What I'd love to see in a SEA OF THIEVES 2!

  • Islands are randomly placed around the map by a computer starting every month (procedural map generation). Islands are evenly distributed across the map to ensure there are no areas without any islands. In addition, starting every month, the map is covered in a fog of war, meaning players must venture out to discover the map again (which changes every month).

    (image above, the fog of war and the starting port for everyone)

    Furthermore, islands have risk/loot levels. The greater the risk/loot level, the more aggressive and powerful the enemies on the island and the greater the loot found there. The risk/loot levels are indicated by the green/yellow/orange/red zones on the map below:

    (image above, the different zones that correspond with islands having different risk levels)

    Islands in the green zone have a 50% chance to be level 1 risk/loot and a 50% chance to be level 2 risk/loot.
    Islands in the yellow zone have a 50% chance to be level 2 risk/loot and a 50% chance to be level 3 risk/loot.
    Islands in the orange zone have a 50% chance to be level 3 risk/loot and a 50% chance to be level 4 risk/loot.
    Islands in the red zone have a 50% chance to be level 4 risk/loot and a 50% chance to be level 5 risk/loot.

    This means the further you venture away from the starting port, the more dangerous the NPCs on the islands will become, but the greater the value of loot found upon it. When looking at an island through a spyglass you can see what level the island is.

    Note that trying to loot level 5 islands at the very edge of the map is almost impossible without a full crew well equipped players, as it is meant to serve as the extreme-difficulty end-game content zones with extremely good loot that is extremely difficult to acquire.

    In addition, the greater the risk/loot level of an area of the map, the rougher the ocean. The map will also get darker the further you venture from the main port. This means a level 5 area is set in night and appears extremely haunted, venture within this territory at your own peril. Hurricanes, storms and other moving map hazards like a ghost ship or sirens are also more likely found in higher risk zones. The green zone might appear calm and sunny but venturing to the edge of the map should shiver your timbers.

    PVP should be toggle-able only in the main starting harbour at the centre of the map. Which raises a large pirate flag at the top of the ship. When a ship with PVP turned on leaves the green zone, they can harm one another. You can naturally sink, kill and steal from other players you encounter who also have PVP on outside the green zone.

    Alternatively, players who do not have PVP on can trade resources with one another, for example by asking for food and offering something in return through a parley menu, which can be opened when two ships are nearby. Players can also offer and request map information, meaning they reveal what they have discovered on the map to the other player (before trading this away, the other party can see which parts of the map will be revealed to estimate how much value their map information has).

    Players suffer hunger over time, if someone’s hunger bar reaches 100, they start suffering health damage over time until they die. Or until they eat food to reduce hunger (food restores hunger first, and then health). Food can be found on bountiful islands or by fishing at reefs (some islands are just barren rocks). The goal of hunger is to add a risk-factor to sailing far from port. You have to plan ahead or stock up on food in order not to starve while at sea for too long. The ship’s inventory is thus also limited to ensure players have to carefully balance the supplies they choose to take with them to sea.

    What this means is that you will often times see PVP players trading with non-PVP players at sea. And in regions deprived from bountiful islands or reefs, you might be able to sell food to other players at high prices, as they might be at sea for a long time and be starving. Or trade map information with players you find at sea so you can specifically look for islands with loot that you need to craft something (for example you’re specifically looking for islands with spice). For in order to upgrade parts of your ship or character, you get a randomly assigned combination of materials you need to perform the upgrade.

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  • This all sounds more like an MMO or Survival game and seems so far removed from Sea of Thieves it would require an entirely different game rather than a sequel.

  • @look-behind-you
    I understand, but my goal was to give the game a fresh exploration experience, by having a new random map every month.
    And to create a sense of progression by having a dynamic difficulty scaling that players can control on their own.
    Beginners or players who want an easy experience can stay in the green zone.
    Risk taking solo players can stay in the yellow/orange zone.
    And elite teams can venture into the red zone.
    And finally, to give a sense of planning a risky journey, by having hunger take hold if you don't stock up on supply correctly.

  • Have you tried Raft? That seems more like what you are suggesting. Or AC: Black Flag?

    What you are suggesting seems like something opposite to Sea of Thieves (even a sequel) as the main premise for Sea of Thieves is a Shared World Adventure Game where anyone playing can do anything, without arbitrary limits.

  • @look-behind-you
    I don't want to replace sea of thieves with this, I just think it would be a great addition.
    You can probably incorporate this within the current framework of sea of thieves.
    Why wouldn't the developers try to appeal to a larger audience?
    More fans means more customers, means more fame which means even more customers.

  • Islands are randomly placed around the map by a computer starting every month

    Soo..SoT is now a more mysterious place, where NO map can be used because by end of the month it be different. That horrible place to even go too. I mean, you said...or least shown. You have a starting point
    How does that work with the Lore of islands magically changing and you randomly appear at a Harbor? With a ship...half stocked and ready to go.

    In addition, starting every month, the map is covered in a fog of war, meaning players must venture out to discover the map again (which changes every month).

