Solo Players rewards balancing

  • Just off the top of my head as I got back to the game a little before the Monkey Island excitement.

    Due to how little time I have I solo sloop very often and it's fun to just do PVE alone like fortress, lower risk and shorter World Events.
    But recently I got chased multiple times in a row by 2 men sloops/3 men brigs with little reward to show with zero fun nor communications due to Language barriers in the Asia servers.

    And even if we could communicate I've seen people/been chased as a solo sloop to the end of the world just for the fun of it.

    Now if I had the time to lose I wouldn't mind letting go of all those rewards but there're cosmetics I'd like, so here's a suggestion:

    Assuming solo sloopers are in the game to chill and mostly want to PvE
    Can we balance the rewards when on a solo sloop so that the moment we clear an event and the sharks comes for us, we get like 50% of the Gold value just by picking the treasure up?

    The remaining 50% will be rewarded when sold, regardless of who sells it. This arrangement will make it so that even if a solo slooper gets sunk or bullied and has to scuttle, he still retains 100% of the value he put his time into PVE on his own without help. And even if he does sink and lose Emissary the progress retains for the player, encouraging continuous farming by solo players.

    I think it'll really help people who enjoy SoT on their free time and would like to see some progress even when sunk, who knows it might even keep the prey system happy.

    My real issue to be honest is the loss of progression and the feeling of time wasted when here I am trying to save up for cosmetics during my free time. The game looks great, plays great and the PVP modes are fun too. But sinking time into a World event solo, only to have some random crew login, spot you in their path and shut you down with nothing to show just ends up with me, a solo player quitting and putting more time elsewhere in games where I can feel progression.

    I love the game when I meet nice people, even when they sink me after an ambush and say GG. But that happens like 10% of the time in the server I'm in, since many of them don't speak multiple languages and there're often moments you speak in English and the cannons starts firing. Please let me keep more progression even when I sink, especially when I'm on solo.

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  • I would not say its good to assume that solos are in the game to chill and pve, everyone in this game is going at it for their own reasons. As for getting 50% gold just for touching loot, that is a very hard no for me, especially considering this current season rebalanced every world event to be easier the smaller the crew. As well giving the person the rest of that 50% value just because it was sold, even though they didnt turn it in means you may as well just get 100% value just for touching it which would be ridiculous and give no reason to fight for your loot.

    As some one who has been soloing since before they buffed solo play, i thought it was already a very viable way to play, after buffing the sloop and respawn timer, solo is barely even a challenge in modern sot. Loot has no more value than what you give it, it only gets you supplies and cosmetics, and the cosmetics are the only thing worth any real value. Since cosmetics dont do much for you and you can always get more gold even if you sink, there is no real loss, it may take a little more time but you can still get that fancy hat or a nice new hull.

  • @jjjynx9288 yhis is what the seasonal track is for. You get something just for playing. If you want more rhan that. Loot isn't yours till you cash it in.

    Sorry but if you can't handle being ambushed at a world event, an event meant to draw pvp, don't do them.

  • @goldsmen Yea that's the thing I don't have the time for it, taking a little more time is still time. And time with progression lost that's outside of your control is just....a waste of time.

    I agree that it's viable to clear things solo is for sure, even before season 6 it was possible.

    The problem is rejecting an unwanted PVP and losing progress for scuttling while Solo. If the loss wasn't 0 rewards I might even try soloing against a brig.
    Doesn't sound like a good deal at all. Just some balancing instead of 0 rewards off the stolen loot would make it feel better.

  • @jjjynx9288 said in Solo Players rewards balancing:

    @goldsmen Yea that's the thing I don't have the time for it, taking a little more time is still time. And time with progression lost that's outside of your control is just....a waste of time.

    I agree that it's viable to clear things solo is for sure, even before season 6 it was possible.

