One hour of the same Hourglass match

  • Seriously. One whole hour of my sloop and the enemy sloop basically slap-fighting. Neither was willing to concede, we both ran out of cannonballs and both crews (2 per Sloop) could only resort to boarding to try and swipe their supplies. This is well past the point of idiocy. RARE has made a mode WORSE than Arena.

    Venting aside, after that nightmare I'm convinced the Hourglass needs a hard time limit. 20-30 minutes seems fine, just like Arena. Gives crews enough time to fight proper but the battle won't last until the heat death of the universe when both teams are relatively evenly matched. If neither ship can best the other, at the 5 minute mark their hourglasses start pulsing to signal the fight nearing its end. When the time is up, both ships explode. No one wins and a draw is declared. Both sides get Loser Allegiance in the event of a Draw and both get pushed to other servers.

    Now flame me with "battle of attrition" banter.

    Edit: I should have mentioned that the only reason the fight ended was because my crew mate and I realized we had been at the fight for well over an hour and just let our boat sink to get the damn match over with.

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  • @theonetruederp Agreed - a timer would solve the problem.

  • I've been getting so many matches like this lately. One match ended because a Brigantine decided to join in the fight, while the opponent I was supposed to be fighting kept running.

    It's apparently the current meta to just "hit and run" and hope the other opponents just quit in frustration.

  • I acctually love battles like that, they really brake the 'meta' and the most creative and 'thinking out of the box' crew wins, the problem is that the XP gained makes you frown, especially for the one loosing such battle. I still feel sorry for the crew we battled for 2.5h+ before the update hit where you get nothing for sailing out of bounds (accidentally)

  • If you’re fighting and dancing around each other for an hour, the problem isn’t Rare and their mode, it’s the players not being aggressive enough to sink the other ship. You have to get creative, position the ship smartly to force a nose dive from the other side, bring curse cannonballs for insta anchor drops etc. Short fights are won by being skilled and creative and predicting what your opponent is going to do next, not just cannon from a distance while sailing parallel whilst a square apart on the map.

  • both crews (2 per Sloop) could only resort to boarding to try and swipe their supplies.

    Or ram into each other and there was known supplies that float in the water you could of grabbed.

    Seriously tho. People wanted a pvp fight and a lot of these pvp players would chase players for hours! Just to sink and let the loot sit

    But hourglass pvp..once the fight reaches past 30min it too long.

    Just get hunted/defend and sit by an island or have a secret rowboat with extra supplies and watch how much faster the matches end

  • I agree. Matchmaking is great in many ways, but it does tend to increase the duration of each fight. Since the last update, I didn't get many fights that were below 20 min. It gets grindy and annoying quiet fast. Even winning does not seems to be worth my time this much. I am not sure what the best solution would be. Arena was better with this respect because after 15 min. the match was over and whoever had the most points won.

  • @theonetruederp

    I think the big divide here is going to be what players want. IME, there are two groups of players: the ones that like PVP, and the ones that want to "get cursed and get out."

    Most of the pirates that enjoy PVP are criticizing the patching of the captaincy supplies exploit. "We need supplies to fight and don't want to collect them in adventure mode" is their calling card. They just want to dive dive and dive some more and (some) are advocating for resetting supplies to a base level before resurfacing a la arena. The "get cursed and get out" crowd don't really care about supplies because if they can't sink the other ship with 80 balls and 35 wood they'd rather have a fast loss than a long win; it's all about allegiance/time efficiency for them.

    It sounds like you're in the "get cursed and get out" side, and if you stay in a match more than 15 minutes that's kind of on you. I have a little timer by my monitor and if a match lasts 15 minutes I let them sink me because my allegiance grind stops being efficient. I'd rather go find someone I can sink in 15 minutes or less than fight this guy for 60-120.

  • @x-revolver-81-x a dit dans One hour of the same Hourglass match :

    @theonetruederp Agreed - a timer would solve the problem.

    What if some people ENJOY hour-long fights ? Some people do it for fun, not for the rewards (Those are the ones that WILL pop up to tell you you're playing it wrong if you just want to level up)

    The system is fine. The players are the issue. The "never giving up" mentality.

    And again, it's tied to rewards. No wonder people won't give up, seeing the ridiculous amount of rep they'll get if they lose.

    Increase allegiance rewards. Again. After 15 minutes it becomes more WORTH to crash into a rock and sink rather than sweat for another hour. And people who do it for fun just continue. Problem fixed.

