What is SoT About?

  • Sea of Thieves will change dramatically as content is added, but this pitch is regarding the content on launch and how it would be built on to keep its core gameplay & themes.

    SoT is gaining major content in “Event style” Updates, which is antithetical to its gameplay. Here I will explain how this is negative for the product & I will describe solutions to overcome the issues faced.
    Rare, as it is currently adding content, will never patch enough into Sea of Thieves for it to not be stale after merely a few hours. I’ve written this for Rare readers & sailors alike so, please, forgive me.
    I must set the theme.

    What is “Sea of Thieves” about?
    What is the core themes of the gameplay?

    It’s not about the Gold.
    The core gameplay is about the VOYAGES, alone or with others, to get Mythical Treasure and experience the hijinks that happens to you along the way. Just like the classical Epics “The Odyssey”, “Anabasis”, “The Devine Comedy”, & more!
    TRAVEL, and the great wealth & tragedy it contains; that’s the core theme of “Sea of Thieves”!
    Everything else must be built around this.

    The core gameplay is NOT multiplayer PvP.
    Realize that a Pirate Hunting ship is Voyaging to hunt other ships, that sailors Voyage to raid Skeleton Forts, and that multiple vessels Voyage to slay the Megalodon. Everything is a Voyage.

    Sea of Thieves isn’t “Destiny”, it’s a “Rogue Lite” where you, alone or with a small crew, go on a Voyage to Make Your Legend.
    The Legendary Tale of what happened to you, that one time!

    That IS THE GAME. That IS THE REWARD.
    Treasure gets players Gold to buy cosmetics; players constantly change their appearance to take pride in their looks; GOLD DOES NOTHING MORE.

    What does SoT need to capitalize on its strengths, quickly & cheaply?
    There’s 3 “quick” Core Theme Waves needed to retain players & grow the fanbase!
    Treasure, Multiplayer, & Environment!

    The Treasure needs to effect the voyage physically.
    The Multiplayer needs to be properly supported & featured.
    The Environment needs to effect gameplay & support the gameplay & themes.

    “Differing Stuff” needs to happen at sea, on land, in the air, beneath the waves, and all the while mentally engage players.

    I will now flesh out these 3 concepts.
    Note: I’m not writing a thesis here. Writing this out gets pedantic & nitpicky fast; this is not a video and I am not able to easily illustrate these points and explain my rationale to a painstaking degree. Please forgive me for merely mentioning information.

    (Also note that “Sea of Thieves” artistically pulls from Mythology & Folklore.
    It ties nicely on the gameplays’ “Narrative Epic” gameplay loop and my thoughts will be capitalizing on this. Implementation, balancing, & fine tuning are be determined by Rare.)

    Treasure.
    Treasure is important but, aside from cursed chests, does nothing to change how players play the game nor (in and of itself) generates original experiences.
    I’ll not waste your imagination with ideas (unless asked) aside from a conceptual description, because it’s tied to much with the games’ code limitations. However, Chests need to help make every voyage as unique as possible & be worth dying for.
    An example being a Buff & Debuff of the ships crew, but nothing that positively effects PvP. Like cursed items in other games; something gained, something lost.

    Multiplayer.
    Multiplayer needs to properly support multi-vessel fleets, to allow multiple crews to join the same session, to allow in session crews to join & make fleets, and to share treasure sales across fleet crews. Vessels not in fleets would get a speed boost, to boost effectiveness.

    Environment.
    The Environment Gamespace does little, outside of island shapes & unmarked crags, to make every voyage as unique as possible.
    Crews can’t reliably gather anything other than Voyage Contracts & Powder Barrels, enemy variety is “low”, there is few environmental hazards, ect. Countering these deficiencies would require me to write a LOT, from map changes to tool mechanics, but I have a couple that are simple enough to easily communicate.

    Implemented enemies that improve player interaction with the game world would include Harpy, as a example.

