Hour Glass. REAL Issue with the port resources.

  • I will not deny one thing.
    I loose often enough.

    I sail with almost everybody half-decent that I can get my hands on in Discord because that is the only way to get a Galleon going in a good amount of time.
    Through a certain experience in the field of multipurpose SoT-organization I can get most ppl to form a decent crew and have a decent fight.

    HOWEVER!
    Ofc my KD is WAYYYY worse than that of someone that exclusively sails with 1k hours+ sweats, or even much better, has a proper functioning standing crew.

    My KD is ~1.25
    And considering the circumstances, I am actually proud of it.

    Now all of that though, so you can just understand my PoV.

    THE ISSUE:
    When you sink, which you will, it happens INSANELY often that you get respawned to an outpost you already were on!
    THUS, being unable to buy resources again.
    It wouldn't be a big deal if that was a once-in-a-blue-moon thing.
    OR if it at least had the decency to only spawn you back at you starting outpost after you already sank for every other.
    But the way it is, after you sink the second time it is already VERY likely (~70% chance from my personal experience) that you get spawned to the SAME outpost where you will NOT be able to buy anything! And after the third time, it feels like AT LEAST a 50/50 chance to even send you to an already "used" outpost EVEN after scuttl-&-changing ...
    THAT SUCKS HARD!!!

    HG is supposed to give us FAST and ON-DEMAND-PVP!
    We do not first want to go to some fort, some World-event or sail to another outpost (HOPING that we were not there before at some point).
    We want to dive down and TRY AGAIN as long as the demand for vengance-fueld PvP still burns HOT :D
    BUT we do NOT want to do so without AT LEAST a zoggin storage- and a wood-crate!

    It feels unfair, dumb and contra the entire Idea of HG.

    SOLUTIONS:
    Either DRASTICALLY reduce the buy-cooldown-time for the merchants- and the captains-supplies to whatever the current Island-Barrel-Reset ist
    (Because at the moment I estimate it at at AT LEAST 1 and a half h, if not more, and that is just too long if you want to go that easy route)
    OR (The solution I would recommend)
    Make these cooldowns IMMEDIATELY reset AS SOON as you dive down every time! (And maybe to keep it fair as a defender, as soon as you get invaded every time).

    That would be INCREADIBLY healthy for HG as it would for once benefit those that do not usually go on 10-streaks ...

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  • @lormiun

    I agree, restocking on a galley is painful after a loss.

  • @lormiun said in Hour Glass. REAL Issue with the port resources.:

    SOLUTIONS:
    Either DRASTICALLY reduce the buy-cooldown-time for the merchants- and the captains-supplies to whatever the current Island-Barrel-Reset ist
    (Because at the moment I estimate it at at AT LEAST 1 and a half h, if not more, and that is just too long if you want to go that easy route)
    OR (The solution I would recommend)
    Make these cooldowns IMMEDIATELY reset AS SOON as you dive down every time! (And maybe to keep it fair as a defender, as soon as you get invaded every time).

    I think the answer is the opposite: immediately reset the cooldown as soon as you sink. That is much less exploitable.

  • Also, I understand the podcasts are long and can sometimes be boring, I struggle to listen to them myself. But something said in the last one really struck a chord with me.

    They were talking about the effects of the WE balance changes on pirate participation and how the developers play the game in their off time. I just sometimes feel like we're playing the game wrong, you know? Especially pirates here on the forums, who are either lauding or cursing hourglass and swearing off ever touching it or proudly stating they pretty much HG exclusively.

    The developers talk about winning an hourglass match, and deciding whether they want to go contest that world event or not. These things are not designed to be mutually exclusive and yet the player base seems to deviate toward one end or the other. I do believe the silent majority are us PVEVP'ers who just like sailing, adventuring, fighting, a little bit of everything. But as I said in another thread, it is incredibly difficult to find pirates on the Discord that want to participate in hourglass defensively to get that little bit of everything.

    I think the "real" issue with port resources are the fact that pirates look at buying a supply create and looting a sea fort as "unnecessary work" as opposed to "part of the adventure." I understand that pirates that like HGPVP just want to play submarine (dive, dive, dive!), but that's not the game the developers intend or are making. So on that note, perhaps the supply situation is exactly as is intended.

    The challenge is although this would be "incredibly healthy" for hourglass the effects on adventure mode could be devastating, where the influx of fast/cheap/easy supplies throws off the balance of server investment (playing on a server for an hour). Watch the podcasts and the documentary, server investment is the intended playstyle. I have to believe the developers play the game "as intended," which may not be the way we prefer. Again, supplies may be right where they're supposed to be...