    The problem is rejecting an unwanted PVP and losing progress for scuttling while Solo. If the loss wasn't 0 rewards I might even try soloing against a brig.
    Doesn't sound like a good deal at all. Just some balancing instead of 0 rewards off the stolen loot would make it feel better.

    I guess its time for my famous line! The moment you join a server, you are consenting to being attacked at any time, regardless if you realize it or not. Attacking and sinking people for their loot is how this game is designed, the loot is the core reason to attack some one, and if you just got back the full value of your loot just because you touched it and the other crew sold it, that would give a lot of people absolutely no reason to fight back.

    The post is about rebalancing rewards for just being solo, but getting full, or any value for loot that you didnt sell nor even fight to keep is not balance. Making a ship more capable of defending that loot is balancing, and with the changes that have happened to solo play to make it easier and more viable to protect your loot, i would say it has been balanced, you just need to practice with your ship more to utilize the balancing that has been done.

    Solo fighting against bigger ships isnt as hard as some people make it out to be, the ships are balanced against each other by making it harder to manage larger ships, and i find it harder to fight a solo player than any duo, brig or galleon. Usually people struggle to manage a higher demand ship even with more hands to help because they either expect others to pick up the slack for them, or they only learned one part of ship management, while a solo has to learn how to run every part of their ship.

  • So... instead of trying to do a Sea Fort, nearby every outpost in the game (minus the roar), any of the Sunken Kingdom, most of which are out-of-the-way and in much less explored areas of the map (which additionally have a mechanic that protects 20 of the items you've found under there in case your boat has sunk), or doing a short Captain's voyage, you believe you're not making any value because you're getting easily predated on by enemy players killing for sport, while you're also very short for time...

    There's a decent amount of short form content that offers decent gold, and outside of a few world events that offer cosmetics for clearing it enough times, nothing is really holding you back from doing low risk content and slowly progressing the grind(s).

  • @jjjynx9288 said in Solo Players rewards balancing:

    @goldsmen Yea that's the thing I don't have the time for it, taking a little more time is still time. And time with progression lost that's outside of your control is just....a waste of time.

    I agree that it's viable to clear things solo is for sure, even before season 6 it was possible.

    The problem is rejecting an unwanted PVP and losing progress for scuttling while Solo. If the loss wasn't 0 rewards I might even try soloing against a brig.
    Doesn't sound like a good deal at all. Just some balancing instead of 0 rewards off the stolen loot would make it feel better.

    You signed up for pvp the moment you signed on to the server. If you dont want to be bothered at a world event dont do them. The cloud is there to draw players in. They are meant to be interaction hot spots.

  • If it's true that Solo players should be discouraged to do World Events then I guess the devs totally got it right.

    Although if that's the case what's the point of all the scaling to crew size then?

    @goldsmen said in Solo Players rewards balancing:

    Solo fighting against bigger ships isnt as hard as some people make it out to be, the ships are balanced against each other by making it harder to manage larger ships, and i find it harder to fight a solo player than any duo, brig or galleon. Usually people struggle to manage a higher demand ship even with more hands to help because they either expect others to pick up the slack for them, or they only learned one part of ship management, while a solo has to learn how to run every part of their ship.

    I don't believe this. I've never even seen a content creator agree that "it's not that hard to fight larger crews solo". Them sinking solo players on the other hand and saying "It's just another day in Sea of Thieves" on the other hand, is right there in a number of videos.

    My suggestion was at 100% loot value was just a plucked number, it can be lower, because anything is better than 0% gold for the 45 mins spent running a smaller World Event or even multi chaptered voyages solo. Long events like Fort of Fortunes will be closer to Raids in other MMO so those I agree could be specialized for stealing interaction, which Rare did great with the new chest of fortune.

    For the guys just repeating SoT is and should be difficult for solo players, being an intended feature. There isn't much discussion to be had, as you probably don't believe SoT can be improved to allow a more enjoyable experience for casual players while still feeling rewarded when losing. Lots of games already does that to retain playerbase, and goes beyond to respect players' time by introducing shorter game modes and etc.

