it didn't succeed...like no skills based matchmaking. A ranking system similar to Mario Kart 8 online would have been great...easy and tries to match you with people of similar ranking. Then, you gain/lose points depending on where you finish and the ranks of your competition.

    Then, your ranking could have factored into what got you all the various LSD/TSD cosmetics.

    I miss Arena because it was quick...but as a competitive game mode, it was a miss.

  • There were 3 things that made me quit arena.

    The first one: Matchmaking. There was none and therefore games had players with a huge skill gap. They should have added some ELO system so if you won matches you could be matched against better players. Also, if you were playing solo you had to join a random player which also was not skill based, so most of the time they were new players.

    Second: The gamemode. The game mode itself wasn't balanced at all. Im not going to get into details but it didn't feel right. Selling the chest was worth a 1000 points but you could get more than that by just landing your cannon shots into enemy ships. In some games you could see good naval battles but in other games one ship was running with the chest, another ship was afk...

    Last but not least: The Community. There was a part of the community that went too serious with this game mode and is the toxic one. People that were so toxic that devs turned off voice chat during Arena matches.

    I can explain each point more if you want.

    Hope you find it useful.

  • I joined during the twilight of the arena, and never played it.
    Reason being I play the game for open PVPVE, not a PVP arena.
    Those things call for different audiences.

  • Imo the standard Arena experience was lacking. But it had the framework to be really fun.

    The sloop arena was boring since most of the time 3-4 ships were actually doing a TdM and you were stuck playing 1v1 in the best case scenario.

    The Galleon arena was hit or miss. Running a Galleon efficiently can be challenging for some and the absence of SBMM made it so you could have a great match then the lobby breaks... And 3 out of the 5 galleons pretty much sink by themselves. A very inconsistent experience.

    But when playing in an organized manner (there were a lot of discord holding leagues or tournaments) it was a blast.

    That being said, even then, Adventure mode is just more satisfying overall. So I will go with @wolfmanbush stance : ultimately Adventure was the superior product and I don't think that Arena could've succeeded much better.

  • @wolfmanbush said:

    I don't view arena as not succeeding or failing overall... I view it as adventure succeeding so much that it didn't leave room for active contrived scenarios.

    It shut down because this is a product and a business and decisions need to be made sometimes but Arena was a solid mode, it just could never compete, ever... Put a turtle sandbox next to a lake, is it the fault of the sandbox or the designer that it couldn't compete with activity in that scenario?

    Arena was not updated or maintained. Adventure was. It ultimately comes down to that. Stop adding content to Adventure, leave all the bugs & any matchmaking problems in, and tell me what % of the playerbase sticks around long-term. The folks who played Arena the most were the ones who saw the silver lining in it: quick, opt-in PvP. Otherwise, it was a pretty broken mode.

    Rather than a turtle sandbox next to a lake, it was more like your local gym installing a hot tub next to their indoor pool. Both offer different experiences, but they can be enjoyed by anyone in their swimsuit. Folks could have their longer pool sessions, and then dip into the hot tub as they pleased.

    The problem is Rare never maintained their hot tub. They left it filthy; not allocating any staff or resources to clean it. Eventually, only a small portion of pool-goers were willing to sit in the debris, just to appreciate the warmth.

  • @theblackbellamy said in Why did Arena not succeed?:

    @wolfmanbush said:

    I don't view arena as not succeeding or failing overall... I view it as adventure succeeding so much that it didn't leave room for active contrived scenarios.

    It shut down because this is a product and a business and decisions need to be made sometimes but Arena was a solid mode, it just could never compete, ever... Put a turtle sandbox next to a lake, is it the fault of the sandbox or the designer that it couldn't compete with activity in that scenario?

    Arena was not updated or maintained. Adventure was. It ultimately comes down to that. Stop adding content to Adventure, leave all the bugs & any matchmaking problems in, and tell me what % of the playerbase sticks around long-term. The folks who played Arena the most were the ones who saw the silver lining in it: quick, opt-in PvP. Otherwise, it was a pretty broken mode.

    Rather than a turtle sandbox next to a lake, it was more like your local gym installing a hot tub next to their indoor pool. Both offer different experiences, but they can be enjoyed by anyone in their swimsuit. Folks could have their longer pool sessions, and then dip into the hot tub as they pleased.

    The problem is Rare never maintained their hot tub. They left it filthy; not allocating any staff or resources to clean it. Eventually, only a small portion were willing to sit in the debris, just to appreciate the warmth.