  • I agree, although I do not sink often when playing with a main crew compared to a mix & match crew where we can barely hit a 4 streak going up against competitive teams in Gally HG.

    The obvious big downside is the time that it takes to get back into action from the moment of sinking, takes around 15 mins, and that's if the outpost hasn't already been looted + Supps bought from the shipwright.
    My concern isn't really the outpost supps itself more so then the fact that the galleon has weak starting supplies from the get go.
    90 cannonballs is essentially two volleys of cannons shot from each player. (20 cannonballs shot each) when in high MMR fights these are just the ''appetizer'' for a starting broadside.

  • So you start hourglass, you try to get as many supplies as possible, sometimes you can't as there aren't any, also what OP wrote, you spawn at an outpost that you already looted and now the winner of the fight has them.

    From another perspective, you win a couple of games, if your opponents did not dive with stock supplies, but put into some effort you end up with hundreds, sometimes thousands of supplies.

    So to me this points out to one conclusion.

    Hourglass needs to have separate supplies from adventure. You can hold curse balls in your inventory also any fancy food you want. However the stock supplies for hourglass need to be a lot better, giving plenty of chainshots, firebombs, blunderbombs and obviously better food than bannanas. Once you lower the hourglass those supplies would vanish.

    The mode should be fun, the battles are not decided by how many chainshots you have they are decided how well you can use them and other supplies. I really would not see any downsides to this, at least both sides would have exactly equal supplies. Think about how many times you have won/lost because of supplies, HG should be about skill not who can be bothered looting barrels more.

  • @zig-zag-ltu Some might say that the strategy of preparation is a tactical skill in and of itself.

  • @zig-zag-ltu But what happens when the bubble drops?

    I like the idea that when you vote up hourglass you gain supplies and when you vote it down you lose supplies, and that may encourage voting up hourglass and sailing around in adventure mode, a.k.a. defending, but in my experience voting up hourglass isn't a guarantee you'll get invaded. Now you're just in adventure mode with great sups. And let's say they add locked barrels that you can only remove sups from during a match. Well I'll just empty them into my storage crate so if I win I now have all the sups in adventure mode, where I will vote down the HG after one win, vote it up again, reset my sups, and now have twice as many!

    Thus the challenges of putting arena in adventure mode play out...

  • Just use your starting resources. You be surprised it enough to sink any ship. IF you know what your doing and aim.

  • @maximusarael020
    It's strategic, not tactical. The issue ends up being prep-time. It's fairly easy to get started in Galley HG upon launch. You can buy Cannonball crate, captain cannonballs, wood crate, storage crate, and then loot the island. You are good for your first fight. If you win, collect from your opponent and you are likely good to continue. On the other hand, if you lose, things can suddenly slow to a crawl. You likely have just re-spawned at the outpost you just left, and can't buy anything. You can loot the island manually, but it is slow. If you are lucky enough to get a storage crate, your next stop is likely a phantom fort.

    All in all, there can be quite a gap between losing dives in a galleon.

    Compared to a sloop, you can likely solo sloop without buying anything, just refilling your basic pockets with cannonballs, jump and go.

  • @maximusarael020 I would call it more dedication or experience rather than actual skill ^^

    @LordQulex Yeah, I thought about that one, my suggestion might work if they would improve the defending and would guarantee you an attacker.

    We had a fight with someone 'defending' over FoF last month, those guys kept running and running but would always come back to contest the loot on the fort...We were hoping someone attacks them and we fight them both...never happened :/

  • @tybald

    tac·ti·cal
    adjective
    "relating to or constituting actions carefully planned to gain a specific military end.
    (of a person or their actions) showing adroit planning; aiming at an end beyond the immediate action."

    Seems tactical to me.

  • @zig-zag-ltu The challenge is defending and invading are polar opposite playstyles. More often then not, when I invade a defending crew, my crew decides to leave the loot and dive again. That's a problem with "PVP on demand": the PVP is in higher demand than the rewards. I wish there were a good way to make the invaders care about the loot, but if you gained allegiance for turning it in without voting down the hourglass people would just scream "yOu'Re ReWaRdInG PVE!!!"

    Hourglass was a huge success technologically. Rare could Retire code and assets (assuming they don't use it later), reducing package size. They had pirates who left the game when arena retired return. They successfully integrated PVP on demand into adventure mode. But the main challenge still exists in that the two play styles are so vastly different I'm not confident there is a good way to have the two interact in a shared world sandbox. Perhaps them simply existing in the same space has to be close enough?

