Being Safe After PvP

  • Hello Dear Rare team, i, have suggestion about pvp. Recently i'was playing pvp mode with my duo and the new mechanics such as free box at the start and area closing in the mode were really good but something is missing. After we sank the enemy ship we rushed to our ship but it was really damaged so we sank too. I suggest if any of the side wins their ship should auto repair like the Burning Blade. I think that would make the game less stressful.
    Fellow Pirate.

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  • In the most recent testing of the Last Ship Standing event on Insiders, this was a feature for the winning crew.

    Wouldn't be surprised if that feature bleeds over into regular hourglass battles.

    Though, with hourglass battles being on traditional adventure servers, I can see some scenarios where that would be an unfair mechanic. Extremely rare cases, yes, but cases nevertheless. Would love to just see ALL hourglass battles be in the Sea of the Damned where the Last Ship Standing event is taking place.

  • @adonoya yes bro, lost my first faction champion streak to this.

  • Well taking care of your own vessel is part of winning. If you abandon your ship to board another, and loose your ship to that, the boarding was the wrong move. Same if you get shot off your ship in battle, its also a valid reason to loose your ship. (It is actually a very good strategy to just blunderbomb your opponent, or lure someone to board you ship, or simply grapple hook someone off their ship in the middle of a battle, leaving their ship with holes while you tie down the crew in hand to hand battle.)

    No need for any auto repair, do not board or similar if you can not defend your own ship. It is all part of the strategy. Having a ship sink after a won battle, just means you also lost because of bad ship management or failed strategy.

  • So your ship should be auto repaired in an active open world? That isn’t fair to third party ships who may or may not join.

  • @burnbacon said in Being Safe After PvP:

    So your ship should be auto repaired in an active open world? That isn’t fair to third party ships who may or may not join.

    Oh no, heaven forbid something not be fair to the people actively trying to take advantage of a scenario where the other 2 participants are engaged in active battle and are locked into a designated area else they explode.
    Say it ain't so.

  • @cpt-pxz Hour Glass just be instant PvP and not a 1v1.

  • @skelcurseirl said in Being Safe After PvP:

    @cpt-pxz Hour Glass just be instant PvP and not a 1v1.

    I understand this is the reasoning that keeps being given, but I think it's actively avoiding the notion that it's not how people treat it, and they aren't going to.
    I think it's time Rare accepted that fact.

  • that it's not how people treat it, and they aren't going to.

    Something happen in arena. It suppose to be ship battles, fighting for a chest to win. But no, they wanted team death matches and other silly things.

    Players want SoT to be another copy and paste comp title game to win at fights. That isn’t what the game is or should ever be. You want that type of game, go play the games that already offer such thing.

    Hourglass is a tool designed for PvP without need to search open sea for it. You find PvP but haven forbid another ship appears to do PvP…it a weird thing to argue about.
    And now they want auto repairs when they win matches.

  • @burnbacon said in Being Safe After PvP:

    that it's not how people treat it, and they aren't going to.

    Hourglass is a tool designed for PvP without need to search open sea for it. You find PvP but haven forbid another ship appears to do PvP…it a weird thing to argue about.
    And now they want auto repairs when they win matches.

    The last update began to embrace the idea that Hourglass was more than just 'quick PvP', and its been very positively received.
    The mechanics don't line up with the idea that it's quick PvP, it's tied to reputation, which is explicitly given for sinking the other ship that confirmed they wanted to participate.
    The combat in Sea of Thieves does not match that of other games, players are going to play competitively in any game regardless, and the mechanics of Hourglass encourage them to do so.

    Continuing to push 'Hourglass is just quick PvP' is a poor excuse for lack of proper support for a game mode that is treated by its players and the development team (due to its underlying mechanics) as a competitive battle.
    It's refusing to commit to either side of the coin, and the game mode suffers for it.

  • @cpt-pxz

    and the game mode suffers for it.

    Worse yet, it's not just Hourglass that suffers as a result.

    The Adventure sandbox was built around encounters with other crews; adventuring with an eye on the horizon. When you've got an Hourglass battle taking place a block north of Smuggler's Bay, you've got at minimum 1/3 of the server capacity consumed by crews that will never be a part of that Adventure sandbox.

