Now here's a question for rare? Why can't they keep this boost for hour glass it made it more fun.

  • @jolly-ol-yep said in Now here's a question for rare? Why can't they keep this boost for hour glass it made it more fun.:

    Absolutely not. Strongly disagree here.

    Look into how our human brain work. You can take something unfun and make it fun. You can take something fun and make it unfun.

    Heard about "gamification" in offices or other job places ? Any idea why they do that ? Hint : it has to do with fun.

    Tell a kid to mow the lawn. First time he does, it's gonna feel AWESOME, so much fun. Now have that kid do it every Sunday. You'll see.

    We're not in the 80's anymore. Having Mario jump when you press a button is not FUN per se anymore. We need the flashy numbers.

    ...yeah you guys just want the rewards sooner and don't like the content itself fully. Expecting to have a massive amount of credit for your losses is not really how archaic/cutthroat games are meant to work. While this content is arguably designed to be frustrating (in terms of not winning), it's supposed to keep you wrapped into its content and dedicate time to it.

    Since you're interested in using outside material to make a point, let's use Cuphead for an example. That game is an extremely successful indie title despite being extremely difficult and arguably frustrating. Every loss, by the logic of the people here having issues with allegiance gain from losses, is worth nothing. Yet, you'll do it again because you know you can do better, and eventually win. It's not really different here with the factions, outside of the extremely slower progression system that's better than literally nothing for losing, and the mystery of skill from another crew because of PvP. You'll get there eventually, it's just the content itself isn't very appreciated or liked amongst the masses in its current state, no amount of allegiance boost will fix the mode itself, that will just make it die quicker while Rare slowly decide what to do in regards to how PvP overall works.

    We have to respect the players that go through the struggles necessary to get the rewards they're earning, its value is insurmountable, and a showcase for what kind of player you're learning to become in this game.

  • For me personally i just want to access the areas associated with reaching level 100 in both sides but you have to play a lot to get there unless you consistently win matches.
    I do love playing hourglass pvp but you do get burnt out especially if you keep losing and i believe the majority goes through this. It's not about getting there quickly but such as tall tales as an example you can finish one per session vs playing an entire month straight on hourglass and only reaching half of the goal then as i mentioned a lot of players get burnt out and once we reach the goal we don't really want to go back to it at least for a while. If you are consistently winning then that's a completely different experience.
    But my opinion i think the goal should have been at level 50 and then have the level 1000 nightmare which i will never even attempt, but it is there to please the ones that do win most of their matches and something they can look forward to.

  • @nex-stargaze

    I agree and I disagree.

    You are arguably correct in that more than likely, many pirates probably want increased rewards to blast through a wildly unpopular activity to get a wildly popular reward, no argument there. But there are two types of players in the game mode: players that enjoy the PVP, and players that want the cosmetic. I think it's no mystery that most pirates probably just want the reward.

    But personally, the way the increased rewards made me feel waaaaaaaaay different about hourglass. PVP is tense, it's stressful, it's heart pounding action. It's that way because I want to win as winning nets you more allegiance. But when allegiance rewards were buffed for losing, things changed. My posture changed; I was leaning back instead of forward. My pulse changed; it was slower and more relaxed because the pressure to win was gone. My face change; I was smiling at interesting happenstance I wasn't expecting and more easily shrugged off the mistakes I made. In short, hourglass was fun.

    One of the biggest comments to pirates like me are "you need to stop worrying about grinding the curses and begin enjoying the game mode." That's what increasing the rewards did for pirates like me. And honestly if that's how you all feel when playing hourglass then yea, I'm a little jealous because it was fun and exciting and rewarding and joyous. I know that for some people watching a number crawl from zero to 100 means nothing, but @Jolly-Ol-Yep was right, gamification is a real thing and watching that number increase is the concrete result of a virtual progression and it's what some of us live for.

    I mean it's this simple. I will continue to play content that I enjoy. All of us do. If I have a negative memory of playing hourglass, then I'm going to get my curses and forget about hourglass. If I have a positive memory, I'll play hourglass after I get my curses. What we're saying is that some of us will start having positive memories of hourglass if you remove the pressure to win and let us enjoy the PVP by increasing the rewards for a loss. More players participating in hourglass is better than less, so raising allegiance gains will help the game mode in the long run.

