Hourglass PVP Feedback Sloop/Brigantine/Galleon - Casual PVP players.

  • Ya'harr mateys.

    During the double xp reward day and the boost on the weekend we played a lot of games and tried every single possible combination: Solo/Duo Sloop, Brigantine and Galleon. I went from level 21 or so to 79 in Guardians. We usually cashed in after 1/2 wins. We made a few million, but at the same time spent a lot of money on supplies. Here are my thoughts/ Casual PVPers experience:

    Solo/Duo sloop: Everything is great and working as intended imo. From the time it takes to resupply to the actual battles. The XP given for wins and losses felt natural and the game mode kept us engaged. Starting supplies are just about enough to win a fight if you are better, but you will surely loose a fight against same skill crew if you don't get more supplies as many ships we sank simply had no more to fight with.

    Brigantine. The trio ship takes longer to resupply, the starting resources feel OK at best and it is very frustrating when you load into an outpost after sinking and your unable to get supplies quickly as there is a cooldown. XP for wins feels OK. You can not dive in with the stock supplies if you expect a decent fight. So the amount of time it takes to resupply after losses creates a slight frustration.

    Galleon: The most fun ship to play on for the hourglass, however there are major flaws when it comes to Hourglassing (I made the word up). The starting resources are ridiculously low. There is no way you can dive and expect to win against your own skill opponent with that many supplies, even a fight against noobs could end badly, we honestly never attempted it, but its rather obvious. The shipwright resources sold to this ship is a joke and there should be scaling in the amount you receive depending on ship size. There shouldn't be any cooldowns on amount of cannonball crates you could buy and you should be able to purchase 2 of them for this ship. Winning fights with this ship feels the most rewarding experience wise, but loosing feels the most gutting. Not, because you lost, but because you won't be able to resupply properly if you already sank recently before. The stock supplies really need to be better. The XP for the amount of time you invest (with let's say a win ratio of 50%) feels rather bad even with a boost, if you loose more than win in a 10 game span, you really do not enjoy the experience, you really start disliking the hourglass as its a proper chore to get back out there with a Galleon.

    So here are my suggestions. Leave the XP boost as is, but here are few tweaks I would strongly suggest.

    EDIT: Increase incentives to keep going for streaks. Every additional win after 1st should give a significant boost for winning/loosing. Currently we don't mind to sell after 1 win as if we dive and loose, that XP gained is lost, but if we win the amount wouldn't make a lot of difference for the risk taken.

    The supplies and the amount you get is designed for adventure. Rare, please find a way to make the game mode fun and not a chore to play again. Either giving all captained ships a significant boost to stock supplies on all ships +30/+70/+120 (or something similar). Doing POTC 5th tall tale or going to forts for supplies should be part of adventure and not ships wanting to do PVP on demand looking for supplies. Ships shouldn't feel any need to bother adventure people and sinking them for their barrels. Now it really pushes you to do that creating a rather toxic environment for solo/duo sloops minding their bussines.

    If for whatever reason people would exploit this, maybe look into it having those resources appearing in the lower barrels once the hourglass MM is confirmed and disappear once it's cashed in. There are literally 0 drawbacks from having ships more engaged in the game mode, if everyone could literally just raise anchor and sail off to fight, this would only be beneficial. Resupplying should only be for curse balls. Yes chain shots/fire bombs/blunderbombs are vital for a fight and should not be looked at as a luxury, they all serve a tactical purpose. Perhaps this boost could be a reward for reaching faction level 20? Then another one after 50 and a really good one after 100.

    To keep players engaged after level 105: Here are some quick suggestions as a temporary measurement.

    Very cool looking trinkets for both factions. They should be unique instead of the wooden look they should have something similar like figure head. From standard to maybe a glowing one.

    Old curse variations. Make the old curses better and more outstanding as a reward for 105+ (just a thought)

    Really cool looking ships cosmetics, Hulls with very unique insides, no standard boring brown.

    Music box (the one like in the tavern as a trinket?)

