Can someone help me understand, please?

  • I have 3 questions that I've asked in several threads but haven't received an answer for:

    1. Everyone complaints that the voyages are just fetch quests and there should be other types of mission.
      What type of mission wouldn't be a fetch quest? Isn't "go sink X ships" a "go find X ships and bring me proof you sunk them"?

    2. A lot of people complaint the game has no "real progression" and that everything is purely cosmetic. What is "real progression"? Buying a shirt is bad, but buying a shirt that makes your numbers higher is ok?

    3. Probably my biggest doubt, dedicated to the so called spawncampers and other assorted "grievers" I am yet to encounter but read so much about in here: If the game is boring and doesn't have stuff you like why do you keep playing it? Really honest question, why spend hours sitting in a place waiting for someone who may or may not show up just to prevent them from doing something with nothing to gain for yourselves? That's the worst job ever, it's like not being paid to guard a piece of desert with no fences. The same goes to the brig voters and loot dumpers, what's the point of that?

    Thank you in advance for proper answers.

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  • if you go look at the groups on the social hub for this game it will tell you all you need to know. lots of tags for "trash talking" and "no teamwork" and ""competitive play". Sad really, the PvP kids from fortnite make for a really lame multiplayer community.

  • @d0wnt0wn711 said in Can someone help me understand, please?:

    if you go look at the groups on the social hub for this game it will tell you all you need to know. lots of tags for "trash talking" and "no teamwork" and ""competitive play". Sad really, the PvP kids from fortnite make for a really lame multiplayer community.

    I've noticed a that a lot of people have adopted kill on sight mentality, 2 days a go I was playing with a friend in sloop, and this solo sloop started to follow us. When he was passing us while we were waving at him, he opened fire. Why, its almost sure that you will end up getting sunk.

    And for the OP:

    Spawn camping is easy to avoid, but I think a lot of people are bit lazy when it comes to that. Don't want to sail around outposts, or look for mermaids. I still don't see it as a valid way to make money, there are so many outposts that you wont be making any quick money by camping them. Maybe the people camping like making people angry.

    As for the progression and voyages, I'm fine with them ,I like both :)

  • The shoot on sight mentality will get better with time. Like yesterday I encountered two friendly pirates at an outpost, no shooting or aggression from either side, then 3 seconds later my crew blew up their ship. Failure of communication is all I can say, I felt so bad.

    I guess the community still has to come up with a general consensus of do's and don'ts. Like an etiquette of good sportsmanship.

    Another example: We met a solo sloop at a small island digging up a chest. We parked our galleon right next to him, I swam ashore, no aggression again from either side. I just took his chest and swam back to our ship. Then we blew up his ship so he can't follow us. I thought sparing his life and just sinking his ship was the right thing to do but he was really really really really mad at us for sinking the ship. :(

  • @ajarcher21 Very good questions. I would be genuinely interested in reading any good answers - and genuinely surpised if you get any, because the only specifics I've seen involve making fundamental changes to the game ethos or replicating stuff already seen in different types of games.

    The terms 'content', 'progression' and 'grind' need to start being qualified before being used as if they're the end of the debate.

  • @sanni said in Can someone help me understand, please?:

    The shoot on sight mentality will get better with time. Like yesterday I encountered two friendly pirates at an outpost, no shooting or aggression from either side, then 3 seconds later my crew blew up their ship. Failure of communication is all I can say, I felt so bad.

    I guess the community still has to come up with a general consensus of do's and don'ts. Like an etiquette of good sportsmanship.

    Another example: We met a solo sloop at a small island digging up a chest. We parked our galleon right next to him, I swam ashore, no aggression again from either side. I just took his chest and swam back to our ship. Then we blew up his ship so he can't follow us. I thought sparing his life and just sinking his ship was the right thing to do but he was really really really really mad at us for sinking the ship. :(

    So twice you encountered player who wasn't aggressive and both times you and your crew screwed them. Nice way to increase hostility in game.

  • @ajarcher21 said in Can someone help me understand, please?:

    I have 3 questions that I've asked in several threads but haven't received an answer for:

    1. Everyone complaints that the voyages are just fetch quests and there should be other types of mission.
      What type of mission wouldn't be a fetch quest? Isn't "go sink X ships" a "go find X ships and bring me proof you sunk them"?

