My top 9 problems in SoT, and my thoughts on them

  • These are, in no particular order, the biggest problems I see in this game that could hinder the lifetime of this amazing game:

    1. Ship Persistence:
      In the age of sail, pirate ships were the lives of the men who crewed them, it was more than their boat; it was their home, their family, where all their life lessons were learned and all their scars were earned. And yet in sea of thieves, on my first night of gameplay, the crew scuttled the ship just to get more cannonballs a few times over, not to mention the time we left 3-4 gunpowder kegs on the rails and rammed another galleon simply because we were low on supplies and had no chests. This is kind of disappointing considering in those days, captains would lock themselves in their quarters as the ship sank.

    2. "Horizontal progression":
      When a game says there is Horizontal Progression, what comes to my mind is compromises: trade your large guns for smaller guns with higher muzzle velocity, or trade your big square sails for lateen sails, which trade headwind speed for crosswind speed, etc. Getting a new coat and hat is not Horizontal Progression because it isn't progression. Somebody out there will like the way their pirate looks in undies, does that mean the game is over for him as soon as he starts? Pre-order folks get a sexy black outfit from the get-go, what do they have to look forward to?

    3. Sword strike auto-aim:
      It FEELS bad. As my gameplay (game design major) teacher says time and time again, mechanics need to FEEL good. And this camera-jerking motion when you swing your cutlass around, it feels bad, feels clunky, especially while jumping around on deck.

    4. Lack of options in sea combat:
      When two galleons face off with equally matched crews, it feels like the one with fewer resources will lose, turn and turn and shot after shot as the crew repairs all damage taken until one runs out of cannonballs or planks. Ships are missing tactical armaments: grappling hooks to attach ships to eachother, chain shot to take out (temporarily, for instance) sails, mines to be thrown overboard, grapeshot to take out enemy crew, etc. “put out that deck fire before it reaches the magazine!” would be an epic shout mid-battle.

    5. Windows store and PC Xbox app:
      I don't think I have to say much about these, they are horrible, and I really hope it doesn't kill the game for the windows 10 players. Friends list is a mess with no way to organize it, chat is clumsy, Xbox parties don't do anything except duplicate voice chat (without being asked to), and Windows store updates, deletes and relocates my data without me ever saying a thing (and seems to prefer to do this while I try to upload my final Unreal project for the semester…) , and doesn't even tell me where the damn game is installed, I have a boot Ssd, a game Ssd, and a documents hard drive, guess where SoT went.
      Don't say it's needed for crossplay, Rocket League did fine on steam and the Ps4.

    6. Lack of ship variation
      Not even asking for bigger crews, just different shapes, this last beta I teamed up with another sloop for the fort battle, and when the smoke cleared I had no way of knowing which was my sloop which were the other guys. You may scream “but game balance!”, I say Rare is a pretty experienced game developer, and if Dota can have 50 odd heroes and 48 of them feel balanced, I think Rare can handle more than 2 ships.

    7. Ocean feels empty:
      The game map is pretty big, (not as big as I think it should be) but it takes a long time to see anyone on the horizon, and the most I've seen is about 3 gallons and a sloop. In this last weekend's open beta I had the rare chance of befriending another 4 man crew (they were having connection issues and 2 were in the brig), and after they solved their problems we decided to sail together and have some fleet pvp action, and i thought “this could be so epic, flashing lanterns to signal the other boat captain, simultaneous broadsides… Or Maybe ditch ship and have a full 8 man crew, with all guns and sails manned, true movie-like action.”... Then I realized with 8 people on my boat, I likely had 50% of the server sitting on my deck. And I know it's taxing on servers, I know this game uses a lot of data to keep everything in sync, the ocean waves alone blew my programming mind, but it feels empty. Perhaps NPC skeleton ships would help? Or merchant ships to pillage?

    8. Sailing is too arcade, skill cap feels low:
      Turning side to side to catch the wind is slower then sailing against it, wind direction has no effect on ship handling, when I see a Legendary pirate, I want to either fear facing him or love sailing with him, and not because he happens to have unlocked all the clothing options.