    Map skins? You can customize captains quarters, why not add some map skins to fit them?

    Customizable harpoons. Nuff said.

    Perhaps some pet cosmetics or curses for pets?

    New kind of game mode unlocked after reaching level 100?

    Just some thoughts, keeping players engaged will become a problem once they get the curse I believe, my main focus is on the experience itself doing the hourglass. So yeah, keep the XP boost, tweak the rewards for streaks. And please increase the stock supplies for all ships. Bigger ships especially, resupplying should be minimal and not a chore.

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  • Zag no, don't fall for this evil.

    Supplying up is intended to be a part of the game and its experiences. It isn't mean to be easy. It used to be WAY WAY harder.

    It is already made too easy, IMO and floods the seas with supplies.

  • @personalc0ffee Adventure is fine, you can sail off with stock on sloop. Brig would be risky, Galleon needs more.

    Doing this on the Hourglass is not viable. Brig/Galleon supplies becomes a chore, so when you spend longer getting supplies than actually fighting - there is something wrong.

    And I don't see any problem if a brig or galleon after finishing hourglass with 1000s of cannonballs go into adventure, you can only shoot one at the time anyway and war of attrition is more of a sloop thing as other ships require a crew to fix and reset from emergency situations. So I can not think of one single reason how this would affect anyone.

    But if my suggestion of having hourglass exclusive supplies introduced, where you only receive them after you vote to start fighting and those freebies disappear once you are done, the rest remains your own legwork. Nobody would be affected in a negative way and the hourglass would benefit from more participants and crews that lost would be able to get back there a lot quicker.

  • @zig-zag-ltu said in Hourglass PVP Feedback Sloop/Brigantine/Galleon - Casual PVP players.:

    @personalc0ffee Adventure is fine, you can sail off with stock on sloop. Brig would be risky, Galleon needs more.

    Doing this on the Hourglass is not viable.

    It isn't supposed to be.

    The hour glass is not designed to have back to back to back to back battles. You can certainly do this but that isn't the point of the mode. The fastest way to do this is to go in with default supplies and just steal the ones from the players you sink.

    Buying supplies was and is a mistake. It injects too many supplies into battles.

    We need hard caps.

  • @personalc0ffee I disagree. Adventure is not on demand PVP. I don't know what hourglass is designed for, but I don't think it's designed to cause frustration, or having to resupply for so long. On demand in my opinion means quick and efficient way of doing it. It should not incentivize Galleon crews looking to sink other ships just for supplies.

    Could you please tell me an instance when your Sea of Thieves experience was negatively affected by someone having a lot of cannonballs and planks for hourglass?

    Also please try Galleon pvp before arguing against these suggestions. As I've mentioned earlier, Sloop is fine, Brig is OK. Galleon is different.

  • @zig-zag-ltu said in Hourglass PVP Feedback Sloop/Brigantine/Galleon - Casual PVP players.:

    @personalc0ffee I disagree. Adventure is not on demand PVP. I don't know what hourglass is designed for, but I don't think it's designed to cause frustration, or having to resupply for so long. On demand in my opinion means quick and efficient way of doing it. It should not incentivize Galleon crews looking to sink other ships just for supplies.

    Could you please tell me an instance when your Sea of Thieves experience was negatively affected by someone having a lot of cannonballs and planks for hourglass?

    Also please try Galleon pvp before arguing against these suggestions. As I've mentioned earlier, Sloop is fine, Brig is OK. Galleon is different.

    Hourglass is for on demand pvp but you are still expected to have to stock up.

  • @personalc0ffee Please try the galleon.

    Sloop takes 5mins tops to be ready. - This is fine.

    Brig can take 15 including someone running around the outpost with a storage crate. - This is ok, but not ideal.

    Galleon sometimes is not even possible clearing the whole outpost, if the outpost you spawn in is empty what then? 120 cannonballs is literally 30 cannonballs each, you can shoot them in few minutes. - This is not even reasonable. 120 cannonballs for sloop is enough for a fight tho.