    Would have added qol to those that enjoyed it, it still would have been a hard sell for those that don't like that much combat and those that like a real hunt to go with the fight. Which is a pretty big chunk of SoT

  • @sweetsandman sagte in Why did Arena not succeed?:

    I believe it was made to be too complex from a points system. If people are able to farm/cheese stuff, they will...and in what was supposed to be a condensed adventure mode, they incentivized the wrong stuff.

    There should have been ONE metric that went into scoring points...turning in the Sea Dogs Chest. That's it.

    They should have stuck with Arena 1.0 style system and got rid of all of the other point adders. 1 point for turning in a Sea Dog Chest...3 points for turning in a stolen Sea Dog Chest. Simple and doesn't incentivize farming cannons and spawn camping.

    There's other things that go into it why it didn't succeed...like no skills based matchmaking. A ranking system similar to Mario Kart 8 online would have been great...easy and tries to match you with people of similar ranking. Then, you gain/lose points depending on where you finish and the ranks of your competition.

    Then, your ranking could have factored into what got you all the various LSD/TSD cosmetics.

    I miss Arena because it was quick...but as a competitive game mode, it was a miss.

    That's what I was actually initially thinking. Great core gameplay but the way Arena implemented it wasn't good. Plus of course the match making which is incredibly important for any type of competitive mode.

    The foundation is there and it's really good. It just lacks a good mode to shine in.

  • @capt-pilotes sagte in Why did Arena not succeed?:

    There were 3 things that made me quit arena.

    The first one: Matchmaking. There was none and therefore games had players with a huge skill gap. They should have added some ELO system so if you won matches you could be matched against better players. Also, if you were playing solo you had to join a random player which also was not skill based, so most of the time they were new players.

    Second: The gamemode. The game mode itself wasn't balanced at all. Im not going to get into details but it didn't feel right. Selling the chest was worth a 1000 points but you could get more than that by just landing your cannon shots into enemy ships. In some games you could see good naval battles but in other games one ship was running with the chest, another ship was afk...

    Last but not least: The Community. There was a part of the community that went too serious with this game mode and is the toxic one. People that were so toxic that devs turned off voice chat during Arena matches.

    I can explain each point more if you want.

    Hope you find it useful.

    Matchmaking:
    Yes, that's one of the things I was sure they didn't implement it. A competitive game mode without any kind of ELO system is bound to fail at some point.

    The gamemode:
    Actually another thing I was pretty sure that was off because the core gameplay is really solid and fun. It just needs a good implementation. The whole idea of being able to "run" in order to get points in a game mode that's called "Arena" is weird by itself already. Maybe a typical Battle Royal aka Last Ship afloat would be a better idea than selling chests?.
    When you're overconvoluting systems it never turns out to be good. There needs to be a simple and straight forward win condition, not 15 ways of winning. That's my opinion at least. Counter Strike, for example, has 2 conditions. Either kill the entire enemy team or diffuse/explode the bomb. That's it. No random points per kill (eco not included).

    The Community:
    To be honest, we also have this in Adventure mode, don't we? I'm constantly encountering people who swearing and being racist, telling me to do certain things with a certain guy in Russia, etc. But then again, which online PvP game does not have this? I don't know any... Pretty much every game has a quite big amount of tryharding, toxic and salty people.

    I'd really appreciate a more detailed explanation on each point, especially the gamemode, if you don't mind spending your time on that. :)

  • Long story short: Arena was neglected by the developers because it turned out to be more work than they expected to maintain. That neglect caused an increasingly dwindling playerbase, which then allowed Rare to say that it's not worth keeping Arena going because so few players play it. Which of course is what happens when the developers neglect a game mode.

    The longer version:

    Step 1: After 1 big update to Arena Rare abandoned support for Arena because it was not deemed important enough to spend further development time on. Bugs started mounting which shrank the playerbase to only the hardcore PvP interest groups.

    Step 2: Assert the self fulfilling prophecy that not enough people are playing it to warrant further supporting it.

    Step 3: Rare excluded Arena from the new Season Pass renown progression system. Meaning you couldn't grind renown progression for the new Season pass the same way you could in Adventure. Which contributed in killing off what little interest casual players had in Arena.

    Step 4: During the big Disney PotC crossover update Rare decided to remove the Arena tab from the main menu and relegated it to a tiny box placed in a secondary menu to help hide it from the newer players joining.

    Step 5: Rare completed the journey of the self fulfilling prophecy by announcing that Arena waa being closed down because not enough players are playing it and it doesn't warrant further investment.

