In the latest Tales from the Tavern podcast Craig Duncan (SoT's Studio Head) said that he was surprised that the quest to become Pirate Legend became a race. He then reiterated that the game's design philosophy is about the journey rather than the destination. Conceptually, I love this expressed philosophy. Unfortunately, the game has some design decisions that run antithetical to this concept.
In my opinion, players should be blinded from their reputation level. These numerical ranks are what has essentially spurred the arms race to achieve legendary status, and I also believe have contributed to the hostility and negativity that some have expressed in this community. It encourages people to grind, which from a mechanical standpoint always privileges people like streamers and professionals. Which has the net result of creating hostility from "regular" players, who cannot dedicate as much of their free-time to this endeavor.
The reputation grinding process is antithetical to the other systems in the game. If the game is truly about "the journey" it makes more sense to deemphasize reputation ranks.
I think it makes the most sense to have wealth/gold be the only tangible metric for horizontal progression. This however, would necessitate having increased options for cosmetics and unique items at shops.
Furthermore, we need more session specific items and events. To a certain extent we already have this with features like the Kraken. I frequently go 5-10 sessions between Kraken encounters. To a lesser extent this is even true of some of some in-game items like banana crates (which are currently exceptionally rare). Obviously, these encounters currently lack complexity, but they're a good starting place to start thinking about session specific encounters and events.
The game should reward users who stick with a given server, which thus increasing the likelihood to discover session specific items and encounters. These session specific items and encounters have the net result of benefitting the entire sandbox and the server instance, because it means that there is yet another element that can create variability and emergent gameplay within sessions.
Rare is at a crossroads, they can provide more options for progression in the traditional sense (that users have become conditioned to expect), or increase the arsenal of tools, items, and encounters that are server instance specific. I have no doubt that they will attempt to do a little of both. I just hope that they continue to place emphasis on the sandbox elements of SoT, over the progression elements. Stuff like the speaking trumpets have me hopeful about the direction that this game is headed in. I'm glad that Rare is listening to our feedback, but I hope that they don't deviate from what makes this game unique and different from other titles on the market.