  • Sir, I'm not going to agree here.

    I, like Pithy, was against the enabling of buying supplies. I think that boats already have TOO many supplies, way more than they ever need, and there are too many in the world.

    I think we need extremely tight caps on supplies based on boat sizes and to make it so you can not exceed them.

    I think this keeps battles of fair length but also of equal playing field. Your victory shouldn't come down to a battle of attrition.

    I don't play on gally usually. I don't find them fun. They are inefficient, slow, and awful. It takes way too long to do anything with the boat and more than half the time I am stuck moving all the sails on my own and we have no wind.

    I prefer brigs.

    As for only having 120 balls. Welp that's what sea forts, forts, buying, and outposting are for. That or just steal them from your opponent after you decimate them in round one.

  • @personalc0ffee Well Galleons exist, they are part of the game, we found it to be the most fun for PVP hourglass.

    Nobody ever said that sloop should have 500 cannonballs to start.

    Also you have not answered my questions where supplies would create a bad experience for you? It seems more of a question about preference or taste rather an actual problem experienced.

    I do agree about war of attrition point, but the current rules of engagement don't create incentives to finish a battle in few minutes, they normally last 10-20. And Galleon does not have enough for that for casual players.

    We are casual players and we work as a team, your experience from what you wrote seems to be really bad and your crew - quite frankly terrible. Galleon takes a lot of work from everyone and I am jealous of well polished crews, in our case we are trying our best to improve.

    So regarding the supplies for Galleon, if I understand you correctly. You think it is better to spend 20-30 minutes (in the least maneuverable slow ship, sinking sloops and going to places like fortresses, which are designed for new players to get supplies for a quick fight? I strongly disagree if that's the case.

    But thank you for your input, Sir. I would however appreciate if you commented on your own experience and shared your thoughts about the hourglass. Arguing against QoL improvements for activity you don't even participate(galleon fights), because of an imaginary problem(Sea of Thieves overflooded with supplies) that does not even affect you seems rather strange.

    This is why I would advocate for separate and hourglass exclusive supplies, fitting the needs according to crew size. If there really is a problem with abundance of supplies (haven't heard about it at least) this would not affect anyone negatively, but would improve the experience of people participating in PVP on demand.

  • @personalc0ffee said in Hourglass PVP Feedback Sloop/Brigantine/Galleon - Casual PVP players.:

    @zig-zag-ltu said in Hourglass PVP Feedback Sloop/Brigantine/Galleon - Casual PVP players.:

    @personalc0ffee Adventure is fine, you can sail off with stock on sloop. Brig would be risky, Galleon needs more.

    Doing this on the Hourglass is not viable.

    It isn't supposed to be.

    The hour glass is not designed to have back to back to back to back battles. You can certainly do this but that isn't the point of the mode. The fastest way to do this is to go in with default supplies and just steal the ones from the players you sink.

    Buying supplies was and is a mistake. It injects too many supplies into battles.

    We need hard caps.

    I very much agree with this. I always advocate to go out with default supplies almost every time, but that may be because I enjoy fast matches over long ones. Most of the time after your first sink I drag half a dozen crates out of the water from the ship you sunk with hundreds of cannonballs and planks and that'll get you going. Now that storage crates are 5k, merchant supplies and an outpost run is more than enough to start you in HG.

  • @lordqulex That's the problem for us at least. Even if you can't purchase a thing from shipwright/merchants sloop can very much so dive right back hoping for a quick fight.

    If you respawn with a galleon at the outpost and you can't buy a thing and the barrels are empty, you can only dive back in to basically farm a loss.

    Temporary/Exclusive for Hourglass supplies would not require crews to respawn at outposts and crews would be able to choose themselves if they wanna dive back in or sail around for more supplies. just my thoughts.

  • @zig-zag-ltu said in Hourglass PVP Feedback Sloop/Brigantine/Galleon - Casual PVP players.:

    @lordqulex That's the problem for us at least. Even if you can't purchase a thing from shipwright/merchants sloop can very much so dive right back hoping for a quick fight.

