Allegiance Gains Need To Be Increased.

  • @a10dr4651 said in Allegiance Gains Need To Be Increased.:

    There's nothing wrong with grindy content. Some of my favourite commendations and rewards come from those that can't be cheesed and take a lot of time like hoarder of barnacled gold. It feels nice when you finally achieve it. The main thing Rare need to do beyond season 8 is to keep giving incentives for people to use the hour glass system. The core design doesn't really need altering, maybe some tweaks here and there but it's a solid and enjoyable concept.

    I think the primary complaint is that the content is grindy for experienced PVPers, it is downright sisyphean for anyone no good at PVP.

  • @lordqulex Checkpoints didn't make it easier unless you were abusing them and year 1 pls had year 1 pl cosmetics when emissaries were added so they didn't need any compensation.

    Also, to people who were suggesting that they should make it obtainable through other means, I suggest that they could make a reskin or something else similar to it obtainable through other means, like they did with the Legendary Fortune version of the Legendary weapons for Arena being removed.

  • @pugawuga216 while i do agree i'm not even sure if rare will even notice my idea let alone reward champions who toughed it out im my opinion players who got the rewards before nerf faction to display on there ship rep 100 before nerf bronze rep between 101-999 ( not sure where to cut off point ) they get silver and rep 1000 gets gold faction trophy perma flex as it says i did it before got easier for everyone else i want everyone to be able to enjoy this system so im hoping these ideas im thowing out are at least good ideas more importantly hopeing rare at least see something they like and makes an even better idea they are creative and could make it work

  • I also like the it giving one level per sink. I have sunk 156 ships and am level 83... it's hard to get huge streaks between the 30 minute wait time and when all I match with is lsd's and the occasional person using cheats.

  • @legionpen661875 Lol, I don't think they care if you and Jimmy stop supporting the game by buying emporium.
    Im pretty sure majority of players that pay are from the PvE crowd.

  • @ix-indi-xi

    Jimmy here,

    I plan to stop spending money on the emporium as well.

    Rare designed a matchmaking system that doesn’t do anything other than attempt to limit wait times.

    You can and will rematch the same sweaty players that roll you over and over again.

    The allegiance gains for losing are pathetic. The ratio is about 10:1.

    It’s about 170 wins to get to level 100 allegiance or 2000 losses.

    Who knew Rare hates losers so much.

    In turn, they will not get a penny from me ever again.

    I usually buy 4250 ac every season. Absolutely will not going forward.

  • @tawnymusic78392 said in Allegiance Gains Need To Be Increased.:

    @ix-indi-xi

    The allegiance gains for losing are pathetic. The ratio is about 10:1.

    It’s about 170 wins to get to level 100 allegiance or 2000 losses.

    Who knew Rare hates losers so much.

    That's my main issue with the season 8. I don't mind progression being locked behind pvp grind much, nor matchmaking being such ****, but my time playing the mode being judged worthless compared to good pvp players is seriously killing my willpower to bother.

  • @pugawuga216 a dit dans Allegiance Gains Need To Be Increased. :

    No, this wouldn't keep casual players coming back. A good solution to the problem of casuals not coming back to the game isn't to increase the levels gained from winning, but to make the mode better and the sbmm actually work. In practice, all that increasing the allegiance increase per win would do is, as you say, let casual players get to level 100 and quit quicker. The only way to keep them coming back is to make the mode better and more fun, not to increase the numbers gained from a win.

    You're mostly right on that.
    Only caveat is that for a sbmm to work, you need the adequate players population. The less casuals play the mode, the less enjoyable it is for the remaining and the core lights players.
    Casuals quit competitive games all the time, the secret isn't to keep them all, but to be enticing enough that more new blood comes than old one quit the system. When the equilibrium is broken and more casuals quit, the competitive mode is doomed in the long run as we've seen with the Arena. It's only when they announced its retirement that you saw a bunch of fresh blood trying it. This mode won't be any different.

    A pvp game thrives on the health of its casual playerbase.

    I honestly don't fault anyone for grinding Sea of Bones and wanting to get the curses asap because, realistically, this mode as it stands has an expiration date. And when they feel like they won't be able to achieve anything before it becomes unplayable for them, I feel like they have the right to voice their discouragement.