  • The difference is that Cuphead is a fully PvE game. If the player loses it's because it's entirely their fault, it is supposed to make the player feel bad with themselves and try to improve. The hourglass in Sea of Thieves is PvP, which means not everything is under teh control of one player. Not everything is the fault of player one, not everything is the fault of player two. Using the cutthtoat system on a PvP game leads to the frustration of one side and they may leave as they don't feel it's entirely their fault, many things are outside of the players control because another player oponent is much more unpredictable. If it is not entirely the player's fault then they get angry with the game and not themselves, that's where the difference lies.

    Even if one player improves, that doesn't mean there isn't a loser. There will always be a loser in this game mode, no matter what. For someone to win, someone else must lose. Stop losing and improving doesn't mean that someone in the match is going to get the pitiful ammount of allegiance. Becoming part of the winning side does not mean that the losing side stops existing. And the losing side needs motivation to participate, for some players it's the curses and that's it.

    Some players already stated that they hated the Tall Tales but they did it for the gold curse. There is people who are doing them for the reward only and not for the story. The same happens here, the difference is that PvP being much more unpredictable and the time investment can vary from individual to individual. The losers take 10 times more matches to get to get to their goal. It is a huge difference.

    I don't see anything bad with making the gamemode more rewarding and accessible. Some players fear that the player base will be reduced once everyone get to their goal. So what? Once a player gets to level 100 and get their curse it'll be over and they might not come back to the hourglass. So, what? What's wrong with that? New players will always join Sea of Thieves, new players will find the hourglass and try it. If the hourglass is so unforgiving they might leave before even getting to 100, and I believe that's what is happening now. I believe there are more players that left the hourglass mode because of how unforgiving it is than players who left the hourglass mode after reaching 100. I'd prefer to make the hourglass a more attractive mode rather than make players stay a long time even when they don't want it.

    Also, I would like to point that fun is subjective, what one player may find fun, for others it isn't. For some players it is fun to see the number go higher, for others it's the thrill of the fight, for others is to unlock cosmetics. Fun may be different to each individual.

  • @crowedhunter As much as we'd want to call them bullies... After a long day of stress and disappointment, messing with other people on the seas in any way you can to feel like you have the upper hand on them is undeniably satisfying. Of course, that's not condoning harassment, but this game's oddly attractive ego issues just kinda... happen, and you can kill their pride with a few mind games, or just let them feel happy for once in their miserable day. xD

    These aren't actually Arena players, they're wannabe sweats that think picking off the easier killings is more fun and worth bragging about, but will shatter in front of any actual competition. Don't pay too much mind to their nonsense, they'll make themselves look foolish more than they can spout obscenities at you.

  • @nex-stargaze @CroweDHunter

    This game's? I call it the Internet Anonymity Theory—on the internet you are anonymous, so you can be any kind of dirty rotten bilge rat you'd like to be with little to no real life repercussions. It encourages people to be jerks. I don't think it's exclusive to Sea of Thieves, it's just easier. In SoT, combat is slow. Swinging your sword is slow, reloading your firearm is slow, even the movement compared to other games are slow. I think the ratio of salty players here may be larger because other, faster, more competitive online games they're terrible at but here, where everything is slower, they're in the "good" crowd and it makes them feel better.

    Other than that I agree with everything you've said.

  • @nex-stargaze a dit dans Now here's a question for rare? Why can't they keep this boost for hour glass it made it more fun. :

    @jolly-ol-yep said in Now here's a question for rare? Why can't they keep this boost for hour glass it made it more fun.:

    Absolutely not. Strongly disagree here.

    Look into how our human brain work. You can take something unfun and make it fun. You can take something fun and make it unfun.

    Heard about "gamification" in offices or other job places ? Any idea why they do that ? Hint : it has to do with fun.

    Tell a kid to mow the lawn. First time he does, it's gonna feel AWESOME, so much fun. Now have that kid do it every Sunday. You'll see.

    We're not in the 80's anymore. Having Mario jump when you press a button is not FUN per se anymore. We need the flashy numbers.

    ...yeah you guys just want the rewards sooner and don't like the content itself fully. Expecting to have a massive amount of credit for your losses is not really how archaic/cutthroat games are meant to work. While this content is arguably designed to be frustrating (in terms of not winning), it's supposed to keep you wrapped into its content and dedicate time to it.

    I don't how how many times I need to say this, but I already have the curses. Grinded them legit.

    And no this is NOT AT ALL what we're saying.

    It's supposed to keep me wrapped into its content and dedicate time to it you say ? I probably put more hours in it than you did. I have the experience from which one can talk. They could make it fun yeah. I bet NOONE is gonna find it fun when they tackle the commendation that asks youu to sink 500 ships AFTER the curse.

