Ahoy there
I haven't posted in a long time.
Just to clarify things, I was one of the original 1000 insiders over a year ago. I've supported and defended Sea of Thieves for even longer. That all changed 6 months ago when Rare announced a release date for Sea of Thieves. Let me explain my position.
Like I stated above, I was part of the original 1000 people to test Sea of Thieves for the Tech alpha. Testing went on for a almost a year and along the way Rare added in more and more things for insiders to test. It was slow going but I always thought "It's slowly improving, we'll eventually have a full, extremely enjoyable game to play here." Unfortunately, Rare announced the games release date and my dreams were shattered. It was simply too early...It took them a year just to implement all the things that were in the alpha from beginning to now. I'm not talking about content so much as just game mechanics. Sea of Thieves is severely lacking mechanics. SoT also has mechanics that it DOESN'T need.
For instance: To anyone who has played the Beta ask yourself these questions and answer them honestly.
How many times have you needed to show someone else the quest map or compass/what is the purpose?
Have you ever wanted to have a larger crew than just 4 people?
Where are the rowboats from the concept art/ cinematic trailer?
What else is their to do in Sea of Thieves?
Ive asked people these questions while I've played the Beta and Alpha.
The responses I got in the alpha were usually "I bet they'll change it a bit or work on it more." I was in agreement with them as I also believed that since it was so early in development, that things were going to be changed quite a bit as time went on.
The Current Game Objective
So far, the current objective of Sea of Thieves is to just sail around and grab treasure chests and give them to whoever you want to rank up your pirate in a certain class. That, or deliver goods to a location acting as a transporter.
This current system wouldn't be a problem if these things were more like side quests. Cause thats what they feel like. At no point in the game do players experience more than they what they can already have in one hour of gameplay. That is: find a chest, deliver chest, buy cosmetics, hunt players, and shoot skeletons. Just maybe, MAYBE fight the kraken, but we havent even seen that yet.
Yes, I know, I know. The player is supposed to reach the rank of "Pirate Legend", but what does the player do after they reach that thats any different then what they are doing at the start of the game?
So far, theirs a serious lack of In-Game objective that give the player a sense of accomplishment or keeps them wanting to play.
The Game Mechanics and lack of Ship Mechanics
What was your answer to the question above about the map and compass? For anyone I asked during the Beta it was usually "I don't show other people my map, cause they have their own." I even had responses like "You can turn your map and compass around? Why?" That is how useless the mechanic was (at least for the Beta). It served no purpose.
As for Ship mechanics...
The player spends most of their time in this game on a ship (duh pirate game). While this is certainly not a bad thing as this is what was expected, their is a serious lack of ship dynamics.
One example: During a fight, a ship can only have a certain number of holes in them. Those holes are all the same size. There is no such thing as a "big hole" in the ship. 2 holes can't be right next to each other on the ship either. I understand that asking for perfect physics and realism for a video game is impossible, but for a game centered around sailing a ship, I'd expect a bit more.
Another example: Masts aren't destructable. Theirs no way to truly cripple a ship for very long or slow it down. Sure, you can try and drop their anchor but that requires a crew member to leave the ship. The point of destructable masts is that it atleast offers another target for cannon fire along with giving a visual que that a ship has been damaged and is now slower others. Overall, it just adds more.
Another example: Raising the/your colors. For Sea of Thieves, the sails (at the moment) seem to serve as the flag/colors of others. I'll explain a possible purpose for an ability to raise the colors farther down.
Crews are too small
This is one thing that has been talked about more than anything when I have played. The crews need to be larger. Having a larger crew has so many benefits and opens up so many options in the game that (in my eyes) have been overlooked.
(lets say for now a galleon now has at least 6 people instead of 4):
Now ship battles become more manageable as 4 people can be on cannons and still have a driver and one left for managing sails/repairing/or trying to board an enemy ship. The battles are now smoother as more effort can be put in trying to sail the ship properly than just scrambling to get a few hits on the enemy's lower deck.
Ship Commandeering
Having a larger crew opens up the opportunity to install a "ship stealing" mechanic. Something that everyone wants to be able to do in Sea of Thieves is steal a ship. Unfortunately, thats impossible with the current game mechanics. The only option for the crew is to leave the enemy ship alone, or sink it.
You may be asking "How would you implement a ship capture mechanic in the game properly?"
Let me explain my idea: After you board a ship and kill everyone, you have a window of about 15 seconds (give or take) before the first person you killed spawns back on their ship.
If a crew wished to steal, err... "commandeer" an enemy ship they must go through these steps:
1st. Raise their colors on the enemy ship.
This process works like raising the anchor.(Except raising the colors takes much longer) If the enemy raising their colors is interrupted, the flag goes back down. If the enemy successfully raises their flag, an alert goes out to the enemy crew that their ship is being captured.
(The crew who currently owns the ship will be able to raise their colors faster than an enemy. This allows it to be easier to keep a ship than to steal one.)
2nd. Time warning for crew memebers
After the initial warning is given to the crew whos ship is being captured, they are given (just for example purposes) 2 minutes to recapture their ship from the enemy. If the crew manages to subdue the attacking crew, and reclaim their ship, the timer stops.
(If a crew is able to thwart an attack from an enemy crew and reclaim their ship inside the time limit, then a cooldown is issued before the enemy crew can try and commandeer the ship again)
3rd. After time expires
If time expires then that means that the enemy crew was successful in capturing the ship. That ship no longer belongs to original crew and doesn't serve as a spawn point for them any longer.
(This is the part where a crew might be forced to walk the plank. Again, this is just speculation for this part)
Now, what is the purpose of capturing a ship? Obviously, this means that the large crew that I talked about earlier would be split (most likely in half) These two crews would still be together, just on different ships. This is the part where a player can actually feel like they've accomplished something. Their pirate status goes up, their power over the sea goes up because they now have 2 ships to use.
(If the captured ship gets sunk it doesn't respawn + their is a limit to how many ships can be owned by one crew at any given point)
Achievements can be earned for capturing/defending ships. The crew can now do multiple voyages at a time. It adds power and it adds a reason. Basically, this puts the "thieves" in sea of thieves.
At the moment, Sea of Thieves feels empty and without any given direction as to what the player is trying to accomplish. What little their is implemented, simply isn't deep enough to keep a player playing for more than a couple weeks.
All I ever wanted was for this game to be amazing. I hope what I saw in the Beta wasn't what the final game was going to be in a nutshell.
Please post your thoughts and ideas below. I know the multiple ships to 1 crew would be difficult to implement, but I find that its a "Must-Have" for a game like this.
Thanks for reading...