    What an easier time getting the base rewards won't do is to keep most of the same casual players playing after reaching them. What it could do however is to entice new casual players to try it because they feel that they can achieve something meaningful. Maybe we could reach the equilibrium that way.

  • @arch-ideall said in Allegiance Gains Need To Be Increased.:

    @tawnymusic78392 said in Allegiance Gains Need To Be Increased.:

    @ix-indi-xi
    The allegiance gains for losing are pathetic. The ratio is about 10:1.
    It’s about 170 wins to get to level 100 allegiance or 2000 losses.
    Who knew Rare hates losers so much.

    That's my main issue with the season 8. I don't mind progression being locked behind pvp grind much, nor matchmaking being such ****, but my time playing the mode being judged worthless compared to good pvp players is seriously killing my willpower to bother.

    I love this game. LOVE it. It has been the game I play during 70-90% of my game time for the last two years. And I hate to say it, but I agree. I have been sitting in the Official SOT discord server looking for a crew to play with. Everyone is asking for LSD/TSD to join them and be carried to the curse. It has brought out the worst of toxicity and elitism and childishness in the community. Since season 8 came out, I have spent time trying to find a crew to play with and getting my teeth kicked in by people who got the curse after a week. I have spent nights that I usually spent gaming scrolling through youtube and lamenting to what hour glass did to the LFC channel and the game. I wish I could find a crew to just do some PVEVP and chill, but I can't because everyone wants the curses. And many players have left because they are so discouraged by the mega-sweats that stomp them. It's only going to get worse as well—faster matchmaking will result in more lopsided matches.

    The only way this mode stays alive is to add more unlockables, and increase the allegiance gain from losses. That's the only way to get the casual players back in queue, and getting people back in queue is how you keep the mode alive. Otherwise people will ignore it, or just quit after they unlock the curses. Which, again, I feel is fine. This gives the mega-sweats a mechanism to find each other which gets them off the casual PVE crowd and away from the chill PVEVP crowd. I think locking the curses everyone wants behind the LSD/TSD gatekeepers was the worse idea in the history of this game. That group will be the only ones left in hour glass by 2024, guaranteed, which again, may have been Rare's goal all along.

  • At this point, after everything I've read, I honestly believe that:

    • Hour glass losses should award the same allegiance of wins. I know the people who already have the curses will gripe and whine and complain about this, but it keeps population high in the game mode and that's how you keep it alive.
    • This change will make the base curses a "participation trophy" which again, is fine because everyone wants them. We know the gold curses are the level 1000 awards and the sweats have that to work up to, but to compensate they should add more curses along the way. There are coral skeletons or sunken curses above level 100, there are jungle skeletons and something similar they could add for athena's.
    • Put more PVP oriented cosmetics above level 100 for the sweats who are going to complain about making the grind easier. Skeleton themed weapon sets for the reapers, legendary weapon sets for athena's. We need to give the sweats their "status symbols" so the rest of us can get the curses we want.

    Essentially, make the curses everyone wants easier to get, and entice us to keep playing by giving us more rewards as we go.

  • @grog-minto said in Allegiance Gains Need To Be Increased.:

    You're mostly right on that.
    Only caveat is that for a sbmm to work, you need the adequate players population. The less casuals play the mode, the less enjoyable it is for the remaining and the core lights players.
    Casuals quit competitive games all the time, the secret isn't to keep them all, but to be enticing enough that more new blood comes than old one quit the system. When the equilibrium is broken and more casuals quit, the competitive mode is doomed in the long run as we've seen with the Arena. It's only when they announced its retirement that you saw a bunch of fresh blood trying it. This mode won't be any different.

    A pvp game thrives on the health of its casual playerbase.

    I honestly don't fault anyone for grinding Sea of Bones and wanting to get the curses asap because, realistically, this mode as it stands has an expiration date. And when they feel like they won't be able to achieve anything before it becomes unplayable for them, I feel like they have the right to voice their discouragement.

    What an easier time getting the base rewards won't do is to keep most of the same casual players playing after reaching them. What it could do however is to entice new casual players to try it because they feel that they can achieve something meaningful. Maybe we could reach the equilibrium that way.

