QOL thread, with a fun diagram.

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    "Survivorship bias is a type of sample selection bias that occurs when an individual [or group] mistakes a visible successful subgroup as the entire group"

    If you are unfamiliar with the diagram above, the red dots indicate where American Bombers that returned home were hit. The US then reinforced planes in these areas to find less of them coming home.

    Why? Where they got hit and returned was not causing critical damage. It was the unseen damage that was downing planes.

    Just how is this relevant?

    Let me explain: the majority of complaints about this game you hear are not from those who are going to quit playing. No, the 30% being "too much" on Safer is not going to make you quit. Instead, we should be listening to those who have uninstalled or are about to, as indicated in the chart. While, Safer Seas is a step toward avoiding the selection bias described above, I feel like if the devs listen to those complaining the loudest, and with the CM/Mods deflecting critique as they do on Discord; these concerns will go unheard.

    Thats a bit of a long way to say:

    A lot of questionable gameplay decisions that negatively impact the games Quality of Life are defended by members of the community. Members, who benefit from them advocate for keeping things in a poor state despite driving away far more pirates than they retain.

    Starting with the low level issues:

    1: Cheating.
    Not much to say here. Cheats aren't a vibe, cheats are not cool beans. If you know your irl friend cheats, kick them in the butt till they stop. Cheating will never be solved entirely. Cheating (or perceived cheating) is also the number one drain of players at the current time.

    2: Hit Registration.
    Okay so maybe this one does echo across the whole of players, but I assure you more people have left the game without a word over hitreg issues (its the reason I never TDM if I can)

    Moving to higher levels now:

    3: "Endgame" is boring.
    Athena's, meant to be the Voyages for "Pirate Legends" has you doing deliveries. Really? Deliveries... easily the most boring voyage type and PLs are expected to do them every Voyage. Quite a fecal reward after having just slogged their way through Merchant Alliance. Update these to give Breath of the Sea voyages or Fort voyges instead. Legendary content for Pirate Legends.

    4: Hourglass is just a mess.
    "Ha! Ur just mad you lost hyuk hyuk hyuk hyuk." -Offical SoT Discord
    Crazy how every single streamer says to fix Hourglass but Discord seems to think its just great. Hourglass is busted but can be fixed readily.
    *1: Award no progress for Hourglass losses.
    1b: The match is over when its over. No more attacking your opponent after you lose. Everyone gets TPed back to the finding match screen.
    2: Even ground: Reset ships between matches. Everyone starts with exactly the same resources, same HP, everything. This also lets you get back into matches faster if you are also automatically sent to the finding match screen.
    3: No invasions. The battle is between you and your opponent.
    4: Time limit matches to prevent passive play.

    5: Grinds are not a challenge.
    The most prestigious awards all come from grinding; instead of doing something... prestigious. Change that.

    6: Old content is not relevant despite the game having no leveling system.
    Old content should remain relevant since there is no power scale. Buff rewards for release voyages and treasures.

    7: Portal Hopping is bullpucky: make it better or get rid of it.
    As it stands this is esoteric knowledge, borderline exploit territory. (Go start a Tall Tale and then cancel it? Thats exploity) Since the devs intend on keeping this, make it so it can be done from the ship.

    8: High Seas Content should be the priority.
    This is the part of the game people are introduced to. This is the part of the game people spend the most time in. This is the part of the game that gets the least attention.

    9: TDM/Hand to Hand Combat is stale, boring, and simplistic.  
    I get a lot of hate for this when I point it out, but... jumping around with a blunderbuss isn't fun or engaging for most people. (With less 'moving parts' it also makes it easier to cheat) We need more options in hand to hand.

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  • Forgot to include.

    For the love of Merrick please please please please please stop using Async blueprint nodes for the UI.

  • Some of us stick around too long, to the point of just nonstop criticism imo.

    entire piratical personalities have become about the same few topics and some sort of battle between player and developer/company.

    As a design they largely just deal with long term players. How much money are they making off someone like me sitting on their servers all the time? They live on high volume logins and engagement. I'm just one login and I don't post on social media. Emporium is pretty irrelevant at my kind of hours on servers.

    At most they just benefit from me not trash talking the game.

    This idea that they need us or to cater to us at the thousands of hours level is just inaccurate and unreasonable imo.

    I think the minority has long been served and they see themselves as the majority but never really fully appreciate how they have been served imo.

    We had our time. It's not inherently bad that the compatible becomes incompatible, it's all how it's handled at the end.

    The large majority of players don't take it that serious.

  • @wolfmanbush said in QOL thread, with a fun diagram.:

    Some of us stick around too long, to the point of just nonstop criticism imo.

    I've personally just started playing and found these issues in my month of time here. The issues with HG are what is going to get me to quit. Battleground jenk is no fun.

  • @wrstplyerusw said in QOL thread, with a fun diagram.:

    @wolfmanbush said in QOL thread, with a fun diagram.:

    Some of us stick around too long, to the point of just nonstop criticism imo.

