Hourglass is dying for attention

  • My solo session tonight involved 5 grapple gun runners, 1 brigantine third party, 3 legit fights, and about 30ish minutes of gathering supplies. 3ish hours total and about 25 minutes of legit fights.

    Rare, please do something.

    The PvP ship vs ship experience in this game is unmatched by any other game. Those 3 battles with an opponent willing to fight were the most fun I had all day.

    When two crews are slugging it out, it is an exhilarating experience regardless of the outcome. The skill ceiling is enormous and learning and improving in this game mode is enthralling.

    Please Rare, take advantage of this.

    Hourglass offers unlimited replay-ability and is enjoyed by a huge community of incredibly active players and content creators, yet is dying for attention.

    Some key changes to this mode could seriously breathe life back into this game and carry it into the future.

  • 55
    Beiträge
    31.9k
    Aufrufe
    feedbackcompetitioncommunitygeneral
  • My solo session tonight involved 5 grapple gun runners, 1 brigantine third party, 3 legit fights, and about 30ish minutes of gathering supplies. 3ish hours total and about 25 minutes of legit fights

    For life of me. I can’t see if that is a problem or those are improvements.

    My solo sessions. Sweaty try hard, blunderbomb ram ship and anchor drop.
    I rather have what you got.

  • The skill ceiling is enormous and learning and improving in this game mode is enthralling.

    Catching runners and dealing with third parties is part of the skill ceiling. Both offer opportunities to learn and improve.

  • @worst-tdmer You are 100% right. Runners have improved my ladder guarding and chain shot accuracy tremendously, but I don't enjoy or want to chase someone in a voluntary PvP mode. Third parties give you an amazing opportunity to practice tanking, but losing a streak to a brigantine as a solo sloop can certainly ruin a session for the average player.

    My concern isn't winning or losing even, it's about an engaging experience. Taking part in the famed "Battle for the Sea of Thieves."

    I'm shocked when people bring up these issues and are written off by comments suggesting it's a skill issue. Is there truly nothing that could be done to improve this mode that has gone unchanged for years? Is 25 minutes of actual fighting in a dedicated 3 hour session the ultimate form of game design and implementation? Why has Rare all but forgotten the entire PvP player base?

  • @toozeet

    For you, engagement is a good broad to broad back and forth. For the harpoon gun runners, engagement is boarding you and trying to lock you down (I'm assuming they're trying to board you since you specified the harpoon guns).

    Third parties can be spotted coming long before they're a problem, at that point you can either come to an agreement with your enemy, get prepared to get outta there (stop shooting, focus repairs, get mast up, etc), or take advantage of the situation.

    The reason I dislike these complaints is because the solutions usually brought up (timers, shrinking circles, etc) are things that would actually hurt engaging battles.

    Personally on NA solos, I rarely have runners that last more than 5-10 minutes before I pin them down with chains/rams/boards. Once every few months I'll have an annoying experience. On the other hand, I constantly have engaging fights that last 45+ minutes pretty much every time I run duo/brig/gally. I would rather not have those fun fights ruined to solve an issue for solos that can already be prevented by good plays.

  • @worst-tdmer

    I am not able to consistently sink runners in 5-10 minutes so that definitely plays a part in my distaste for their play style, but I completely understand your point on engagement. I still think it is an issue that needs to be addressed in some way. I don't know how or what could be done, or even if it 100% should be done, but I enjoyed solo HG far more before the grapple gun's addition. Maybe a TDM hourglass mode could give those players what they are looking for, I would certainly enjoy it.

    As for third parties, would removing them make the experience worse in any way? There may be arguments for it but I just don't see the benefit.

    Overall I'm just looking to have a meaningful discussion about the future of a game mode that I enjoy. I don't have all the answers, but something as simple as an instant requeue with your chosen emissary after a loss could improve the experience ten fold.

  • @toozeet said in Hourglass is dying for attention:

    @worst-tdmer

    I am not able to consistently sink runners in 5-10 minutes so that definitely plays a part in my distaste for their play style, but I completely understand your point on engagement. I still think it is an issue that needs to be addressed in some way. I don't know how or what could be done, or even if it 100% should be done, but I enjoyed solo HG far more before the grapple gun's addition. Maybe a TDM hourglass mode could give those players what they are looking for, I would certainly enjoy it.

