New players say the game feels empty. What will you do about it? (Throwing out ideas)

  • I have suggestions that might be steps towards making the game less shallow.

    1. Work towards making every part of an island stand out uniquely. Like in Escape from Tarkov. Its literally possible. Stop saying its not.

    2. Stop copy pasting npc jobs. One outpost is all outposts. One fisher is all fishers. (The stonebrick town is sick but still feels empty somehow).

    3. Make NPCs actually do more than just standing there and waiting to receive packages. Or sell.

    4. Give players more reasons to make a world feel naturally more active. Like its a Minecraft server or something. There can be other gameplay loops. Like town and tavern upkeep. Merchant business at bay (no weapons), mercenary protector (defend civilians), baker, etc.

    Like in Tarkov, have a quest system that makes players have a multitude of unique lore reasons to go to places and do things. This contributes to worldbuilding. Do this everywhere.

    1. Hideouts.

    2. More rare randomly occuring loot.

    3. Make all chests openable.

    4. Realistic mechanics like being able to throw a key, crouch, go prone, climbing and vaulting, swinging from ropes, holding on to a boat from the side, etc.

    5. A well in Zelda TOK or Baldurs Gate 3 leads to a secret area with hidden knowledge and secret story told. In Sea of Thieves it is not the case. The game benefits from being more like Zelda here. Rewarding curiosity. Not just wells but with hidden areas in general.

    I know this post is pointless in doing, as people here can't even settle and agree on adding chat history to the game. But I do what I can to contribute.

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  • Well if you think about it. The place “SoT” is a place only a very few number of pirates ever arrive at. Or survive

  • I wouldn’t mind a few more npcs at the outposts especially in the tavern just like in the monkey island tall tale.

  • @burnbacon And those who remain are bored out of their minds because all they can do is slaughter, do repetitive fishing, do puzzle tell tales and mess with the weak and not make other fun once in a while.

  • When it comes to it's fanbase and it's refusal for change this is how i see it, and apologies for the lame comparison but here it is.

    Back in the 80's early 90's Depeche Mode was very popular, time moved along and success went down.
    Nowadays even though they are still a great band they dont have nearly as much success as they did back then.
    DM purists will defend them tooth and nail and say the opposite.
    DM can put out an album banging on rocks and those purists will still say they are the best.
    Point being? When you love something you might be blinded to the point of denying facts.

    Nowadays as much as i love that band, they are not very relevant in peoples minds because times change, interests change, they are not necesarily generating new fanbases and more like they kept part of what they had from the past. I might love what they do but doesn't mean all others will too.
    Now you have the Swifties taking over the music industry but as time passes they too shall pass.
    Point being? Evolution, games need to evolve or get left behind.

    So if developers were to say "Hey you can now fly to space on a pterodactyl" i wouldn't mind it.
    Obviously this is an extreme example but maybe in the past when the game was recent then this would have enraged me but now i welcome change as it gives us a new approach to an old experience.

  • @eva1977 said in New players say the game feels empty. What will you do about it?:

    So if developers were to say "Hey you can now fly to space on a pterodactyl" i wouldn't mind it.
    Obviously this is an extreme example but maybe in the past when the game was recent then this would have enraged me but now i welcome change as it gives us a new approach to an old experience.

    In regards to the points in the op I think a lot of it just boils down to limitations as a live service game that serves very very different types of players.

    It's less that people are opposed to change and more than people are trying to preserve their styles within an evolving environment, while wanting game performance improved.

    It's a constant effort to try to balance growth for the future and quality of the experience as it currently exists.

  • Y1, Y2 pirates said the game was empty and dieing. And yet here we are. More stuff than ever.

  • @wolfmanbush I do understand developers need to stay within certain boundaries, they can't just turn it to something it was never meant to be and while adding things also understanding the limitations of the platform it is on. But for me whatever they can put in the game is fine, be it pets being able to do useful things or having items that are p2w or just whatever they come up with that they have said no in the past would not make a difference to me now as i already love the game, anything added is just a compliment.
    Just to be clear, not advocating for P2W but would not mind if they did for whatever reasons.

