What do you think could be done to refresh Hourglass?

  • Recently on the forums and youtube, I have seen people complaining about hourglass. In my opinion, hourglass is an awesome feature, but it does have it's flaws. What do you think besides anti-cheat and bug fixes (I belive in you Rare!) coul be done to add new content and refresh hourglass?

    Side note: Please don't come in here and say something like "remove it" or "there should not be a PvP focused mode". This is to improve the mode and the game. Please be constructive!

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  • @riptide3683

    They need to redesign or boost faction treasury defense.

    Hourglass was designed to integrate on-demand PVP into adventure mode. It failed; hard. If I want PVP now, I don't care about the treasure on the ship I just sank. If I want to sail around and collect treasure and turn it in, then hourglass is a increased challenge on top of the PVEVP sandbox that doesn't garner an increased reward for doing so. (I.e., playing without hourglass is more profitable than playing with it.) Hourglass has essentially bifurcated the community: for the most part pirates either vote hourglass and play submarine (dive, dive, dive!), or avoid it at all costs. I do not believe right now there is anyone in between. They need to get people in between.

    I believe it was Podcast 11 where Andrew Preston was describing how the developers play Sea of Thieves. He spoke about collecting supplies, then diving for hourglass, winning, seeing a Fort of Fortune, and deciding to contest it instead of diving again. No one does that. Nobody I've played with plays the way the developers play. Pirates will vote down the hourglass or just dive again, because if you are going into a FoF you don't want to get invaded by another ship every 20 minutes (assuming your server isn't full).

    Essentially, there are two problematic angles. 1) There is no benefit to collecting any treasure the ship you sank had if you want PVP on demand because defending faction treasure doesn't get you the PVP you want and doesn't generate allegiance faster than simply diving again. 2) There is no benefit to defending faction treasury because it doesn't generate allegiance as fast as diving repeatedly and it doesn't generate any allegiance if you lose. The problem with hourglass is simple: low player participation. If you make defending worth it, you will increase your participation, making the SBMM work better.

    The challenge is, finding workable solutions is always harder than identifying the problem. The easy answer is to simply make hourglass another "emissary flag": vote HG, collect treasure, earn faction grade when you defeat invading ships, earn allegiance instead of gold when you turn in aforementioned treasure multiplied by your faction grade. But this solution will be criticized and bunked by the gatekeeping PVP community claiming "Rare is making it too easy for PVE'ers to get our PVP curses! These are supposed to be a PVP flex! 😭" Same goes for rewarding more allegiance if you get sunk while you have treasure.

    To me, the big question is this: how do you make people want to raise the hourglass while doing other activities, and how do you make submariners want to collect the treasure of ships they've sunk?

  • Recently on the forums and youtube, I have seen people complaining about hourglass

    They been complaining since it came out, and nobody is gonna be happy.

    Not much can improve it. It wont always sit well with either party of the community, pvp lovers or pve lovers. Nobody is ever both :p

    If I had a thoughts for some improves:

    1. Every 10 levels you earn a reward. So far the only reward is 100 which is a Grind and that seems to be the major complaint. Commendations are one thing, but they dont reward you much.

    2. Tutorial? Maybe? Before anyone is allowed to begin there first rounds, they need to Pass 3 round test. Win 3 matches against AI. (Yes not like the real thing but still.) Give some tips and hints and EXPLAIN! what your getting yourself into.... 3rd party ships will join

    3. If a match goes on for too long, Two Galleons spawn. Attacks both ships regardless of ship size. And you can't sink them. First player ship to actually sink is loser. And both AI ships wont attack the same ship. Each ship will lock onto one ship and they will hit hard!

    4. If you face a ship multiple times, increase Rep earned? Idk maybe this too much and easily cheesed.

  • @lordqulex said in What do you think could be done to refresh Hourglass?:

    The challenge is, finding workable solutions is always harder than identifying the problem. The easy answer is to simply make hourglass another "emissary flag": vote HG, collect treasure, earn faction grade when you defeat invading ships, earn allegiance instead of gold when you turn in aforementioned treasure multiplied by your faction grade. But this solution will be criticized and bunked by the gatekeeping PVP community claiming "Rare is making it too easy for PVE'ers to get our PVP curses! These are supposed to be a PVP flex! 😭" Same goes for rewarding more allegiance if you get sunk while you have treasure.

    To me, the big question is this: how do you make people want to raise the hourglass while doing other activities, and how do you make submariners want to collect the treasure of ships they've sunk?