    As for third parties, would removing them make the experience worse in any way? There may be arguments for it but I just don't see the benefit.

    Overall I'm just looking to have a meaningful discussion about the future of a game mode that I enjoy. I don't have all the answers, but something as simple as an instant requeue with your chosen emissary after a loss could improve the experience ten fold.

    Arena had it's own private server where ships could fight without being interrupted by 3rd parties. Since 2% of a player's time was spent there, it wasn't worth the upkeep costs to keep this private server running, and to save money, they decided to end Arena. Since the private server was taken down, there's nowhere else to have pvp matches, but on high seas, which means getting 3rd partied has to be part of the package, which Rare said they're completely fine with. It's what you have to deal with if you wish to partake in hourglass. It's not perfect, but having a private server wasn't the answer either.

  • "lEgIt fIgHtS" Really? HG is on demand PvP. I agree that straight up running isn't playing, but if they are making an attempt to sink you, they are playing it right. Does not matter if you would prefer naval or prefer TDM. If someone makes their boat go in circles in the middle of the circle while grapple spamming you, then deal with them. If you can't hit a boat doing circles with no one on it, you need to re-evaluate your strategies. Play to your enemy. If they are board spamming, put traps on the ladders. The skill ceiling for this game mode is enormous indeed, and it includes playing the game in multiple different ways.

  • @potatosord

    I figured this would be around the average response to this post so thank you.

    Yes really "lEgIt fIgHtS"

    My overall impression from your response is "skill issue." I don't want to play out a 30 minute game of voluntary on-demand PvP chasing someone whether I win or lose. I also have a feeling there are plenty of other players who share my thoughts on this. Probably some have tried the mode only to experience fights like these and never return.

    As to Naval vs TDM it could not matter less. I am not screaming into the void that everyone should raise sail, turn right, and hold a perfect orbital the entire match. Plenty of my fights are all over the place and they are an absolute blast. If they successfully board me and sink me or sail me out I have no qualms about it. However, 10 failed board attempts with a grapple gun while I have no holes in my ship is questionable at best.

    I am trying to start a discussion on how Hourglass could be improved. I would like to see more people enjoy it, whether they are new, current, or returning players. My session last night was unusual in the types of opponents I faced, but it brought some things to the top of my mind. Do you have any recommendations or ideas other than "get good"?

  • @europa4033

    What about putting the circle in the red sea for faction champion battles? Even selecting dedicated areas inside the map that are typically less populated? I understand the Arena game mode wasn't profitable, but in my understanding these solutions would not require Rare to bare any additional costs.

  • @toozeet It's not me saying "skill issue", it's me saying they are using a tactic that is so unsound that they have a significant chance of crashing themselves into an island while doing it. I used to be a guy who did that. If a boat is just going in circles in the middle of the ocean with no one on it, what makes you unable to sink it? It's literally free. I went from a guy who would try that to a guy who knows that if they're gonna do that you just wait for them to run out of grapples and keep blundering them off then turn in and hammer them, left or right cannon. It takes them longer to reload and come back than you so you can have more than 5 blunders (buss or bombs) to make sure they don't board.

  • @potatosord

    Yeah I get it. Why is any form of discussion around hourglass changes so controversial?

  • @toozeet Because there are people like you who think that there is a wrong way to play hourglass. Hourglass is barely a game mode, it's closer to a dive voyage. You dive to a fight, the only point is to sink your opponent. It's on demand PvP that takes place in the normal adventure world on purpose. It's just an expedited way to say "fight me". How you choose to fight, whether diving to hourglass, or approaching a FoF to try to sink the guy on it, or anything you can do in the game is your choice and as long as your goal is to sink or otherwise get rid of your opponent to get to the loot. There is no wrong way to play hourglass like there's no wrong way to attack someone doing a FoF. Whatever gets them off it, as long as you're actually trying.

  • @toozeet

    I don't think removing third parties would be bad, but I don't think they're enough of a problem to change the mode. Private servers aren't an option, and putting battles outside of the map would be annoying when you see a world event/something interesting on the map you want to do between dives.

    Third parties happen so rarely that I see them as more interesting than annoying, even when they're interrupting a 40 minute long fight where both ships are on 10 streaks.

    Instant requeue would be fine, but I also see it as unnecessary. Speedrunning supplies takes 1-2 minutes max; fill pockets and raise emissary, buy captaincy, buy crates, raise anchor, go. If you need more than that, then you won't wanna instant requeue anyways.

