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.