    Seems like preaching in the desert but then again, I'll say it :

    Rewarding more allegiance for losses would solve pretty much all the issues this mode has.

  • @jolly-ol-yep said in One hour of the same Hourglass match:

    Rewarding more allegiance for losses would solve pretty much all the issues this mode has.

    1,000,000% yes. I don't understand why people don't understand this.

    • Pirates that like PVP for PVP won't care if the loss allegiance gets increased. Probably won't even notice.
    • Pirates that just want to get cursed and get out will earn each curse in a month instead of three, so they will be happy.
    • Pirates that hate PVP and won't play hourglass may be enticed to at least give it a try if the curses are more palatable to earn.
    • The only people unhappy with this change are the PVP'ers that want to gatekeep the curses from the general community.
  • @theonetruederp said in One hour of the same Hourglass match:

    Seriously. One whole hour of my sloop and the enemy sloop basically slap-fighting. Neither was willing to concede, we both ran out of cannonballs and both crews (2 per Sloop) could only resort to boarding to try and swipe their supplies. This is well past the point of idiocy. RARE has made a mode WORSE than Arena.

    Venting aside, after that nightmare I'm convinced the Hourglass needs a hard time limit. 20-30 minutes seems fine, just like Arena. Gives crews enough time to fight proper but the battle won't last until the heat death of the universe when both teams are relatively evenly matched. If neither ship can best the other, at the 5 minute mark their hourglasses start pulsing to signal the fight nearing its end. When the time is up, both ships explode. No one wins and a draw is declared. Both sides get Loser Allegiance in the event of a Draw and both get pushed to other servers.

    Now flame me with "battle of attrition" banter.

    Edit: I should have mentioned that the only reason the fight ended was because my crew mate and I realized we had been at the fight for well over an hour and just let our boat sink to get the damn match over with.

    I had a match like this just the other day. Both of us were out of supplies after fighting for over an hour. We turned to the ram strat. At one point I saw my opponent swim up and try to bail water into my ship. We were both laughing about it. We ended up rolling a D20.

  • The challenge is a shrinking arena may not solve the problem. It'd just create a smaller area for pirates to fight in and there's no guarantee the battle will end. I think after 30 minutes the bubble should disappear and both crews be rewarded a loss' worth of allegiance. Continue to fight for pride, go resupply and continue fighting, up to you. But at least the crews will have an option to separate and dive again if they wish.

  • @lordqulex I could see this being a more kind method of approach with a time limit. But I really think something needs to be changed to prevent these extremely long battles from happening. Its one thing to fight for that long in Adventure over a hoard of treasure, but with the Arena XP being completely static it just doesn't justify the long as hell time.

  • @theonetruederp said in One hour of the same Hourglass match:

    @lordqulex I could see this being a more kind method of approach with a time limit. But I really think something needs to be changed to prevent these extremely long battles from happening. Its one thing to fight for that long in Adventure over a hoard of treasure, but with the Arena XP being completely static it just doesn't justify the long as hell time.

    I don't entirely mind the long battles, but you're right with a dynamic time, static rewards seem silly. Rewarding PVP activities such as cannonball hits, masts dropped, pirates sent to the ferry, holes repaired and food eaten by opposing crew, visiting the ferry, keeping ship afloat, set enemy ship on fire, bailing water, each up to 5 times per match to encourage good faith PVP activities while preventing farming off of low skill pirates would be a dynamic reward for a dynamic battle IMO.

  • You could OoB and take your loser rep and get on with your day...

  • Honestly this is why I'm against ship sinking giving rep. If it's going to be 1v1, then rep should be given based on the amount of hits on a ship, that way people will need to fight to gain that rep.

  • I agree, open sea battles should be attrition based and long.. Intended PVP on demand shouldn’t.. A timer that ends with a draw or a battle royals style circle that encloses over time to force an eventual win.

  • So if I understand this correctly; you are complaining that a naval battle is too long. Well that's a shocker, as most players want longer naval battles.

  • @red0demon0 said in One hour of the same Hourglass match:

    Honestly this is why I'm against ship sinking giving rep. If it's going to be 1v1, then rep should be given based on the amount of hits on a ship, that way people will need to fight to gain that rep.

    Now I could get behind this...except I'm a bad shot. Effort should be rewarded and it's not.

  • It would be easy to have both crew merge into a specific instance made for pvp and have a timer and arena style rules to determine the winner if no one has sink after 15 min.

    The problem is that Rare has a firm position about having the pvp on-demand mode organic to adventure mode.

