System to test lower pressure vs high conflict servers

  • So I've noticed a lot of noise about player experience and intentions and what players want in terms of their game sessions and I had an idea about not only how to possibly create a system that eases that friction but also gives Rare value data about player behavior.

    If Hourglass once you win a certain number of matches you're given the option to fight bigger ships as a prompt. What if we used a similar system to refine player experience in High Seas? After hitting certain markers in a session, sinking a certain number of times, sinking others, etc, you are offered a prompt to dive to either a lower or higher conflict server with more like-minded players.

    I think this is valuable not only as a possible solution to burnout and session frustration but also as a back end test for Rare to filter through the noise and get real data on player choice and experience.

    You could run it as a temporary, two phase test. First phase you offer increased rewards for moving to higher conflict servers and reduced rewards for moving to lower conflict servers. Phase two you offer no change to rewards at all. This tells Rare who chooses experience over reward, who is most likely to opt out of the option entirely, whether this option leads to longer play sessions, etc.

    I feel this introduces a matchmaking lite without disrupting the core game experience as it happens organically during a session and every still starts in the classic SoT server experience.

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  • @mysleepjeans

    It's impossible to set a server status like this when anything can change on a dime, since it's up to the individual players. The system would be changing server status all the time to not be dependable for a player looking to do what you suggested. You're on a server with 5 other emissary ships, and suddenly out of nowhere a grade 5 reaper dives in, and you've got trouble. Maybe. It's really up to them.

  • @europa4033 I'm not suggesting a hard classification server of no conflict or high conflict but a soft alignment system where the game offers to try and sort you later in your session based on your skill/interests. It's not a promise but a lite matchmaking system that simply tries to filter people so they're more likely to find like minded players. The tension should still be there regardless of where you're sorted but the friction that is bothering parts of the playerbase has the possibility of being reduced. That's the goal, not to create pvp/pve servers because that removes a major part of the experience.

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