    If you want more supps than that during requeues, then the supply economy will be even more inflated than it already is. Ultimately I wouldn't care if this were added in, but I do think it's kind of a waste of dev time.

    The only big improvement/change that I would really want is a time/level gate to queue hourglass. Get rid of alt accounts/cheaters and swabbie fights.

  • @potatosord

    I think our main point of contention is what actually constitutes our individual definitions of "trying to sink" or "attempting to sink" us. Running while making lackluster attempts to board your opponent in a voluntary on-demand PvP mode is the wrong way to play. It is a waste of time and it should be seen as shameful and embarrassing, maybe even punishable, to draw out games in this way.

    I exclusively play Sea of Thieves in 2025 for Hourglass. I don't particularly care for the PvE or loot and running in adventure is perfectly acceptable. The reason I go to hourglass is to avoid the running. Players knowingly vote it down under no pressure with the understanding that they will fight another crew. Something should be done to encourage players to actively fight. We'll have to agree to disagree.

  • I'm currently 1002 in Servants, and I can show you on 1 hand how many times I've gotten 3rd partied. As someone here already said, it's not enough of an issue for them to do anything about it (and your suggestion of a red sea circle has been mentioned several times in the past). Unless something changes in the next few years, I have a feeling that hourglass is going to stay as it is.

  • @worst-tdmer instant requeue would be an incredible addition. I don't care to "speedrun" supplying at all. I'm there to fight people. Set supplies in Hourglass would do even more. Adds another layer of balance and depth to the mode. I mean if it didn't bother players, people wouldn't be downloading cheat engines just to skip the supply phase.

  • @fysics3037 People don't download cheats just to "skip the supply phase", they cheat to get 100's of pineapples and 1000's of CBs.

    Set supplies would really just be either punishing good players/ruining the ability to go back and forth between HG and adventure, or ruining adventure mode for non-HG players; all to satisfy players who lose a lot in hourglass and can't be bothered to spend 1 minute getting supplies.

    Idk if you've ever been on an uber stocked boat with 100's of chains/pineapples, but it's fun. Having the supplies be capped/reset between fights would suck, and make going between HG and adventure tedious.

    If every boat was given ridiculous amounts of supplies between fights, it would just make the game harder for non-HG players who wouldn't have those supplies.

  • @worst-tdmer set supplies just makes fights equal. It's not about having a ton of supplies or too few supplies. It just makes it so you actually have to be good to win (aka can't curse dump or blunder spam). It also just eliminates the supply phase, which means more time doing the fun stuff. If you really wanted you could just give people supplies based on their streak or something when cashing out. It's not that deep, if they care enough about having supplies in adventure (which why would you, you can beat most things starting with base supps 😭), they can just go to a fort and get plenty. If they wanna go from adventure to hg it literally doesn't matter, they get their supps and that's it. I mean ig if they're defending they can keep it.

    And yeah, people do cheat to skip supply phase. Along with some other "inconvenience" fixes.

  • @fysics3037 Fights are already equal, a boat with default supps can sink a boat with 1000's of chains/CBs/Curseballs/Pineapples in 30 seconds if they're better.

    Unless you completely run out of supplies in the middle of a fight, supplies are not the reason you're losing.

    Again, this is just punishing good players to satisfy players who lose a lot and can't be bothered spending 1 minute to restock.

  • @worst-tdmer So its just not an issue because you just win? And anyone who wants set supps is bad? Everyone knows you can win or lose a fight based on supplies. There's not even an argument against that. And everyone knows it would be more convenient to be able to insta requeue hourglass. It's not even up for debate. Your points are purely rooted in your ego. Which I'm sure isn't backed up by any real skill.

  • @fysics3037

    Again, unless you're running out of supplies mid-fight, you probably didn't lose because of supplies. And even then, you likely had plenty of opportunities to sink the enemy before you ran out, you just couldn't.

    I've been on both ends, where we ran out of supplies and used that to cope about the loss, even though I know we had opportunities to sink the enemy before that; and where we sink a boat in 30 seconds, just to see they had absurd amounts of supplies and are left scratching our heads wondering how they got so much with their skill level.

    I never said anything was wrong with instant requeue, I just see it as unnecessary, personally. Wouldn't care either way if it were added or not added. I'm just arguing against resetting supplies every fight.