    I do like the idea of getting allegiance when you turn in treasure with HG up, BUT like you said, it is a PvP mode. Maybe something like if you have treasure you have to do a battle to turn it in? The more treasure you have the more battles it makes you do before you can turn in your treasure?

  • @burnbacon said in What do you think could be done to refresh Hourglass?:

    1. If a match goes on for too long, Two Galleons spawn. Attacks both ships regardless of ship size. And you can't sink them. First player ship to actually sink is loser. And both AI ships wont attack the same ship. Each ship will lock onto one ship and they will hit hard!

    I like the idea of making matches that streach on end quicker; but it seems like whoever has the more planks here wins. Maybe just the zone shrinks after 30 mins? It would only shrink toward the open ocean though. There are some problems with shrinking zones, but they can be fleshed out. Anyone see a better way to end long lasting matches?

  • I'm not a fan of the small circle layout. 2 ships in a death spin is as uninteresting as combat gets.

    Make the matchups something more dynamic and strategic like recovering and protecting a chest from an island or a seafort.

    Something with actual thought involved like that would get me interested in PVP in this game.

  • @scheneighnay said in What do you think could be done to refresh Hourglass?:

    Make the matchups something more dynamic and strategic like recovering and protecting a chest from an island or a seafort.

    Sir, that's basically The Arena. That clearly failed for a reason.

    For wanting something "interesting" that sure is something not too original, or sensical.

    Loot is meant to be found and sold, it makes no sense to have it sit there otherwise, no one is opening it if you keep it in one place at a time. People need to use their boats to fight with cannons. Naval combat involves using cannonballs until the enemy's boat is sunken. People will shoot guns and slash swords at one another to send them to the Ferry of the Damned, usually in cases of dominating a territory.

    Do you... know what Sea of Thieves PvP is? Or have you been playing a lot of Splatoon 3?

  • Next season put the chest of fortune as a random champion drop 😅 (not really but would help)

  • @nex-stargaze said in What do you think could be done to refresh Hourglass?:

    @scheneighnay said in What do you think could be done to refresh Hourglass?:

    Make the matchups something more dynamic and strategic like recovering and protecting a chest from an island or a seafort.

    Sir, that's basically The Arena. That clearly failed for a reason.

    For wanting something "interesting" that sure is something not too original, or sensical.

    Do you... know what Sea of Thieves PvP is? Or have you been playing a lot of Splatoon 3?

    What do you suggest? I want this thread to talk about what could genuinely help the mode and make it pouplar. What do you think would work instead?

  • @riptide3683 said in What do you think could be done to refresh Hourglass?:

    @nex-stargaze said in What do you think could be done to refresh Hourglass?:

    @scheneighnay said in What do you think could be done to refresh Hourglass?:

    Make the matchups something more dynamic and strategic like recovering and protecting a chest from an island or a seafort.

    Sir, that's basically The Arena. That clearly failed for a reason.

    For wanting something "interesting" that sure is something not too original, or sensical.

    Do you... know what Sea of Thieves PvP is? Or have you been playing a lot of Splatoon 3?

    What do you suggest? I want this thread to talk about what could genuinely help the mode and make it pouplar. What do you think would work instead?

    You're talking to someone who can only rant about how the game would die if they have to do anything other than gank solo sloops

  • @scheneighnay said in What do you think could be done to refresh Hourglass?:

    You're talking to someone who can only rant about how the game would die if they have to do anything other than gank solo sloops

    eh, I always try to take the friendly approach, we are a community here. plus, it never hurts to ask lol.
    all i want is a constructive debate, not a argument that gets us no where

  • What specifically would make the everyday player want to do hourglass as if it were a part of the average session (like world events and emessary flags)? I think if we get more players involved it would solve matchmaking times, and keep this AMAZING SoT content going. (not trying to say is going to get closed or anything, it would just be good to get more players involved)

    I think more cosmetics for before level 100 and up to 1000 would help for a start. We need to find a way to get moe players invoved. What does everyone think would help?

  • @riptide3683 said in What do you think could be done to refresh Hourglass?:

    What do you suggest? I want this thread to talk about what could genuinely help the mode and make it pouplar. What do you think would work instead?

    I mean, Sea of Thieves PvP is rooted in unpopularity due to the game's market-friendly advertising and straight up borderline abandonment of development work towards improving it.

    The concept of an on-demand naval battle against other players is genuinely solid, and that works for hourglass as it is. It fails because the MMR system was practically incomplete upon launch. The rewards set for those that could conquer the challenges are miniscule compared to how brutal the entire grind is.