    If you respawn with a galleon at the outpost and you can't buy a thing and the barrels are empty, you can only dive back in to basically farm a loss.

    Temporary/Exclusive for Hourglass supplies would not require crews to respawn at outposts and crews would be able to choose themselves if they wanna dive back in or sail around for more supplies. just my thoughts.

    This is patently not true. I prefer to hourglass in brigs, and will sail on a galleon if there is nothing is biting on discord. You can absolutely go out with default supplies on bigger ships and win, and just harvest the supplies from your adversary. Default supplies is more than enough.

  • @lordqulex I will be looking forward to trying that then, what are your strategies, mind sharing some tips? The only viable way that we could do was to ram them, but a lot of ships tend to turn their ship sideways as they start defending by raising sails and blasting on the incoming attack, leaving us no option but to attempt to reset, in which case the stock supplies wouldn't cut it.

    Also going in with stock supplies on Brig/Galleon feels like we are willingly accepting that we are more than likely to sink and all of us want to win, loss farming is out of question tbh

  • I only do PvP solo. I don't even supply. I grab whatever fits in my pockets on the way to/from the emissary table and my ship. I purchase nothing.

    I know that the galleon has the same amount of cannonballs as the brig, which has 10 more than the sloop. It would have made sense for the galleon to have 10 more than the brig, not the same amount. Galleon has 5 more pieces of wood, but the same amount of food is on all ships.

    I do think the supply meta has gotten out of hand a bit, and people have become too reliant on said supplies. But I do think the galleon should have a little more cannonballs.

  • @zig-zag-ltu said in Hourglass PVP Feedback Sloop/Brigantine/Galleon - Casual PVP players.:

    @lordqulex I will be looking forward to trying that then, what are your strategies, mind sharing some tips? The only viable way that we could do was to ram them, but a lot of ships tend to turn their ship sideways as they start defending by raising sails and blasting on the incoming attack, leaving us no option but to attempt to reset, in which case the stock supplies wouldn't cut it.

    Also going in with stock supplies on Brig/Galleon feels like we are willingly accepting that we are more than likely to sink and all of us want to win, loss farming is out of question tbh

    Here's my strategy: win fast, lost fast. I'm in it for the curses not the PVP, so my goal is to get as many matches per session, not to win every match.

    Go in with default supplies. Try your best with what you got. If you win, you win. If you lose, you lose. Never reset, be hyper aggressive. Never let your opponent reset. Only repair the masts and wheel. Repair holes only when needed, you'd be surprised how long someone can keep a ship afloat with just a bucket. Never stop the cannon pressure, you may think you're wasting cannonballs but you're preventing repairs and killing crew. If they're returning fire, aim for the cannon line. Never take the hail mary shots, you're wasting cannonballs. Firebombs are very effective against galleons, and nearly useless against brigs and sloops. Ram strat is best strat especially if you can hit your bow to their side. You only need one mast up to move.

    Those are just what pop into my head right now, I'm sure there are more.

  • One thing to consider here that may be why people fall on different sides of this issue is skill. If you are a good player, and land your shots, and can sink or stop an opponent in the first few passes, you aren't experiencing the supply crunch that those of us who don't have that skill have to deal with. If you win half or more of your games, you have a source of supplies after most of your battles. If you are like me, and often deal with runners who take 2 shots, get hit once, then sail away and repair, the supplies are not enough. I had a 50 minute solo sloop battle a few days ago because the other guy just hid in the fog, taking pot shots every few minutes. Even if I win that battle, the combined remaining supplies is not enough to dive again without resupplying.

    For me, I think the supplies are sufficient as long as they remove the cooldown timer on Shipwright and Merchant crates after you sink in hourglass.

  • I meant to add that the reason this is an issue is that if the lower skilled players get frustrated by having no supplies, they will quit the game mode, and then the game mode turns even more sweaty, making it less attractive to lower skilled players, and it snowballs till only the top players are in the mode, and that isn't fun for anyone.

