The Risk/Reward Imbalance Of High Seas

  • @guildar9194 said in The Risk/Reward Imbalance Of High Seas:

    My post is literally about the risk/reward structure.
    I will be 100% honest; I did not even think about progression or commendations. I just wanted to bring balance to the risk/reward structure.

    Not being salty I sunk.
    Not clearing commendations.

    Seriously. People can look at my post history; I'm not shy about raging when I'm angry.

    If this suggestion comes from a point of rage, that doesn't help your suggestion in the slightest, and shows how little thought was put into it.

    There is a point behind the risk and reward structure, and the game's general PvPvE structure. You're very much not safe, meant to fend for yourself, and play to your strengths (or learn them if you're starting out). The risk is going out there and getting the treasure, knowing someone else on the waves could take it at a moment's notice, and the reward is being able to actually accrue value from your risk.

    The more you gather, the more you're rewarded, but the more someone else might be keen to get you if you're unable to defend yourself.

    Trying to discourage running in this instance is admittedly kind of silly, because it is a sandbox. People hate having to chase, but loot can't just be taken for free without some effort! Whatever imbalance you're worried about should be countered with less loot to stake in a fight, we already have the ability to dive to a new server in case you're feeling a little bit bothered on the server you're on, making boats have loot on them magically just doesn't sound like a balanced way to fight this imbalance.

    It's hard to get an understanding of what you're trying to solve because this game is a massive "capture the flag" simulation, and the rules there apply to this game as well.

  • @nex-stargaze said in The Risk/Reward Imbalance Of High Seas:

    @guildar9194 said in The Risk/Reward Imbalance Of High Seas:

    My post is literally about the risk/reward structure.
    I will be 100% honest; I did not even think about progression or commendations. I just wanted to bring balance to the risk/reward structure.

    Not being salty I sunk.
    Not clearing commendations.

    Seriously. People can look at my post history; I'm not shy about raging when I'm angry.

    If this suggestion comes from a point of rage, that doesn't help your suggestion in the slightest, and shows how little thought was put into it.

    There is a point behind the risk and reward structure, and the game's general PvPvE structure. You're very much not safe, meant to fend for yourself, and play to your strengths (or learn them if you're starting out). The risk is going out there and getting the treasure, knowing someone else on the waves could take it at a moment's notice, and the reward is being able to actually accrue value from your risk.

    The more you gather, the more you're rewarded, but the more someone else might be keen to get you if you're unable to defend yourself.

    Trying to discourage running in this instance is admittedly kind of silly, because it is a sandbox. People hate having to chase, but loot can't just be taken for free without some effort! Whatever imbalance you're worried about should be countered with less loot to stake in a fight, we already have the ability to dive to a new server in case you're feeling a little bit bothered on the server you're on, making boats have loot on them magically just doesn't sound like a balanced way to fight this imbalance.

    It's hard to get an understanding of what you're trying to solve because this game is a massive "capture the flag" simulation, and the rules there apply to this game as well.

    If this suggestion comes from a point of rage, that doesn't help your suggestion in the slightest, and shows how little thought was put into it.

    It has nothing to do with rage or salt.
    I did not come up with this idea after getting sunk in game or sinking someone with 0 treasure.

    I have pointed out the lopsided risk/reward balance, and espoused this fix, for over a year. It's not some spur of the moment rage post.
    The only person who decided I was angry was Fysics so they could attack me instead of debate the idea.
    Nowhere did I mention being sunk. They just decided 'OP is mad they sunk, so the idea is bad! 🤪'

    There is a point behind the risk and reward structure, and the game's general PvPvE structure. You're very much not safe, meant to fend for yourself, and play to your strengths (or learn them if you're starting out). The risk is going out there and getting the treasure, knowing someone else on the waves could take it at a moment's notice, and the reward is being able to actually accrue value from your risk.

    That's fine and dandy but, for years, a subsection of the PvP playerbase has been complaining that people run, and wanting punishments, nerfs, and forced PvP.

    I posit an idea that encourages fighting instead of fleeing, and suddenly everyone is saying 'PvP is the reward!'

    Trying to discourage running in this instance is admittedly kind of silly, because it is a sandbox. People hate having to chase, but loot can't just be taken for free without some effort!

    The effort is sinking them. They you attacked with 0 treasure. You won. You get a bit of treasure.
    How in the nine fluffy hells is that 'without some effort'?


    It's hard to get an understanding of what you're trying to solve because this game is a massive "capture the flag" simulation, and the rules there apply to this game as well.

    I'll say it plainly so people can stop gaslighting me and putting words in my mouth:
    DO PvP PLAYERS WANT PEOPLE TO STOP RUNNING AS MUCH?

    Yes? Because chasing someone is not fun, like PvP players have been saying FOR YEARS?!
    Then have I got a fix for you!

    If people with little to no treasure on board is sunk:
    They spawn a small amount of treasure to MAKE THE FIGHT WORTHWHILE.

    In this way; People being attacked no longer think "I don't get anything if I win! So I'll just run to avoid losing!", and running might happen less! BECAUSE THEY WILL ALWAYS GAIN SOMETHING IF THEY WIN! EVEN IF THE ATTACKER HAS NO TREASURE!

    It has nothing to do with who attacked first, who's the aggressor, or anything complicated.
    If someone with little to no treasure sinks in a fight; They spawn a little treasure. The end.


    The idea is not complex or complicated or vague.

    • You attack someone for their treasure & you did not bring any of your own? A chest or 3 floats to the surface. Just so the defender does not feel like fighting back is a wasted effort.
    • You attack someone & they had no treasure? A little treasure floats to the surface.

    The only anti-griefing failsafe is that players who have just logged in won't spawn treasure if sunk, to avoid outpost camping.
    And that failsafe is removed if they deal damage. To prevent THEM from griefing other players.


    And before anyone asks: YES! THIS POST RIGHT HERE, this one you are reading, is snide and I am a little frustrated because people came into this thread to ignore my idea and make snide comments, attack me, and put words in my mouth.

    My only 'mindset' for this idea was 'How can I reduce running in a way that feels rewarding instead of punishing?'
    The next person to make any sort of asinine assumption that I made this thread because I'm salty I sunk or hate PvP or anything else putting words in my mouth is getting blocked.

  • 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.

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