    9. Controversial, but ocean feels small, and actions have no consequence.
      I don’t know what the goal was, but the ocean feels more like a PUBG match then an MMO with any semblance of community. On launch there will be thousands of players, but only what, 16? Per map. The chance of me seeing the same pirate twice on multiple days is so slim that I have no reason to be friendly, to seek revenge or to know his skill, and I think the reason for this is the “small” ocean, with islands only 3-4 minutes apart, there can’t be too many ships in one ocean or risk connection issues. (at least that is my guess). If the islands were spread a little further apart, perhaps ships could be instanced out if they are too far, and maybe we’d even get the famous “land ho!” from the crows nest because right now almost every destination can be seen from the crows nest as soon as you set sail.

    Anyway, that's what i had to say, if you got this far, don't think i hate this game, or think it should fail in any way, i've been in love with piracy games for a very long time, I was a hardcore Puzzle Pirates player, and wished there would be a high-graphic, skill based game like that ever since I was a kid, and I very much hope that SoT is it.

    If you have any insight that i did not, let me know! :D
    Fair seas!

    TL;DR version:

    1. Ships shouldn't be expendable, resources should persist from log-out
    2. New clothing isn't progression
    3. Sword auto-aim is bogus.
    4. Ships need more variety in combat, sail types, ammo types, etc.
    5. Windows Store is bogus, Xbox app is bogus.
    6. 2 ship types is too few
    7. game world needs more players per server, 2 galleons teamed up is 50% of the server population
    8. Skill cap is too low, fastest way to sail is always a straight line (ignoring wind)
    9. islands too close to eachother, you will never meet the same pirate twice.
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  • @sir-rhavi I love this, I agree with all your points! Especially the topic about the player count :) There NEEDS to be more players per game, it would increase the stakes and battles drastically! :)

    1. Ship Persistence - This is a game. Ultimately too many people prefer to take the competitive advantage over the story. They will use all resources in the world to win. This could be changed if a death mechanic was more punishing or if ships respawned with the same items and characteristics the old ship had. The devs could make it that a trip to a Shipmaster could repair the ship (for a cost) at one of the outposts, but I understand your concern.
    2. Horizontal progression - it does not need upgrades to ship or upgrades at all for that matter. Everyone should be on the exact same footing. Any differences to upgrades = advantage in some form or fashion. Everyone should get the exact same cookie-cutter materials from the get-go. The only things different should be clothes and titles. They have the stories to look forward to. If you need more this game is not for you.
    3. Auto-Aim/Lock is a situation that needs to be addressed, but it also needs to be balanced enough that PC players are not gaining such a huge advantage over the limitations of controllers. As a PC player I am fine with an advantage, but I want everyone to be included.
    4. Ship combat should be adjusted, but again this should not be a player's choosing. This is something that should be included right from the start for all players and all ships. Maybe loading the ammo is different so it still requires people to collect items or run out of things. This makes strategy important versus who ran out of items first. Do we target the ship to cause them to take on water or target their mast to try to slow them down. That I can agree with if it is standard for everyone.
    5. I agree entirely.
    6. I think ships are on the horizon (no pun intended) and there should be, however, the beta had no customization options for you ship so when that comes it will make a huge difference as well. Also naming your ship will allow you to know which is yours.
    7. Right now, 6 ships is max, but the map is not done growing. In the future updates the map is supposed to get larger. That would allow for more ships. I think the ships are just right. They are trying to mitigate as much PVP so PVE players don't have to engage in battles. I would think IRL unless you were next to a port it could be days to weeks to months before you would see another vessel on the waters. I know this is a game, but you discussed ship persistence and that was historical in nature, so why not this.
    8. I think this is a great idea, but you want small single players or players who are just joining in to be able to captain a ship in a short period of time. If it is difficult then you will be set into roles of captain, first mate, deckhand etc and it does not allow you to sail without a large amount of time. This is not EVE where it takes years to earn the knowledge to do so.
    9. Again this will change as the maps grow from launch.
  • I'll just pick my favourite point, number 1. The ships really feel like a cheap tool you can use and discard as suits you. The new respawn has helped a lot with this, but I think there could be more done. Firstly, i think an explosion on the ram or in the crows nest should transfer damage own to the ships hull, because it seems too much like a dominant strat to have a bomb a hand since the damage is minimized if its not near the hull.

    I'd also like it if repaired holes leaked very, very slowly, so that you have to eventually get the ship properly repaired at an outpost. This makes the ship a bit more sacred in the long run.

    But that's a really good point.So far the ships feel throw away. It would be nice to see some cosmetic changes based on how long a ship has been afloat too. wear and tear that identifies the ship as a veteran.