  • @eva1977 said in New players say the game feels empty. What will you do about it?:

    So if developers were to say "Hey you can now fly to space on a pterodactyl" i wouldn't mind it.
    Obviously this is an extreme example but maybe in the past when the game was recent then this would have enraged me but now i welcome change as it gives us a new approach to an old experience.

    😆 ...reductio ad absurdum of course, but I totally see where you're coming from!

    I fear with some of my recent replies on topics here I may be starting to gain a reputation on the forums for being either a Rare apologist, willing to fall in line and swallow whatever they trot out as gospel from on high or just simply a staunch traditionalist that refuses to consider any proposed update, change, recommendation or idea on principle because "what's worked so far in the past will always work in the future and nothing needs to change EVER".

    Or at least I've been accused of such recently by at least four forum members (or, far more likely, the same repeatedly-banned troll from four different alt accounts 😏).

    At any rate, I understand where people are coming from completely with their recent takes on the in-game world feeling repetitive and grind-y with not a lot of new or fresh content to offer for experienced pirates who have been sailing the seas for quite a while but don't necessarily subscribe to the oft-repeated advice of "your interest in games is supposed to wax and wane with time and it's okay to stop playing this one and move onto another one instead of getting discontent, it's all part of the growing process".

    For those of us who don't want to "move on" or "take a break" I am right there with you after three seasonal content updates in a row where it's been QoL fixes and a new way to begin or play or grind the same base content that we've had for years. I mean, come on Rare! You guys built Season Five around, among other things, a game-breaking, revolutionary change that shattered the game meta and redefined the playing experience for one and all! It shook us all to our very souls!! At long last, after endless, ubiquitous input from across all manner of game feedback you caved to immense fan pressure and gave us the ability to...

    ##checks notes##

    ...SIT ON THINGS!!

    Wow.

    Like many fans, I had opinions and many questions on this (mostly how you got the media guys in the update videos to sell it with a straight face, but still). I asked the same questions we see on here all the time "Who asked for this?" and "Why did they concentrate attention on developing this instead of fixing [insert bug here] or giving us new stuff?"

    But we weathered the storm as a community. We lost some people, we gained some people, the game continues on. Everyone acted like Rare was scraping the bottom of the barrel and they had finally run out of ideas and were just tossing stuff at the wall to see what stuck. Six seasons and several BIG changes and additions later and we're still here. Still going strong, and still getting the same questions and doomsday whiners complaining that the game is a failure and mere hours away from having rung down the curtain and joined the bleedin' choir invisible!!

    (please pardon the egregious Monty Python quoting; it's an illness)

    My point, long-winded as it was, is that I'm not against change if it makes sense for the game. As stated by several of my fellow forum members, "change just for the sake of change or just to be seen changing something is not good game development."

    I'm confident that Rare's got bigger things on the horizon; they've confirmed as much after three QoL seasons of framework to get them to a place where they can add more revolutionary things that actually WILL shake up the meta. New voyages, enemies, weapons, combat possibilities; hell, we just got tons of new treasure items with this update! Wait and see.

  • @thegrimpreacher The way i see it is either you create a game and leave it as is or create a game that will be evolving and this is one of them, otherwise Rare would not be asking for ideas and suggestions from the community.
    It's awesome to create an idea, leave it as is and not cater to peoples different needs but unfortunately in this field this might not generate the revenue you are looking for if you are not willing to change, especially with this type of game.

  • @eva1977

    Maybe it's just me, but I just don't see Rare as the kind of developer that isn't taking players' needs into account and evolving as necessary, just not to the extreme that most people on this forum seem to think they should. Or more appropriately perhaps, not to the timetable they would prefer.

    Having been part of the Insiders Programme, I've witnessed numerous things Rare came up with and tried to implement that have never seen the light of day due to negative feedback from the testers.