    Occasionally above those unmarked crags of stone that spear out of the sea Harpies, instead of seagulls, circle. Their songs lure crew (the drunk effect, but much weaker) within 100 meters (balance tbd) into the crag, but the effect is staved off by being within 30 meters of a playing song (sloops need a music box). The harpies have nests that spawn sparkling treasure & trade goods, but to pilfer the nest crews must fire themselves from cannons.
    Harpy nests function as an environmental hazard overcome by delightful player teamwork/engagement & reliably spawn otherwise exotic items.
    This version of harpies would be altered in the future with the introduction of flying enemies allowing for Sirens, Harpies, and Mermaids which would all function distinctly different.
    (Sirens, Harpies, and Mermaids are all based on the same, variously corrupted, folklore IRL BTW.)

    Vodnik (men sized frogs wearing human clothing) run & hop out of the ponds on islands. They punch or use melee weapons, occasionally “hop” to dodge player attacks, & can spit venom like snakes (cured by drinking grog). Their ponds could have banana crates or other goods.
    Vodnik function as a (“easily” coded) versatile enemy type that rewards player mental engagement.
    A hopping skeleton that spits & doesn’t use guns.

    A quick list:
    Instruments lull nearby animals to sleep, aiding capture.
    Underwater temple puzzles solved by sacrificing particular treasures.
    Underwater Ports & Factions.
    Multiple Giant Cryptids that can ambush player vessels & be summoned by players.
    Short lived Cryptid ambushes. (Example: 30 second Megalodon attack)
    “Grog” consumption cures venom effects, but inflicts “Drunkenness”.
    Skeletons heal via “grog”, for folklore reasons.
    Firearms inflict heavy knockback, unless “blocked” by swords, but minimal damage.
    Swords inflict movement stun, which doesn’t impede blocking, and heavy damage.
    And more!

    The bunnyhopping & voice chat coming through my TV are unforgivable kraken slime. Rare, please fix.

    I have more, from more details on the mechanical balancing of Swords & Firearms to tool versatility that engages players with their environment, but I don’t know the coding limitations of the “Sea of Thieves” team nor do I know if I communicated this all effectively (and many more reasons).
    As such, I won’t waste further time with what is otherwise delusions of grandeur.

    In conclusion, I got a lot of simple ideas and a VERY different vision of this games’ future than most folks. I’d like to talk to folks about this different vision, and would like to hear others’ thoughts.

    Please forgive me, however, as writing isn’t my specialty. It's also quite hard for me to write in the forums here...

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  • Please forgive me, however, as writing isn’t my specialty. It's also quite hard for me to write in the forums here...

    Doesn't show considiring your essay

  • I'm not too entirely enthralled with new treasures. Though it would bring something new and shiny, the shine would wear off after few weeks and become just another means to getting gold.

    Fleets would give crews an unnecessary advantage and defeat the purpose of a 'level playing field' that Rare has done well to ensure despite a few manual fleets on the forums getting lucky and landing in the same server. Fleets though a fun idea would be game breaking for some people.

    The map will be getting bigger in one of the next major updates, I believe the Forsaken Shores. It is similar to an expansion in that regards, all for free as well, again, to keep everyone on the same playing field.

  • You had it right when you said the game is it's own reward. It is about whatever you make it about. It is a virtual shared escape. You supply the story.

    You may as well ask what life is all about.

    Want to be in a band that destroys skeleton fortresses? Go.

    Want to be a treasure seeking adventurer? Make it happen.

    Want to deliver things for the merchants like UPS? Go for it.

    Or do none of these things. Scuttle your ship and camp on an island to grief other players.

    You have the freedom to do what you want. No rails. No quests.

    Now Go.

  • @kingyellow
    Look at the lack of responce, or the content of those that did. Clearly, I have failed.

    I'll shape it up & try posting on Reddit or emailing Rare directly.

  • @sgt-conley meh just not too many people left on the forums. Maybe some will come back after e3

  • @maniacx64
    The point of a new treasure system is to keep gameplay eventfull. Everything gets stale, not everything has a enjoyable style.

    Fleets already exist in game, so your criticism is already voided. This would incentivize Proper Fleets, improve community health, & empower solo vessels in such a way as to render fleet numbers a non factor.

    Who cares if the map gets bigger? It's boring. It's playable but doesn't facilitate gameplay.

  • @sgt-conley said in What is SoT About?:

    @kingyellow
    Look at the lack of responce, or the content of those that did. Clearly, I have failed.