  • @nightmare247365 said in My top 9 problems in SoT, and my thoughts on them:

    1. Ship Persistence - This is a game. Ultimately too many people prefer to take the competitive advantage over the story. They will use all resources in the world to win. This could be changed if a death mechanic was more punishing or if ships respawned with the same items and characteristics the old ship had. The devs could make it that a trip to a Shipmaster could repair the ship (for a cost) at one of the outposts, but I understand your concern.
    2. Horizontal progression - it does not need upgrades to ship or upgrades at all for that matter. Everyone should be on the exact same footing. Any differences to upgrades = advantage in some form or fashion. Everyone should get the exact same cookie-cutter materials from the get-go. The only things different should be clothes and titles. They have the stories to look forward to. If you need more this game is not for you.
    3. Auto-Aim/Lock is a situation that needs to be addressed, but it also needs to be balanced enough that PC players are not gaining such a huge advantage over the limitations of controllers. As a PC player I am fine with an advantage, but I want everyone to be included.
    4. Ship combat should be adjusted, but again this should not be a player's choosing. This is something that should be included right from the start for all players and all ships. Maybe loading the ammo is different so it still requires people to collect items or run out of things. This makes strategy important versus who ran out of items first. Do we target the ship to cause them to take on water or target their mast to try to slow them down. That I can agree with if it is standard for everyone.
    5. I agree entirely.
    6. I think ships are on the horizon (no pun intended) and there should be, however, the beta had no customization options for you ship so when that comes it will make a huge difference as well. Also naming your ship will allow you to know which is yours.
    7. Right now, 6 ships is max, but the map is not done growing. In the future updates the map is supposed to get larger. That would allow for more ships. I think the ships are just right. They are trying to mitigate as much PVP so PVE players don't have to engage in battles. I would think IRL unless you were next to a port it could be days to weeks to months before you would see another vessel on the waters. I know this is a game, but you discussed ship persistence and that was historical in nature, so why not this.
    8. I think this is a great idea, but you want small single players or players who are just joining in to be able to captain a ship in a short period of time. If it is difficult then you will be set into roles of captain, first mate, deckhand etc and it does not allow you to sail without a large amount of time. This is not EVE where it takes years to earn the knowledge to do so.
    9. Again this will change as the maps grow from launch.
    1. I know its a game, but ships should mean something, being able to buy resources and pay for repairs at an outpost would add a goldsink (which adds to the life of the game)
    2. everyone can be on the same footing and still have gameplay options. I'm not saying one gun should be better then the other, I'm saying it should cater to a different playstyle, this is the type of thing that makes a game last, if you're going to have the exact same experience every time you log in, the game will not last.
    3. I see a ton of Xbox players complaining about the sword auto-aim, if anything, I think it's worse for them then it is for us PC users, we can flick the mouse back, they can't.
    4. definitely, these options I mentioned need to be something every ship has, but right now, if one ship wants to disengage from combat, there is no way of stopping it, nothing can slow it down, and there is very little tactics involved in the sea battles.
      7 and 9. 6 ships is very few for an ocean, honestly, but would a bigger map increase that limit? because that's what i feel the game needs.
    5. knowing how to sail more effectively upwind and other tricks like that wouldn't stop a newer captain from sailing his ship, but it would make a difference between an experienced one and a new one, and i don't think thats a problem.
  • @inbred-chimera an explosion on the crow's nest should damage and cripple the sail in my opinion, would be awesome to see.
    the small leak idea is pretty good too, especially since after a couple battles, the inside of the hull is so full of holes that new damage just blasts the plank out of an old hole, having them leak slightly would encourage going to the dock for repairs and refits.

  • Very interesting points, fully agree with most!
    I really hope Rare is aware of these "issues" and are preparing fixes.

    Hugs 'n' kisses
    Cpt. Lancia

  • Definitely. Definitely increase player count per server. If the focus was more on treasure hunting I would say no, but it isn't.

  • @solemagician506 as I said before, the game isn't called Sea of Friendly Treasure Hunters. :)

  • @sir-rhavi I agree with most of your points, especially the first one, but it seems like the focus of the game is on the fun in the moment, both with the changing small servers, the disposable ships, and the form of progression they've gone with, so a lot of these things will probably never be changed.

  • I completely agree with these points.

