@wolfmanbush said in GET OVER HERE:
@realstyli said in GET OVER HERE:
When the fisherman catches a fish with every cast of his line,
soon the fish stopping coming, and the fisherman cries "why?".
Except in SoT they don't ask why and that's the real issue.
They blame Rare when their own suggestions are what lead to the issues on PC servers with activity. Which is why I don't even know why Rare has catered to it so much, never been a good investment, imo. So much time has been spent trying to repair what some of these suggestions lead to I dunno where the payoff is for them. Other than "we listen".
It would be awesome if people asked why rather than put all the blame on Rare, then they would see how damaging it is to try to get Rare to step in to deliver more wins over and over.
Needs to be way more accountability with players and within feedback areas because a lot of issues were avoidable and a lot of damage was because Rare does listen and does implement things based on feedback.
They could have cut off the red sea for loot dumping before chain shots and said "enjoy the sandbox" "figure it out" and it would have led to better risk/reward than everything else they did to make sure the chaser is always OP when they want to be. Could have made chainshots just like wraithballs, the only thing that would have made any sense, power tied to activity and investment. Just like wraithballs.
It's never been a bad time to be a skilled server hopper crew with nothing on the line in Sea of Thieves, it only got easier and cheesier as time went on. But they always want more.
More conservation, less padded stats.
Heh. One thing that drives me nuts about being attacked/chased in SoT is that, as the Target: I'm in a lose/lose situation.
- I have valuables aboard.
If I sink; I lose them.
If I win; Nothing changes.
- The attacker never has treasure
If I sink; They got my treasure.
If I win; I get nothing.
This is why I run when attacked, every time; Because I know, 99.99% of the time, my attacker is not risking a single bloody thing attacking me. I get no reward.
I won't get anything if I win, other than a few cannonballs and planks to replenish what I spent fighting back.
There is 0 incentive for a target to fight back. They can lose everything or gain nothing.
Whereas an attacker will lose nothing or gain everything.
It's such a reward imbalance that encourages running in the first place.
But no, instead of fixing that underlying imbalance; Let's just add an 'anti-running mechanic' so the attackers can get their PvP on demand & gain all the loot while risking nothing. 🙃
Heck, I even have a fix for this!
When a ship with 0 treasure aboard sinks; The game takes the calculated value of all planks, food, fish, & cannonballs, then randomly adds or subtracts up to 2000 from that value.
That much gold-value in treasure will float to the surface when the ship has sunk, in random bits (Gems, goblets, chests, etc).