    I'll shape it up & try posting on Reddit or emailing Rare directly.

    Naw great post. I think a lot of players forget sometimes that this game is all about a great adventure that you make every time you log in to play.

    Too many games come out now that look to see what gamers will do and get promoted via Twitch. Not all gamers want that. Some of just want a game that isn’t a huge time sink, is fun to play and lets us have fun while playing

  • @braxkedren
    The voyages are a big time sink, though.
    20 to 60 minutes is a long while nowdays, AND it can all be lost to raiders like me!

    This game is a contentless Rogue Lite & I, ugh, can't see this getting a happy ending for anyone involved.

  • @ant-heuser-kush
    Hopefully you stay correct, but future "timed event" content has me worried.

  • @sgt-conley said in What is SoT About?:

    @braxkedren
    The voyages are a big time sink, though.
    20 to 60 minutes is a long while nowdays, AND it can all be lost to raiders like me!

    This game is a contentless Rogue Lite & I, ugh, can't see this getting a happy ending for anyone involved.

    20 minutes, yeah not going much in that amount of time.

    60 minutes I can usually load up a Gold hoarder and hit a sunken ship in that amount of time. There isn't a rush to make Legendary by a certain date/time. You go at your own pace.

  • @ant-heuser-kush
    I'd much rather the game get zero content updates for 3 months than gets a few timed events. They fatigue the communitys' hope, ya know?

    At least let Meg ambush & harass random vessels for 20 seconds, that's exciting!

  • @braxkedren
    People are busy with jobs these day; they want a legend in those 40ish minutes! Give them hope!
    If SoT can't then they'll look to other games, like Rust or Overwatch.

  • @sgt-conley said in What is SoT About?:

    @ant-heuser-kush
    I'd much rather the game get zero content updates for 3 months than gets a few timed events. They fatigue the communitys' hope, ya know?

    At least let Meg ambush harass random vessels for 20 seconds, that's exciting!

    The timed aspects of our events will be specific rewards that come in, but content stays in place. With Hungering Deep, only the skins for drum and trumpet, and the rewards granted by completing the quest are leaving, while everything else remains in the world.

  • @lady-aijou So ready for Mini-Meg encounters!

  • @sgt-conley Lol anyone on here complaining about cross-play isn't playing Overwatch competitive, even small scale.

    people want to burnout trying to reach Legendary, let them. I'm not even 30/30/30 with how I play and have no desire to change how I play currently to just reach Legend. It's all good.

  • @sgt-conley Underwater temples sound absolutely awesome :) Reminds me of that old Disney Atlantis movie lol.

  • @lady-aijou
    That's not a direct response to my comment.
    My comment was in regards to a larger criticism regarding gameplay variety, community fatigue, & developer workload.
    A necessary hardship, you reply (in abstract)?

    A reminder of how early in development this full price retail game is only worries me further for the future.

  • @xcalypt0x
    I was thinking of Abzu & (fish people) communities in Zelda games.
    SoT is more Historical than High Fantasy so such underwater temples should be Mezo American, with a few objects & mermaids from major seafaring civilizations.
    You got to not ignore colonialism, so do it in a way that isn't to depressing, ya dig?

  • @volatilecoder
    But it has quests, & its content gets repetitive quickly. I want to know if my ideas capture the themes & build on them.

  • @sgt-conley Lol personally I feel like all of the hubaballoo around colonialism is a little over exaggerated.

    I'd really like to see different sea lore from across many different cultures enter its way into the game. Perhaps different parts of the map could be made to reflect it.

  • @braxkedren said in What is SoT About?:

    @sgt-conley Lol anyone on here complaining about cross-play isn't playing Overwatch competitive, even small scale.

    people want to burnout trying to reach Legendary, let them. I'm not even 30/30/30 with how I play and have no desire to change how I play currently to just reach Legend. It's all good.

    Overwatch doesn't have crossplay and if it did it would be a console massacre far worse than any on SoT.

