- PvP vs. PvE Conflict
Problem:
• The game started as a sandbox where players could do whatever they wanted, but gradually, Rare began to focus more on PvE and casual players.
• PvP players were pushed aside and received nerfs (e.g., double gun nerf, changes in stun mechanics, nerf to boarding).
• The introduction of Hourglass PvP was meant to be a solution, but instead, it created separated groups of players, further dividing the game.
Solution:
• Add the option to choose PvP or PvE servers. Hardcore players could fight among themselves, while casual players could sail peacefully.
• Increase and expand PvP rewards – rewards should be much higher and more valuable. For example, special skins that would only be available through PvP. These should be visually appealing, with unique effects or animations, so players feel a greater reward for their efforts.
• Allow players to set whether they want PvP encounters, so PvE players aren’t forced to fight if they don’t want to.
⸻
- Cheaters and Hacking
Problem:
• There are a large number of cheaters on PC using aimbots, speed hacks, or wall hacks.
• Rare has a poor anti-cheat system, and bans come too late or not at all.
• Many players began cheating out of frustration because they disliked the changes in the game.
Solution:
• Implement a better anti-cheat system running at the system level to detect suspicious activity (e.g., Vanguard from Valorant).
• Automated bans – the system should detect suspicious behavior and immediately investigate the player (e.g., suspicious headshots or extreme accuracy).
• Faster manual checks – Rare should have a team actively reviewing reports and banning cheaters within hours, not weeks.
⸻
- Outdated Content and Lack of Innovation
Problem:
• After so many years, the game is still the same – there is a lack of new, interesting content to keep players coming back.
• Seasons mostly bring cosmetics and minimal actual gameplay content.
• Many players are bored because they’ve already achieved all the goals in the game.
Solution:
• Add new mechanics – such as new types of ships, new weapons, ship upgrades, the ability to customize the interior of the ship, etc.
• More endgame content – add something that would be really hard to achieve (something like Pirate Legend, but further).
⸻
- Poor Monetization and Microtransactions
Problem:
• Rare focuses more on making money through the Emporium than on improving the game.
• Seasonal battle passes don’t offer interesting enough rewards.
• Some cosmetics are locked behind a paywall instead of being available in the game.
Solution:
• Ensure that the best cosmetics can be obtained through gameplay, not just purchases.
• Improve seasonal rewards so it’s worthwhile to grind for them.
• Add more community events where players can win rare skins instead of having to buy them.
⸻
- Return of Original Mechanics (Quick Swap, Crowd Launch, Higher FOV for All Platforms)
Problem:
• Rare removed or changed several mechanics that originally made PvP fast and skillful.
• Quick Swap (QS) was removed, which slowed down combat and limited the options for experienced players.
• Crowd Launch, which allowed creative and quick movements during combat, was removed.
• Low FOV makes it harder to orient yourself and gives a disadvantage to console players, while PC players have the advantage due to higher FOV.
Solution:
• Bring back Quick Swap (QS) – it was a mechanic that added dynamism to combat and increased the skill gap.
• Restore Crowd Launch – it added more options for creative movement and strategy during PvP.
• Increase FOV on all platforms (PC, Xbox One, Xbox Series X, etc.) and allow up to 120 FOV for all players so they have the same conditions and better situational awareness.
In conclusion, Sea of Thieves has the potential to thrive again, but it’s clear that without addressing these issues, its player base will continue to shrink. The game needs to return to its roots, focus on balancing PvP and PvE, and bring more exciting content to keep players engaged. Until then, it’s hard to see the future of the game in anything but decline.