    The Plunder Pass is a great feature for me btw, but that doesn't compare to the time I lose when I'm sunk as the guy sinking me is benefiting off the pass as well.
    Hope the devs sees this and maybe some improvements can be made for Solo casual players instead of asking them to "get good"

    Have fun guys, looking forward to finally meeting Mighty Pirate Guybrush Threepwood soon!

  • @jjjynx9288 said in Solo Players rewards balancing:

    If it's true that Solo players should be discouraged to do World Events then I guess the devs totally got it right.

    Although if that's the case what's the point of all the scaling to crew size then?

    Its not that solo players are discouraged from doing world events. I do them frequently. I also dont mind losing loot as I own everything. We are discouraging solos with limited playtime who dont like losing from doing world events. They are an easy way to blow some time and get some loot, but if the thought or act of losing them makes you feel as your whole time that session was a waste, DONT DO THEM.

    @goldsmen said in Solo Players rewards balancing:

    Solo fighting against bigger ships isnt as hard as some people make it out to be, the ships are balanced against each other by making it harder to manage larger ships, and i find it harder to fight a solo player than any duo, brig or galleon. Usually people struggle to manage a higher demand ship even with more hands to help because they either expect others to pick up the slack for them, or they only learned one part of ship management, while a solo has to learn how to run every part of their ship.

    I don't believe this. I've never even seen a content creator agree that "it's not that hard to fight larger crews solo". Them sinking solo players on the other hand and saying "It's just another day in Sea of Thieves" on the other hand, is right there in a number of videos.

    Do or Dont. Many of us have focused on one aspect or another for different vessels. I can solo a sloop just fine, how ever on a galley I am a cannon main. I cant steer it in pvp, I have friends for that.

    My suggestion was at 100% loot value was just a plucked number, it can be lower, because anything is better than 0% gold for the 45 mins spent running a smaller World Event or even multi chaptered voyages solo. Long events like Fort of Fortunes will be closer to Raids in other MMO so those I agree could be specialized for stealing interaction, which Rare did great with the new chest of fortune.

    For the guys just repeating SoT is and should be difficult for solo players, being an intended feature. There isn't much discussion to be had, as you probably don't believe SoT can be improved to allow a more enjoyable experience for casual players while still feeling rewarded when losing. Lots of games already does that to retain playerbase, and goes beyond to respect players' time by introducing shorter game modes and etc.

    They already made it casual friendly. Solo is meant to be hard, the developers have even said that. Go do sea fortresses, dont do Forts.

    The Plunder Pass is a great feature for me btw, but that doesn't compare to the time I lose when I'm sunk as the guy sinking me is benefiting off the pass as well.
    Hope the devs sees this and maybe some improvements can be made for Solo casual players instead of asking them to "get good"

    They have made it better. You are just asking for it be completely dumbed down.

    Have fun guys, looking forward to finally meeting Mighty Pirate Guybrush Threepwood soon!

    It will be fun once, like all Tall Tales, then it will be a waste.

  • @captain-coel said in Solo Players rewards balancing:

    @jjjynx9288 said in Solo Players rewards balancing:

    Have fun guys, looking forward to finally meeting Mighty Pirate Guybrush Threepwood soon!

    It will be fun once, like all Tall Tales, then it will be a waste.

    It is fine to respectfully disagree with someone and offer constructive criticism. It is entirely different, and somewhat uncivil to belittle what someone says they will enjoy.

  • @jjjynx9288 no, the fact solos get the same loot from world events despite it being balanced to easier is already tweaked in their favour, lot of the events are almost too easy.