  • @ttargetpractice said in What is SoT About?:

    @braxkedren said in What is SoT About?:

    @sgt-conley Lol anyone on here complaining about cross-play isn't playing Overwatch competitive, even small scale.

    people want to burnout trying to reach Legendary, let them. I'm not even 30/30/30 with how I play and have no desire to change how I play currently to just reach Legend. It's all good.

    Overwatch doesn't have crossplay and if it did it would be a console massacre far worse than any on SoT.

    Obviously because PC has an upper-hand in COMPETITIVE PVP, Even though Overwatch is on consoles, They knew this.

    SoT is not a competitive PvP system which is why the current PvP is fine via cross-play.

  • @braxkedren It's a game where people fight each other and there will be a winner and a loser. You need to check the dictionary because this game is certainly competitive. The skill floor and ceiling are millimeters apart, but there is competition happening, nonetheless.

  • @lady-aijou said in What is SoT About?:

    @sgt-conley said in What is SoT About?:

    @ant-heuser-kush
    I'd much rather the game get zero content updates for 3 months than gets a few timed events. They fatigue the communitys' hope, ya know?

    At least let Meg ambush harass random vessels for 20 seconds, that's exciting!

    The timed aspects of our events will be specific rewards that come in, but content stays in place. With Hungering Deep, only the skins for drum and trumpet, and the rewards granted by completing the quest are leaving, while everything else remains in the world.

    Inline with @Ant-Heuser-Kush, many people do not consider skins, rewards or mechanics ‘content’, and I really hope that Rare understands this.

    Content provides new and varied game experiences, such as new story, functional upgrades, ship types, voyage types, enemy types, places/structures, game modes/competitive events, weapons, puzzles, raids/dungeons, etc.

    Unfortunately, only thing I consider ‘content’ persisting after HD is the Megalodon.

  • @ant-heuser-kush said in What is SoT About?:

    @sgt-conley said in What is SoT About?:

    @lady-aijou
    That's not a direct response to my comment.
    My comment was in regards to a larger criticism regarding gameplay variety, community fatigue, & developer workload.
    A necessary hardship, you reply (in abstract)?

    A reminder of how early in development this full price retail game is only worries me further for the future.

    SoT will always be in development... that's something people need to understand. This game was never meant to ship as a finished product as Rare is constantly adding and updating the game on weekly basis.

    A game is always considered finished unless it clearly specified Early Access, which Rare did not.

  • @xcalypt0x
    Lots of people died, entire civilizations collapsed with their histories erased, and folks are still refused rights & kept in poverty because of it.

    The basics of power & exploitation, Man, come on. Be responsible for your brothers. Compassion, community, & growth!

    A perfect time to learn from other cultures!

  • @ttargetpractice said in What is SoT About?:

    @braxkedren It's a game where people fight each other and there will be a winner and a loser. You need to check the dictionary because this game is certainly competitive. The skill floor and ceiling are millimeters apart, but there is competition happening, nonetheless.

    There’s a difference in Competitive PvP, which requires constant upgrades or gear, a ranking system and usually a matchmaking system

    Versus

    Playing a game that has PvP, with NONE of the above, yet being competitive versus your opponent, while PvPing

    This last part is every PvP player in SoT. Because there is no Competitive PvP system in place in this game. THAT is what this game has

  • @braxkedren said in What is SoT About?:

    @ttargetpractice said in What is SoT About?:

    @braxkedren It's a game where people fight each other and there will be a winner and a loser. You need to check the dictionary because this game is certainly competitive. The skill floor and ceiling are millimeters apart, but there is competition happening, nonetheless.

    There’s a difference in Competitive PvP, which requires constant upgrades or gear, a ranking system and usually a matchmaking system

    Versus

    Playing a game that has PvP, with NONE of the above, yet being competitive versus your opponent, while PvPing

    This last part is every PvP player in SoT. Because there is no Competitive PvP system in place in this game. THAT is what this game has

    You don't get to decide what the word competitive means. It has a definition already. All pvp is competitive by nature.

  • @ttargetpractice said in What is SoT About?:

    @braxkedren said in What is SoT About?:

    @ttargetpractice said in What is SoT About?:

    @braxkedren It's a game where people fight each other and there will be a winner and a loser. You need to check the dictionary because this game is certainly competitive. The skill floor and ceiling are millimeters apart, but there is competition happening, nonetheless.