    2. A lot of people complaint the game has no "real progression" and that everything is purely cosmetic. What is "real progression"? Buying a shirt is bad, but buying a shirt that makes your numbers higher is ok?

    3. Probably my biggest doubt, dedicated to the so called spawncampers and other assorted "grievers" I am yet to encounter but read so much about in here: If the game is boring and doesn't have stuff you like why do you keep playing it? Really honest question, why spend hours sitting in a place waiting for someone who may or may not show up just to prevent them from doing something with nothing to gain for yourselves? That's the worst job ever, it's like not being paid to guard a piece of desert with no fences. The same goes to the brig voters and loot dumpers, what's the point of that?

    Thank you in advance for proper answers.

    1. escort missions, lore-involving missions, story-driven missions, actual hard bosses, buy low-sell high missions, etc...

    2. Yes. buying a shirt with higher numbers that makes killing the enemy you just killed 0.1 seconds faster to kill is progression, you just defined it.

    3. Griefers will exist as long as there is a way for them to exist. Some people are bullies, and if given the tools to bully, they will bully.

  • @sanni said in Can someone help me understand, please?:

    The shoot on sight mentality will get better with time. Like yesterday I encountered two friendly pirates at an outpost, no shooting or aggression from either side, then 3 seconds later my crew blew up their ship. Failure of communication is all I can say, I felt so bad.

    I guess the community still has to come up with a general consensus of do's and don'ts. Like an etiquette of good sportsmanship.

    Another example: We met a solo sloop at a small island digging up a chest. We parked our galleon right next to him, I swam ashore, no aggression again from either side. I just took his chest and swam back to our ship. Then we blew up his ship so he can't follow us. I thought sparing his life and just sinking his ship was the right thing to do but he was really really really really mad at us for sinking the ship. :(

    Wow... you are exactly the sort of person people are complaining about.

    Irony can be pretty ironic sometimes...

  • The only thing that counts is how much fun you and your friends have.

    Those questions are unimportant and reflect a playerbase that has no clue what gaming is about. People that needs progress...or...need to be taken by the hand to get anything done.

    When you put the super mario bros into your SNES 20 years ago...nobody toke you by the hand...and you had no progress after you hit the "on/off" button...and yet...everyone enjoyed it.

    When you play a game of monopoly with friends...after the game is done, its over...there is no progress and yet you had an awesome time with friends.

    I do understand those games are old...but they reflect what gaming is about...simple fun with friends.

    How sad is it today, that players need to see something worth their time in items or anything...its as if their lives have no meaning after they hit the on/off button if nothing was saved by the game.

  • @cinnumann said in Can someone help me understand, please?:

    So twice you encountered player who wasn't aggressive and both times you and your crew screwed them. Nice way to increase hostility in game.

    I don't have a fixed crew. I play with randoms every time. If I'm friendly but the crew I'm currently with is not then how is it my fault? All I can say is don't shoot them they look friendly but if my crew does ignore my suggestion then there is nothing I can do to prevent that.

  • @sanni sagte in Can someone help me understand, please?:

    The shoot on sight mentality will get better with time. Like yesterday I encountered two friendly pirates at an outpost, no shooting or aggression from either side, then 3 seconds later my crew blew up their ship. Failure of communication is all I can say, I felt so bad.

    I guess the community still has to come up with a general consensus of do's and don'ts. Like an etiquette of good sportsmanship.

    Another example: We met a solo sloop at a small island digging up a chest. We parked our galleon right next to him, I swam ashore, no aggression again from either side. I just took his chest and swam back to our ship. Then we blew up his ship so he can't follow us. I thought sparing his life and just sinking his ship was the right thing to do but he was really really really really mad at us for sinking the ship. :(

    It would be way better to just shoot him in the face and take the chest but you rather humiliate him. "Oh hey why are you mad we let you life!" Yeah ofc on an island with a stolen chest and your ship sunken with all your ressources. You really dont see a reason he should be mad right?

  • Oh we took all the resources to re-stock our galleon, so nothing was lost, no worries.
    Robbing a sloop of all the blanks and cannonballs is a pretty common strategy for galleons.

    But this is exactly what I mean by evolving a common etiquette. Taking all of the supplies and chests from a sloop should be fine, it's just what pirates do but you should not sink the ship is what you say I guess.

  • @tuukkatl thanks for the answer but my point isn't about how to avoid spawncampers I've not met one here. It's why they do it? It just sounds like a waste of time that could be used for something enjoyable.