    They've taken our opinions into account from the very beginning. Only an update or two after launch Rare floated the idea that there should be a gold penalty for coming back from the Ferry; essentially taxing us to be allowed to return to life. The playerbase rose up as ONE voice and responded so overwhelmingly negatively to it that I'm honestly amazed the development team AND the home office didn't spontaneously burst into actual flame.

    Do you lose money today when you come back from the Ferry? Nope.

    They've made dozens of adjustments for years based on our feedback.

    The only thing they've made clear they will not compromise on from day one is their overall vision of what the game needs, is and should be. Regrettable, of course, in that it seems to be the one thing everyone expects them to change first. In a million different and non-compatible ways.

  • In my honest opinion, the game is only truly lacking a sense of mystery. One of the reasons people seemed to like the "Who killed DeMarco mystery" more than the "Hoarder's Hunt" mystery was the fact that in the DeMarco mystery, the players essentially got to explore areas of the sea of thieves as a reward for completing the puzzles leading up to those areas. The fact that players had to complete puzzles to get to those areas made them more interesting than they would have been otherwise. If there were more events like these, I think more people would want to play the game. While it is interesting to fight, ally, and deceive other players, some people just want to explore.

  • @zimited8670 said in New players say the game feels empty. What will you do about it?:

    I have suggestions that might be steps towards making the game less shallow.

    1. Work towards making every part of an island stand out uniquely. Like in Escape from Tarkov. Its literally possible. Stop saying its not.

    2. Stop copy pasting npc jobs. One outpost is all outposts. One fisher is all fishers. (The stonebrick town is sick but still feels empty somehow).

    3. Make NPCs actually do more than just standing there and waiting to receive packages. Or sell.

    4. Give players more reasons to make a world feel naturally more active. Like its a Minecraft server or something. There can be other gameplay loops. Like town and tavern upkeep. Merchant business at bay (no weapons), mercenary protector (defend civilians), baker, etc.

    Like ik Tarkov, have a quest system that makes players have a multitude of unique lore reasons to go to places aks do things. This contributes to worldbuilding. Do this everywhere.

    1. Hideouts.

    2. More rare randomly occuring loot.

    3. Make all chests openable.

    4. Realistic mechanics like being able to throw a key, crouch, go prone, climbing and vaulting, swinging from ropes, holding on to a boat from the side, etc.

    I know this post is pointless in doing, as people here can't even settle and agree on adding chat history to the game. But I do what I can to contribute.

    Work towards making every part of an island stand out uniquely. Like in Escape from Tarkov. Its literally possible. Stop saying its not.

    Each island is unique. What do you want? Special buildings and NPCs on every island?

    Stop copy pasting npc jobs. One outpost is all outposts. One fisher is all fishers. (The stonebrick town is sick but still feels empty somehow).

    That's so people can do what they need to at any outpost, without the need to sail for 20 minutes to find a specific NPC.

    Make NPCs actually do more than just standing there and waiting to receive packages. Or sell.

    The islands are not big, so what else would they do?

    Give players more reasons to make a world feel naturally more active. Like its a Minecraft server or something.

    But it's not Minecraft. This is SoT.

    Like town and tavern upkeep.

    Why? We're pirates, not tavern owners or mayors of towns.
    How would it work? There's only so many islands per server, and what happens when you move to a new server?
    What if someone else owns the same tavern you own on server merge?

    Merchant business at bay (no weapons)

    What?

    mercenary protector (defend civilians)

    Why? Babysitting NPCs is not usually fun in games.

    baker, etc.

    Game does not need crafting, baking, mining, gathering, alchemy, beer brewing, or other things.
    Because it's Sea of Thieves. Not Sea of Minecraft. Not Sea of Tarkov. Sea of Thieves.

    Like ik Tarkov, have a quest system that makes players have a multitude of unique lore reasons to go to places aks do things. This contributes to worldbuilding. Do this everywhere.

    You have reasons; the various quests to hunt ships and skeletons.
    We don't need the devs to write 50 pages of lore per quest.
    This. Is not. Tarkov.