    Actually pretty true, I think this is a good short-term fix to the problem, but I feel like it would need to be made not just a little bit easier but a lot easier for this to work. Or, preferably, Rare could add rewards for levels before level 100, because putting the wall for cosmetics at 100 and then giving them out for like every 5 levels after that is kind of ridiculous, adding cosmetics before level 100 could be the drip-feed of progression that is needed for this mode to be rewarding enough for newer players who don't win as much to keep coming back.

  • @lordqulex said in Allegiance Gains Need To Be Increased.:

    At this point, after everything I've read, I honestly believe that:

    • Hour glass losses should award the same allegiance of wins. I know the people who already have the curses will gripe and whine and complain about this, but it keeps population high in the game mode and that's how you keep it alive.
    • This change will make the base curses a "participation trophy" which again, is fine because everyone wants them. We know the gold curses are the level 1000 awards and the sweats have that to work up to, but to compensate they should add more curses along the way. There are coral skeletons or sunken curses above level 100, there are jungle skeletons and something similar they could add for athena's.
    • Put more PVP oriented cosmetics above level 100 for the sweats who are going to complain about making the grind easier. Skeleton themed weapon sets for the reapers, legendary weapon sets for athena's. We need to give the sweats their "status symbols" so the rest of us can get the curses we want.

    Essentially, make the curses everyone wants easier to get, and entice us to keep playing by giving us more rewards as we go.

    Honestly, pretty good idea to make the curses almost a participation trophy, but making losses count as much as wins just doesn't make sense. Losing intentionally then re-queueing would be faster than trying to win.

  • @pugawuga216 said in Allegiance Gains Need To Be Increased.:

    Honestly, pretty good idea to make the curses almost a participation trophy, but making losses count as much as wins just doesn't make sense. Losing intentionally then re-queueing would be faster than trying to win.

    But it almost has to be right? I think @grog-minto and you said it more eloquently, but in short you need more players trying and staying in hourglass than you have players quitting after level 100 because they get the curse. Look at the season progression, you do something and you gain like five levels. At level 90 it takes more but at the beginning the game pumps the dopamine into your brain rewarding your pants off. Put yourself if the sailor's sandals of a brand new Sea of Thieves player.

    Option 1: You log on to hourglass, you get your teeth kicked in by basically everyone, and you get a tiny tick of allegiance. That's the current player experience. Sadly, most players just quit and may not give hourglass a second thought.

    Option 2: You log on to hourglass, get your teeth kicked in, and immediately gain 3 levels and unlock new cosmetics. DOPAMINE BABAY. You want to see what's next, all of a sudden those curses you want don't seem so far off, you're interested in what else you unlock along the way.

    It's about driving people toward the game mode and not away from it. The sad truth is the internet is very good at instantaneous gratification and if people don't get that, they'll simply leave. The best way to get new blood into the game mode to balance the people who leave once they get the curse is to make the grind up to 100 fast and easy; make the curses a participation award. The more people play up to 100, the more likely they are to stay after 100.

  • @lordqulex I see your point, but there needs to be some contingency that prevents people from just loss farming, which obviously would hurt the gamemode. Maybe a loss streak could make you gain less and less xp for each loss, while just one or two would give you lots of xp? I think that might be a good solution to this problem.

  • @pugawuga216
    Nothing will hurt game mode more than folks droping the mode.

    4 looses per lvl would mean that you have to play 400 battles - evean if you jump in get hit, park and wait it still worth more for overall health of mode than what we have now.

  • @ghutar yeah but making queueing up and losing the optimal way to progress just doesn't make sense at all. It probably would be better than what we have now, but it would still be awful. That being the best way to progress clearly isn't what is intended, so I still think a loss-streak system where the more you lose in a row the less xp you gain would be perfect, as it satisfies the need for losses to give good xp but also doesn't incentivize people to just queue up, intentionally lose and then move on.

  • You can't punish people for losing, honestly some of us just suck that bad...

  • @pugawuga216 said in Allegiance Gains Need To Be Increased.:

    @lordqulex I see your point, but there needs to be some contingency that prevents people from just loss farming, which obviously would hurt the gamemode. Maybe a loss streak could make you gain less and less xp for each loss, while just one or two would give you lots of xp? I think that might be a good solution to this problem.