  • Leave the XP boost as is

    So the xp boost will become the normal xp, so it won’t be a boost anymore.

  • @lordqulex said in Hourglass PVP Feedback Sloop/Brigantine/Galleon - Casual PVP players.:

    @personalc0ffee said in Hourglass PVP Feedback Sloop/Brigantine/Galleon - Casual PVP players.:

    @zig-zag-ltu said in Hourglass PVP Feedback Sloop/Brigantine/Galleon - Casual PVP players.:

    @personalc0ffee Adventure is fine, you can sail off with stock on sloop. Brig would be risky, Galleon needs more.

    Doing this on the Hourglass is not viable.

    It isn't supposed to be.

    The hour glass is not designed to have back to back to back to back battles. You can certainly do this but that isn't the point of the mode. The fastest way to do this is to go in with default supplies and just steal the ones from the players you sink.

    Buying supplies was and is a mistake. It injects too many supplies into battles.

    We need hard caps.

    I very much agree with this. I always advocate to go out with default supplies almost every time, but that may be because I enjoy fast matches over long ones. Most of the time after your first sink I drag half a dozen crates out of the water from the ship you sunk with hundreds of cannonballs and planks and that'll get you going. Now that storage crates are 5k, merchant supplies and an outpost run is more than enough to start you in HG.

    Sounds like you and I prefer the same and would get along in this regard.

  • @personalc0ffee said in Hourglass PVP Feedback Sloop/Brigantine/Galleon - Casual PVP players.:

    @lordqulex said in Hourglass PVP Feedback Sloop/Brigantine/Galleon - Casual PVP players.:

    @personalc0ffee said in Hourglass PVP Feedback Sloop/Brigantine/Galleon - Casual PVP players.:

    @zig-zag-ltu said in Hourglass PVP Feedback Sloop/Brigantine/Galleon - Casual PVP players.:

    @personalc0ffee Adventure is fine, you can sail off with stock on sloop. Brig would be risky, Galleon needs more.

    Doing this on the Hourglass is not viable.

    It isn't supposed to be.

    The hour glass is not designed to have back to back to back to back battles. You can certainly do this but that isn't the point of the mode. The fastest way to do this is to go in with default supplies and just steal the ones from the players you sink.

    Buying supplies was and is a mistake. It injects too many supplies into battles.

    We need hard caps.

    I very much agree with this. I always advocate to go out with default supplies almost every time, but that may be because I enjoy fast matches over long ones. Most of the time after your first sink I drag half a dozen crates out of the water from the ship you sunk with hundreds of cannonballs and planks and that'll get you going. Now that storage crates are 5k, merchant supplies and an outpost run is more than enough to start you in HG.

    Sounds like you and I prefer the same and would get along in this regard.

    I'm just not impressed with the PVP in this game is all. I like the ambient threat of PVP that gives PVE the meaning, I like gathering and defending and stealing loot, but without the marriage of PVE and PVP they are individually meaningless to me. Playing submarine (dive, dive dive!) is simply monotonous and boring to me. Not gonna lie, I'm in it for the curses. I really hope Rare works out how to make defending faction treasury worthwhile and functional, I believe that would be my preferred playstyle. But until then, I simply don't let anyone slow my allegiance grind down.

    Hundreds of supplies don't make fast matches.

  • I was always against the influx of supplies but its the direction the game has gone in order to get people into the sea's quickly. I used to stock up quite abit but then it becomes quite demoralising when you sink in HG. Right now though supplies are crazy in how easy it is to become overstocked. I'm not joking here, I won a sloop battle in HG and ended up with over 2000 cannonballs!

    Supplies need a review again, specials are in a good place, basics should be fairly plentiful from the docks like they are now but the ships need a hard cap on the barrels to stop overstocking. It's removing any form of strategy from adventure PvP. HG would be hardly affected by a cap, the aim of HG isn't to fight for an hour over a fort, it's get the fight done as quickly as possible to move on to the next one.