    Hideouts.

    Would be fun. But not needed.

    More rare randomly occuring loot.

    Loot does randomly occur.

    Make all chests openable.

    First you want lore, then you ignore the lore that states the chests can't be opened without the magic key the Gold Hoarders have.
    When we turn in a chest; They open it and we get our cut.

    Realistic mechanics like being able to throw a key

    Why?

    crouch

    Why?

    go prone

    This is not an FPS. We don't need to crouch and go prone.

    climbing and vaulting

    So now we're Gear of Thieves and Breath Of The Thieves.
    No. Stop trying to turn SoT into other games.

    swinging from ropes

    Why?

    holding on to a boat from the side

    You can. At the ladders.

    I know this post is pointless in doing, as people here can't even settle and agree on adding chat history to the game. But I do what I can to contribute.

    Your 'contribution' is "Turn Sea of Thieves into a mess of mechanics from other games. Completely destroy its identity for the sole reason that other games have things I like."

  • @guildar9194 The Helldivers 2 devs recently said "trying to make a game for everybody will produce a game for nobody."

    That's 90% of the "suggestions" lately; add this mechanic from this game, add that mechanic from that game... no one seems to understand what makes Sea of Thieves unique and appreciate it.

  • @lordqulex said in New players say the game feels empty. What will you do about it?:

    @guildar9194 The Helldivers 2 devs recently said "trying to make a game for everybody will produce a game for nobody."

    That's 90% of the "suggestions" lately; add this mechanic from this game, add that mechanic from that game... no one seems to understand what makes Sea of Thieves unique and appreciate it.

    Yep! They are correct.
    Any game that tries to be 'everything' always gets reviews that say 'This game has no identity' or 'It has allot of mechanics, but none of them are polished' or even 'It tries to be [list of games here] but each of them do it better'.

  • @guildar9194 said in New players say the game feels empty. What will you do about it?:

    @lordqulex said in New players say the game feels empty. What will you do about it?:

    @guildar9194 The Helldivers 2 devs recently said "trying to make a game for everybody will produce a game for nobody."

    That's 90% of the "suggestions" lately; add this mechanic from this game, add that mechanic from that game... no one seems to understand what makes Sea of Thieves unique and appreciate it.

    Yep! They are correct.
    Any game that tries to be 'everything' always gets reviews that say 'This game has no identity' or 'It has allot of mechanics, but none of them are polished' or even 'It tries to be [list of games here] but each of them do it better'.

    There's a lot of potential here, but a lot of castaways just need to ask "why," or "what does this add to game," instead of "I like this mechanic let's add it because!"

    I like the grapple idea, I like the idea of being able to roll up ladders and cut a rope to drop them or use a grappling hook to scale the side of the ship or the harpoon to drag the ships closer when the masts are down. That focuses on the pirate adventure part of a shared world pirate adventure sandbox. But going prone, crouching, throwing keys... what does that add? How does it enhance the game other than giving trolls another tool to use against good faith pirates?

  • @lordqulex said in New players say the game feels empty. What will you do about it?:

    @guildar9194 The Helldivers 2 devs recently said "trying to make a game for everybody will produce a game for nobody."

    That's 90% of the "suggestions" lately; add this mechanic from this game, add that mechanic from that game... no one seems to understand what makes Sea of Thieves unique and appreciate it.

    I'm quoting this every time an "ADD 7032 mechanics to the game cuz why not" post is posted from now on.

  • @lordqulex You don't need to think long before remembering adding movement abilities contributes to the idea of hiding and being more sneaky in Sea of Thieves, hiding in unique spots, moving silently.

    Or being jack sparrow swinging on a rope.

    Or being able to throw a key to your buddy across a map as to avoid people trying to kill you.

    You ask why so much but unless you think for yourself you won't back my attempt to make you think why these "pointless" suggestions would all contribute to your idea of a game, despite "taking from other genres"

    Taking from quests in Tarkov isn't to have quests. It is to have reasons to put things in the world with added stories. Like Tell Tales but there are more of them.