    My hope is that the Last Ship Standing event serves as a case study for all Hourglass related content to be in its own unique environment and removed from the Adventure sandbox.

  • @sweetsandman said in Being Safe After PvP:

    @cpt-pxz

    and the game mode suffers for it.

    Worse yet, it's not just Hourglass that suffers as a result.

    The Adventure sandbox was built around encounters with other crews; adventuring with an eye on the horizon. When you've got an Hourglass battle taking place a block north of Smuggler's Bay, you've got at minimum 1/3 of the server capacity consumed by crews that will never be a part of that Adventure sandbox.

    My hope is that the Last Ship Standing event serves as a case study for all Hourglass related content to be in its own unique environment and removed from the Adventure sandbox.

    I'd fully agree with this....

    ...only if it wouldn't fuel PvE lords to spam forums stating how discriminated they are cuz PvP players got their own separate mode. 😅

    Cuz let's be real, the moment Rare gives PvPers a separate mode, PvE crowd will become unbearable lol, and they will most likely get at least SS restrictions removed - which is something I absolutely don't agree with.

    The "shared world adventure" philosophy would immediately go out of the window. Except... that it already does? 😂 If you look at it from the angle "well PvE/SS crowd can do TT in peace, so PvP crowd could do PvP in peace as well". Which is also a legit POV.

    Idk... It's really hard to have a win-win situation here, and hard to be objective and fair.

    No need for any auto repair, do not board or similar if you can not defend your own ship. It is all part of the strategy. Having a ship sink after a won battle, just means you also lost because of bad ship management or failed strategy.

    On the topic - 100% this ^^^

  • One time, We had a super close duo sloop match in hourglass and ended out coming out on top (pretty sure it was our 3rd win in a row). But while we were repairing, the salty crew of the other boat boarded us and killed me while knocking my crewmate off the boat. We sunk shortly after. I remember having this exact idea and today I support it 100%.

  • @ko-gamer462 said in Being Safe After PvP:

    One time, We had a super close duo sloop match in hourglass and ended out coming out on top (pretty sure it was our 3rd win in a row). But while we were repairing, the salty crew of the other boat boarded us and killed me while knocking my crewmate off the boat. We sunk shortly after. I remember having this exact idea and today I support it 100%.

    So you didn't manage to kill them after they sunk.

    In any case, sorry, but that's only yo crew's fault mate even though it's unfortunate one. You were either slow to repair after the battle or didn't pay attention/finish them off after winning the match, until they despawn.

    Doesn't really matter if it was from the same crew or you got third-partied. Still gotta pay attention.

    But I agree with you, that it's lame lol. It's just a bad etiquette from the losing crew cuz they gain nothing with it.

  • But while we were repairing, the salty crew of the other boat boarded us and killed me while knocking my crewmate off the boat. We sunk shortly after.

    Celebrated the victory to early.
    So with that, all they got to do is shorten the time between "Sunk" and forcing players out of the game faster.

  • @burnbacon said in Being Safe After PvP:

    But while we were repairing, the salty crew of the other boat boarded us and killed me while knocking my crewmate off the boat. We sunk shortly after.

    So with that, all they got to do is shorten the time between "Sunk" and forcing players out of the game faster.

    I agree with you on this particular point, the check for removing the crew should occur during the same check as the ship sinking.

    @sweetsandman said in Being Safe After PvP:

    @cpt-pxz

    and the game mode suffers for it.

    Worse yet, it's not just Hourglass that suffers as a result.

    The Adventure sandbox was built around encounters with other crews; adventuring with an eye on the horizon. When you've got an Hourglass battle taking place a block north of Smuggler's Bay, you've got at minimum 1/3 of the server capacity consumed by crews that will never be a part of that Adventure sandbox.

    My hope is that the Last Ship Standing event serves as a case study for all Hourglass related content to be in its own unique environment and removed from the Adventure sandbox.

    Absolutely, although they appear to be fairly determined to keep hourglass running on the same servers (unfortunately).
    There are other solutions to this problem, which I've been intending to lay out given enough time, but either way, them not being separated is definitely an issue.