    PvP is beyond clunky and server performance has unfortunately taken a bit of a dip since they re-introduced 6-ship servers again (albeit 17 players as the new player cap, it'll be a miracle to get more than 3 galleons on the same server at once).

    A lot of these issues are why I think PvP needs a massive overhaul.

    • Redo damage values, redo healing methods, redo some gun attributes (such as EoR's hilarious accuracy from practically up close thanks to quick-scoping, or the Blunderbuss's knockback)

    • Advertise the PvP side of the game with some more confidence and not relying on presenting naval and swords to carry player combat advertising.

    • Improving the rewards model and severely nerfing the levels required to reach different faction milestones makes for even playing and consistently being terrible at the game a do-able affair

    • Improve Allegiance gain via naval battle performance

    Hourglass has everything it needs to succeed, it just has to be fine tuned to satisfy veterans going for the endless fights, and casuals going for the fun and silly battles. The two are meant to co-exist on the seas, and the MMR only improves if more people actually want to get involved.

    If you're wondering why I'm not mentioning cheaters it's because that's literally a no brainer first and foremost to prioritize prevention of the use of cheats in the game, that's the easiest way to get people to play hourglass again and it should go without saying.

  • @riptide3683 said in What do you think could be done to refresh Hourglass?:

    What specifically would make the everyday player want to do hourglass as if it were a part of the average session (like world events and emessary flags)? I think if we get more players involved it would solve matchmaking times, and keep this AMAZING SoT content going. (not trying to say is going to get closed or anything, it would just be good to get more players involved)

    I think more cosmetics for before level 100 and up to 1000 would help for a start. We need to find a way to get moe players invoved. What does everyone think would help?

    That's part of a bigger problem, being that hourglass interrupts normal sessions and adds a ton of risk to a normal voyage with no reward.

    There should be mechanics in place to encourage players to queue defense while voyaging I think. Mitigate the risk of going onto an island while you're queued. Again I would like to see objectives be on islands for that purpose.

  • @nex-stargaze Now THAT is constructive. Thanks!

    Tough I do have a few questions:

    • in order to improve/satisfy SBMM, more players would need to play the mode more often. Do you think your improvments would make that happen? Or do we need to add something else to attract more players?

    • Would you add headshots?

    • How would you change the EoR? Add more range?

    • Obviously more cosmetics, I and many others 10000% agree

    • Personally, I would add more parity between Servants and Gaurdians (in terms of cosmetics, but also as in a way to access the Reaper's Lair from every outpost, maybe a Reaper mermaid statue)

    • Advertising PvP 100%

    • Occasional updates to HG (I am like this for EVERY bit of old content in the game)

    • Why less bluderbuss pushing?

    Thanks for the ideas.

  • Balance:

    • defending is useless, rep gain for defending with hourglass active should be increased, should provide a gold boost gain, while level bonus for having loot on board should be gained slightly quicker. Doing 1 fortress should lvl up the HG up by 1 lvl at all times.

    • Galleons should start out farther apart

    • Should have a different win outcome other than "ship sunk" in case players decide to troll and drag the battle for long periods (based on hits made on ship with sunk ship awarding more points).

    • slime in a bucket should have a larger aoe when thrown

    • Curse balls such as the raise sails, or freeze ship wheel should have their active curse time extended. Curse balls of the "freeze resources" variety should have their active curse time extended beyond that of the other "freeze" curse balls

    Additions

    • Team ship battle mode option for attackers vs attackers

    • Team death match on land, captured the flag, deliver the most treasure chests, first to complete and cash in a voyage, more land based pvp combat, platform jumping race, ship race with multiple obstacles, etc...

    • More weapons, tools, and combat tools. Weapon tools such as a swing shot gun with limited ammo and 1 usage per swing (Can't swing like Spiderman, must touch ground before using the gun again), allowing one to pull themselves up or down the rope.

    • More bomb varieties like a shock/ taser bomb

    • slow down ship "ink curse ball" (Longer active time than other cursed balls that slows down speed of ship sailing and cannon firing)

  • I just wish to God they'd implement some sort of hardware/IP ban when it comes to cheaters. Just now (3rd time this week) we saw 2 ships battling it out in HG, we go over to join in, and out of nowhere a guy lands on our ship with a keg, lighting it off. My crew captured it, and will be sending in more pointless/redundant tickets, wasting their time.

  • @europa4033

    @riptide3683 said in What do you think could be done to refresh Hourglass?:
    What do you think besides anti-cheat and bug fixes (I belive in you Rare!)