    That just tiring. Almost not worth the effort.

    Furthermore, islands have risk/loot levels. The greater the risk/loot level, the more aggressive and powerful the enemies on the island and the greater the loot found there. The risk/loot levels are indicated by the green/yellow/orange/red zones on the map below:

    Sounds fun, but you know...players will complain about those High risk areas being to hard.

    When looking at an island through a spyglass you can see what level the island is.

    Why? Why not make it just say the name and you discover the risk of it...Lucky or Unluckly if its too difficult.

    Note that trying to loot level 5 islands at the very edge of the map is almost impossible without a full crew well equipped players

    Not fun for the lower casual players without a full crew.

    Players suffer hunger over time

    Good lord....Might as well make it any wound, battle scar, has long term effects on you and doesnt go away...Ever.

    The ship’s inventory is thus also limited to ensure players have to carefully balance the supplies they choose to take with them to sea.

    sigh....

    This is just flat out a whole different game. Not even close to SoT, just a maybe..."spirit successor" or something.
    Type of Survival MMO with many aspects to be nerf, changed or removed after the player feedback.

    I don't want to replace sea of thieves with this, I just think it would be a great addition.

    So far, it does replace it. Removes about everything.

    You can probably incorporate this within the current framework of sea of thieves.

    Frankly no. They have to rebuild a new system and remove the other.

    Why wouldn't the developers try to appeal to a larger audience?

    The 1% audience? I cant find anyone among my guild who also read this, to agree. This a whole new game....

    More fans means more customers, means more fame which means even more customers.

    I love when players use Money as means to say "This good Idea. Idk why they wouldnt do this"

  • @burnbacon
    "Soo..SoT is now a more mysterious place, where NO map can be used because by end of the month it be different. That horrible place to even go too. I mean, you said...or least shown. You have a starting point
    How does that work with the Lore of islands magically changing and you randomly appear at a Harbor? With a ship...half stocked and ready to go.
    That just tiring. Almost not worth the effort."

    Where is your sense of adventure? It's a sailing game? Discovery of some new place is part of the experience, right?

    "Why? Why not make it just say the name and you discover the risk of it...Lucky or Unluckly if its too difficult."
    Because then players are rewarded for recon, and they can judge if they are up for a challenge. Instead of being dropped in the dark.

    "Not fun for the lower casual players without a full crew."
    I mean, it says it right there, it's for the best of the best. Solo players can still experience a challenge.

    "Good lord....Might as well make it any wound, battle scar, has long term effects on you and doesnt go away...Ever."
    As it states, it is meant to ensure players manage their supplies, a sense of risk if you sail too far, and then realise there are very few bountiful islands. Which means you have to plan around that.

    "The 1% audience? I cant find anyone among my guild who also read this, to agree. This a whole new game...."
    That's fine, I'm here to explore new concepts, introduce new ideas and new features. Perhaps something in here might be quite good, and perhaps there is a way to have both work in the same game, appealing to more than just the current Sea of Thieves audience. These ideas were primarily inspired by the co-op game Deep rock galactic, which is quite a popular game, despite its lacking graphics.

  • @visedcascade368 ...but you WOULD replace Sea of Thieves as, what you have suggested is not Sea of Thieves.

    Sea of Thieves is open to all, what you are suggesting is essentially level/crew caps...which is exactly NOT Sea of Thieves.

    A solo crew are able to do whatever a full galleon crew are able to do.

    Gating content due to crew/friend size is never a good option.

  • Interesting idea but not really Sea of Thieves related.

  • @look-behind-you
    I don't see how having difficulty levels is a problem.
    And if you desperately want to be able to go to level 5 islands as a solo player, then I'm sure a solution is possible.

  • I do respect your effort to come up with the concept art, and to go into such detail.

    But I agree with LBY - this is just not SoT vibe. Basically an entirely different game.

    What you're suggesting is more like an MMORPG with leveled zones (with a touch of Survival, since you mentioned hunger). SoT is a sandbox where everyone is equal at the start, and where events are completely randomized (but not the map, like you're suggesting).

    That was always the rule - everybody starts their session the same, and all the content is accessible to anyone, at any point in time, no matter the size of a ship/crew, by being spawned on a random outpost.


    Also, toggle-able PvP is again against SoT's core, as it's a PvEvP game. Even in the outposts. Always was, and always will be.

    Trading in SoT also doesn't make much sense since, again, it's not an MMORPG with a trading/auction system, and the pace of SoT gameplay is different to such games. SoT gameplay is just faster, and I simply can't see people going around trading each other, when they can either farm what they need themselves, or sink other players for their supplies.


    That said, Crosswind is gonna be in early access in 2026. What you described here, is like 95% of that game. So I hope you're gonna find what you're looking for at least in there.

    Because SoT 2 (if/when it happens) will not deviate much from what it is. At best it will have bigger map, more characters/islands/towns/events/etc, but gameplay and ideology won't change, because it would mean changing its identity as a game.

  • Sounds like a modded minecraft server.

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