When Seasons were first introduced, they were marketed as a way to reward players for just playing the game and doing things within the world of Sea of Thieves. I believe this progression system has been one of the best things added to the game to date.
The problem I have noticed over the years is that this system is very much focused on PvE play styles. The most effective ways to earn renown very quickly involve PvE actions such as clearing world events and completing voyages and Tall Tales. This is the case so much so that if you play a session where you spend most of the time fighting and stealing, you may see very little renown progression. Whereas a night full of quiet PvE grinding will get you most of your levels.
This has led to our crew feeling limited in the ways that we can play if we want to reach renown level 100. We don't get to play as often anymore, so the effects of this imbalance have been felt quite a lot in the past few seasons. We feel pressured to engage in PvE grinding just make sure we reach level 100 before the season ends. Even grinding world events feels like a slog because nothing interesting is happening most of the time. We would absolutely love to do more hourglass PvP, but again, this playstyle is counterintuitive to earning renown - better not play that way until we've secured renown level 100!
After reaching renown level 100 is when we feel like we can let loose and play the way we want.
When we play Sea of Thieves, we have the most fun during those chaotic multi-ship interactions that take place at Forts of Fortune. Moments like these are sort of what define the Sea of Thieves experience! Unfortunately, renown progress comes to a grinding halt during these times since there is no consistent renown source during ship battles or other social interactions.
If the purpose of Seasons is to reward players for just playing the game, then it should not be a system where playing the game in specific ways is rewarded more than simply playing the way you want.