    I'm so glad you called attention to the poor sailing mechanics. It's something that always sort of slips my mind when I think of flaws with this game, but it's honestly one of the biggest. I've been trying to do somewhat scientific testing on how to sail the fastest, and my data is a complete toss-up. It does not seem like tacking is actually any faster than sailing directly into the wind. For the galleon, tacking seems to be faster, but not nearly fast enough.

    Here's an example: In the past beta our galleon spotted another galleon at Snake Island, which is around the middle of the map. They took off straight into the wind towards the East and never stopped. It was pretty clear that they were going towards Ancient Spire to cash in, which is the island furthest to the East of Snake Island. Sure enough, that's exactly what they did. During our chase, I was with my best crew who knows to flip sails quickly and efficiently. We zig-zagged our way to Ancient Spire behind them. The end result is that we cut the distance between our two ships in half, but they still beat us there by about half a minute or so.

    That doesn't sit well with me. This definitely shows that tacking is faster than going into the wind as a galleon, but it's just not fast enough to actually mean anything in a chase situation. Keep in mind that this chase spanned half of the entire map's X axis. For us to have actually caught them we would have needed to chase them from one end to the other while they were pointed straight at the wind the entire time. With Outposts being so close together, tacking just won't help in a chase encounter.

    I think sailing into the wind should be slowed down by about half, still slow enough to where you can edge your way towards an island that's 100 feet away, but not fast enough to be of use in open water. And there should also be more variable speeds between full billow and going directly into the wind. If you angle your ship out just 20 degrees off the wind, it doesn't seem any faster at all than just pointing into the wind. Well, in a straight line with 20 degrees it might be a tiny bit faster, but you aren't going in a straight line if you want to do that, you're wanting to go into the wind via zig zagging. The amount of speed you should get from slight variations like that needs to be improved significantly to make up for the lost time from readjusting back onto course.

    And don't even get me started on the sloop. It sails really fast into the wind in comparison to the galleon, and tacking seems definitively slower with it.

  • @sir-rhavi

    Hate the auto aim as well. The stores managable though and haven't had any issues.

    There is actually a pretty big skill cap and I see the progression as a way to show off your not a new player but someone who has more skills. Plus remember there's way more cosmetics coming and even ship ones so you won't mix up your ship.

    I agree on the ships should start with 0 resources so you can't just scuttle to get more and as far as persistance. The ship you start with isn't your ship. Each session is a ship that your crew is given. For all we know the legendary ship you unlock later will be your persistent ship. Just some things to consider.

  • @cpt-kazuto Im glad you actually managed to test that, I was going by gut feeling of speed, and on the sloop it's clearly faster to sail into the wind, thus every trajectory is a straight line, which it shouldn't be on sailing vessels. Ofcourse it should be POSSIBLE, (it isn't IRL), to make the game fun, but right now, it doesn't seem to matter who's at the helm, a novice or a skilled player.

  • @sir-rhavi Yeah, I would really prefer it going into the wind was possible, but was only really useful as a correctional tactic for sidling up closer to an island you are already close to. Outside of that, I think ships should get into the habit of tacking all the time. I'm hoping this is something they can revisit later on post-launch.

  • @starquest My problem with the windows app store is how little management you have in it. I have no idea where SoT was installed, no idea how to change it, and it doesn't even link with the xbox app for friends list... Not to mention every gamer out there already has steam installed, why bother trying to create a new eco-system... 50% of the games i buy are because i see people on my steam friends list playing it, but oh well, that's not going to happen.

    That's the thing, starting with a fresh ship every login means the ship is disposible. If when it sinks it starts with 0 cannonballs then that will just mean everytime is ink i'll remake the party and restart the game.
    SoT already determines one person to be the party leader anyway, why not have it use "their" ship? Have it have persistant resource cargo and supplies be bought at the shipwright on the dock. Low on money? Sail somebody else's ship.

    and right now, I don't see a very high skill cap, besides the one that comes with every FPS game (better aim = better player). Right now, a high-rank Rainbow Six Siege or CS:GO player can walk into SoT and destroy every engagement, without prior knowledge of the game, simply because they are better marksmen. Sailing skills or sea tactics mean very little at the moment.

  • I agree with you on most of the points you've made. However, this one takes the cake. I basically committed my life these last days to see this fixed:

    @sir-rhavi said in My top 9 problems in SoT, and my thoughts on them:

    Sword auto-aim is bogus.