    I think a solution to that would also be the match making system (if it ever works), why? because it would match people that want to PvP against each other and like minded loss farmers against each other, it can create a couple of interesting interactions tbh.

  • @pugawuga216 said in Allegiance Gains Need To Be Increased.:

    @ghutar yeah but making queueing up and losing the optimal way to progress just doesn't make sense at all. It probably would be better than what we have now, but it would still be awful. That being the best way to progress clearly isn't what is intended, so I still think a loss-streak system where the more you lose in a row the less xp you gain would be perfect, as it satisfies the need for losses to give good xp but also doesn't incentivize people to just queue up, intentionally lose and then move on.

    I honestly believe that players should be left to play the game however they want, rather than trying to micromanage them whenever we can, if you wanna lose you way to 100, so be it, its a very boring way, no glory in it whatsoever, but if that's you jam then fine (I mean, Rare did put curses there that everyone wants, I can't blame the players for doing so), the current system only rewards the top PvP players in the game, it benifts only about less than 1% of the WHOLE PLAYER base which sucks.

  • @lordqulex I REALLY don't want to be the guy that says "git gud", but otherwise I don't think that even lorewise this gamemode could stand up on its own if losing didn't have some negative affect on reputation gained. People would just throw because it would be easier and quicker xp. With the right tweaking of the xp streak loss decrease, I think it could work well, because like in 1 out of 10 games, I feel like even the worst crew can get a game in edgewise, especially with sbmm whenever they get that working.

  • @pugawuga216 said in Allegiance Gains Need To Be Increased.:

    @lordqulex I REALLY don't want to be the guy that says "git gud", but otherwise I don't think that even lorewise this gamemode could stand up on its own if losing didn't have some negative affect on reputation gained. People would just throw because it would be easier and quicker xp. With the right tweaking of the xp streak loss decrease, I think it could work well, because like in 1 out of 10 games, I feel like even the worst crew can get a game in edgewise, especially with sbmm whenever they get that working.

    I literally just won a match on a work call (so I wasn't listening to audio) by baiting a solo slooper into boarding me by ramming his ship. It's literally that easy to get a win; I don't think you have to worry about people exploiting the system by farming losses because even when trying to farm losses I win. You may be trying to fix something that isn't broken...

  • @lordqulex that kind of helps my case, I'm saying that when trying to win, a win will have to happen eventually.

    On the other side of the coin, if there isn't a system to prevent loss farming, people will 100% do it. You're doing it and it isn't even that profitable right now!

    That kind of ruins the integrity of the gamemode and leaves nobody any reason to try, because losing and winning have the same result.

  • @pugawuga216

    To be fair the only reason I'm doing it is because SBMM is broken. I need my MMR to be so bad that I am never paired with mega-sweats with the curse, and sometimes I still am! I'd stop cheesing the system if the system were remediated, and fair.

    But right now what I'm most concerned about is getting my discouraged friends back into the game. To do that, losing needs to be as rewarding as possible, even as much as rewarding as a win. People need to feel good losing, it needs to be as rewarding as possible, otherwise they'll lose a hand full of times and never come back.

  • @lordqulex Fair enough, and I see your point. As one of those "mega sweats with the curse", I have ran into many people solo queueing who see me and say that "the sbmm is broken!" (which it is). I think that if the sbmm was fixed this whole thing would be a non-issue, and the system could pretty much stay almost as it is, but unfortunately that would only work with a perfect sbmm system and a large playerbase of all skill levels going into the gamemode, and unfortunately, I don't think that either of those things are true.

  • The issue aren't just wins and loses. There are also short and long battles. For battles to be rewarding there also has to be progression for time spent doing the pvp mode (in best scenario even for time spent matchmaking both for attacker and defender). With time spent being large source of progression example 50%, even something like W50%+Time50% = 100% vs L25%+Time50% = 75% would be good enough as the time would balance the difference between W/L to be smaller the longer the battle gets.

  • @magus104 said in Allegiance Gains Need To Be Increased.:

    Ironically they just increased how much it takes to get to 100... Then again with the irony they made it so Christmas weekend you get double allegiance gain? Cancel your holiday plans and get the coffee pot ready. Gonna need to pull a 72 hour shift for this one.

    that is so... odd.