    There’s a difference in Competitive PvP, which requires constant upgrades or gear, a ranking system and usually a matchmaking system

    Versus

    Playing a game that has PvP, with NONE of the above, yet being competitive versus your opponent, while PvPing

    This last part is every PvP player in SoT. Because there is no Competitive PvP system in place in this game. THAT is what this game has

    You don't get to decide what the word competitive means. It has a definition already. All pvp is competitive by nature.

    But does not make it a Competitive PvP system in a game with no raking, ladder, matchmaking, nothing game mechanic wise to deem it A COMPETITIVE PVP game.

    I can call myself a competive football player in football but the doesn’t actually make me one.

  • Absolutely no on the multiplayer part. Crews would be made and entire servers filled with only friendlies giving those cowardly pve servers crowd what they want. No reward without the risk.

  • @braxkedren said in What is SoT About?:

    @ttargetpractice said in What is SoT About?:

    @braxkedren said in What is SoT About?:

    @ttargetpractice said in What is SoT About?:

    @braxkedren It's a game where people fight each other and there will be a winner and a loser. You need to check the dictionary because this game is certainly competitive. The skill floor and ceiling are millimeters apart, but there is competition happening, nonetheless.

    There’s a difference in Competitive PvP, which requires constant upgrades or gear, a ranking system and usually a matchmaking system

    Versus

    Playing a game that has PvP, with NONE of the above, yet being competitive versus your opponent, while PvPing

    This last part is every PvP player in SoT. Because there is no Competitive PvP system in place in this game. THAT is what this game has

    You don't get to decide what the word competitive means. It has a definition already. All pvp is competitive by nature.

    But does not make it a Competitive PvP system in a game with no raking, ladder, matchmaking, nothing game mechanic wise to deem it A COMPETITIVE PVP game.

    I can call myself a competive football player in football but the doesn’t actually make me one.

    If you play the game against another person, it's competitive. Period. Saying that "you're not competitive" is a nice way of saying that you're terrible. It doesn't mean that you aren't competing.

    Read this carefully because I'm a little tired of trying to teach you the basics of language that you so readily ignore. If a game pits two or more players against one another, it's a competitive game because people are competing. Nothing else is necessary for competition aside from two or more people competing with one another by any means and for any reason.

  • @itsporkchopfu said in What is SoT About?:

    @ant-heuser-kush said in What is SoT About?:

    @sgt-conley said in What is SoT About?:

    @lady-aijou
    That's not a direct response to my comment.
    My comment was in regards to a larger criticism regarding gameplay variety, community fatigue, & developer workload.
    A necessary hardship, you reply (in abstract)?

    A reminder of how early in development this full price retail game is only worries me further for the future.

    SoT will always be in development... that's something people need to understand. This game was never meant to ship as a finished product as Rare is constantly adding and updating the game on weekly basis.

    A game is always considered finished unless it clearly specified Early Access, which Rare did not.

    Once the game is finished, the GaaS model starts with free DLC supported by microtransactions. I do both consider any updates this year as DLC, but them rather adding pieces that should have been included at launch.

  • @ttargetpractice read this because you seem to have trouble with comprehension

    Playing competitively against another person and playing at a competitive level in a PvP system designed to match players of skill levels based on ranking ARE NOT THE SAME.

    At this point you’re just being obtuse and arguing for the sake of arguing.

  • @sgt-conley New treasure system would be great.. Puzzles are welcome. I've been talking on other threads about that.

    Fleets are in the forums, not the games. You can't pick servers and team up beyond crewing. Getting in the same server is luck. And it would be very game breaking, eliminating PvP to TvT. That's a completely different game at that point.

    As for the map being boring.. I don't even know what to tell you. It isn't boring at all, but I guess that depends on your personality and outlook. More options is always good but if the seas get to hazardous to enjoy then you're not enjoying sailing at that point.

    I suppose the point I'm trying to get through is that you are being demanding and thinking the dev team will bend to your play style. Try to keep suggestion objective only, your playstyle is unique as is everyone else's. This is a suggestion and feedback thread, not a redesign and overhaul thread.

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