    We've been having a little poll. Currently, there are 566 votes which is HUGE. Feel free to add yours as well I've already sent it to Rare's technical support and they promised they will forward it to developers. I really hope the option to disable sword auto-lock gets added ASAP as it's one of the easiest yet most desired fixes.

  • About 1.

    Why do we get stocked ships on respawn?, just spawn them with no resources and this will mitigate the issue.

  • @tutorialchimp 570 votes now :-P

    @lobofh said in My top 9 problems in SoT, and my thoughts on them:

    About 1.

    Why do we get stocked ships on respawn?, just spawn them with no resources and this will mitigate the issue.

    The problem with doing just doing that only on RESPAWN is what I commented above, without ship persistence, it would mean everytime your ship sank you would hit alt+f4 and remake the group... Though, it would be nice if when you sank an enemy ship, their cannonballs, bananas and planks floated up along with (if)any treasure.

  • @sir-rhavi I'm hoping they add sail damage the ships. Fire will be toughter i think because the ships are small, even the galleon. Fire will be deadly.

  • @Inbred-Chimera They don't have to spread that fast hehehe, I just thought it would be easy to implement, we already have buckets, add a barrel of water in the hold and boom, you have a fire-fighting mechanic.

  • @sir-rhavi

    I have an IT background so maybe that's why I don't mind it. There's actually an option to select where the games are installed within settings and it's not too hard to find. You can even tell Windows to migrate your programs to a new drive easily if it's installed in the wrong place.

    There is steam but there is also Origin, Blizzards online service, Uplay. That's just to name a few and origin/uplay are way worse. Windows store is built right into Windows and while it may be an annoyance you can just pin the game to your start menu and launch it without bothering with the store.

    Disbanding your crew after a loss wouldn't help unless you get into a game that's already set sail and collected things. Maybe they will allow you to buy some starting supplies when you set off which would add a small gold sink for people who want to buy supplies. I think waiting to be captain by progression is cool and ads something to work towards.

    There is a skill gap for aiming a weapon yes but what about swords, teamwork skills, leadership skills, sailing and knowing to raise sails to turn sharper, judging when a turn is doable or not. I've seen plenty bad sailers crash a lot or rely on the anchor when a good sailer doesn't crash ever. That is a skill gap. There are plenty that don't know how sword combat even works which makes that a skill to learn. I see most people try to flail wildly with the sword and then lose easily. There is also cannon aiming skills, I have definitely seen myself improve over the course of tests. Some crews can't even hit anything with the cannon while another guy is landing shot after shot. The skill gap is much deeper than csgo and that game does just fine. Im sure they will expand on it as time goes on and hopefully sailing does get even better as it progresses. I especially love the no hud aproach though and wish more games had that.

  • @cpt-kazuto Huh. Never thought about doing an actual study of sailing into the wind. The one time I tried getting a crew to tack on a galleon didn't end well. The crew was less than keen on constantly re-adjusting the sails. And I never tack in a sloop while solo. Too much work right now. I'll have to take a look the next chance I play and see if I can get some hard numbers.

    But on the subject of sailing, what gets me is sailing perpendicular to the wind. While it is intuitive to think that putting the wind to the back of the sails, it doesn't make any physical sense. The force applied to the ship would be perpendicular to the direction of travel which means that there would be no force parallel to the direction of travel. So the boat shouldn't be able to go forward. Ideally you would put the sail angle at 45 degrees to the wind to get any forward motion.

    I would totally be down for more detailed sailing mechanics. That would definitely make things much more interesting on the high seas. But of course adding complexity makes for higher point of entry for new players...

  • Okay, to be honest, I really don't understand people who try to make lists to point out what the game needs to be "fixed". I mean really people what you really want is a game to fit just you and you alone. Game are made to appeal to greatest possible player base. Nit picking over little obtuse issues that will only appeal to under 1% of players is just ridiculous.

    As an old pen and paper guy from the mid 70's, I wrote and designed a game I would like. It failed miserably at publishing. Because I only thought about what my friends would want. They told me what was "bad" and I didn't ignore them. So the game was built around a very small group. The original concept wasn't kept. A game can't appeal to specific populations and grow. It must appeal to broadest possible amount of people.

    That being said as a potential game designer you must accept perceived flaws in games. It really builds the character of the game. I mean how many pirates in the 16th/17th and 18th centuries got to "lock on" to a person. Real battles are clunky, chaotic, and confusing. I was in SCA in my younger days. I went to two Pensic (sp) Wars. Trust me I couldn't believe how many blows I failed to hit. You are just in a confused state of trying to hit without being hit. It is not movie choreographed type of thing. It is at best CLUNKY.