    I've personally just started playing and found these issues in my month of time here. The issues with HG are what is going to get me to quit. Battleground jenk is no fun.

    a month in lead to this post?

    alt text

  • @wolfmanbush

    Honeymoon feeling after hitting PL wore off quick.

  • @wrstplyerusw said in QOL thread, with a fun diagram.:

    *1: Award no progress for Hourglass losses.

    I don't think you've put a lot of forethought into what happens when you do this. As the match goes on longer and longer, the desire to not have wasted your time by losing and getting nothing increases so the chances of running into ships that reset constantly or just flat out run away until you quit gets a lot higher. This is worse than giving out loser XP.

  • @d3adst1ck said in [QOL thread, with a fun diagram.]

    I don't think you've put a lot of forethought into what happens.

    Not me, the devs.

    If it was my game I would have given Hourglass a time limit leading to a Draw instead.

  • @wrstplyerusw said in QOL thread, with a fun diagram.:

    @d3adst1ck said in [QOL thread, with a fun diagram.]

    I don't think you've put a lot of forethought into what happens.

    Not me, the devs.

    If it was my game I would have given Hourglass a time limit leading to a Draw instead.

    That's a separate issue that still exists whether there is loser XP or not. The difference is that your suggestion incentivizes wasting as much time as possible.

    Loser XP exists to keep players invested in the system, so that even losses can result in some forward progress. Not progressing at all for several matches in a row would be terrible for keeping players diving.

  • @d3adst1ck said in QOL thread, with a fun diagram.:

    Not progressing at all for several matches in a row would be terrible for keeping players diving.

    Throw in the occasional bot then. Ez.

    Works for Fortnite and Rocket League; and you can't really question popularity of either of those games can you?

  • @wrstplyerusw Not even the same type of games, but seems like you believe your ideas are infallible so there's no point in continuing I guess.

  • @d3adst1ck

    So what if it's not the same kind of game? It will give that player some sense of progress if they are down bad, and a win which increases confidence more than a participation trophy for a loss.

  • @wrstplyerusw said in QOL thread, with a fun diagram.:

    @d3adst1ck

    So what if it's not the same kind of game? It will give that player some sense of progress if they are down bad, and a win which increases confidence more than a participation trophy for a loss.

    Counter Strike still awards money to the teams that lost, so they can buy things but not as quickly if they win. Are you questioning the popularity of that game?

    See how ridiculous using comparisons like that is?

  • @d3adst1ck

    Funny you mention it.
    CS gives you an easy win if you are down bad which goes way further than some pity currency. It's losses that are demotivating, not FOMO. A reward for a loss is not a reward at all. It's just the baseline for completion, not a motivator to continue.

    Regardless of our indvidual thoughts on what would motivate a player to continue (trust me, no one who matters actually looks at the 5xp they get for a loss as a boon) loss farming is destroying the game mode. Something needs to be done to force people to go for wins and not cheese.

  • @wrstplyerusw i must say that loss farmer are non-issue. Seariously that point was beaten more time than common skelly on Thievs Island.

    No loser XP means that players will leave it as grinding to 100 with only wins at that state of sbmm and rampant cheating means no progress at all.

    There is no way to compare situation to other games. Evean in adventure you can manage the risk and reward, here without loser xp you got time skin without reward most of time.*

    I write it from casual perspective, or solo sloop - that is main experience for most players. Premade discord crew will easly squash most of players.

  • I like doing the veil.

  • 3: "Endgame" is boring.

    Where do we have an Endgame content? From what I see, there is none at this moment. Only cliffhangers or goals to achieve.

    Athena's, meant to be the Voyages for "Pirate Legends" has you doing deliveries.

    and..your the one doing them. Don't? idk I skip those.

    PLs are expected to do them every Voyage.

    You skip them. Dont have to do them. That why we have Veil and Thieves Haven Voyages to do.

    4: Hourglass is just a mess.

    Everyone knows BUT only those who dont commit fail when things dont go there way.

    Crazy how every single streamer says to fix Hourglass

    Dont listen to Streamers. IF they had there way, a lot of features would be dumb down just so they can get content.

    Award no progress for Hourglass losses.

    So only the true die hards will have the rewards. Unfair.

    The match is over when its over. No more attacking your opponent after you lose.

    Just need to tweak the ship sunk timer so it ends at that second.

    Even ground: Reset ships between matches

    What was the point of them adding Barrels to be raised when a ship sinks....

    No invasions. The battle is between you and your opponent.

    Its still Open Seas. You can simply block off those fights without blocking off parts of a map.

    Time limit matches to prevent passive play.

    What wrong with passive play?

    5: Grinds are not a challenge.

    and yet, players struggle to complete them.

    7: Portal Hopping is bullpucky: make it better or get rid of it.

    Players still do this?

    jumping around with a blunderbuss isn't fun or engaging for most people.

    It is when I smack them with a blunderbomb and they go flying :P

  • The point on bias is valid, but then you've made that diagram from your own bias. I don't see any reference to you actually surveying players.

    Also we can't say for sure that people don't leave for the exact reasons that people who stay complain. Feels like this whole post is an attempt to mislead

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