  • @maximusarael020 said in Hour Glass. REAL Issue with the port resources.:

    @tybald

    tac·ti·cal
    adjective
    "relating to or constituting actions carefully planned to gain a specific military end.
    (of a person or their actions) showing adroit planning; aiming at an end beyond the immediate action."

    Seems tactical to me.

    That's a nice pedantic comment that actually ignores the rest of the post that has the actual meat to it. Congratulations!

  • @tybald
    :) Thanks!

    I'm not sure what else I would say. You haven't offered any suggestions or anything, merely stated that stocking your ship takes time (shocker). I disagree with that there should be set supplies for HG because HG is not a separate mode, it exists inside of Adventure. Stocking your ship well is an investment in your ship's future and is a tactical decision. If Rare had wanted HG to be a true 1 ship v 1 ship battle looking at only skill, they would have:

    1. Had it be in a separate server with no PvE elements (megs, skeleton ships, storms, kraken, etc). All of those things can skew the result of the battle, making it not a true test of pure skill between crews.

    2. Not allowed 3rd party ships in the zone. Because that involves a secondary variable that makes it not a true test of skill either. And now, if you had set supplies, how does that factor in to there being another ship to contend with?

    3. Had a much more robust SBMM system. Because for people truly looking for a 1 crew v 1 crew test of pure skill, getting matched with people who far outclass you just because you happen to be on the same Stamp or to reduce wait time wouldn't happen.

    As for the other suggestions like resetting the timer for purchasing supplies and whatnot, on an hourglass sink? Sure, why not. I fear that hackers would be able to abuse that somehow, but they probably can currently anyway. Barrels reset every 30 minutes anyway, so after being sunk you really shouldn't be that long from a reset unless someone JUST took all the supplies from an island. In that case, sail to the nearest fort or fortress and stock up there! They're pretty close and have good supplies.

    I think the mentality that you should just be able to dive, fight, dive, fight, dive, fight, over and over again just isn't really what the mode is supposed to be. There's a reason it takes place in Adventure and a reason there are Defenders and not just Divers. You have to play in the world, too (OMG nooooooooooo)!

  • @lordqulex said in Hour Glass. REAL Issue with the port resources.:

    @lormiun said in Hour Glass. REAL Issue with the port resources.:

    SOLUTIONS:
    Either DRASTICALLY reduce the buy-cooldown-time for the merchants- and the captains-supplies to whatever the current Island-Barrel-Reset ist
    (Because at the moment I estimate it at at AT LEAST 1 and a half h, if not more, and that is just too long if you want to go that easy route)
    OR (The solution I would recommend)
    Make these cooldowns IMMEDIATELY reset AS SOON as you dive down every time! (And maybe to keep it fair as a defender, as soon as you get invaded every time).

    I think the answer is the opposite: immediately reset the cooldown as soon as you sink. That is much less exploitable.

    This is a really good idea IMHO.

  • @tybald

    It's fairly easy to get started in Galley HG upon launch. You can buy Cannonball crate, captain cannonballs, wood crate, storage crate, and then loot the island. You are good for your first fight. If you win, collect from your opponent and you are likely good to continue. On the other hand, if you lose, things can suddenly slow to a crawl. You likely have just re-spawned at the outpost you just left, and can't buy anything. You can loot the island manually, but it is slow. If you are lucky enough to get a storage crate, your next stop is likely a phantom fort.

    If losing is such a harsh time loss for hourglass, why don't you just hop servers? You just sunk, so you don't lose anything. The supply-buying is reset and you only have to sit through a couple minutes of loading screens.

    I dislike the supply timers getting in the way as well, but the work-around is easy; I'm just waiting for a patch.

  • To touch on what was said earlier; if there was a way to sell your 'faction treasure grade' loot without having to sell your HG, or if you took out a defender and it was actually worth then going on the defensive with all the loot, I think it would encourage shaking up the win-dive-win-dive mentality.

    The only way to do that though would be to introduce a commendation tied specifically to faction treasure, and some form of cosmetic reward linked to that commendation. Or just more allegiance, but in the long term commendation+cosmetic introduces more to grind and keeps players involved in HG than pure allegiance, as many will just get their base curse and quit.

    Also in reference to a prior comment; once a match is made both ships have a HG crate manifest on deck with combat supplies as a gift or ammo-dump from their faction Lord. When the match is finished the crate and all the supps taken from it despawn. Maybe the crate refills periodically mid match.

  • @burnbacon
    Honestly you just made a git gud comment that doesn't offer anything to this post. If you are fighting any decent crew resources are vital. You are telling me that you can win eating bananas while the other person is eating pineapples ? Or that not having a cannonball or storage crate on galleon resulting to having to go downstairs to grab everything isn't a disadvantage? You literally admitted to loss farming the other day in one of my posts so I don't know where this is coming from...