  • The slap fighting is on both of the crews. I don’t understand the full sails jousting matches, drive by shoot twice full rep, repeat. Just stay in the orbital and put some hurt on them. If about to sink peel out, but boom boom run gets OLD.

    Here we go….. “MORE REP FIXES THIS” noooooooope! Doesn’t and won’t.

    At the most more rep would maybe increase participation for a month… then, look above, “when I get my curses I’m out” people dip and it’s even more dead or worse. The rep is not the problem it’s the unwillingness to possibly lose.

    Time limits for sure. Or as above “No rep for losses, however earning rep for actually engaging” I’m ALL FOR THIS! 100000000 times over!

  • @jj-h816 a dit dans One hour of the same Hourglass match :

    At the most more rep would maybe increase participation for a month… then, look above, “when I get my curses I’m out” people dip and it’s even more dead or worse.

    Do you want to encounter people willing to fight or dice rollers/loss farmers/runners ? As soon as these people get their curse, they're out. Leaving only people like you who are here for the fun of a good fight. Don't you want this ?

    Yes you want this. But you prefer those people not having the curse rather than your own enjoyment.

    The rep is not the problem it’s the unwillingness to possibly lose.

    Question : Where does this "unwillingness to possibly lose" ? Hint : reputation.

    Time limits for sure.

    Would it solve the issue ? No.

    Or as above “No rep for losses, however earning rep for actually engaging” I’m ALL FOR THIS! 100000000 times over!

    You makes no sense. That, what you suggest, means more rep for losing too.

  • @jolly-ol-yep no it means rep for engagement not losing. It’s been said over and over more rep for losing will no discourage loss farming! Also if you are just here for the curse, most people, how does increasing rep for losing keep them engaged after they have it? Again Nothing! So stop chanting more rep for losing keeps people around, more rep for losing stops loss farming!

  • @jj-h816 a dit dans One hour of the same Hourglass match :

    @jolly-ol-yep no it means rep for engagement not losing.

    But then engagement lead to winning or losing so.... Ok I might have read "engagement" as "participation" here. I guess you were suggesting counting the use of supplies and actions.... People said this would turn HG into Arena when people "traded" kills. We proposed to count what the other crew used. No updates.

    It’s been said over and over more rep for losing will no discourage loss farming!

    Saying something doesn't make it true. Ask US former president.

    And didn't we agree loss farmers are a strawman ? It's like 5% of solo sloopers. It's a non-issue. As @LordQulex said, the issue is that they put the curses behind PvP. What are people who hate PvP but want the curses gonna do ? Loss farm. Tweak the system however you want these guys are gonna continue farming losses. Anyway, they're gonna be matched vs each other now...

    Also if you are just here for the curse, most people, how does increasing rep for losing keep them engaged after they have it?

    These people DON'T want to stay engaged after they have the curse. You're not gonna turn them into sweaty PvPers if Sea of Thieves is their Sunday chill game...

    Again Nothing! So stop chanting more rep for losing keeps people around,

    It does, I personally have been fed up and haven't played for a week (not only HG, SoT as a whole). After years into this game I'm considering leaving. Not become the game isn't fun, but because the company abuses our time and peace of mind. I'm not PLAYING to ffeel like I'm WORKING.

  • There are as many motivations to play hourglass as there are stars in the sky. Equivalently, there are as many reasons why pirates quit hourglass as there are stars in the sky.

    There are two sides to every coin. While I will agree that increasing allegiance gains for losses will increase loss farming, based on our observations of loss farming I will also hypothesize that there are more pirates that quit due to low allegiance gains. Which means, if we increase allegiance gains for losses, more good faith PVP'ers will return to hourglass than pirates that will start loss farming.

    Loss farming is a fallacy and a strawman. Low allegiance rewards is disengaging to many more pirates. Arguing not to increase allegiance gains because of loss farmers is the same as stating "I don't want to invite more pirates to participate in hourglass," which is a sure fire way to accelerate the game mode's retirement. As with all economies of scale, there is an equilibrium somewhere that Rare must find. Most comments I've read from cursed and uncursed pirates agree that the allegiance gain is low and the grind is nearly unbearable.

    Sorry matey, I'm not saying you're wrong, your opinion is valid. I'm just saying your position is unpopular with the bulk of the community and your hypothesis rests on a foundation of fallacy.

  • @jolly-ol-yep if you don’t like the particular grind then don’t do it. It’s amazing that people that want the curse act like Rare is twisting their arms and making them do it. You don’t have to participate, you are choosing to do so. Loss farming is not a strawman it simply isn’t. It exists and won’t change regardless of the amount of rep rewarded. I don’t care if people are pvp sweats, I’m not a pvp sweat. Yes people will abuse engagement tactics as well and as such loss rewards shouldn’t be a large amount.