  • @lordqulex said in Hourglass PVP Feedback Sloop/Brigantine/Galleon - Casual PVP players.:

    @personalc0ffee said in Hourglass PVP Feedback Sloop/Brigantine/Galleon - Casual PVP players.:

    @lordqulex said in Hourglass PVP Feedback Sloop/Brigantine/Galleon - Casual PVP players.:

    @personalc0ffee said in Hourglass PVP Feedback Sloop/Brigantine/Galleon - Casual PVP players.:

    @zig-zag-ltu said in Hourglass PVP Feedback Sloop/Brigantine/Galleon - Casual PVP players.:

    @personalc0ffee Adventure is fine, you can sail off with stock on sloop. Brig would be risky, Galleon needs more.

    Doing this on the Hourglass is not viable.

    It isn't supposed to be.

    The hour glass is not designed to have back to back to back to back battles. You can certainly do this but that isn't the point of the mode. The fastest way to do this is to go in with default supplies and just steal the ones from the players you sink.

    Buying supplies was and is a mistake. It injects too many supplies into battles.

    We need hard caps.

    I very much agree with this. I always advocate to go out with default supplies almost every time, but that may be because I enjoy fast matches over long ones. Most of the time after your first sink I drag half a dozen crates out of the water from the ship you sunk with hundreds of cannonballs and planks and that'll get you going. Now that storage crates are 5k, merchant supplies and an outpost run is more than enough to start you in HG.

    Sounds like you and I prefer the same and would get along in this regard.

    I'm just not impressed with the PVP in this game is all. I like the ambient threat of PVP that gives PVE the meaning, I like gathering and defending and stealing loot, but without the marriage of PVE and PVP they are individually meaningless to me. Playing submarine (dive, dive dive!) is simply monotonous and boring to me. Not gonna lie, I'm in it for the curses. I really hope Rare works out how to make defending faction treasury worthwhile and functional, I believe that would be my preferred playstyle. But until then, I simply don't let anyone slow my allegiance grind down.

    Hundreds of supplies don't make fast matches.

    See you get it.

  • @a10dr4651 said in Hourglass PVP Feedback Sloop/Brigantine/Galleon - Casual PVP players.:

    I was always against the influx of supplies but its the direction the game has gone in order to get people into the sea's quickly. I used to stock up quite abit but then it becomes quite demoralising when you sink in HG. Right now though supplies are crazy in how easy it is to become overstocked. I'm not joking here, I won a sloop battle in HG and ended up with over 2000 cannonballs!

    Supplies need a review again, specials are in a good place, basics should be fairly plentiful from the docks like they are now but the ships need a hard cap on the barrels to stop overstocking. It's removing any form of strategy from adventure PvP. HG would be hardly affected by a cap, the aim of HG isn't to fight for an hour over a fort, it's get the fight done as quickly as possible to move on to the next one.

    Oh but remember, we have to play on gally to have an opinion or at the very least that can't pertain to gally.

  • I have some important feedback about the Random loot piles that spawn in the water. Ya, could we maybe not allow kegs to spawn during the fight because I had some player run from me after hitting his boat with tons of cannon balls and he got lucky enough to get a keg blew me up and i was unable to Bail, repair, shoot, raise the mast or anything while he was hitting me with tons of cannon balls, I'm just going to say if you add a New PvP mode make it PvP not luck based and someone get a magical keg to ruin the whole fight. Arenas PvP was balanced when it came to a ship 1v1 now I get boarded and sent into the out of bounds or get blown up by a keg that spawned. Then the other people say they are better, like come on :(

  • @dobob4242 post a separate suggestion, reviving old posts is against forum rules so they'll lock this one..
    That said hg is part of normal adventure and keg birds do happen. They have toned them down as it was a lot more common when hg released. I think it's a good thing adds a bit more variety in terms of tactics available and it's another thing to watch out for.

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