  • @jjjynx9288 That is the big problem with the game. When you don't have a lot of time and want to make some progress but PvP being very likely to happen. So if you are solo more likely than not you will walk away with nothing but wasted time. So many have quit the game because of that. Losing your progress feels really really bad. Losing the gold is one thing but losing the reputation as well. I feel like found treasure should gain you some reputation in the same way that we gain renown for ever little action made. It would take a bit of the sting out of getting sunk.

    Especially with the fort play being revived. Being solo and having all those little trinkets you need to move out to a place to harpoon them. Basically if you are solo and no one is hiding around you need to just grab the biggest ticket items and bounce. Then if you manage to sell successfully you can try to return for the rest or just log out. I feel like either the forts need to put all those trinkets inside collectors chests or in the very least spawn with 1 of them for you to easily move stuff.

    The problem with this game is the PvE progression for those who care about buying cosmetics requires huge time investments but as it's a pirate game people feel removing the ability to lose everything is the heart of the game. Not sure what can be done about that. The cosmetics are what drive people to keep playing but the game is also like "just have fun, don't worry about progression"

  • @gaudierpuppy866 said in Solo Players rewards balancing:

    @captain-coel said in Solo Players rewards balancing:

    @jjjynx9288 said in Solo Players rewards balancing:

    Have fun guys, looking forward to finally meeting Mighty Pirate Guybrush Threepwood soon!

    It will be fun once, like all Tall Tales, then it will be a waste.

    It is fine to respectfully disagree with someone and offer constructive criticism. It is entirely different, and somewhat uncivil to belittle what someone says they will enjoy.

    Lol, what? I wasn't being uncivil, if you think that's what that was the internet might not be the place for you. Rare had even stated before tall tales are generally bad for ROI. That's why the main story is played via adventures. No one really does tall tales on repeat... They aren't that fun. I stated my opinion. I wasn't belittling what they want to do. They will be fun once, after that they will be more and more repetitive.

    Besides this thread is about world solos and loot.

  • You are just salty you got sunk...

  • @gosva5434 Not really the point he's making. This game has a modern day rewards structure with the old school method of you are supposed to play for fun. Not to unlock achievements or cosmetics. Just have fun. But then the game is like oh yea but achievements and cosmetics though! Hourglass at least rewards you with some participation progress when being sunk. Unlike sea of bullies where you have 3-4 man crews constantly sailing around to sink solo sloops and talking trash about the solo person being so awful that they couldn't win a 1v4

  • @magus104 it's exactly the point the OP was making. They are salty they lost out. They tried to do a world event and want credit even though they didn't cash out. They don't deserve it.

  • @jjjynx9288

    I recommend an Alliance Server. They are players who take full control of the server and hold all 6 ships and replace players as needed. This creates a PvP free environment with no risk and millions in gold because you get 50% of the gold from the other ships.

    Some players hate this because it does take away the need to watch your back but I have completed many commendations this way

  • @jjjynx9288 One thing that could help is getting a rowboat as an investment regarding fort events. If a ship is closing in on you and you will probably not be able to outrun it. If you think they will pursue you if you run (e.g. the fort cloud has been down for a little while), send your ship off, drop the rowboat at the fort, load the loot onto the rowboat, and row to the nearest outpost. If you think they may deduce you are tricking them, you could load some loot onto your boat as well as your rowboat so that you have a good chance of getting at least some loot, since it will take to much time to search the fort (and even then you could probably row away undetected if you have loot on your rowboat, as rowboats are pretty hard to spot at a good distance away), then sink your ship or vice versa. If you are certain they will search the fort if you run (e.g. they just saw the fort cloud go away, and they are almost at the fort), load some of the best loot in the fort vault onto your ship, then drop the rowboat right next to the fort to give the impression you were going to put loot on it, which may make them search the island for you and give you more time to get away. There is not very much need for the balancing you are describing, as the approximate equivalent can usually be accomplished through a little bit of trickery. I know that the example I gave requires making a gamble, but if you get into the position you described, you probably took a few gambles regarding things such as how often you checked the surrounding waters for other ships.

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