  • @d0wnt0wn711 What I consider a good game since the betas is being ruined by people... Humans...

  • @sir-rhavi

    Thanks so in very simple terms:

    1. Except for bosses and escort missions, fetch missions but with more words around them.

    2. Real progression could be said to be me getting a faster car instead of becoming a better driver.

    3. Without rules people will most likely revert to a n*********l mentality.

    I think Rare is to be congratulated for encapsulating human nature from basic desires to capitalism in a single simulator.

  • @kustho
    I'm an old gamer as well as you seem to be. That's the thing I find hard to understand how games "evolved" from fun medium to instant gratification providers that are considered bad if they don't give a shiny bauble every two steps.

  • @sanni said in Can someone help me understand, please?:

    @cinnumann said in Can someone help me understand, please?:

    So twice you encountered player who wasn't aggressive and both times you and your crew screwed them. Nice way to increase hostility in game.

    I don't have a fixed crew. I play with randoms every time. If I'm friendly but the crew I'm currently with is not then how is it my fault? All I can say is don't shoot them they look friendly but if my crew does ignore my suggestion then there is nothing I can do to prevent that.

    Sure you are pure as v****n snow and evil crew is ruining your reputation :D

  • @ajarcher21 said in Can someone help me understand, please?:

    @tuukkatl thanks for the answer but my point isn't about how to avoid spawncampers I've not met one here. It's why they do it? It just sounds like a waste of time that could be used for something enjoyable.

    yeah I worded it really bad, I was just pointing out that I don't understand why people do it, because it is really bad money. Maybe it's coincidence that they are there, maybe some people like making other people miserable, I don't know =/ I haven't seen one either.

  • @ajarcher21 sagte in Can someone help me understand, please?:

    I have 3 questions that I've asked in several threads but haven't received an answer for:

    1. Everyone complaints that the voyages are just fetch quests and there should be other types of mission.
      What type of mission wouldn't be a fetch quest? Isn't "go sink X ships" a "go find X ships and bring me proof you sunk them"?

    2. A lot of people complaint the game has no "real progression" and that everything is purely cosmetic. What is "real progression"? Buying a shirt is bad, but buying a shirt that makes your numbers higher is ok?

    3. Probably my biggest doubt, dedicated to the so called spawncampers and other assorted "grievers" I am yet to encounter but read so much about in here: If the game is boring and doesn't have stuff you like why do you keep playing it? Really honest question, why spend hours sitting in a place waiting for someone who may or may not show up just to prevent them from doing something with nothing to gain for yourselves? That's the worst job ever, it's like not being paid to guard a piece of desert with no fences. The same goes to the brig voters and loot dumpers, what's the point of that?

    Thank you in advance for proper answers.

    1. I for my part dont feel like the items should Buff u. But i would love to feel more Progression. Like starting with Really S****y messed up clothes, and upgrading them to better but still not really cool Clothes, and slowly getting cooler and cooler Clothes. Right Now u start with Trash, and u can basicly just Buy the End-Game Clothes as the first Clothes u buy with ur money.

    There needs to be cheaper Outfits. And more expensive Outfits that Look Way cooler. There needs to be a Curve, starting looking like Trash and getting better looking over time till After some weeks u Look amazing.

    Look at any rpg. Lets just say Vanilla WoW, u started with c****y equipment and slowly got better cooler looking stuff, i remember how cool it was getting ur first Helmet or ur first shoulders. And After a while u could Start getting t0.5 that t1 than t2. But in SoT u start with c**p and ur first upgrade is t1... at least thats how i feel.

  • @dark-major-112
    This I can understand in SoT as progression. Something more step by step and not leaps and bounds.

    Also agree with no buffs. I think real progression is in us. In how we play and not in our character.

  • The Creators of Sea of Thieves wanted to do something very different, they put almost all their energy into Beauty and Immersion this made the game incredibly seductive.

    Those who were seduced by it handled it in a combination of theses three ways.

    This is the essence of my bias for SOT.
    The Romantic I fell in love with a bueatyfull game.. She doesn't try to tell me what to do or how to do it... or even why I should. She suggest to me what she likes and if I find it for her she would exchange it for something pretty to give back to me.

