PvP Matchmaking Does Not Account for Player Skill Level (Hourglass Feedback)

  • I’m writing to provide feedback regarding the current PvP matchmaking experience in Hourglass battles (Servants of the Flame), specifically in relation to actual PvP skill level rather than overall playtime. I have been playing Sea of Thieves for several years, but I have largely avoided PvP due to the significant skill gap in player encounters. Recently, I decided to actively try to learn PvP through Hourglass battles, as it is presented as the main PvP-focused mode. Unfortunately, the current matchmaking system makes this learning process extremely frustrating and ineffective. Despite having very limited PvP experience and a low Servants of the Flame level, I am frequently matched against players with clearly high PvP skill. Many matches end in under a few minutes, often without meaningful naval combat. In several cases, enemy players immediately board the ship, repeatedly spawn-camp the crew, and focus on kills rather than sinking the ship. In these situations, there is no opportunity to react, adapt, or improve, and the match provides no educational or competitive value. The issue is not losing matches, as losing is a natural part of learning. The real problem is that the skill imbalance is so large that it prevents any form of progression. At the moment, Sea of Thieves does not offer a viable environment for players who want to improve their PvP skills. AI encounters do not prepare players for real PvP combat, and Hourglass battles do not appear to adequately separate players based on PvP competence. I believe the PvP experience would benefit greatly from a matchmaking system that better reflects PvP skill level, stronger measures to prevent prolonged spawn camping, and the introduction of a structured way for players to learn and improve PvP without being immediately overwhelmed by highly experienced opponents. I enjoy Sea of Thieves and want to fully engage with its PvP systems, but the current structure makes that very difficult for players who are trying to learn rather than dominate. Thank you for taking the time to read this feedback and for your continued work on the game.

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  • Hourglass does have a form of skill based matchmaking. The problem is that there are so few players that it will usually widen the search and you end up getting paired with anyone else who is queued up no matter what skill level they are.

    The only time it sort of works is during events with boosted Allegiance because there are more people playing and the matching can work a bit better with a larger pool of players.

  • I believe the PvP experience would benefit greatly from a matchmaking system that better reflects PvP skill level

    Takes a lot of skill to sit in the water. Throw blunderbombs and firebombs to kill a player. Or bonecallers. Or use curse balls to win fights. Very skillful

    Then if you’re too “skilled” and nobody matches you. You’re gonna end up fighting people not of your skill. Back to square one.

    Or alt account so your fighting non skillful players again to “prove your better”

    Then. Lose on purpose to drop your skill level so you can fight newbies.

  • From what I've heard from high level hourglass players the game only tried to find a fair game for the first minute then gives up.

  • @burnbacon

    I’ll have to try this tactic sometime. Sounds promising.

  • @sasuke78960

    It's true that it would be better to have a real matchmaking system, but as it is right now, that would leave you sitting in queue for 5+ minutes for every game. It is still possible to learn from those unbalanced fights though, and arguably more beneficial than fighting someone at your skill level.

    Many matches end in under a few minutes, often without meaningful naval combat. In several cases, enemy players immediately board the ship, repeatedly spawn-camp the crew, and focus on kills rather than sinking the ship. In these situations, there is no opportunity to react, adapt, or improve, and the match provides no educational or competitive value.

    This happens because your enemy recognizes that they are more experienced, and that you are not equipped to punish them. Against a good crew, boarding like this is a mistake. In PvP, both naval and TDM are earned by forcing the enemy to respect you.

    If your enemy is instantly boarding you, it usually means you've failed to look like a competent naval crew (with some exceptions like in solos, or if you're against rammers). This judgement usually happens in the first 10 seconds of the match with sail management. Every boat size has a meta for sail management, and if you aren't close to that, you'll look like easy prey. If you're following the meta sail management, but go 1/10 on your cannons, you'll still look like easy prey. In other words, the opening broad is your main chance to practice your naval with both boat management as well as cannons. If you succeed, your enemy will be forced to respect your crew (most of the time), and you'll be in a full naval fight until one side has the advantage to board. Some crews will still send a boarder and that'll be a kind of "skill check" for the next two things to practice/learn.

    Instead of focusing on naval when your enemy shoots out to board, you have to focus on learning board defense. Board defense is handled by helm on gally/duo sloop, and flex/helm on brig. If the enemy gets up on your boat, now you're learning boat hand to hand. If you kill or repel the boarder, and the enemy ship is still orbiting yours, that's your chance to punish them for their send while they're a man down.

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