Another topic about progression in Sea of Thieves

  • Ok, I know a lot of people have been complaining about how this game doesn't have very much progression outside of cosmetics for your ship, clothes and guns. I am one of these people. For the moment, I really enjoy playing Sea Of Thieves for the moment, I love getting treasures and earning gold. Exploring new islands is exciting to a point, however, I can see that after a while, the islands will become repetitive. I've heard the same rhyme for three different riddles so far! The game needs progression outside of cosmetics.

    This entire game revolves around getting gold. Getting gold gets you a better title, and that gets you better quests which get you even more gold. But what's the point in having a mass of gold, if there is no way to feel how much stronger you've gotten. You should be able to not only look like a Pirate Legend, but feel like one too.

    Pirates generally seen in history and movies strive to get gold so they can become more powerful. The more gold a pirate has, the better ship he has, the more space he has to recruit a bigger crew. A crew capable of taking on smaller crews with ease, greater amassing a larger amount of stolen treasures to add to his wallet. Also being able to take on harder PvE events that could provide certain treasures only attained by those mighty enough to do so.

    Some people may disagree with me by saying that this game isn't an MMORPG, and that it's supposed to be fun on it's own, playing people that are as strong as you are, as to not discourage new players. To those people I say, new players should be able to notice when people have been playing longer than they have. That's a fundamental of most PvP, sandbox games. Besides, if a crew knows they're about to be decimated by another ship that's far bigger, they're more likely to talk with the crew as to not just die. This greater encourages the flourishing of a community that's fueled on player interaction.

    As I said before the game's base is fantastic but there're a couple things that could be changed to allow the game a greater scope for growth. The way you have to leave a game to join a friend is ridiculous, and I think the way lobbying is done should be changed.

    Players should be allowed to drop in freely on a friend's game if they are mid-way through it. This could be easily done by having the joining friend spawn on an outpost whereby the other player has to go pick them up. Also, with this more flexible crew system, you could have the options to recruit other players and upgrade your ship during a game by scuttling both parties' ships. This merging of crews could be amazing for truly feeling like a great pirate, and I honestly don't see how Rare missed this side of the game.

    The core concept of this game is one that thrives off of being able to proclaim your strength, not just through cosmetics, but through power and size of crews and ships.

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  • I enjoy progression... That said, power progression always ruins mmo pvp with a huge grind just to hit base level competitiveness...

    That said, games like guild wars acknowledged that, but still provided ways to customize or side progress... To be more niche or specialized vs more powerful..

    I agree that within SoT, it seems like you can't do ANYTHING, and every pirate is equal to every other pirate... In the sense they all have a sword and a gun and nothing unique about them whatsoever...

    That to me is kind of dissapointing. I get the not wanting power creep, but it didn't seem like they did anything to allow you to be different from any other room in the game... And that base loadoit is pretty boring

  • @nickynick420 said in Another topic about progression in Sea of Thieves:

    That said, power progression always ruins mmo pvp with a huge grind just to hit base level competitiveness...

    This just isn't true though, is it? Power progression is essential in most games in order to retain the player base and ensure people feel rewarded for investing their time. The idea you allude to about having rather barren starting equipment is seemingly unreasonable when you are unwilling to give notion to one of the only possible solutions.

    No one has said that there needs to be a dramatic difference in power for the game to feel rewarding, only that some platform/scale needs to be made, to give players the impression that their actions are meaningful, besides that of clothing and cosmetics.

  • I am on the fence on this.

    While I LOVE progression and feeling more powerful as I grow in a game - I don't think the game should go that direction heavily.

    I wouldn't mind some upgrades - but overall, I think that the benefits we should gain with experience should be non-combat oriented (it'll impact, but it isn't the determining factor) and/or our growth is solely versus PvE.

    For instance, I could get a sword that freezes skeletons ... but against other pirates it is just a sword.

    Or

    I should be able to increase my skill at loading a cannon.

    Or

    I should be able to increase how much water I can get with a bucket.

    Or

    I should be able to decrease how long it takes me to repair a hole.

  • @nickynick420 I see what you're saying, however it doesn't have to be as heavy handed as MMOs. The gap between players in MMOs is easier to notice because the combat in those games rely on single target, lock on casting (for the most part). Sea of Thieves however has combat that is far unlike that as you're in ships. Say if you had a better sail that could make you go 30% faster, you'd still need skill to be able to control it to its full extent. If you had better, heavier hitting cannons, you'd still need to be able to make them hit for the damage to be apparent. This still requires skill as well as experience and so it could also mean that players who are naturally better could outplay and sink a bigger ship, if given the right tools to do so and if they have skill.