    You know how doing a Tall Tale is boring for some ? Imagine having to do them 5 times. That'd be a nightmare. 500 ? You kidding right ?

    Yeah we want thhe reward SOONER than IN 4 YEARS. Doesn't mean we want it overnight. Stop with that narrative. It ain't happening, even with our suggestions.

    Since you're interested in using outside material to make a point, let's use Cuphead for an example.

    "Let's take an example and look at Dark Souls"

    Lol. Cuphhead is an HARDCORE game not designed at all to be accessible and inclusive. It's in the very advertisement for the game, despite the graphics. You couldn't pick a game more apart from SoT...

    That game is an extremely successful indie title despite being extremely difficult and arguably frustrating. Every loss, by the logic of the people here having issues with allegiance gain from losses, is worth nothing.

    Are you really gonna tell us the difference between a "Die-and-Retry" à la Meat Boy and a Sandbox like Sea of Thieves ? You should probably attend some game design courses. The mechanics and the fun of those 2 types of games are WAY different.

    Yet, you'll do it again because you know you can do better, and eventually win.

    Yeah, cause maybe it's a solo game ? You know, like with a set difficulty that has been carefully designed, tested, and balanced ? The opposite of PvP in a nutshell.

    It's not really different here with the factions, outside of the extremely slower progression system that's better than literally nothing for losing, and the mystery of skill from another crew because of PvP.

    It IS very different. People play Cuphead to "beat the game".

    People play hourglass PvP to get the rewards (I'd do it in regular PvP if there was a WORKING way (please don't tell me to defend, it's useless).

    Some do it to PvP while they could just search the seas for preys like usual. They enjoy it and consider evgeryone should. No. Cos' again, it's not enjoyable.

    You'll get there eventually,

    I am there already. And I went to other games that respect my time. I did Stray 2 days ago. Pretty cool. Gonna get bac to Civ waiting for s9 community day. It's exhausting all the trolls, runners, toxics and all who surprisingly enough, didn't seem to pop all that much Saturday.

    it's just the content itself isn't very appreciated or liked amongst the masses in its current state, no amount of allegiance boost will fix the mode itself, that will just make it die quicker while Rare slowly decide what to do in regards to how PvP overall works.

    Thing is the mode CAN be pretty cool and Fun and enjoyable. We saw that Saturday. Yeah it was the same except the numbers. So what ? It's just logic it's more enjoyable. If it can be enjoyable ENOUGH that it entices people to play, even though they wouldn't in the first place, it's a win-win situation. The player has fun, the game has players.

    It HAPPENED and we saw it. Contrary to what you think, i actually believe tis would save the mode, but hey

    We have to respect the players that go through the struggles necessary to get the rewards they're earning,

    I earned them. Do I feel respected in retrospect ? No. Not at all. The opposite. I just feel miserable to have wasted so much time. Does it hold any value ? Well the day i got my 1st curse I saw a dude weraing the gold one explaining to me he cheesed it, so....

    Am I some despicable entitled kid who's gonna go all "I did it the hard way back in the day, you people have to work to get it, it's not free" like any gatekeeper here, childishly "protecting" some cosmetics from being "taunted" by cheesers ? I probably could.

    Just stop pretending we want this overnight with no effort. There's a difference between "no effort" and "stuff any sound video game wouldn't require you to spend thousands of hours on". "Thousands hours" and "video game" are not compatible in the first place. I'd even argue video games are too young a medium for laws to have been implemented around stuff like that, for mental health and addiction issues.

    The thing is SoT's grind is not healthy. At all.

    its value is insurmountable, and a showcase for what kind of player you're learning to become in this game.

    Lol. Nah.

    It just shows the world you're a no-life with time to spend. That's all. Nothing more, trust me.

    And I won't even equip them they're ugly I was in for the OG PL curse.

    And God forbid I don't want to become that type of player. Am I becoming one ? Aaaaaaaaaaaaaahh !!!

  • To be honest, awarding 25 % of win XP for loss instead of the usual 14.2 % was great. I wouldn't mind if the loss XP was increased again permanently. It would still require ~1200 loss (instead of current 1800) for the curse, so not really a motivation that would attract more loss farmers.

  • The more I think of it, the more I believe they should reward the SAME base allegiance, win or loss.