  • If they just add that line of scritp that enusres that you will not respawn at outpost you spawned on...

  • @maximusarael020 said in Hour Glass. REAL Issue with the port resources.:

    I disagree with that there should be set supplies for HG because HG is not a separate mode, it exists inside of Adventure. Stocking your ship well is an investment in your ship's future and is a tactical decision. If Rare had wanted HG to be a true 1 ship v 1 ship battle looking at only skill, they would have:

    1. Had it be in a separate server with no PvE elements (megs, skeleton ships, storms, kraken, etc). All of those things can skew the result of the battle, making it not a true test of pure skill between crews.
    2. Not allowed 3rd party ships in the zone. Because that involves a secondary variable that makes it not a true test of skill either. And now, if you had set supplies, how does that factor in to there being another ship to contend with?
    3. Had a much more robust SBMM system. Because for people truly looking for a 1 crew v 1 crew test of pure skill, getting matched with people who far outclass you just because you happen to be on the same Stamp or to reduce wait time wouldn't happen.

    Very good observations and good points... agreed.

    I think the mentality that you should just be able to dive, fight, dive, fight, dive, fight, over and over again just isn't really what the mode is supposed to be. There's a reason it takes place in Adventure and a reason there are Defenders and not just Divers.

    Like I said above, I think many of us pirates are not playing HG as intended and it saddens and confuses me...

    You have to play in the world, too (OMG nooooooooooo)!

    🤣🤣🤣💖

  • @grumpyw01f said in Hour Glass. REAL Issue with the port resources.:

    If losing is such a harsh time loss for hourglass, why don't you just hop servers? You just sunk, so you don't lose anything. The supply-buying is reset and you only have to sit through a couple minutes of loading screens.

    This SHOULD work right?!
    Scuttle and change seas.

    Somehow it DOESN'T!
    Don't ask me why.
    It seems to be simply built-in.

  • @gosva5434 said in Hour Glass. REAL Issue with the port resources.:

    @burnbacon
    Honestly you just made a git gud comment that doesn't offer anything to this post. If you are fighting any decent crew resources are vital. You are telling me that you can win eating bananas while the other person is eating pineapples ? Or that not having a cannonball or storage crate on galleon resulting to having to go downstairs to grab everything isn't a disadvantage? You literally admitted to loss farming the other day in one of my posts so I don't know where this is coming from...

    Amen.

  • @lordqulex said in Hour Glass. REAL Issue with the port resources.:

    Also, I understand the podcasts are long and can sometimes be boring, I struggle to listen to them myself. But something said in the last one really struck a chord with me.

    They were talking about the effects of the WE balance changes on pirate participation and how the developers play the game in their off time. I just sometimes feel like we're playing the game wrong, you know? Especially pirates here on the forums, who are either lauding or cursing hourglass and swearing off ever touching it or proudly stating they pretty much HG exclusively.

    The developers talk about winning an hourglass match, and deciding whether they want to go contest that world event or not. These things are not designed to be mutually exclusive and yet the player base seems to deviate toward one end or the other. I do believe the silent majority are us PVEVP'ers who just like sailing, adventuring, fighting, a little bit of everything. But as I said in another thread, it is incredibly difficult to find pirates on the Discord that want to participate in hourglass defensively to get that little bit of everything.

    I think the "real" issue with port resources are the fact that pirates look at buying a supply create and looting a sea fort as "unnecessary work" as opposed to "part of the adventure." I understand that pirates that like HGPVP just want to play submarine (dive, dive, dive!), but that's not the game the developers intend or are making. So on that note, perhaps the supply situation is exactly as is intended.

    The challenge is although this would be "incredibly healthy" for hourglass the effects on adventure mode could be devastating, where the influx of fast/cheap/easy supplies throws off the balance of server investment (playing on a server for an hour). Watch the podcasts and the documentary, server investment is the intended playstyle. I have to believe the developers play the game "as intended," which may not be the way we prefer. Again, supplies may be right where they're supposed to be...

    Long story short:
    You should go to the fort to stack up first. That is BS for one very specific reason though and I highly doubt that this is the intended desing therefore.
    Simply because:

    You loose all pure loot as soon as you dive and defending nets WAY too little HG-XP/hour to be viable to really level HG

    IF you could keep your loot while you dive then this would be a 100% different story (which would ofc create other problems though).
    But having to sell every time before diving or loosing out ... no thanks.

