Hourglass Supply Crate Feedback

  • The Re-Queue Supply Problem

    When you sink in a fight with empty or partially filled pockets and choose to re-queue, you're immediately put at a disadvantage. This affects all crew sizes, but solos suffer the worst.
    If you get an instant match, you're forced into one of two bad options: pull out of the fight to fill your pockets (wasting the other player's time), or engage in the first broadside with nothing on you and potentially get destroyed. Even without an instant match, the core issue remains. The good supplies are in the crate, which doesn't spawn until you get a match. Assuming you don't get an instant match, you might grab some default boat supplies in the meantime, but you're still going into the fight under-supplied.

    Why this matters

    Any competent and tenured player coming out of the tunnel is immediately turning the boat, raising sails, correcting the wheel, and jumping on cannon. Nobody good is running below deck to rummage through a barrel first or hit up their supply crates first.

    But if your pockets are empty, that's exactly what you're forced to do. The crate isn't even organized efficiently. Pineapples are buried at the bottom, so you're grabbing pomegranates and other lower-tier fruit first or you're wasting time nosing through the crate. While you're doing all of this, the other crew is already hammering you with cannonballs. One unlucky hit to the head while you're supping up and you're on the ferry and you're getting masted. Fight over.

    On top of that, you still need to physically move the crate to a useful position near your cannon. All of these small time costs add up significantly. And before anyone says that doesn't matter, you're wrong. Fighting in sea of thieves is primarily a pressure management and time battle, unless there is a substantial difference in cannon or weapon play ability.

    This applies to every crew size. Imagine a full galleon crew with half empty pockets all trying to grab from one crate. It's just amplified for solos because there's nobody to absorb incoming pressure from the other crew and tasks to do while you get sorted.

    A Simple Fix

    Players should be able to access the crate and fill their pockets during the tunnel phase, with a guaranteed window of around 10-15 seconds to do so.

    The likely reason it wasn't designed this way is to prevent players from diving, canceling, and farming free supplies. But that concern doesn't hold up. You still have your Hourglass up after canceling, meaning you'd have to sit at an outpost for 10 to 15 minutes or whatever it is waiting for your ability to lower it. Getting free crates of supplies in exchange for that kind of downtime is not a meaningful exploit worth designing around.

    The game has far more to offer in 2026 than barrel loot simulator and the design should reflect that.

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