    This is the essence of the content argument for SOT.
    The Jaded I fell in love with a bueatyfull game but she reminds me too much of another, another game that wasn't as pretty but was far more manipulative and controlling sigh oh how I miss my Mistress if only SOT could be more like her.

    This is the essence of the progression argument for SOT.
    The Jealous I fell in love with a bueatyfull game but the time we have been together has be so difficult I want her all to myself but in my world I see others enjoying her more then me? Why does she love them more than she loves me? If i can't have her.. then no one can...

  • Some upgrades I would like would be a faster shovel!

    Maybe a telescope that can see treasure through an island. These wouldnt break the game.

    Had a blast this morning with a crew that had managed to make a pact with another galleon.

  • @liquidusblue “a telescope that can see treasure through an island (these wouldn’t break the game)” pretty sure that’s breaking the entire point of the game.

  • @papagoblin true maybe not the clue ones. But on the odd chance of chests which are just sitting there randomly Could weave some lore into the items. If they are hard enough to get.

    Maybe a compass that glows in the right direction. All a few tropes.

  • @liquidusblue ehh I feel like that takes the joy out of exploring those islands for such things. If you were gonna add an item like that it should be like a rare item that you can find and hold onto until you die or drop it.

  • @sml-chief you are a master of words.

  • @ajarcher21 said in Can someone help me understand, please?:

    I have 3 questions that I've asked in several threads but haven't received an answer for:

    1. Everyone complaints that the voyages are just fetch quests and there should be other types of mission.
      What type of mission wouldn't be a fetch quest? Isn't "go sink X ships" a "go find X ships and bring me proof you sunk them"?

    A Fetch Quest is by nature a Quest where you're sent to do a Task and Return with a Token that you then Trade back to the Quest Giver for the Reward.

    Now strictly speaking I'd say there are 3 Types of Quest.
    Gold Hoarder / Puzzle Quest
    Mystic / Kill Quest
    Merchant / Fetch Quest

    Still., given all three require you to return with Tokens (Chest, Skill, Animal, Crate) to receive a Reward for doing it... technically speaking they're slightly different variations of Fetch Quests.

    Transport / Trade Quests. These are similar to Fetch Quests, but they're a Point A to Point B., however they're encouraging you to travel to new Areas rather than hanging around the same Quest Giver.

    Escort Quests. These like a Transport Quest are again typically Point A to B., however with these usually you need to engage in Combat and the lack of Control over whom you're Escorting is what add the Challenge / Frustration (depends on how good the AI is., I wouldn't recommend these for Sea of Thieves at present :p)

    Breadcrumb Quests. These are typically Multi-Part Quests, where the Completion of each Part leads you to the next quest... they're quite good for either Lore or Unlocks., where you slowly build the Story / Object that you receive as part of figuring out each step. I'd say having these for earning your Reputation Titles would go a long way to making them feel like they have a bit more weight and circumstance rather than "Oh just purchase from the Customisation Store for 0g"

    Exploration Quest. These would actually work exceptionally well given the Theme of Sea of Thieves., as basically that encourage discovering landmarks, new areas, secrets, etc.
    In a way these do technically exist because Lore Books do randomly spawn., but they're very unsatisfying to collect because the ones you discover aren't written down in a journal … and what would make them feel more alive is if they gave clues to Rare / Legendary Treasure, Cosmetics, etc. associated with that particular Pirate and Lore (which as a note we fight against as they're all the Skeleton Captains).

    Competitive Challenge Quests., again this is another that would be excellent for Sea of Thieves where instead of a Crew having a Random Voyage... 2-3 Crews received the SAME Voyage., thus it comes down to whoever can Solve the Clues, Find the Reward and then keep it Safe to get it back that receives the Rewards. Sure, it's still technically a Fetch Quest; but one that plays into the Competitive aspect of the Game.

    Variety though isn't really the key issue here., what is that Higher Reputation Missions don't really become any more Difficult, Challenging or Complex... rather they just add more that take longer.
    I'm actually at the stage (Level 20) where., if I have any more Maps which it looks like the next Reputation Level will unlock... I'll actually not have enough time each Session to actually complete them before I have to log-off; as I can only really play for an 1-2hrs every couple of days. Sure, having Persistence between Sessions would help... but it doesn't change the underlying problem; that ultimately there really isn't any point to doing them if all it unlocks is More of the Same., but I'll cover this in my response to progression.