    Also the upgrades don't have to be massive, just have about 3, then players who are behind won't be discouraged because they know that they could achieve the same things of they play a little longer.

    Have schematics you can find as rare drops or as messages in bottles that allow for further upgrades and better customisation. This would again actively encourage players to explore more and do more quests.

  • @captainsloopdog I agree with this, it shouldn't loads and loads of upgrades added but ones that give boosts to certain attributes. However the game has made distinctions between the three playtypes with the addition of factions. The gold hoarders for treasure hunters, the mystic guys for PvE (forgot their name) so why shouldn't these different factions act as merchants for upgrades that reward players for playing in the styles that reward those factions with treasures or skulls or trade contracts.

  • I don't want to see power progression for one reason. I've played MMOs and I absolutely HATE vertical-progression PVP because newbies get completely stomped by veterans with absolutely no chance of success. Most MMOs I've seen let you toggle this PVP on and off, but Sea of Thieves does not and SHOULD not, as the biggest threat to your journey is another crew. If Sea of Thieves had power progression, in a few months, Day One players would have a big incentive to hunt down newbies to steal their treasure, with little to no risk to themselves. that is outright unfair and (I know from experience) NOT fun.

  • @glacefrostclaw did you read what I said in one of my replies, you can't compare sea of thieves to something like world of warcraft because of the way the combat allows room for more skill based maneuvers and accuracy rather than items giving you DPS. While on paper that's what the items are doing, the application of those items in PvP would still require skill in order to utilise the items properly (faster sail meaning higher skill in sailing etc.)

  • @glacefrostclaw
    What alternative do you recommend instead in order to retain players to a game so vacant of content? The 'progression' system they currently have in place is nothing more than a treadmill glorified behind the veil of a reputation system where your only rewards are different coloured buckets...

  • @lennyreynolds you're still giving statistical advantage to older players. If they've played for a while, they already have the skills to play the game.

  • @glacefrostclaw
    Why shouldn't players who have devoted their time to a game have subtle advantages to those who haven't? People who are new to games have to realise that they cannot walk into a new environment and expect the world to fall at their knees. Gold, reputation, upgrades should not come easy, but they rightly should be noticeably rewarding for those who wish to invest in it.

    Having those who are better at the game (whether statistically or skill), will only further develop the community, allowing more situations to play out that are just not currently being seen at all (the chance for parlay/conversations). Rather than the current dull reality of 2 minute ship battles that don't go anywhere, before leaving to find more chests.

  • In short, I agree with this.
    I also feel that many people forget that everyone is NEUTRAL until they decide to be aggressive and become the enemy. That's extremely important to remember. How is a pirate title going to tell me anything if I don't know the rank of the titles and don't forget that seeing the title only comes with being close enough to said pirate to be killed. Cosmetics is not enough. A LARGE fancy ship should clue me in to what I'm getting involved in.

    Lastly, since everyone is neutral killing pirates and being aggressive should come at a cost/reward (think the Division Dark Zone) where you become, for example, wanted and bounties are put on your head. There should be rewards for collecting bounties, and rewards for how long you have a bounty on your head. Can you imagine pirate crews banding together to track down active bounties? Becoming well known through written tale... This would add wonders to the game experience for everyone!

  • 100% need progression. Don’t get me wrong I love the game at the moment as well, but I can imagine doing the same stuff over again is going to get boring. There needs to be upgraded damage on weapons and boat upgrades - something to aim towards otherwise it’s going to get boring very quickly. You need to be able to buy things to give you an advantage. If some people think that’s a problem then why not get rank matched lobbies? Everyone has the same opportunities to get the same items so I don’t see why that should be an issue at all. At the moment I just feel like there’s nothing to aim for.

  • @glacefrostclaw said in Another topic about progression in Sea of Thieves:

    @lennyreynolds you're still giving statistical advantage to older players. If they've played for a while, they already have the skills to play the game.

    At this point you should just make sure you don’t fall behind, or get matchmaking.

  • @hammers679 that is the problem with power progression. it literally becomes a newbie-stomper. This game is SUPPOSED to be about community. You know how a ton of people are hating on the game because they're getting stomped in PVP as it is? Imagine how bad it will get if people that have played for a while have a literal advantage over people joining for the first time.