    You'd have NO loss farming, no runners, no stress. Just people playing for fun. And that'd actually encourage people to STAY champions and use this feature noone cares about.

    Losers have many things to lose already : their emissary flag, the hourglass value, possibly the flags they "collected", their supplies, their ongoing streak, their peace of mind, the time to resupply and sail back to fight....

    Imagine they designed it this way from the start. Presented it this way to us. "Losers get to resupply and all while winner enjoys streak bonuses and can re-queue right away" and we had NEVER tested the system the way it is now.

    Would people still be crying ? I'd argue that NO. Noone would care. They only do because from the start losers were not rewarded enough and they want to keep the status quo, but I'm sure they would never have complained in the first place, or only to INCREASE winner's xp, not to LOWER losers'

  • Turns out I'm not the best at this HG mode. Probably say I have a win ratio of about 30%.
    I've not participated during any boost events yet.
    I find myself at Lvl 44 reapers and 11 athena.

    This is going to take me a very long time considering how seldom I get the time to play. But I'm OK with that.

    Too many people want everything now! This is a PVP mode, and as such, your going to play against better players than yourself and be totally owned on many occasions. I'm going 100% solo on this and have yet to beat a 2 win streak (lucky if I reach that)

    Where are all these loss farmers? Would love to bump into some 🤣

    Just have a go now and then, be happy with 1 level per session and it will one day all ve unlocked for you. That's how I'm treating this, exactly the same as I did with arena. PVP ain't my bag!

  • @jolly-ol-yep I guess I just must be super dense and a complete idiot because I keep reading in threads if losing netted more of a reward loss farming would stop.

    To me this reads the same as if we pay you more to stay home more people would return to work…… if I’m getting the same win or lose and I can force a loss super fast then what is the incentive to actually try to win?

  • @jj-h816 a dit dans Now here's a question for rare? Why can't they keep this boost for hour glass it made it more fun. :

    To me this reads the same as if we pay you more to stay home more people would return to work……

    You know what ? I think some studies suggest stuff like that work. Even if it's so counter-intuitive.... Human psyche is complicated indeed.

    Anyway, we'll see at the end of the month. I just saw they decided to do a "double" week for XP, with Friday and the week-end with 2x allegiance... Wonder where they got the idea......


    @NeedSmokes Cool.

    We're WAY past those considerations. I invite you to read the threads regarding the HG mode. There's a lot.

  • @jolly-ol-yep I’m also positive that there are plenty of studies that show the exact opposite. I’m all for a few days here and some there with some extra rep it also draws a crowd, but to say that if the rep was the exact same for losing as winning we’d see more people trying to win is just false.

  • @jj-h816

    You know, countries that legalized drug use face less drug issues. In places where there's an inconditional income, people still work. And are more happy.

    We're not all Jeff Bezos or Steve Jobs, doing everything for our own personal profit all the time, cheesing the system so it gets to a complete non-sense like late-stage capitalism.

    Some humans still have humanity and will play for the sake of playing.

    Now I return to my capitalism metaphor. What do people do when they STARVE ? They just HAVE to cheese, for survival.

    Ok.... Not the best metaphor out there but hey..

  • @jolly-ol-yep decriminalizing drugs does not create less drug problems! It creates less drug offense encounters with police. I’m all for the decriminalization of THC, however I’m also in the healthcare field and will tell you that our encounters stay the same or do actually increase when these things happen. More availability equals more use. Also more income given to the people is seen to be on the back end of usually much higher taxes. Not trying to get into any of that here…… simply stating that giving handouts doesn’t mean less abuse of the system.

  • Feeling prompted to drop a little reminder to try and keep things as respectful and polite as possible here. Debating the subject is fine, please do try to refrain from making it personal if possible.

  • The boost does not make the mode more fun. It only makes the grind slightly less tedious for short duration of time. The progression needs real rework to actually be fun. Personally I did not even bother playing during the community day - just grabbed the flag and logged off. No point bothering with SoT until the direction changes back to providing entertainment for casual players instead of what it is now.

  • I agree with the post above. More rep is not more fun it’s a patch to get people their curse faster. After they receive the curse then what does the extra rep get you.

  • @arch-ideall said in Now here's a question for rare? Why can't they keep this boost for hour glass it made it more fun.:

    The boost does not make the mode more fun. It only makes the grind slightly less tedious [...]

    For many of us, that equates to more fun. Not all of us love the supply/dive/battle/repeat paradigm, and watching that circle fill and the number go up is fun.

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