Safer Seas Is A Failure

  • I'll spell it out pretty plainly:

    1. The Server Cap Is Insulting.
      Servers populate as needed for High Seas, but second-class PvE players have to get in line for Safer Seas.
    2. Gold Earned Is A Joke
      Nothing like doing 40 minutes of work and getting 2k gold!
    3. No Captaincy Is A Punishment, Nothing More
      I don't see how taking away our favorite ships in any way improves the Safer Seas experience. Plus we can't use the Soverigns, for no valid reason.
      It's nothing but a slap in the face and an arbitrary punishment to us PvE players.
    4. No Guilds Is A Punishment, Nothing More
      Once again; this is an arbitrary limitation to punish PvE players who don't want to be targeted by toxic PvP sweatfests.
    5. No Emissary Is A Punishment, Nothing More
      Can't have the lower-class PvE players getting around the punishing, arbitrary, and unnecessary gold punishment!

    So, while pure PvP players have Hourglass and High Seas, with no limitations.
    And PvPvE players have High Seas, with no limitations.
    PvE players have a watered down, insulting, boring, guild-and-captain-free mode. Because how dare PvE players not be easy marks for the upper class PvP chads!

    Good to see that Rare has still completely ignored what makes many people quit the game, while also insulting them by throwing them the smallest 'compromise' possible.

  • 16
    Posts
    15.4k
    Views
  • @guildar9194 said in Safer Seas Is A Failure:

    1. The Server Cap Is Insulting.
      Servers populate as needed for High Seas, but second-class PvE players have to get in line for Safer Seas.

    It's not capped. When you have to start a new server for each player, rather than putting them into an existing one, it's going to take longer.

  • @d3adst1ck said in Safer Seas Is A Failure:

    @guildar9194 said in Safer Seas Is A Failure:

    1. The Server Cap Is Insulting.
      Servers populate as needed for High Seas, but second-class PvE players have to get in line for Safer Seas.

    It's not capped. When you have to start a new server for each player, rather than putting them into an existing one, it's going to take longer.

    So Rare did not properly estimate how many people would want to Safer Seas to get away from PvP sweatlords?

  • @guildar9194 said in Safer Seas Is A Failure:

    @d3adst1ck said in Safer Seas Is A Failure:

    @guildar9194 said in Safer Seas Is A Failure:

    1. The Server Cap Is Insulting.
      Servers populate as needed for High Seas, but second-class PvE players have to get in line for Safer Seas.

    It's not capped. When you have to start a new server for each player, rather than putting them into an existing one, it's going to take longer.

    So Rare did not properly estimate how many people would want to Safer Seas to get away from PvP sweatlords?

    No, that's just how servers work. It's more overhead to run more processes, and more time to wait for a new instance to initialize before you can join it.

    There isn't a flood of players coming back as of yet.

  • @d3adst1ck said in Safer Seas Is A Failure:

    @guildar9194 said in Safer Seas Is A Failure:

    @d3adst1ck said in Safer Seas Is A Failure:

    @guildar9194 said in Safer Seas Is A Failure:

    1. The Server Cap Is Insulting.
      Servers populate as needed for High Seas, but second-class PvE players have to get in line for Safer Seas.

    It's not capped. When you have to start a new server for each player, rather than putting them into an existing one, it's going to take longer.

    So Rare did not properly estimate how many people would want to Safer Seas to get away from PvP sweatlords?

    No, that's just how servers work. It's more overhead to run more processes, and more time to wait for a new instance to initialize before you can join it.

    There isn't a flood of players coming back as of yet.

    Except the game flat out states 'Due to high demand, there is a queue'.
    That's not normal, unless the product in question has under-estimated how many people will be using it.

    I think you're talking nonsense to defend Rare.

  • Why are you a PvE player? It's a PvPvE game do both

  • @rambobrad said in Safer Seas Is A Failure:

    Why are you a PvE player? It's a PvPvE game do both

    No. I enjoy the PvE aspect; the Tall Tales, the digging for treasure, the fighting skeleton ships, guilds & having my own ship, etc.