    You say there's no space on islands for active npcs. Well all I see there is empty land. More than enough space.

    Answered some of your whys.0

  • @eva1977 Exactly! Do much and fail but then take away what doesn't work and keep what works.

  • @zimited8670 said in New players say the game feels empty. What will you do about it?:

    @eva1977 Exactly! Do much and fail but then take away what doesn't work and keep what works.

    And people are still complaining that they took out arena...

  • @zimited8670 No developer in their right mind would add a bunch of stuff to see what sticks. That's an incredible waste of resources.

  • @zimited8670 said in New players say the game feels empty. What will you do about it?:

    @lordqulex You don't need to think long before remembering adding movement abilities contributes to the idea of hiding and being more sneaky in Sea of Thieves, hiding in unique spots, moving silently.

    Go watch the documentary and tell me when the developers were "hiding an being more sneaky." This is not the game they are making.

    Or being able to throw a key to your buddy across a map as to avoid people trying to kill you.

    Throwing a key to your buddy isn't going to stop them from killing you.

    You ask why so much but unless you think for yourself you won't back my attempt to make you think why these "pointless" suggestions would all contribute to your idea of a game, despite "taking from other genres"

    I think for myself a fair bit, and I don't think your suggestions add anything to the current gameplay cycle.

    Taking from quests in Tarkov isn't to have quests. It is to have reasons to put things in the world with added stories. Like Tell Tales but there are more of them.

    Some of us haven't played Tarkov.

    You say there's no space on islands for active npcs. Well all I see there is empty land. More than enough space.

    There's plenty of space for NPCs on island, just... why? Some pirates want more exploration, others want more NPCs on the island making the game less exploratory. Again, make a game for everyone and you've made a game for no one.

    Answered some of your whys.0

    You've tried. Pitifully.

  • @knurd9369 Thank you!

    Like, tell us you've no idea how businesses run in real life without telling us you've no idea how businesses run...

    We're going to put a literal ton of time, manpower, actual real money (because development of assets EVEN DIGITAL ONES costs money, children) and effort into taking all these random, standalone ideas that could maybe be useful in one or two specific instances of gameplay but sure do "sound cool to have" that some chuckle-futz threw out in our forums! Let's have Season 12 be the "two hundred and fifty six random ideas that have no thematic commonality or value" season and at the end of it, just remove the stuff that no one used or liked that we spent several people's salaries worth of money on!

    If ANY developer ANYWHERE in ANY business thought like that their investors would have them fired for gross incompetence. Out of a cannon. Into the SUN.

  • @lordqulex "Or being able to throw a key to your buddy across a map as to avoid people trying to kill you."

    You: "Throwing a key to your buddy isn't going to stop them from killing you."

    You say you think for yourself, yet you don't see that the key is the objective not the life? Throw key, friend catches, you die, friend escapes and gets all the loot.

  • @knurd9369 They do with Fortnite.

  • @zimited8670 said in New players say the game feels empty. What will you do about it?:

    @eva1977 Exactly! Do much and fail but then take away what doesn't work and keep what works.

    Absolutely no game spends money, manpower (which is more money), and time (which is more money) 'Seeing what works'.
    Any game developer worth the title will figure out the theme of their game, and figure out what they want to have as part of that theme.

    In SoT's case; The theme is 'Casual, Pirate (Which broadly covers the asthetics of the weapons and outfits, and ideas like skeleton crews and buried treasure), Sandbox, PvP, Sailing, Cartoony'.
    So they did not have to waste time, and money, coding and trying such things as 'going prone' and 'climbing stuff', or 'town and taven upkeep' because they knew that those things did not fit the game they were making.
    They were not making a crafting sim, or a tavern sim, or a survival game with hunger and thirst meters.

    The first step before sitting down to actually put code in is figure out what you want, because no company has infinite time and money to spend throwing 5,000 ideas at a wall & see what sticks.

