Game sessions require too much time

  • So my only comment here is that when i get up for work sometimes or im waiting on the wife to get ready to go out i would like to play a game and sea of theives like most games i play require at least 2hrs per setting to feel like something was accomplished. A single SoT mission takes at least 30 minutes to run if you dont get a multi step mission, riddle maps, caught up with running from other ships and so on.

    A suggestion i seen in other post was minigames, for me just having something to do in the game that did not lose all my progress if i have to stop mid play would be great.

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  • I could get a whole 4 hr play session in waiting for my wife ;)

    Yes to mini games.

  • This is pointedly accurate. usually I enjoy tearing into complaint threads like a gerbil on c*****e - usually fruitlessly but I do it anyhow.

    SoT game length is pretty long, part of this I believe is related to how much dang time it takes to progress overall. God forbid you stop to smell the roses in this game, or avoid anything that isn't "purist" to progress, you'll end up like me... forever in the 40's.

    And I play near daily!


    The new alterations to loot allowing for higher value gains may alter this finally....non stop castaways was really slowing down my GHoarders faction...


    But, overall, I am all for means to progress - even if slowly - during short term sessions. I don't think players should have to block of potentially hours of time to show some progress on an Xbox primary title.


    And a social area where we could play card/dice games or such with other pirates is something I'd kill for even if PvP was disallowed there.

  • I have commented in previous threads that if private crews ever relaunched it should be possible to retain a voyage progress provided the person you were doing the voyage with was readded or if you were solo.

    I too have the same problem.

  • People don't cycle through voyages, for better RNG, like they are just means to an end?

  • i'll do solo missions when i have an hour or less to play. admittedly i go over that hour frequently, and in other cases end up with no loot for my trouble. i had an almondbeard last night during my short session, but luckily it was right after leaving port, so not much time was wasted.

  • I'd say the most fitting solution is to allow players define the length of their voyage by the assembly of the character equipment composition. In other words, letting their compositions roll the instance, based on competence nominated by the equipment, would surely pay off. Those who want a shorter venture gets them and those who want a lengthier version shall have them as well. Everyone wins.

    What the actual mysteries of the instances are would be defined randomly from the pool an equipped item opens. This leaves some room for surprises so that none of them become boring too soon. The point is that changing the composition would affect the path of an instance and leaving slots unoccupied would keep them short. Hence the duration would be rather precise no matter what we face. Also in bigger crews, picking same items the rest of the crew members have would keep instances short as well. Everyone wins here too.

    Lastly to balance the pace of each player, the rewards need to be predefined for each. This not only renders hopping useless, but introduces a value loss mitigation strategy into the game as well as giving a more significant sense of control too.

    Every second counts.

  • I agree with you, usually what I usually do I just sail without voyages, I hit a couple of shipwrecks and check islands for loot and turn in for q quick session.

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