    None of which requires PvP and none of which should be taken away from me or nerfed for not wanting to PvP.

  • The only real issue with the current design of safer seas is that people gotta choose between ignoring social areas or seeing a lot of over the top entitlement being spread around on the pve side of things. Which significantly adds on to the entitlement being spread around from long term pvp focused over the top criticism.

    Design wise it's strong for the intent.

    The experience for pve/pvp is stronger than most of the history of sot, organically speaking.

  • @guildar9194 I feel like you have missed the mark on what the whole game is about.

  • @guildar9194 said in Safer Seas Is A Failure:

    @d3adst1ck said in Safer Seas Is A Failure:

    @guildar9194 said in Safer Seas Is A Failure:

    @d3adst1ck said in Safer Seas Is A Failure:

    @guildar9194 said in Safer Seas Is A Failure:

    1. The Server Cap Is Insulting.
      Servers populate as needed for High Seas, but second-class PvE players have to get in line for Safer Seas.

    It's not capped. When you have to start a new server for each player, rather than putting them into an existing one, it's going to take longer.

    So Rare did not properly estimate how many people would want to Safer Seas to get away from PvP sweatlords?

    No, that's just how servers work. It's more overhead to run more processes, and more time to wait for a new instance to initialize before you can join it.

    There isn't a flood of players coming back as of yet.

    Except the game flat out states 'Due to high demand, there is a queue'.
    That's not normal, unless the product in question has under-estimated how many people will be using it.

    I think you're talking nonsense to defend Rare.

    If 10 people want to play the game, and 4 of those want to play Safer Seas, you can provide 2 servers for the 6 players on High Seas (5 on one, 1 on the other, or 3/2, whatever). The other 4 players all need their own instances. Those 4 players all need to wait for a new server instance to spin up, initialize the world and accept join requests. Only 2 players in High Seas need to wait for that, and the other 4 just get placed into the existing servers likely bypassing Safer Seas players waiting for their instance to be ready.

    You can believe what you want to, but that's what is happening.

  • @d3adst1ck said in Safer Seas Is A Failure:

    @guildar9194 said in Safer Seas Is A Failure:

    @d3adst1ck said in Safer Seas Is A Failure:

    @guildar9194 said in Safer Seas Is A Failure:

    @d3adst1ck said in Safer Seas Is A Failure:

    @guildar9194 said in Safer Seas Is A Failure:

    1. The Server Cap Is Insulting.
      Servers populate as needed for High Seas, but second-class PvE players have to get in line for Safer Seas.

    It's not capped. When you have to start a new server for each player, rather than putting them into an existing one, it's going to take longer.

    So Rare did not properly estimate how many people would want to Safer Seas to get away from PvP sweatlords?

    No, that's just how servers work. It's more overhead to run more processes, and more time to wait for a new instance to initialize before you can join it.

    There isn't a flood of players coming back as of yet.

    Except the game flat out states 'Due to high demand, there is a queue'.
    That's not normal, unless the product in question has under-estimated how many people will be using it.

    I think you're talking nonsense to defend Rare.

    If 10 people want to play the game, and 4 of those want to play Safer Seas, you can provide one server for 2 servers for the 6 players on High Seas (5 on one, 1 on the other). The other 4 players all need their own instances. Those 4 players all need to wait for a new server instance to spin up, initialize the world and accept join requests. Only 2 players in High Seas need to wait for that, and the other 4 just get placed into the existing servers likely bypassing Safer Seas players waiting for their instance to be ready.

    You can believe what you want to, but that's what is happening.

    Except High Seas players don't need to wait for a new server to 'spin up' like this if/when they end up logging in & being put onto a new server.

    You can't believe what you want to, but you're wrong.