  • @burnbacon

    People do hourglass matches for the competitive play and earning XP for cosmetics and bragging rights which is only unlocked by earning XP. If your on a winning streak and then your match is invaded by another crew, sometimes bigger crews with bigger ships, and they pick you to attack, your dealing with two opponents and one of them isn't restricted by the barrier shrinking which makes the situation very unfair. The other things that happens in HG matches is a meg attack or in a storm, or thick fog or in a battle for the sea of thieves with skelly ships, so every time you dive for a match your not just gambling your winning streak against what could potentially be a better player / crew but also all of the PVE encounters featured on High Seas. Hourglass should be staged in a separate instance where these events don't happen in order to keep the only competitive mode as fair as possible in my opinion. Having said that, I don't think sinking another ship should determine whether you win or not, I think it should be like Arena where you both accumulate a score over a certain time period and the ship with the highest score wins. If you sink before time is up then you lose. This would encourage players to try to recover and fight on more,.rather than giving up prematurely just to dive again.

  • @cpt-pxz

    Absolutely, although they appear to be fairly determined to keep hourglass running on the same servers (unfortunately).

    Committing to having HG be on its own dedicated servers, to Rare, would probably feel like admitting that getting rid of Arena was a mistake.

  • Having hourglass. A tool dedicated to finding pvp without sailing around and been confirmed to not be a mode, is correct choice by leaving it on open servers and not it own.

    Wanting it in its own server would be more server maintenance which pulls away from the overall game, just like arena did and made the game boring.

    Really should just remove hourglass all together and get back to sinking ships the old fashion way.
    Attack every ship on sight. Chase ships and flee.

  • @burnbacon said in Being Safe After PvP:

    Wanting it in its own server would be more server maintenance

    That used to be the case because Arena had its own assets, lobby, a scoring system, and a host of other things.

    Putting hourglass in its current state on its own dedicated servers would be no different than having Safer Seas.

  • This is a bad idea because it promotes a playstyle where it's more beneficial to do small amounts of damage then spawn camp them until they sink. Even if your boat takes some damage, as long as you damaged them first, you win AND get to keep a streak without having to care about your boat.

  • @sweetsandman Hourglass taking place in the sea of the damned presents new issues. Where do crews go in between matches? Are they put back into adventure with HG raised or are they forced back into the queue? If they don't choose to dive do they just get to stack loot and gain hourglass rep for selling hourglass with a loot stack with no chance of being invaded? Or will voting for hourglass always force a dive? If it doesn't force you to dive, can you still fight someone else in adventure who has hourglass raised and still gain levels for it? If the person who you match against disconnects just as the match starts, did you just waste time queueing, diving, loading, and then have to sit through another dive, then loading screen, then queue, then dive, then loading screen again? It makes the queue issue worse IMO.

    And don't try to tell me that loot stacking for hourglass rep is too slow. The kind of person who is willing to do that to get their curse is someone who would just loss farm if they were forced to fight. That 3 week span when diving to HG was turned off proved to me how willing people were to loot stack for HG rep. It's not that they dislike PvP, they're straight up SCARED of fighting. I sunk many of them for HG rep during that time and legitimately half of them would just scuttle as soon as I approached.

  • @potatosord There would for sure need to be some enhancements made if they were to make all HG be in the Sea of the Damned.

    IMO, it would need to be a front end menu selection similar to what Arena used to be.

    Select HG. Be put into queue. Simple as that. Once a match is over, you can either re-queue or go back to the main menu. Simple as that.

    There would need to be several other modifications as well, but nothing that crazy.

  • @sweetsandman That would completely kill hourglass. Hourglass is already on pretty low player counts and I end up seeing the same players a lot already. It would make it less beginner friendly as well. Less people would cycle into the game mode since it would have a higher barrier to entry. You would have to exit to main menu to change to it instead of using the HG on the ship and you wouldn't be able to just decide to do HG if you have a bunch of supplies.

  • There would need to be several other modifications as well, but nothing that crazy.

    A lot of time wasted on such thing. Where they could be improving the story and overall game itself instead.
    Which many keep demanding Rare do… it hey.

  • @burnbacon said in Being Safe After PvP:

    There would need to be several other modifications as well, but nothing that crazy.

    A lot of time wasted on such thing. Where they could be improving the story and overall game itself instead.
    Which many keep demanding Rare do… it hey.

    Hourglass is arguably one of the biggest chunks of content they have left for veteran players, it's by no means a waste of time.

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