  • @guildar9194 Sure, creating a game with different jobs is a different game.

    But was exploration with friends not a goal in their minds?

    A guided step by step telltale isn't exploration to me. Its a puzzle with scenery.

    People here say Sea of Thieves is so full. But every island is not much more unique than their pretty terraforming and traces from telltales that will literally block you from entering without doing it from an outpost, knowing exactly what it is.

    My suggestions aren't the bible. But the core problem I'm getting at is being overlooked. Its great Rare is addressing combat stuff. But I want a rich world. People say its rich but then why does it feel so empty?

  • @zimited8670 said in New players say the game feels empty. What will you do about it?:

    @guildar9194 Sure, creating a game with different jobs is a different game.

    But was exploration with friends not a goal in their minds?

    A guided step by step telltale isn't exploration to me. Its a puzzle with scenery.

    People here say Sea of Thieves is so full. But every island is not much more unique than their pretty terraforming and traces from telltales that will literally block you from entering without doing it from an outpost, knowing exactly what it is.

    My suggestions aren't the bible. But the core problem I'm getting at is being overlooked.

    But the core problem I'm getting at is being overlooked.

    What 'core problem' is that? That some people don't like the game?
    That happens with every game, believe it or not. A few people not liking the game is not grounds to change everything or add a bunch of random stuff to make them happy.

    But I want a rich world. People say its rich but then why does it feel so empty?

    Maybe the game is not for you? Harsh to say, but if a game in its current state is not fun for you; Move on.
    Don't expect the developers to change everything, and don't play a game for what you think it can be. Because you're not playing that future hypothetical game; You are playing the game as it is now.

    Giving ideas is good, but if a bunch of people say an idea is bad; Maybe they are bad ideas?

  • @zimited8670 said in New players say the game feels empty. What will you do about it?:

    @knurd9369 They do with Fortnite.

    Fortnite is owned by Epic, and is thus in a unique position that we are not allowed to discuss here due to forum rules. It is an exception to the rule.

  • @zimited8670 said in New players say the game feels empty. What will you do about it?:

    @lordqulex "Or being able to throw a key to your buddy across a map as to avoid people trying to kill you."

    You: "Throwing a key to your buddy isn't going to stop them from killing you."

    You say you think for yourself, yet you don't see that the key is the objective not the life? Throw key, friend catches, you die, friend escapes and gets all the loot.

    I just don't see a situation where that is relevant. There are three keys in the game: ashen keys, vault keys, and cabin keys. In the ashen key instance, they are so common no one is going to fight over them. Vault keys and cabin keys generally won't be fought over because if they can't get the key, they'll just wait for you to do the event then sink your ship for the loot.

    Now, yes, I understand the "key" was a metaphor for a highly valuable McGuffin worth absconding with, but even then you're not considering the wider picture. Great, you've thrown the McGuffin and your buddy picked it up and is running with it. Unless you're at the outpost and the McGuffin is a Chest of Fortune or something, you're taking it back to your boat and now you've got to sail somewhere to use it. Boom, back in naval combat. The ability to throw something would take a lot of effort (see the hit reg performance if you need an example) and wouldn't fundamentally change anything about the game.

    The cost is not worth the benefit.

  • @lordqulex said in New players say the game feels empty. What will you do about it?:

    Now, yes, I understand the "key" was a metaphor for a highly valuable McGuffin worth absconding with, but even then you're not considering the wider picture. Great, you've thrown the McGuffin and your buddy picked it up and is running with it. Unless you're at the outpost and the McGuffin is a Chest of Fortune or something, you're taking it back to your boat and now you've got to sail somewhere to use it. Boom, back in naval combat. The ability to throw something would take a lot of effort (see the hit reg performance if you need an example) and wouldn't fundamentally change anything about the game.

    The cost is not worth the benefit.