  • @pugawuga216
    That still means you have to go for 400 fights its like 400 little bit shorten que!

    And what % of folks will rush only for looses? 5%-10%? Its still better than steady loss of players we have.

    I will be boring but:

    • Allegiance gains have to be incrased.
    • There should be xp for being driven out of bonds
    • There is need for more and better rewards before lvl 100.
  • @oinarrow of course though if allegiance obtained from a battle is increased by x%, then they would also have to increase the allegiance people already have by x% otherwise you'll get tons of lvl 100 players complaining that the levels they already have were much harder to earn. but if all of this is done this seems like a good thing for everyone! :)

  • @ghutar said in Allegiance Gains Need To Be Increased.:

    I will be boring but:

    • Allegiance gains have to be incrased.
    • There should be xp for being driven out of bonds
    • There is need for more and better rewards before lvl 100.

    I agree with all of these. The only thing I'm saying is that a loss streak negation system would work so much better than just giving wins and losses the same value. It would prevent people from throwing matches, but if they do lose, then they still get the same reward as for when they win! The only thing that this would prevent is people intentionally throwing, something I think should be removed entirely through any means necessary, so long as the game mode doesn't tank for it. I think that this loss streak system and loss allegiance increase is the perfect balance that would make the playerbase larger and prevent people from intentionally throwing.

  • @arch-ideall said in Allegiance Gains Need To Be Increased.:

    The issue aren't just wins and loses. There are also short and long battles. For battles to be rewarding there also has to be progression for time spent doing the pvp mode (in best scenario even for time spent matchmaking both for attacker and defender). With time spent being large source of progression example 50%, even something like W50%+Time50% = 100% vs L25%+Time50% = 75% would be good enough as the time would balance the difference between W/L to be smaller the longer the battle gets.

    Sounds great, this would both encourage trying to win instead of losing quick, and yeah, if a battle lasts long that means it was probably tight so a decrease in difference between loss and win xp would suit this well.

  • @pugawuga216 said in Allegiance Gains Need To Be Increased.:

    @lordqulex Fair enough, and I see your point. As one of those "mega sweats with the curse", I have ran into many people solo queueing who see me and say that "the sbmm is broken!" (which it is). I think that if the sbmm was fixed this whole thing would be a non-issue, and the system could pretty much stay almost as it is, but unfortunately that would only work with a perfect sbmm system and a large playerbase of all skill levels going into the gamemode, and unfortunately, I don't think that either of those things are true.

    agreed! if this would even the playing field so that everyone has a chance at getting streaks, and if everyone can get these streaks this would also solve the problem quite well.

  • @sir-sniffils said in Allegiance Gains Need To Be Increased.:

    @oinarrow of course though if allegiance obtained from a battle is increased by x%, then they would also have to increase the allegiance people already have by x% otherwise you'll get tons of lvl 100 players complaining that the levels they already have were much harder to earn. but if all of this is done this seems like a good thing for everyone! :)

    Who cares, let them complain. Less than 1% of the community has the curses, they are NOTHING.

  • @sir-sniffils said in Allegiance Gains Need To Be Increased.:

    @arch-ideall said in Allegiance Gains Need To Be Increased.:

    The issue aren't just wins and loses. There are also short and long battles. For battles to be rewarding there also has to be progression for time spent doing the pvp mode (in best scenario even for time spent matchmaking both for attacker and defender). With time spent being large source of progression example 50%, even something like W50%+Time50% = 100% vs L25%+Time50% = 75% would be good enough as the time would balance the difference between W/L to be smaller the longer the battle gets.

    Sounds great, this would both encourage trying to win instead of losing quick, and yeah, if a battle lasts long that means it was probably tight so a decrease in difference between loss and win xp would suit this well.

    Or it means I sailed around in circles for an hour to maximize my allegiance gain. You can't make allegiance gain tied to time, eventually two people who just want to make the battle last an hour will find each other and fish until one has to go.

  • @lordqulex how about people who are terrible at pvp but have spent hundreds of hours getting to... let's say lvl 50? there are a lot more of those people...

  • @lordqulex
    Curse havers deserve rights too we exist :(

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