  • @glacefrostclaw
    You can shout "Community! Community!" until you're blue in the face. The fact of the matter is, there will not be a community if something isn't done about the void, embedded within the structure of the game play, that will inevitably cause people to lose interest.

  • @nouzie291 there are a lot more people having fun with this game as is than most people seem to think.

  • @glacefrostclaw
    I wasn't contending that fact was I? I was saying that the majority of people who are currently playing, you included, will soon become very disinterested in the repetitive nature of the game, if no change comes about from the developers.

  • @nouzie291 no I'm a roleplayer and am willing to make friends. I'm playing this game for the long haul. Also the devs already said they're going to add stuff as time goes on.

  • @glacefrostclaw
    So should you really have a place in this discussion at all then? You know... being a roleplayer and all...

    Can hardly see how the above changes would effect your type of 'game play'.

  • @lennyreynolds more than progression, I just think there needs to be more to do.
    Digging up chests, killing skeleton bosses, and delivering chickens isn't gonna be fun forever.

    Player bounty missions, adding more creatures on both land and Sea then having missions to hunt them, transport quests where you have to get a ship full of stuff somewhere.

    I like that I can hop in and not feel like others are more powerful cuz they levelled up more.

    That said though, the game as a whole will need more to have any staying power long term.

    But it's fantastic so far. Most fun I've had in a long time!)

  • I'm starting to think this game needs two modes. PvE and PvP, but distinctly different and not necessarily meshed together. Vertical progression based PvE, horizontal based progression in PvP.

    Instancing the PvE portion, where you can't be attacked by other players, once you enter a threshold near an island it converts strictly to PvE so you can take on harder elements with better weapons, sharing the loot with everyone involved. This could also be done with PvE vs. NPC vessels in instanced sea battles at some point in the future?

    To keep the PvP element alive, take the trips back as an opportunity to reap rewards from attacking others. Make it necessary to sail to resupply through contested areas that have open world PvP. Rewards wouldn't be based on what their PvE treasures were, but a reputation based attack system. The more notorious a boat is (a collective reputation system of all current crew members) the more rewarded you are for taking them down.

    This would be a great opportunity for those who aren't huge on PvP at least get involved with it voluntarily for potential rewards if they can feel it's not going to ruin the PvE aspect of their gaming.

    I personally think this could be a win-win for everyone.

  • @nouzie291 just because I roleplay doesn't mean I'm ok with getting my teeth kicked in by someone who no-life's the game and gets the "best items in the game".

  • @steveboddy exactly. Literal stat progression is unnecessary. They just need to add more to do for the people that want more to do, which I'm pretty sure they intend to do in the future, but we'll have to see.

  • @nouzie291 how is that ironic? Are you saying that because I roleplay, I have no life? Because that's really insulting. What I mean by "no-life" is playing as much as absolutely possible, only taking breaks to eat and sleep.

  • Except most games with vertical progression that aren't strictly competitive, the PvP element is opt in.

    In a game like SoT, where PvE and PvP coexist seamlessly, such simple cut and paste mechanics are too problematic.

    Also, I find the notion that a video game NEEDS vertical progression to be laughable if not insulting.

    If the problem is lack of content, then add more content. Different quests, new islands, more enemies, enhanced interactions, exciting events, etc.

    Plugging in a needless progression system cause "all the cool games are doin' it" is the lazy way of adding "content".

    Good day, sirs.

  • @v**a-hombre said in Another topic about progression in Sea of Thieves:

    Except most games with vertical progression that aren't strictly competitive, the PvP element is opt in.

    In a game like SoT, where PvE and PvP coexist seamlessly, such simple cut and paste mechanics are too problematic.

    My point exactly.

  • @Nouzie291 @Aleidan @GlaceFrostclaw your posts have been deleted. Please refer to The Pirate Code before you comment next on these forums.

  • @cardshark-360 alright I apologize, as I did get a bit out of hand.

  • @lennyreynolds said in Another topic about progression in Sea of Thieves:

    But what's the point in having a mass of gold

    For a pirate, that is the point.

  • @mr-willliams THIS! I get people that don't want older players to have a statistical advantage but there are a couple points against that. A, the gap doesn't have to be so big that newer players don't even stand a chance and B, the game's premise is about becoming a pirate legend. A legend shouldn't have the same firepower as a sailor, it's common sense.

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