    Step 6: Kill DeMarco, the lore character who ran Arena with his sister. Don't add PvP milestones in the Captaincy update. Bask in Gigachad moment.

  • Competitive Speed Adventure was not what I wanted to play.

    Arena should have been a pvp haven not Fight Club hiding at a Fort...

    And the other problems everyone else listed.

  • @vakrisone Well, so they basically killed it in purpose because they were thinking it's an easy "side hustle" while in reality it needed much more work. So they just made it as unappealing and hidden as possible to have an "excuse" to shut it down. Awesome. Could've been a really good game mode I think because the game definitely has the mechanics to be a fun competitive game.

    1. Cross play was turned off creating longer que times for pc players. cross play might have created unfair situations but it would have meant better que times
    2. rejoin on disconnect feature broke open crew arena, like 90% of the time people would quit improperly leading to you soloing a galleon for the 10ish minute lock out waiting for the old crew to rejoin
    3. if an open crew was in the lobby it would let the match start till the crew was full, disable that and just let people filter in through the match would fix that rather than making longer waits for closed crews
    4. only rewarding 1st place. I dont know about anyone else but even coming in second just felt like garbage because it wasnt counting toward and completions. Should have been finish in the top 2 or 3.
    5. pirate legend victory achievement is for 100 wins. yet cosmetic reward was locked behind 240 wins which for the casuals who dislike pvp was a bit too much grinding of a mode they disliked.
    6. no variety in the mode, every match was the same. they could have had a few different arena themes and you just get a random one each time a match starts. similar to world of warcraft battle grounds.
    7. the reward structure was terrible. 1 cosmetic set locked behind a long tedious grind to tier 5 commendations, they later added a 2nd recolor locked behind another grind. if they look at the metrics arena died when everyone unlocked the first cosmetics. adding the second breathed new life into arena. Then people unlocked that and it died again. seems like simple cause and effect... Add more cosmetics to earn and more people would play. Rather than only rewarding people with a cosmetic for hitting tier5 they should have had 1 new color set per tier so there would have been 5 recolored sets to collect from arena instead of 2. also shovel and canon cosmetics were unlockable in adventure mode. not sure if this was an error on their part or what but weapon kills only counted in arena despite pvp being pvp. this lead to people just spawn camping other ships rather than playing because you needed to get like 200 kills with each weapon to unlock the new color which then you had to kill like 100 more to get the commendation which unlocked nothing with the new color.

    "Data can be dangerous" Heard a Developer for another game talk about how someone pulled some data and a lot of people quit after point A so they should tweak point A to be more fun... The lead developer was like "but point A is fine... its the fact that theres a 3 hour gap between A and B where people get confused, lost, bored and quit, so fixing point A wont change that we need to fix the gap" I feel like arena is a perfect example of developers looking at the wrong data and scrapping a feature because they didnt look at the big picture.

    That being said
    8. as the game has grown in content its lost the ability to support as many players. We can only have 16 players per server now. 5 galleons - 20 players. When the game released you could have 6 galleons on a server so max of 24. The price of getting more content in features in the game has made the game extremely unstable with more players. While arena had most of the PvE elements disabled which should in theory have cut back on the lag and demand on the servers to maybe be able to fully function with 20 players... They might have had to redo arena to be 5 brigs instead of 5 galleons and based off the number of people playing they didnt think it was worth it. then they add forced multi crew adventures and dont expect the pvp crowd to troll people? you took away their spawn camp fest where else will they be able to get their fix? this new adventure for example cut down on you having to hunt people down. they will come to you. and with no loot to be gained from any of this killing its obvious that crowd doesnt even care about gold, rep, loot they just want to ruin everyone elses day.

    I imagine they also figured arena was just a toxic pit so deleting it was for the better. i imagine they had a lot of tickets about bad behavior. they even turned off voice chat there. similarly they dont even let people comment on their news posts on steam because the PC player base is full of trolls i guess so their opinions and voices dont matter. Though i will admit having see the threads it was like a mix of trolling, people asking for pve servers (an insane amount) and people asking for arena back.

  • When the Arena first came out, it's important to remember that Rare never intended it to be a dedicated PvP mode of the game. In their own words, Arena was just "Sea of Thieves, condensed." While this does attempt to solve the issue of SoT being hard to justify playing if you don't have 4+ hours to spare, the actual content of Arena games couldn't hold a candle to the stories that can come out of Adventure mode. When they switched to the other gametype with a single chest, it was more PvP focused, but even less interesting in a lot of ways.