    No offense but dude... read the OP

  • @riptide3683

    The sweats will yell at me and tell me to go play something else if I make my suggestions. BUT WHO CARES!?

    1. Add loss gains to defending: I literally agreed to be a loot piñata. Pay me in xp.

    2. Increase loss rewards. Heck, increase win rewards too. Get the loss farmers and cosmetic grinders out of the system faster for all the hard-core pvp folk.

    These 1st 2 are to counter the GeNiUs idea to put PL, Guardian and Skelly curses behind a performance wall no one wanted. Specifically PL curse which I played S1 to get without fighting a single player...

    1. Add stupid variants. Big Team battles. CtF. Infection? I only play Halo pvp shooters lol.

    2. Racing in HG. No holds barred, dirty racing encouraged!

  • Or just delete it because 2% played after unlocking. FOMO!

  • @pithyrumble

    Once again, please read the OP

    "Side note: Please don't come in here and say something like "remove it" or "there shoukd not be a PvP focused mode". This is to improve the mode and the game. Please be constructive!"

  • @pithyrumble

    Just curious, why do yo think the skele and ghost curses should NOT be locked behind PvP imo if they are so cool then you should have to work hard to get them. No freebies lol

  • @riptide3683 said in What do you think could be done to refresh Hourglass?:

    @pithyrumble

    Just curious, why do yo think the skele and ghost curses should NOT be locked behind PvP imo if they are so cool then you should have to work hard to get them. No freebies lol

    Putting one of "The most requested items" (per other players) behind content players don't want to do. Also pulled in cheaters as much as the I'm better than you ego sentiments.

    Personally I don't want the ghost or skelly curse. There is NOTHING you can add that will make me want to pvp. I do think the PL curse should have been something similar to level 100 a season like it was for those of us here for S1.

    I played the game in my own random way and got one of the cooler cosmetics without setting foot in PvP. (Not to mention Spinal is 8 bil x cooler than that janky skelly curse)

    For me, which was the point of the thread, (dont ask for opinions if you don't actually want them) there is very little that could salvage HG play that the hard-core pvp elements wouldn't scream at me for suggesting.

  • @riptide3683 said in What do you think could be done to refresh Hourglass?:

    Recently on the forums and youtube, I have seen people complaining about hourglass. In my opinion, hourglass is an awesome feature, but it does have it's flaws. What do you think besides anti-cheat and bug fixes (I belive in you Rare!) coul be done to add new content and refresh hourglass?

    Side note: Please don't come in here and say something like "remove it" or "there shoukd not be a PvP focused mode". This is to improve the mode and the game. Please be constructive!

    Move it to instanced. That way they are free to balance it. Right now any balance changes also affect Adventure which is really limiting. For example, repairs are too powerful, for a competent crew you just about have to board and camp or they will never sink. But you couldn't nerf repairs as long as it is in Adventure mode because newer players barely survive some of the PvE already. Another example, they could control supplies. When it first came out they limited cursed cannonballs game wide, just ewww.

    Move it to the main menu, so you queue up from the main menu for a match, open or closed, whatever ship. Then you enter, fight, get paid and return to the main menu. More like a traditional MMO PvP Queue.

    And the reward model fails, takes to long in player hours and the rewards are only so so, I mean the skeletons are like seen one seen them all. Especially without custom clothing. And for the time in player hours, I could buy 10 galleons, more if I broke a sweat, in the time it takes to get one curse. If it were my design, the big prize to work for would have been a Skeleton or Phantom Galleon. Now that is a reward worth the grind!

  • @riptide3683 said in What do you think could be done to refresh Hourglass?:

    @pithyrumble

    Just curious, why do yo think the skele and ghost curses should NOT be locked behind PvP imo if they are so cool then you should have to work hard to get them. No freebies lol

    It's not a black and white situation, the hourglass mode for example, shouldn't be locked and separate from the rest of the adventure mode, it should be a smooth mix and addition to the adventure mode. It should feed off pve and the pve components should feed off the pvp components. Ranking up in hourglass should allow one to do so not just through player attacks but also through defending hard earned loot. As it stands there is an imbalance for defending and the bonus rewards for defending does not provide incentive for defenders.

    Additionally, you have the issue that because these factions are separate in functions, instead of being a blend of the regular game, we now have 2 factions that have confused functions with their trading company counterparts that extends through commendations and unlocked rewards. Having a locked secret hideout addition inside the secret Athena hideout is redundant. Both trading companies already function as aggressive active oppositions to each other so there isn't a need for said factions, reward rank up for factions is therefore extremely limited and themes are redundant/ shared among each other.