    1. A lot of people complaint the game has no "real progression" and that everything is purely cosmetic. What is "real progression"? Buying a shirt is bad, but buying a shirt that makes your numbers higher is ok?

    Progression should always be meaningful for the Player.
    Sure an easy way to do this is via simply providing Bigger Numbers... but here' an interesting fact about Power Progression as a Design Mechanic.
    Primarily it's a means of essentially forcing the Player to go on a Quest., as essentially the High-Level Areas are "Invisible Walls" for all intended purpose, intended for you to get absolutely slaughtered until you're Strong enough (as the Story Dictates) to allow you to pass through. It's a way of drip feeding content, while also making the player have a tangible "Progression" of getting Stronger through their Journey.

    Now in a Single Player RPG, this is fine... as well the story is limited and linear.
    Yet in a Multiplayer RPG, especially when talking about PVP this can actually lead to some ridiculous Power Creep. Fine tuning with this approach to Progression, is difficult and more often than not actually requires constant rebalancing.. especially as the old Content no longer needs you to go on a 30-50hr Quest to Complete but instead can be a nice brisk 10hr as the latest expansion provides another 10-20hrs of Linear Story to follow. Still this tends not to help how ridiculous numbers can get.

    Still, if we look at another approach... for example The Legend of Zelda titles., well they gate your progression an entirely different way. Instead in order to unlock the End Boss., you have to beat each Elemental Temple; that Temple is always Themed requiring a Specific Item which provides a new Form of Gameplay to Beat.

    Like the Hookshot, Bow, Metal Boots, Mirror Shield, etc. technically there is "Power" Progression in the form of upgrades for more Ammo, Magic, Health... but none of that is necessary to actually beat the game.
    Rather the Items you need to Beat the Boss are in the Temples that in turn require specific Items to Complete., which change the Gameplay and how you Approach them.

    Sea of Thieves should have two forms of progression here.
    1 / Degradation & Durability … this is quite a simple concept.
    Let's say you have 5 Levels of Degradation: New, Good, Average, Poor, Busted.
    Over usage., your degradation increases making said equipment / weapon less useful but not useless.
    You then have 5 Grades (Crude, Standard, Good, Exceptional, Legendary) that provide increased Durability (lower degradation speed) … well this provides the same basic concept as "Power" without taking away the initial "Equal Standing"., rather it ends up more a case of Sustain.

    On top of this you might purchase multiples of the same Weapon, Spade, etc. to offset how you always Respawn with "Crude" Gear.

    2 / Each Rank of Reputation unlocks a new "Feature" of a given piece of equipment., this is something that provide a new gameplay element for said Tool.
    Say for example the Spade might initially just be able to dig., but the upgrades could allow it to Resonate (for sound based puzzles / inflict disorientation hitting enemies like other pirates), another could add a Pick to allow you Climb Walls, Boat Hulls or Break Locks, another could be a Cantilever Handle (Crowbar) that allows you to move Rocks or Break through False Walls or Divot Holes in Boats you Board.

    These are just suggestions I'm essentially making up off the top-of-my-head rather than putting any thought into it... but there's a lot that could be done with this approach, that as you Rank up Reputation., you unlock more interesting, involved and fun new tools to approach the game. This isn't adding "Power" but instead providing Options.

    And this would actually bring meaning to "Dressing Down" to fool an enemy into believing you're a Scrub., because you would be deliberately handicapping yourself specifically to give said impression … it's a Choice Risk, for the Reward of other Players falling for the Trap of potentially an Easy Kill.

    It's the same concept of running a Ferox as a Rainbow Laser Boat... it's a hilarious troll because you're deliberately fitting against it's Bonus' in order to lull opponents into thinking you're an idiot; before sitting there is a Dual-ASB Tank and simply outlasting them while you still have enough DPS to take them down. (and in Style!)

    As it stands, dressing down really doesn't mean anything besides maybe you're lazy., you don't like any of the cosmetics or you just happen to prefer running around in your underwear.

    Persistence also is frankly an absolute must for the game.
    The concept of a Single-Purchase Unlock is … well just terrible.
    We should have a reason to be permanently broke and always seeking to acquire more Gold., that should be in the sense of building multiple items to have "Spares" (as noted in the 1st Progression Suggestion) and obviously the ability to loot said items to either resell or keep for yourself., adds risk to the combatants. Still more than this because it gives a real purpose for Gold.