  • @worst-tdmer So you're just boiling it down to, "there was an opportunity"? There isn't always. Having infinite supplies provides an easy out of any situation. Any opportunity can be closed with enough curse balls, blunderbombs, and stalling. At the highest level of this game, with infinite supplies it can take 10+ minutes to turn an opportunity into a win. If you don't have supplies for that, or if they have supplies to get out of that, it can easily be extended to 30 minutes or completely prevented all together. It is not a fair playing field. It is not "good" for the highest skilled players. It's not good for anybody.

  • @fysics3037 How often are you losing to curseballs and blunderbombs? At the "highest level", most sweaty crews don't use these unless you use them first.

    Good players don't just wait for opportunities, they create them. The most common opportunity would be a one-ball, but at the "highest level", good players know how to dodge one-balls. So then it becomes a game of pressure and boards.

    As soon as one crew knows they have the advantage on pressure, they send and have the boarder play water/maybe climb up; then once either they get a kill/one ball or get caught up on reps they double/triple board and finish the fight. This is creating an opportunity.

    The counter would be good board defense/egoing the boarder. This goes back and forth until one crew wins. This is how most games go "at the highest level". Plenty of opportunities to finish a fight before you run out of supps.

    The solo version of this is knowing when you're repped enough and have enough spread/pressure on the enemy to send and finish; and knowing when to merm back if you can't close.

  • @europa4033

    That makes sense. I have 346 games played and have been third partied maybe three or four times, so around once every hundred games which is negligible.

    I don't know, Hourglass is a blast and I would like to see that it gets the attention it deserves. It has garnered an incredibly engaged community that seems to have been largely forgotten by Rare. Even if they leave the gameplay exactly the way it is and add something like a ranked system, seasonal incentives, weekly in game tournaments, the list goes on. I am not a developer and am not anywhere near this line of work, so I may be way out of line in assuming things.

  • @toozeet said in Hourglass is dying for attention:

    @europa4033

    That makes sense. I have 346 games played and have been third partied maybe three or four times, so around once every hundred games which is negligible.

    I don't know, Hourglass is a blast and I would like to see that it gets the attention it deserves. It has garnered an incredibly engaged community that seems to have been largely forgotten by Rare. Even if they leave the gameplay exactly the way it is and add something like a ranked system, seasonal incentives, weekly in game tournaments, the list goes on. I am not a developer and am not anywhere near this line of work, so I may be way out of line in assuming things.

    I'd love to see a monthly fight night myself.

  • @worst-tdmer idc about how "often" it happens. It's still an issue. And it's not necessarily fun to play the game when everyone has 5 pines and infinite chains. The game is more interesting with lower supplies. There's less cheesy strats, the match times are shorter and more high intensity, and getting back into a match is faster. Those are all positives in my book. If we're looking at giving Hourglass an instant requeue option, you would need to figure out how supplies are going to work. Just making it set supplies completely removes the whole issue and improves the mode in a variety of other ways. I still don't see anything on "why not" from you.

    Also I don't really need lectures on how the top level fights play 😉

  • @fysics3037

    Also I don't really need lectures on how the top level fights play 😉

    Are you sure? Because it seems like you think supplies are the end all be all for fights, and that "at the highest level" people are constantly using blunderbombs and curses. Neither of these things are true.

    idc about how "often" it happens. It's still an issue.

    If the devs saw it that way, curse balls/blunders/bonecallers would just not work in hourglass.

    And it's not necessarily fun to play the game when everyone has 5 pines and infinite chains.

    The only people with "infinite chains and pineapples" are either cheaters or crews who earned them by winning. Like every fight, if they’re better than you/cheating, the supplies wouldn't matter; if they’re worse, you’ll sink them anyway.

    the match times are shorter and more high intensity

    You realize you have control of how long and intense fights are, right? If you want short fights, make them short. Supplies aren't what draws out fights, it's the inability to create opportunities/capitalize on them.

    "At the highest level" long sweaty fights are the most fun and rewarding. It means you've found a crew that is at/near your skill level, and usually is a 20+ minute engaging back and forth full of momentum shifts/recoveries and nail biting moments.

    If we're looking at giving Hourglass an instant requeue option, you would need to figure out how supplies are going to work

    Could easily be solved by giving Captaincy/Crates upon requeueing.

    I still don't see anything on "why not" from you.