    Ultimately, the cosmetic rewards, something asked for by the community since the games initial stages, has been locked to a specific limited and restricted mode that demands they fight other players to progress in unlocking them. There is also the fear in the potential that the mode might go under with players and the devs eliminating support and ultimately scrapping the mode in the future (As was akin to its predecessor, Sea dogs arena).

    Honestly I can understand her and many other players critiques of said mode, and this is coming from someone who unlocked both cosmetics already. The destination was not worth the repeated battles, and thee mode was ultimately found to be simply non satisfactory

  • @foambreaker

    They haven't figured out how to do that. Like most games that blend pvp and pve environments. One side starts to whine about balance and the other side gets wood screws. Start balancing one and the other gets borked. Usually it's pvp screaming that borks pve, like all the whinging about 3rd parties and blunderbombs in HG. Now I can't find enough firebombs to farm OoS.

  • @red0demon0 said in What do you think could be done to refresh Hourglass?:

    @riptide3683 said in What do you think could be done to refresh Hourglass?:

    @pithyrumble

    Just curious, why do yo think the skele and ghost curses should NOT be locked behind PvP imo if they are so cool then you should have to work hard to get them. No freebies lol

    It's not a black and white situation, the hourglass mode for example, shouldn't be locked and separate from the rest of the adventure mode, it should be a smooth mix and addition to the adventure mode. It should feed off pve and the pve components should feed off the pvp components. Ranking up in hourglass should allow one to do so not just through player attacks but also through defending hard earned loot. As it stands there is an imbalance for defending and the bonus rewards for defending does not provide incentive for defenders.

    Additionally, you have the issue that because these factions are separate in functions, instead of being a blend of the regular game, we now have 2 factions that have confused functions with their trading company counterparts that extends through commendations and unlocked rewards. Having a locked secret hideout addition inside the secret Athena hideout is redundant. Both trading companies already function as aggressive active oppositions to each other so there isn't a need for said factions, reward rank up for factions is therefore extremely limited and themes are redundant/ shared among each other.

    Ultimately, the cosmetic rewards, something asked for by the community since the games initial stages, has been locked to a specific limited and restricted mode that demands they fight other players to progress in unlocking them. There is also the fear in the potential that the mode might go under with players and the devs eliminating support and ultimately scrapping the mode in the future (As was akin to its predecessor, Sea dogs arena).

    Honestly I can understand her and many other players critiques of said mode, and this is coming from someone who unlocked both cosmetics already. The destination was not worth the repeated battles, and thee mode was ultimately found to be simply non satisfactory

    Do you think it is possible for it to be satisfactory? Or in your eyes is it a lost cause? What would imporove it and make it satisfactory?

    I found it interesting what you thought about the hideouts. I REALLY lik the Reaper one, and think it was a long time coming, but then if you add just that there is not parity.

    I kinda think that just because the cosmetics were highly requested doesnt mean you should complain when it gets locked behind PvP (no, im not trying to say ur opinion is unvalid) but the things they asked for were added.

    If you had to choose some other way to get the curses then, what would it be? What would be the rewards for HG?

  • @pithyrumble said in What do you think could be done to refresh Hourglass?:

    @foambreaker

    They haven't figured out how to do that. Like most games that blend pvp and pve environments. One side starts to whine about balance and the other side gets wood screws. Start balancing one and the other gets borked. Usually it's pvp screaming that borks pve, like all the whinging about 3rd parties and blunderbombs in HG. Now I can't find enough firebombs to farm OoS.

    I also think that if it was a seperate mode it would fail like arena did, that is part of why arena failed imo (but that is a debate for another day)

  • Also, to deckhands/moderators, I would love it if you gave us some of your opinions. I love it when I see you guys getting involved with threads, and I think we need more of that. Also, I dont value your opinion more or at all just bc you are a mod. Its just that in my experience mods have a lot of hours in game, tried every part of the game and are typically insiders and alpha players too.

  • @riptide3683 said in What do you think could be done to refresh Hourglass?:

    @nex-stargaze Now THAT is constructive. Thanks!

    Tough I do have a few questions:

    • in order to improve/satisfy SBMM, more players would need to play the mode more often. Do you think your improvments would make that happen? Or do we need to add something else to attract more players?