    Mind I'd also argue that we need even a simple Merchant Trade System, for "Safe" and "Reliable" Income... but also more chance of Ships having Loot aboard.

    1. Probably my biggest doubt, dedicated to the so called spawncampers and other assorted "grievers" I am yet to encounter but read so much about in here: If the game is boring and doesn't have stuff you like why do you keep playing it? Really honest question, why spend hours sitting in a place waiting for someone who may or may not show up just to prevent them from doing something with nothing to gain for yourselves? That's the worst job ever, it's like not being paid to guard a piece of desert with no fences. The same goes to the brig voters and loot dumpers, what's the point of that?

    I can't speak for people who engage in this., it's somewhat a bit too Anarchistic on the Seas right now for my liking. Everyone seems far too dang bloodthirsty … but then again it could just be my luck.

    Heck yesterday... Docked up at port, almost right next to another boat.
    Figured given they didn't immediately shoot us, that they might actually be friendly.
    Immediately after we anchored up, they leapt of the boat and tried to board us; Guns blazing... I did ask them "What's the point you're just going to die?" as I handed in our Chickens; they never answered... they died, and for their trouble I provides the present of a Gunpowder Barrel (no point in wasting Cannonballs).

    Anyhow they respawned and rather than fixing their boat they immediately tried to kill us again... and promptly visited the Ferry for the second time in as many minutes.
    I turn around to go back to the boat to see another Sloop pass us full speed... think "Ah, maybe they decided to give us a wide birth... or they've decided to go somewhere else."
    In any case I ran back to the boat to prepare the Cannons (can never be too careful) … turned out one of the girls on the boat had jumped off while we weren't looking as they passed us and hit us with an Gunpowder Barrel; this threw both myself and my friend off the boat... she landed on the beach with a chest; so handed it in, I landed a few ft away from the culprit, and despite having a clear shot (that registered) and shooting first... both with blunderbuss; somehow she survived my shot while he shot instakilled me.
    (I wish I was recording as it was some Grade-A BS)
    I then respawned on the boat., hear my friend say "Someone's on the Boat" (she'd grabbed another chest and just run to hand it in) … I spawned, turn around just enough to notice her on the Stairs getting a facefull of buckshot and a girlish giggle when she did it.

    Overall we didn't actually really lose much from it., what I think irritated both us about it is we'd just got done dealing with one set of people who refused to say hello and just tried to gank us... only to have a second set all bubbly jump us a second later.
    Frankly the whole play Session felt a lot like the Game just had it in for us., from the lowest dice roll rewards, lack of loot on islands and shipwrecks; to every damn ship we came across instantly making a B-Line for us and trying to Sink us.

    No, Hello. No, Nothing... Just Shoot First. Gunboat Politics.
    I mean on the one hand situations like that are obviously cool and emergent., but at the same time deeply frustrating as you never have any respite.

    You have to be permanently on-edge and I was talking to my friend about this episode afterwards., saying how there seems to be a growing sentiment of those who "want" to be Friendly but just don't bother anymore and instead just Shoot On-Sight.
    Yet the thing is, all that does is encourage and escalate this attitude.

    It frustrates me there's no way to tell if a Ship is Aggressive or not.
    Like in Eve Online., you know there's certain areas of Low-Sec that you're guaranteed to be Shot-on-Sight... you know the Corporations and Alliances who are just that kind of Player... you have both Friendlies and Enemies that are always about.

    You're not always on Edge. Cautious, sure. Yet not on Edge.
    Where-as at the moment Sea of Thieves (at least in my experience) is like walking into Luton with a Sandwich Board that reads "Allah likes Boys" … and I've checked my boat... it doesn't have any nasty slogans on the side. It doesn't have an offensive paintjob.
    There are no Bullseyes on it.

    I mean think about it... ultimately what did that duo actually get out of their behaviour? Maybe 250g worth of loot; I dunno maybe not even that. Think all we had left was a Seamen's Chest and Foul Skull... hardly prizes to be lauded.
    Heck the Gunpowder Barrel would've reaped them a bigger reward handing it in to the Merchant.

    And that's the thing... like if they'd been stalking us for a while., they KNEW we had a decent haul and rolled up when we first docked; then Bravo, and Well Played.
    Yet for all they knew (and I'd checked the Horizon as we docked) … we'd been there a while and were completely empty. Heck neither of us were visible on the boat when they passed, we could've been purchasing stuff in the Outpost.
    In which point they'd have sunk and empty boat... because...?