    From my first response to you: "Set supplies would really just be either punishing good players/ruining the ability to go back and forth between HG and adventure, or ruining adventure mode for non-HG players; all to satisfy players who lose a lot in hourglass and can't be bothered to spend 1 minute getting supplies."

    Hourglass is the closest thing SoT has ever had to a competitive mode. Players "at the highest level" shouldn't be punished to cater to people who struggle. Convenience and streamlining gameplay is fine, but resetting supplies every fight because people think that's why they're losing, is lame.

  • @worst-tdmer Yeah you said set supplies would do XYZ, but that doesn't make any sense. And when I pointed that out, you just continued to double down and insult. Idc about set supplies because "that's why people think they're losing". I never said that. It's just about a fairer, streamlined, competitive environment to play in. If it was anti-competitive like you say, then competitive tournaments like LoT, GG, or even just scrims wouldn't have set supplies.

  • @worst-tdmer "seems like you think supplies are the end all be all for fights, people are constantly using blunderbombs and curses. Neither of these things are true."
    I'm not gonna say I'm top level by any means but the only time supplies have been an issue for me are when the person I'm fighting is better at creating pressure than me and the match goes on for so long I run out.

    "If the devs saw it that way, curse balls/blunders/bonecallers would just not work in hourglass."
    At ally 320 I can say that in all my time doing HG I have not once seen a player use a bone caller from their cannon, and 99% of my fights did not have cursed balls show up at all. It's so edge case that it doesn't matter that they exist. Could an anchorball give a tactical advantage at the highest level of play? Sure, it could guarantee the victory to have a wireless anchordrop. But they are so rare that to rely on them as a tool weakens your ability to use the rest of the tool gamut and risks corrupting your thinking if it misses and you only have 1, or it hits but there was a time later in the fight it would have been better, etc. Just too inconsistent to rely on.

    "The only people with "infinite chains and pineapples" are either cheaters or crews who earned them by winning. Like every fight, if they’re better than you/cheating, the supplies wouldn't matter; if they’re worse, you’ll sink them anyway."
    5 pineapples is too much to this guy? Anyone can get that for like 6k gold at any outpost as soon as they spawn. I think that you should be able to buy chainshot, since right now chainshot actually is important to gameplay meta and aside from the 4 you get for free with your ship, the amount you can have of them is entirely RNG based.

    "You realize you have control of how long and intense fights are, right? If you want short fights, make them short. Supplies aren't what draws out fights, it's the inability to create opportunities/capitalize on them."
    When I started HG I wanted to get good, so what I did was played hyper aggro. I would shoot as much as possible, keeping the best angle possible, no repairs basically ever, until I was able to consistently sink people without needing to repair more than 1 or 2 holes per match(until the battle ended). Live by the bucket, die by the bucket. One time to test my might, I did a fight where I didn't shoot a single cannonball. I shot 54 fireworks in a row, without needing to repair a single time.

    "Set supplies would really just be either punishing good players/ruining the ability to go back and forth between HG and adventure, or ruining adventure mode for non-HG players; all to satisfy players who lose a lot in hourglass and can't be bothered to spend 1 minute getting supplies."
    Yeah pretty much

  • @fysics3037

    Yeah you said set supplies would do XYZ, but that doesn't make any sense. And when I pointed that out, you just continued to double down and insult.

    This is what you said:

    "if they care enough about having supplies in adventure (which why would you, you can beat most things starting with base supps 😭), they can just go to a fort and get plenty."

    i.e. "It's okay for other people to have to sail to an island and spend 5 minutes restocking, but I can't be bothered to spend 1 minute at an Outpost the game puts me on after I lose."

    Not to mention that with set supps, after every sweaty fight you would likely be completely drained of supplies. Lots of people "at the highest level" are done with the grinding portion of hourglass and play for fun while checking out what's going on in the servers they land on.

    Idc about set supplies because "that's why people think they're losing". I never said that.

    You definitely implied it.

    "Everyone knows you can win or lose a fight based on supplies."
    "It just makes it so you actually have to be good to win (aka can't curse dump or blunder spam)."
    "It is not a fair playing field."

    All of these quotes from you imply that you think you're losing "unfairly" because of supplies, and that set supplies would alleviate that.

    It's just about a fairer, streamlined, competitive environment to play in.