    @rambobrad said in Safer Seas Is A Failure:

    @guildar9194 I feel like you have missed the mark on what the whole game is about.

    Methinks the 'whole game' is not 'Get some treasure, be sunk by someone screeching racism' or 'Play a nerfed, boring mode where you can't do anything because the devs hate the PvE crowd'.

  • Its the first day... of course there will be problems on patch day. Doesnt matter if its this feature or some other new feature. As an example, the gold and glory weekends usually have similar overload issues in the beginning.

    Also the safer seas, i believe, is meant for new players to learn the game in peace, and for players to explore the world, and do tall tales in peace. Its not meant to be a safe place to grind everything.
    As always there is the balance of the game to consider. Example, emissary gives you a huge bonus, but you become a target for reapers (the counter balance to emissaries). Everything in this game is balanced in some manner. The safe seas have lower yields as its balance.

  • @guildar9194 said in Safer Seas Is A Failure:

    Except High Seas players don't need to wait for a new server to 'spin up' like this if/when they end up logging in & being put onto a new server.

    You can't believe what you want to, but you're wrong.

    I'm confused as to how regurgitating exactly what I said makes me wrong somehow, but I'm glad we agree on the facts.

  • @guildar9194 this was all explained in the videos leading up to the release it was built for those who just want to relax and sail or new players not to be a PVE only server the game was and is ment to be a pvppve based game and that's not going to change I'm honestly surprised they did this at all

  • @d3adst1ck said in Safer Seas Is A Failure:

    @guildar9194 said in Safer Seas Is A Failure:

    Except High Seas players don't need to wait for a new server to 'spin up' like this if/when they end up logging in & being put onto a new server.

    You can't believe what you want to, but you're wrong.

    I'm confused as to how regurgitating exactly what I said makes me wrong somehow, but I'm glad we agree on the facts.

    So you're ignoring that I disagreed with your 'spin up' theory being why Safer Seas players are in a queue, saying 'glad we agree', and thinking that makes you correct?

    @ghostfire1981 said in Safer Seas Is A Failure:

    Its the first day... of course there will be problems on patch day. Doesnt matter if its this feature or some other new feature. As an example, the gold and glory weekends usually have similar overload issues in the beginning.

    Also the safer seas, i believe, is meant for new players to learn the game in peace, and for players to explore the world, and do tall tales in peace. Its not meant to be a safe place to grind everything.
    As always there is the balance of the game to consider. Example, emissary gives you a huge bonus, but you become a target for reapers (the counter balance to emissaries). Everything in this game is balanced in some manner. The safe seas have lower yields as its balance.

    Safer Seas should be a place where we can grind to Pirate Legend & no further.
    On top of that, neither Captaincy or Guilds have anything to do with the risk/reward of being targeted by a 4-man Brig sweatfest, so they have no reason to be absent from Safer Seas.
    Other than Rare hating PvE players, of course.

  • The game design and intent for Sea of Thieves is a shared world adventure, and it always will be. Those who wish to play in the confines of Safer Seas will always have the option but we will not bring the rewards and activities in line with those of High Seas when many of the restrictions are in place due to the risk vs reward factor that is inherent in Sea of Thieves - removing any risk means rewards must be balanced accordingly.

    Safer Seas will act not only as a safe space for our Tall Tale players but also for families with children who just want to pirate, for people who want to play the game but learn the ropes and it will organically feed into Adventure mode, keeping the player pool there healthy and upskilled as they've learned the mechanics.

    This is not only useful for new players but also families and players with accessibility needs - the whole game suddenly becomes available in a way it hasn't before, letting them naturally progress to High Seas and become a Pirate Legend. SoT has grown a huge amount in 5 years and it can be fairly overwhelming.

    The borders put in Safer Seas mean that to experience the full depth and breadth of the game you will have to hit the high seas BUT if you're playing with your family you don't have to, you can just enjoy the game and have fun as a family.

16
Posts
15.4k
Views
1 out of 16