    Too true. To say nothing of the fact that IF such a mechanic was worth the time and effort it would take to add to the game it certainly shouldn't apply to any treasure it takes two hands to carry or hold in-game. I could theoretically see how (but still not why) you would throw a key, trinket or even a skull to another player, but you absolutely shouldn't be able to YEET a treasure chest several meters away to your buddy.

    That would require all sorts of additional rules to program what treasure does and doesn't qualify as ~ahem~ YEETable on top of the already janky concept of 'throwing' to begin with.

  • @thegrimpreacher I mean, I get it. The mechanics are in the game. Throw a firebomb, throw a blunder bomb, throw a skull, throw a key, sure.

    Why??

    In the time it takes to pick up that key (what, 0.7-1.5s?) your quarry has already caught up to you and shot/slashed you. Throwing a key, easy. Picking up the key takes more time than saved by throwing it in the first place. I would argue being able to sprint with a trinket would be more valuable than throwing one. Generally golden age of sail cannon balls were ten pounders. So if I can carry 500 lbs of cannonball in a crate, sprinting with a voodoo doll should be CAKE.

  • @guildar9194 Its not for me. Not for my friends. Not for their friends. Not for the friends of those hundreds who I talk with in the game.

    Who is it for? The stubborn sweats like me that got mad for losing my turbocasual pve game to some 1k hour player and decided to practice for thousands of hours? I left the game after too so guess I don't count.

  • @zimited8670 said in New players say the game feels empty. What will you do about it?:

    @guildar9194 Its not for me. Not for my friends. Not for their friends. Not for the friends of those hundreds who I talk with in the game.

    Who is it for? The stubborn sweats like me that got mad for losing my turbocasual pve game to some 1k hour player and decided to practice for thousands of hours? I left the game after too so guess I don't count.

    The 'hundreds' you've talked too?
    Where?
    Did you collate their replies to keep track? Or are you just assuming you spoke to hundreds (plural) of people in-game, and they all said they want random mechanics because the game feels empty?
    Because I don't believe it.

  • @zimited8670 said in New players say the game feels empty. What will you do about it?:

    I have suggestions that might be steps towards making the game less shallow.

    1. Work towards making every part of an island stand out uniquely. Like in Escape from Tarkov. Its literally possible. Stop saying its not.

    2. Stop copy pasting npc jobs. One outpost is all outposts. One fisher is all fishers. (The stonebrick town is sick but still feels empty somehow).

    3. Make NPCs actually do more than just standing there and waiting to receive packages. Or sell.

    4. Give players more reasons to make a world feel naturally more active. Like its a Minecraft server or something. There can be other gameplay loops. Like town and tavern upkeep. Merchant business at bay (no weapons), mercenary protector (defend civilians), baker, etc.

    Like ik Tarkov, have a quest system that makes players have a multitude of unique lore reasons to go to places aks do things. This contributes to worldbuilding. Do this everywhere.

    1. Hideouts.

    2. More rare randomly occuring loot.

    3. Make all chests openable.

    4. Realistic mechanics like being able to throw a key, crouch, go prone, climbing and vaulting, swinging from ropes, holding on to a boat from the side, etc.

    I know this post is pointless in doing, as people here can't even settle and agree on adding chat history to the game. But I do what I can to contribute.

    1. Every island is unique if you stop TDMing or Sweating or Tucking, long enough to appreciate them.

    2. No thanks I don't want to have to server hop to go to a specific outpost, just to buy something. We've been there before.

    3. NPC's could use a bit more life but that must be balanced with performance and the game runs very poorly.

    4. This is not a survival crafting game.

    5. I know people want these, but what is the point? Your captain boat is your home.. That is what you are supposed to make unique and like you.

    6.Tons of loot everywhere, pick up bottles and explore. If you're talking about loot that increases your stats or makes you "better" that will not be happening in this game. There will be ZERO vertical progression in this game.

    1. No, lore reasons..learn to pay attention.

    No, none of this is fun or adds to fun. This is not a shooter or a survival game. stop treating it like other games. This game has its own unique style and charm and I will vehemently oppose things that hurt that.

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