    I have said this and I’ll say it again the new loss farm meta is raising sails and giving away the win, but wanting to be invited to the other ship so that you get the win rep as well. So please tell me how giving 10x the rep will not encourage this behavior and other loss farming. Socialism doesn’t work homie

  • @jj-h816 said in One hour of the same Hourglass match:

    @jolly-ol-yep if you don’t like the particular grind then don’t do it. It’s amazing that people that want the curse act like Rare is twisting their arms and making them do it. You don’t have to participate, you are choosing to do so. Loss farming is not a strawman it simply isn’t. It exists and won’t change regardless of the amount of rep rewarded. I don’t care if people are pvp sweats, I’m not a pvp sweat. Yes people will abuse engagement tactics as well and as such loss rewards shouldn’t be a large amount.

    This is blatantly incorrect. There is some measurable amount of loss farmers. We don't know that amount but it is some percentage. Increasing the amount of allegiance gained for a loss will move that percentage, and we even agree that number will probably go up, but what we disagree on is I think that number will go up fractions of a percent and you think it will increase multiplicatively.

    I have said this and I’ll say it again the new loss farm meta is raising sails and giving away the win, but wanting to be invited to the other ship so that you get the win rep as well. So please tell me how giving 10x the rep will not encourage this behavior and other loss farming. Socialism doesn’t work homie

    Actually, this is wrong too. If you gave the same amount of allegiance to a loss that you gave to a win, there would be absolutely no reason to get invited to an opposing ship for the sink because the win and the loss would be worth the same rep.

    This is a game. We're discussing making your pirate look blue and skeletal. Who the frigate cares if one socioeconomical paradigm works in the real world or not? Our pirates kill skeletons and sell their skulls to necromancers who extract their memories of treasures and sells them to a gilded people that sell us treasure maps. Why are we even discussing socialism!?!? Dude, let people have their fun!

  • @jj-h816 a dit dans One hour of the same Hourglass match :

    @jolly-ol-yep if you don’t like the particular grind then don’t do it. It’s amazing that people that want the curse act like Rare is twisting their arms and making them do it. You don’t have to participate, you are choosing to do so.

    "Hey guys ! New update for you after empty s6 and buggy s7 ! Awesome new environments under Reaper's, cool new curses and cosmetics. Too bad this is reserved ONLY for the top-tier players and streamers. What we're after is a "Shrouded Ghost" effect where it takes literally years for people to get anything so that they continue play our game. I bet this update isn't for you, don't you dare bother participate in it, you'll burn yourself, this is too hot".

    Great argument. Rare communication is ALL about inclusivity and accessibility. They are the BEST when it comes to think of new accessibility options so that EVERYONE can participate. There was even a thread about how they should probably at least mention PvP in their trailers...

    Yet they come up with the most brutal, elitist, exclusive grind I've seen in 20 years of video game history.

    Point is : you don't tell people "don't participate it's not for you" when ALL your communication is about how EVERYONE can enjoy this game.

    Loss farming is not a strawman it simply isn’t. It exists and won’t change regardless of the amount of rep rewarded.

    Let's agree it won't lower NOR RAISE the amount of loss farmers then, I'm tired to give them so much importance.

    I don’t care if people are pvp sweats, I’m not a pvp sweat. Yes people will abuse engagement tactics as well and as such loss rewards shouldn’t be a large amount.

    See it the other way round. Everyone gets the same allegiance, whether it's a win or a loss.
    The winner gets :

    • streak bonus (let's increase this ? This can be the "incentive to win" maybe. What about the "champion" system noone uses cos' it's too "risky" ? Prevent aversion to losses and people will become champions more.)
    • possible flags
    • opponent's supplies
    • can dive immediately
    • hourglass value ++ (again maybe buff this instead of nerfing elsewhere)
      While the loser :
    • has to resupply
    • loses hourglass value
    • loses streak (key concept here. It's incompatibble with an ELO system so "reasonable" players are not encouraged to do them. Make streak the main way to progress, but by buffing rep gained from streaks, not by nerfing rep for losers)
    • loses time

    Now imagine it has been presented like this right from the start. Would have people complained that losers and winners get the same rep in the first place ? I'd say no.

    I have said this and I’ll say it again the new loss farm meta is raising sails and giving away the win, but wanting to be invited to the other ship so that you get the win rep as well.

