HG - requirements

  • Hourglass PVP :

    A way to prevent new players/new accounts from having bad experiences would be ideal if:

    Athena: be level 30 to be able to represent this emissary in pvp

    Reaper: be level 75 to be able to represent this emissary in pvp

    In this way you could prevent new players and new accounts, whether they are smurfs or cheaters (which is full of them) from not being able to access this game mode.

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  • Its a great idea for requirements! But Athena 30 is a bit much. It should depend on the skill level player that you are against.

  • Cheating aside, the biggest problem of HG is the small playerbase. Making it harder to participate would shrink the playerbase of the mode even more. Out of the frying pan into the fire.

    I understand the frustration though. I'm not against soft requirements so a new player wouldn't activate the hourglass by accident. But as a mean of countering cheaters, I fear that it would just make them fester in the adventure mode for no clear benefits for the overall playerbase of the game.

  • @mastereyad Yes, it is an example, it can be 15 or 20

    there is no mmr within the game, for the same reason this option is more "viable"

  • @tyan1 said in HG - requirements:

    there is no mmr within the game, for the same reason this option is more "viable"

    There is in hourglass mode.

  • Requirements like this almost entirely keep out legit players while just being a minor inconvenience for those that will get around the obstacles anyway.

    There are many options they can add to HG to at least make it less unappealing but a large part of HG is just getting through it. People super focus on things like a cheater here or there or a loss farmer here or there or a player playing how they don't like but the only real way to deal with it productively is to get through it with as little time spent focusing on it as possible.

    Hg is no different than Sea of Thieves in general on that point, the game is full of frustrations and incompatibility/clashing, the people that manage their experience in a consistently productive way are minimizing time spent on the unpleasant and incompatible stuff and moving on quickly to the next opportunity.

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