    At the end of the day, Hourglass is a PvPvE-ish mode that asks you to progress only by fighting other players. I don't think people are that adverse to PvP initially. PvP has proven to enable a power fantasy at best, and relying on good faith that the playerbase will be friendly towards one another in combat encounters is a fool's dream. (Hunter's Cry is one such example of why "good faith" is flawed)

    • Would you add headshots?

    This game's hitreg is so on the fence and borderline unfixable, that adding pressure points on a player model will lead to far too many frustrating moments that could make PvP much more unenjoyable.

    • How would you change the EoR? Add more range?

    I do not like the Eye of Reach. If I had a say at the game's alpha, I would have suggested to nip the scope and make it more of a musket, but since it is far too late to make any changes to the model, messing with damage values come into play.

    Range-based shot damage is the idea I would personally try, in order to encourage the best damage possible from a longer range, the Eye of Reach can do less damage from short range, but at long range, will do it's expected 70. This does nerf the EoR+Blunder combination in CQC, but creates a reasonable situational balance of each weapon you bring on board instead of static damage.

    • Obviously more cosmetics, I and many others 10000% agree

    My optimism for more cosmetics has shrunken greatly over the years, as many things on the back burner are being drip fed to outpost shops. Hence why the idea to nerf the level grind to about half of what it is makes things much more approachable.

    If you're not gonna have enough cosmetics to make an entire 1000 level grind reasonably achievable and rewarding, then you're better off shrinking the grind to about half to get the cosmetics distributed by the same methods, but within much less time than before. The announced captaincy rebalance has made it so that anything can be rebalanced to make cosmetics more do-able.

    • Why less bluderbuss pushing?

    It's hard for me to make a defense out of it since blunderbuss is the gun that makes the most sense to have knockback, but the consistency issues with the blunderbuss make it a contentious reason to either remove, or modify how the knockback works/triggers.

  • Actually weave it into the adventure mode.

    At the moment there is no real insensitive to allow yourself to be invaded EVEN if you are interested in getting rep because the boost is quite honestly miniscule. And if you (for some reason) not interested in curses or PvP for the sake of PvP then it also offers you nothing.

    Right now it starts with getting supplies in adventure and that's where the adventure part ends, the fight itself might as well be taking part in a parallel universe. The influence from it that you are going to get is mostly negative with very little control over it happening or not. Like, the arena ending up in an event zone, or near some outpost with numerous run-in participants.

    Make MMR search stricter, even at the cost of longer queues or/and add some way to fight with uneven teams that would be more or less satisfactory to everyone.

  • @remakoro said in What do you think could be done to refresh Hourglass?:

    Actually weave it into the adventure mode.

    At the moment there is no real insensitive to allow yourself to be invaded EVEN if you are interested in getting rep because the boost is quite honestly miniscule. And if you (for some reason) not interested in curses or PvP for the sake of PvP then it also offers you nothing.

    Right now it starts with getting supplies in adventure and that's where the adventure part ends, the fight itself might as well be taking part in a parallel universe. The influence from it that you are going to get is mostly negative with very little control over it happening or not. Like, the arena ending up in an event zone, or near some outpost with numerous run-in participants.

    Make MMR search stricter, even at the cost of longer queues or/and add some way to fight with uneven teams that would be more or less satisfactory to everyone.

    If anything, getting supplies in adventure is worse for the mode, because it again turns it into "spawnkill to win" because the enemy ship will never sink until they run out of supplies unless you spawn kill them.

  • So, our dream version of HG for now is this:

    • More cosmetics and rewards for more levels

    • Some way to make matches not go on forever

    • Cheats fix and hit registration fix (this is everyone's complaint so im putting it on here but it is out of our control. You got this Rare!)

    • Occasional updates to HG

    • More rewards and ways to make it worthwhile

    • Balence PvP for HG and Adventure so it works for both.

    • Balence supplies for HG and Adventure

    • Increase rewards and levels for defending

    • Make it so faction stash grades are easier to get and defending is more insetivised

    • More allegiance when you die with a stash grade

    • Encorage ppl to go around with your hourglass up. When you get a stash grade, you have to do more battles the more loot you have before you sell the loot. When you sell the loot it gives you a certain amount of allegiance depending on your stash grade (like a emessary flag but it's defending HG)

    • More functionality to the secret hideouts

    • Rebalence allegiance gain

    Hopefully these improvements will make HG more fun, rewarding, and popular!

  • @riptide3683 I think variant HG game modes are worthy of discussion

  • @whispernest
    maybe, but it has to be not too complicated and still make sense with lore and the concept of HG

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