    Really ? Is it even possible ?

    Well why not.... Still a clear sign that this is more FUN to these people than actually playing, which is saying something. I won't blame them, I blame the game.

    So please tell me how giving 10x the rep will not encourage this behavior and other loss farming.

    who said 10x ? And yeah we've been discussing precisely this for the last 2 and a half months, that's lucky. All I said is still out there, not gonna repeat myself.

    Socialism doesn’t work homie

    Lol.

    Has it ever been really tried anywhere or is it just a name people use to qualify dictatorhips regimes to discredit it ?

    And sure, the opposite - capitalism - is working perfectly fine and has led everyone to be happier in a healthier and healthier environment.

    But again, and as pointed out above, I'm not sure how all this relates to our pirate video game conversation.

    Pirates were more anarchists anyway. What if I wanted to give my curse to a noob ? That's something I'd very much like to do, just to annoy some sweaty people.
    Can't we imagine I lied to Ramsey everytime I sold him a flag or lowered my HG ? Giving the credit to a random pirate ? Let me do this, Rare ! Why can't I give my rare jacket/hat/whatever that I won't use to a fellow pirate ?

    See the flaws in bringing in politics to game design ? Some tried. Remember Monopoly was made to denounce the absurdities of capitalism ?

  • @theonetruederp Better solution instead of making both crews lose imo would be to make both ships start taking damage as if they were in the red sea after 24 minutes (a full ingame day). Then it becomes a battle of who can bucket and repair longer and the pressure adds up until someone slips.

  • @theonetruederp we need a closing circle battle of attrition is not a fun game mechanic. The winner of the fight being the person willing to waste the most time is not a good mechanic.

  • That happened to me a couple times as solo sloop. Its probably even worse there since its so easy to reset, and solo is less likely to board to prevent that and repairing given the risks.

  • @pithyrumble said in One hour of the same Hourglass match:

    @red0demon0 said in One hour of the same Hourglass match:

    Honestly this is why I'm against ship sinking giving rep. If it's going to be 1v1, then rep should be given based on the amount of hits on a ship, that way people will need to fight to gain that rep.

    Now I could get behind this...except I'm a bad shot. Effort should be rewarded and it's not.

    Well in that case, maybe we can do a little bit of both, slight rep gain for hitting a ship and more rep gain for sinking it. As it stand you can have people willing to run for hours on end, maybe that will be an incentive to get back in a fight.

  • @lafrules said in One hour of the same Hourglass match:

    It would be easy to have both crew merge into a specific instance made for pvp and have a timer and arena style rules to determine the winner if no one has sink after 15 min.

    The problem is that Rare has a firm position about having the pvp on-demand mode organic to adventure mode.

    It's not very organic right now, it feels way too distinct of a mode. Rep gain and gameplay is strictly limited, restricted exclusively to itself. pve components, as it pertains to treasure, does not have much of an effect on the mode, and is limited to only the defending mechanic

  • @red0demon0 said in One hour of the same Hourglass match:

    @pithyrumble said in One hour of the same Hourglass match:

    @red0demon0 said in One hour of the same Hourglass match:

    Honestly this is why I'm against ship sinking giving rep. If it's going to be 1v1, then rep should be given based on the amount of hits on a ship, that way people will need to fight to gain that rep.

    Now I could get behind this...except I'm a bad shot. Effort should be rewarded and it's not.

    Well in that case, maybe we can do a little bit of both, slight rep gain for hitting a ship and more rep gain for sinking it. As it stand you can have people willing to run for hours on end, maybe that will be an incentive to get back in a fight.

    It doesn't matter, pirates that run for hours aren't in it for the win: they're trolling. It feels like the final stair step in the allegiance requirement hit around level 75, and it takes 4 wins or 18 losses to get a level at that point. I call myself an involuntary loss farmer because my solo slooping skills are pretty trash, but even I could grind out a level in an hour or two of focused play. Anyone willing to run for that amount of time is either so anti-losing that they feel the need to win at all costs, or just running you in circles for the memes.

    No one who wants good PVP or allegiance efficiency runs around for over an hour. Most pirates I know will just throw the match somewhere between 30-60 minutes if they see they're being jerked around like that.

  • @nitroxien said in One hour of the same Hourglass match:

    @theonetruederp we need a closing circle battle of attrition is not a fun game mechanic. The winner of the fight being the person willing to waste the most time is not a good mechanic.

    Several games I have played had the shrinking battle, I really like it over endless messing around.

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