    The mode needed to be an actual training grounds for combat above all else. There needed to be different game modes for variety as well. Many people who otherwise love competitive PvP hate free-for-all gametypes and would have preferred 1v1 or 2v2 gametypes. Also, there should have been augmented gametypes such as two ships being permanently anchored at the ends of a large island, and the two crews must play capture the flag over a chest that spawns on each player's ship, etc. That would generate more variety and could use the existing content in the game as different "maps" per se. All of that is just a bare minimum to getting Arena's foot in the door, however. There's still no guarantee it would succeed even with this amount of variety.

    When I look at Arena, I'm reminded of other tacked-on multiplayer modes from games that permeated the aughts/early teens. Every game felt like it needed a competitive multiplayer mode, and there would usually be a half-baked one in a lot of these games. I think about Far Cry 3's multiplayer often. The only thing that kept it somewhat populated was the map editor. The regular, vanilla game they created got old very fast. There were simply better shooters to play. But being able to load up an FPS game in a user-created Bikini Bottom from Spongebob? Or being able to do a parkour course over a pool of hundreds of sharks? That's the kind of thing you keep coming back to to see what crazy idea someone has created. A fully fledged map editor would have bumped not just Arena, but Sea of Thieves as a whole so far up in popularity.

  • Arena had balance problems. Arena 1 had too many chests spread out across islands that could be quite far away which made it easy to snag a few, build up a lead and just avoid getting sunk. Arena 2 was OK in Sloop mode, but in Galleon mode it was way too easy to just farm cannon points on a ship. Arena 2 also tended to favour picking on weaker opponents rather than competing against the best. I think further revisions to the rules could have resulted in something fair and fun. One other point that doesn't get brought up was loading and waiting times.

    You could wait around in the tavern lobby for 10+ minutes to an hour sometimes for rounds to start - and since the round only started if it had enough ships and players were constantly bailing because the wait was too long, well.... There was also long black screens before and after each round. Between the shorter 15 minute rounds and the time spent waiting in the lobby to start the next one, you probably spent less time actually competing in the Arena than you did waiting around. Not good for an "action" mode.

  • @schardonlp Arena didnt fail, Rare did. They refused to make changes to a stale gamemode. Players didn't want to complete X marks the spot voyages whilst 4 other ships were nearby shooting at them.
    So many gamemodes were asked for; a simple TDM, last ship standing free for all etc etc but rare refused to make changes and moved on to the next half finished update and never went back.

  • The long of it is that it had few incentives to keep playing, had no reason to come back regularly outside of grinding levels and commendations, matchmaking was non-existant, and the points system was laughably unbalanced meaning that spawncamping was a legitimate strategy and just made the game mode feel unfun.

    The short of it is that it wasn't popular because Rare never supported it. It got one major update and then was never touched again outside of very scant gamebreaking bug fixes.

    It's no surprise no one played it when the mode had been on life support for nearly 2 years.

  • @schardonlp said in [Why did Arena not succeed?]

    The Community:
    To be honest, we also have this in Adventure mode, don't we? I'm constantly encountering people who swearing and being racist, telling me to do certain things with a certain guy in Russia, etc. But then again, which online PvP game does not have this? I don't know any... Pretty much every game has a quite big amount of tryharding, toxic and salty people.

    Yeah it’s true toxic people existed before arena
    But it’s wayyyyy easier to encounter toxic people in an enclosed pvp environment.
    Heck judging from the results in the hunters cry, just an enclosed space is enough to encounter toxicity
    Because the toxic people are drawn to these spaces
    Because enclosed spaces are harder to sail away in and most of the time it’s way easier to find a “victim” in them.
    And the thing is, the more toxic people there are, the more people leave because of toxicity
    So eventually toxicity will take over
    Yes this happens in other games like COD
    But COD is MA15+ and is a multi-million dollar franchise with a dedicated fan base that will keep playing their games.
    Arena is a side mode with a small fan base in a game that some players quit in the first 5 minutes. Plus it wasn’t really making any money.
    So it was shut down

  • My current theory is that it just didnt get enough attention. Hardly anyone brought it up, and the few friends who didnt touch it, often didnt know what it was about or understand it and thats why they didnt play it, or why they only touched it once.

    So i think it just wasnt in the spotlight enough to give people an understanding about it, before i played it, when i first watched videos on it, i couldnt tell if it was all about getting the 1 chest, or if it was only about fighting, because i only saw those 2 sides separate and nothing about how it actually played as a whole.

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