    Forced, unnatural pacing is the opposite of competitive, you're just having crews make reckless decisions they otherwise wouldn't due to a lack of supplies.

    "At the highest level", sweaty crews would end up running out of supplies around the same time, defending boards from each other, get repped up, and have to resort to ramming each other for boat damage.

    If it was anti-competitive like you say, then competitive tournaments like LoT, GG, or even just scrims wouldn't have set supplies.

    Comp tourneys have set, limited supplies because there's no support for the scene at the moment, and the easiest way to dole out supplies is by having event organizers gather supps and evenly distribute them to each ship. Once custom servers/tools are available, I'd imagine barrels for every ship will be stocked to the brim with cbs at the very least.

    Comp tourneys are also designed at least partially for entertainment, nobody wants to watch a 40 minute long fight in a best of 3 series that has multiple teams competing on the same day. This is also why most tourneys have actual time limits and scoring systems.

    Hourglass is simply about which crew is better/can sink the other, regardless of supps, or how entertaining it is.

  • Please avoid engaging in personal arguments and derailing the topic of the thread. It is fine to debate the content of the post, and the viewpoints therein, but disrespecting any of your fellow pirates personally is against the pirate code, and our forum rules.

  • my approach to hourglass was dont gather supplies. you have enough canons you should be able to sink someone. though you can buy supplies which is a matter of seconds not even minutes. and when you win a fight you get to salvage their supplies.

    i havent hourglassed (and no need to as they never add quality of life or cosmetics worth grinding for) since the addition of the grapple gun. so not sure what grapple gun runners means? runners has always been used in terms of people who run away like people putting up reaper emissary to grind but then running from other players when reapers are supposed to be the "come and get me" faction for pvpers.

    this game has always and will always be "see ship, sink ship" its possible when they see a battle they are just coming to join in the pvp not to ruin the hourglass. but also no one is going to be considerate of the fact that you are supposed to be in a ship vs ship match. this is how the game is now. they could have replace arena with just private server battles where ships dove in to an arena and the victor gets the spoils. instead they wanted to make it part of the shared world so that comes with all the randomness that includes.

    they have done all they can and will do to address ships interferring. when hourglass launched other ships could vote on the hourglass and progress by helping sink other ships in inbalanced fights. so you would have reapers of athenas ganging up on the opposing faction.... a fun concept of helping our your fellow faction members but also creating unfair encounters which is already the biggest problem with this game (galleons hunting down solo sloopers)

    i dont know about this huge community of hourglass players. everyone was praising hourglass when it was added. slow response to hackers killed it fast. but even without the cheating every streamer ive seen grew to hate hourglass pretty fast. it is like a lot of sea of thieves. a good idea that they release and let rot rather than improving upon it. they look at numbers on a spread sheet to determine whats worth working on. they dont look at WHY things arent popular just the fact that they are unpopular. only 3% of people playing arena? ok lets just remove it.... well you have 1 rework of the system with new rewards added. all the reward tracks were insanely tedious and then wear the first tier reward and repeat the tedious task to get the 2nd tier reward. lazy, uninspired. arena was a great example of why paying for safer seas would be a fail. we want to progress. not being able to level = no progress = bad. gold isnt enough.

  • Entertaining argument pirates..

    I agree w @Worst-TDMer

    HG is okay as is.. could it use some tweaks, sure. but overall the systems sound.
    -Any attempt to add a scoring system could be exploited for Rep.
    -Resetting sup's between matches for a is a terrible idea simply cus the HG battles take place in an Adventure server.
    ALOT of people want HG out of Adventure & put on its own private server with no match variations and equal everything.
    and i can see the appeal of that for a competative game.. but this aint COD.
    As is, you have equal opportunity. Which is good and should make everyone happy.. if you want to spend time supping up for a small advantage.. have at it. If you dont want to spend anytime on supplies, then dont.. BUT, dont complain about supplies when you lose to a player to spent time loading up.

    Nobody ever takes Defending HG crews into consideration.
    I enjoy doing my own thing, collecting loot & doing voyages while HG defending... makes the session more exciting.
    How would resetting supplies inbetween my battles work?! ill tell ya, it wouldnt.

    So, as much as some would like a perfectly equal HG match.. (which it already is an equal opportunity)..
    There are too many variables that would be effected.

55
Beiträge
31.9k
Aufrufe
feedbackcompetitioncommunitygeneral
1 von 55