Adventure Mode just isn't the same as Sea of Thieves Year 1 used to be and the Twitch viewership numbers support that statement. I believe the issue is...
-
The introduction of Arena mode pulled many PvP focused players out of regular play. Arena mode is currently rife with hacking, stream sniping, AFK players, players without comms, players who didn't know what Arena mode was or what to do, etc. Because of this, the PvP focused players either roflstomp every match, get destroyed, or move to a now less populated, less active, less PvP Adventure Mode. None of those options are ideal or compelling and solving Arena's issues would take a whole other forum thread!
-
Tall Tales became a key component of Adventure Mode with a significant portion of PvE focused players doing these rather than grinding forts or missions. This is fine... until the Tall Tales run out. The PvP focused players have no incentive (unless they're griefing, to which I say get out of the game and go play LoL) to attack and sink these players because nothing they're getting is able to be sold. The solution summit1g and many others (myself included) have suggested is to make the Tall Tale loot something you can steal and sell. But the issue is...
-
If you lose a Tall Tale quest item, or it's stolen, you have to reset potentially HOURS of progress because you cannot the quest forward without them and the quest is not complete until you turn in the last item, meaning you get NOTHING if you lose the item despite playing a game for hours.
The best game design features death/reward loops. If you die, at least you're making progress, learning, etc. or the death is "fun" (for example, falling in jump puzzles). There is no death/reward loop for Tall Tales. If you die (lose a quest item) that's it... you lost a lot of time, which frustrates most players into shutting the game off or, sadly, uninstalling.
Fairly simple solution that I believe will appease the PvP players, the PvE players on Tall Tales, and the OG Pirates and would be relatively easy to implement:
- Instead of getting money at the end, add an Athena level item that you can pick up from the NPC at the end of the Tale.
- Allow ONLY that final item to be stolen and sold.
- Require that item to be delivered to a specific place, random or otherwise.
This FORCES PvP focused players to let the PvE focused players actually finish the Tale and get the commendation instead of losing hours of progress. It also incentivizes PvP focused players BACK to Adventure Mode, which will in turn bring the spark back that I feel has been missing.
Thoughts? Comments? Counterpoints?