    ...
    HOWEVER:
    @lordqulex said in Hour Glass. REAL Issue with the port resources.:

    I think the answer is the opposite: immediately reset the cooldown as soon as you sink. That is much less exploitable.

    Totally fine with that, my idea was merely supposed to make it even more accessible and motivating to do HG.
    Wouldn't see it as exploitable BUT hey!
    I will not deny that this is really unimportant to the greater issue at hand here, so whatever.

    Put simply:
    100% in favor of this. A very simple and effective solution with no downsides whatsoever.

    Rare. PLEASE make it so.
    So that when we sink from HG. We can buy again.

  • @lormiun said in Hour Glass. REAL Issue with the port resources.:

    Long story short:
    You should go to the fort to stack up first. That is BS for one very specific reason though and I highly doubt that this is the intended desing [sic] therefore.
    Simply because:

    You loose all pure loot as soon as you dive and defending nets WAY too little HG-XP/hour to be viable to really level HG

    IF you could keep your loot while you dive then this would be a 100% different story (which would ofc create other problems though).
    But having to sell every time before diving or loosing out ... no thanks.

    That is sadly the point I am making. If you watch the documentary and podcasts, they talk about diving, attacking, defending, all in hours long play sessions. Again, assuming the developers play the game as it is intended to be played, the bonus for faction treasury defense is intended to be enough to keep you in a server for at least a bit.

    But remember, they love to talk about the journey and the adventure. When you say things like "way too little HG-EXP/hour" you cease talking about the journey/adventure and start venturing into power-gamer territory. Allegiance efficiency is not the intended play style. Long-session fun adventures are the intended play style.

    So again, you, me, everyone on this forum who complains about allegiance efficiency, long grinds, rewards, et cetera, we're all missing the point. The intended play style is just to enjoy playing the game. The long con. The curses tell the story of your journey, they're not intended to be the goal. Level 1000 is not intended to be the goal. Collecting treasure, sinking ships, turning in loot, getting sunk, all in one night is the intended play style.

    This may be a disconnect between the developers and the community, but we need to remember we're playing their game. We can make suggestions that would make the game better for us, but it's still very much their shared world pirate adventure sandbox, their game. And apparently I've been playing it "wrong."

    Rare. PLEASE make it so.
    So that when we sink from HG. We can buy again.

    Sadly, "dive, dive, dive!" is not the intended play style. Good luck matie, I don't believe you'll be seeing this.

  • @lordqulex I don't think Rare is that kind of Dev.
    I really don't.

    Do not mistake me for a fanboy but they made so many good changes.
    I do not see them as the classic devs, separated from their community.

    Therefore I keep the hope and don't think it is that far off to ask.

  • @burnbacon
    Just use your starting resources. You be surprised it enough to sink any ship. IF you know what your doing and aim.

    I would really like to see you pulling this off against a competitive crew in Galleon hourglass.
    Make sure to post the link of the video. Im waiting...

    OR at the very least admit it to yourself that you don't know what you are talking about.

  • @lormiun
    I have seen this person comment similiar things in many other posts. Usually i wouldn't bother but honestly this was too much to not say something.

  • @gosva5434 said in Hour Glass. REAL Issue with the port resources.:

    @lormiun
    I have seen this person comment similiar things in many other posts. Usually i wouldn't bother but honestly this was too much to not say something.

    If you are referring to me thinking relatively high of Rare, then yes.
    I said that on other posts. Is that a problem XD ?

  • @lormiun
    no i was talking about the person that made the git gud comment (saying that if you know how to aim basic supplies are fine).

  • @gosva5434 said in Hour Glass. REAL Issue with the port resources.:

    @lormiun
    no i was talking about the person that made the git gud comment (saying that if you know how to aim basic supplies are fine).

    Ahhh, I am relieved 😅
    You mean our dear burnbacon ... yeah ... most of his posts are rather ... ... ... unproductive

  • @lormiun
    I meant, hit "Leave game" and get a new server from the title screen. Sorry for the confusion.

    Scuttle and change seas is functionally the same as losing in HG.

  • @grumpyw01f said in Hour Glass. REAL Issue with the port resources.:

    @lormiun
    I meant, hit "Leave game" and get a new server from the title screen. Sorry for the confusion.

    Scuttle and change seas is functionally the same as losing in HG.

    Granted, that is be the best way to handle it right now. (And I cannot deny that this is sometimes something I have also done already)
    Still it would be MUCH preferred if we would not have to do that in the first place.
    Because that method costs us our inventories, and there is still a very real risk of ending up on the same server.

    So why not simply grant this function to an HG-sink as well.
    It would make life, just quite a bit easier.

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