    We don't get anything for kills or sinking other ships. Seriously, not even any Commendations... or on the Achievement / Leaderboard Tracker. There's no dropped Items / Loot as the Boat simply disappears within a few seconds after it sinks and we didn't have many supplies anyway; not that they appeared to check, seemed more focused on kills.

    It's stuff like that which makes me just confused.

  • @leyvin thank you. Really.

    It's rare (pun not intended) to find someone that gives a proper answer with a strong argument for each point.

  • @ajarcher21 said in Can someone help me understand, please?:

    1. Everyone complaints that the voyages are just fetch quests and there should be other types of mission.
      What type of mission wouldn't be a fetch quest? Isn't "go sink X ships" a "go find X ships and bring me proof you sunk them"?

    Have quests that are started by random NPCs. Have fictional characters in the lore and the world. Have mysterious events going on that you need to investigate. Discover rivalling pubs and have to help them become friends again. Race boats, hide from boats, chase boats. Escort NPC's to dangerous places. Teach some skeleton how to fight. Discover new areas. Have some rich story linked with the quests. Have moral decisions. Solve riddles that aren't just random locations on an island. Plan a heist with NPCs and carry out the plan. Wear a disguise to infiltrate somewhere. Lockpick closed doors.

    There's so many possibilities, just look at an MMORPG like WoW or Runescape. I want unique quests that aren't copy pasted randomly generated nonsense.

  • @sanni dijo en Can someone help me understand, please?:

    The shoot on sight mentality will get better with time. Like yesterday I encountered two friendly pirates at an outpost, no shooting or aggression from either side, then 3 seconds later my crew blew up their ship. Failure of communication is all I can say, I felt so bad.

    I guess the community still has to come up with a general consensus of do's and don'ts. Like an etiquette of good sportsmanship.

    Another example: We met a solo sloop at a small island digging up a chest. We parked our galleon right next to him, I swam ashore, no aggression again from either side. I just took his chest and swam back to our ship. Then we blew up his ship so he can't follow us. I thought sparing his life and just sinking his ship was the right thing to do but he was really really really really mad at us for sinking the ship. :(

    HAHA, Ah the irony.

    People, it's a PvPvE game about pirates, thieves and criminals, they are not griefing you, they are roleplaying the game. Quit this nonsense, fight, flee or drink grog with strangers, but don't complain if they have their own agenda, the game is about this.

  • Basically, quests types that don't require a turn in. They would probably need to be less lucrative since there would be less risk, but say you kill three captains and BAM - everyone gets gold. That is an idea.

  • I feel like it's more a matter of how you treat other players in the game. I've come up to Plenty of solo sloops that respect the fact you are solo and realize you're just questing. They usually leave you alone. Especially at outposts. I think as soon as the name of the outpost pops up it should be weapons free and fire free. That way you're not being ganged up all the time. There was one night mine and a friend's ship got attacked at 2 different outposts on 2 different servers and our loot stolen. If it was fire and weapons free I feel like it would make the game a little less stressful. You could still steal loot if someone was turning stuff in, but you just couldn't fire. I get there's kind of a flaw to that as well but it would hold back the relentless griefing I've encountered and lots of other have.

  • @kustho said in Can someone help me understand, please?:

    The only thing that counts is how much fun you and your friends have.

    Those questions are unimportant and reflect a playerbase that has no clue what gaming is about. People that needs progress...or...need to be taken by the hand to get anything done.

    When you put the super mario bros into your SNES 20 years ago...nobody toke you by the hand...and you had no progress after you hit the "on/off" button...and yet...everyone enjoyed it.

    When you play a game of monopoly with friends...after the game is done, its over...there is no progress and yet you had an awesome time with friends.

    I do understand those games are old...but they reflect what gaming is about...simple fun with friends.

    How sad is it today, that players need to see something worth their time in items or anything...its as if their lives have no meaning after they hit the on/off button if nothing was saved by the game.

    Pretty pointless to compare SoT with two games that have a definitive end. When you're done Mario and Monopoly, it's over. No continued playing, except for starting over.

    Basucally you're saying, when you beat all the other players in Monopoly, you keep playing the game, continously, by yourself?

    SoT doesn't have an ending and doesn't have progression either, that's why a lot of people are abandoning it already.

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