    Well off the soapbox. But I love the premise of the game. The game has character. Every flaw is a feature, and any Errors are just unfound bugs. Enjoy the creation of so many hard working people trying to bring Joy to so many.

    Yo Ho Yo Ho a Pirates life for ME !! ( Bananas included )

  • @program-024 Actually, they did sail with the wind to their backs in the age of sails. We know now that angling the sails 45 degrees behind the ships is best, but having it right behind you isn't that bad.

  • @cpt-kazuto I was referring to when the wind is going across the bow and not from the rear. Right now it makes sense to have it where you try to point the sail to face the same direction the wind is going.

    Say you are on a North heading and the wind is coming from the west. In the game you turn your sails to face east to catch the wind and it acts like it is fully billowed as though the wind was at your back right? If you did that in game, your speed should be no different than with the wind at your back and your sails open to full.

    But in reality, that can't really work. If all your wind is across the bow, there is no wind to push the ship forward. You are more likely to capsize than move forward since the entirety of the force from the wind is trying to push your ship over. At best you drift sideways in a rather unstable configuration.

    That was what was making no sense to me as I read your comment.

  • @sir-rhavi I suppose it would just act like another version of sinking that doesnt apply in the rain and can cause explosions. The bucket would still be the solution.

  • Excellent points.

    The main ones that really hit home for me are the expendable ships, land in every direction (ocean too small), and perhaps most importantly the lack of skill involved in sailing effectively.

  • @sir-rhavi

    1. Ships shouldn't change much, its what you get for your ship that should feel rewarding to have, its about finding new rare supplies and loading the ship with stacks of them, or rare adornments you find in quests, not the ones you buy from the shipwright those are permanent. If you lose the ship you lose what was found for it, your goods, your bling.
    2. Agreed, but it does show your rank in certain voyage companies.
    3. It's supposed to be a balance compromise for console players, it is bad tho.
    4. See 1.
    5. Agreed
    6. New ships would be nice, but I don't miss them.
    7. This can only work if the map increases in size, or else everything will fall apart due to how ships respawn after combat.
    8. There is micro involved in sailing a ship, I don't think you are experienced enough to know about it.
    9. The distance is good enough, the map needs to increase for more players to exist in it, and I have found the same player more than thrice, due to the odd respawn mechanics.

    Overall, the only decent gripes here are about micro store, meaningful horizontal progresssion, more ship supplies and map size increase.

  • @starquest said in My top 9 problems in SoT, and my thoughts on them:

    @sir-rhavi

    I have an IT background so maybe that's why I don't mind it. There's actually an option to select where the games are installed within settings and it's not too hard to find. You can even tell Windows to migrate your programs to a new drive easily if it's installed in the wrong place.

    There is steam but there is also Origin, Blizzards online service, Uplay. That's just to name a few and origin/uplay are way worse. Windows store is built right into Windows and while it may be an annoyance you can just pin the game to your start menu and launch it without bothering with the store.

    Disbanding your crew after a loss wouldn't help unless you get into a game that's already set sail and collected things. Maybe they will allow you to buy some starting supplies when you set off which would add a small gold sink for people who want to buy supplies. I think waiting to be captain by progression is cool and ads something to work towards.

    There is a skill gap for aiming a weapon yes but what about swords, teamwork skills, leadership skills, sailing and knowing to raise sails to turn sharper, judging when a turn is doable or not. I've seen plenty bad sailers crash a lot or rely on the anchor when a good sailer doesn't crash ever. That is a skill gap. There are plenty that don't know how sword combat even works which makes that a skill to learn. I see most people try to flail wildly with the sword and then lose easily. There is also cannon aiming skills, I have definitely seen myself improve over the course of tests. Some crews can't even hit anything with the cannon while another guy is landing shot after shot. The skill gap is much deeper than csgo and that game does just fine. Im sure they will expand on it as time goes on and hopefully sailing does get even better as it progresses. I especially love the no hud aproach though and wish more games had that.

    Let me clear it up real quick: I'm a game dev by trade and IT guy by experience, and yes I can get the windows store app to install in the right place, but it is a bad interface, and it shouldn't require the skill that we both have to properly work it. (and yes, i know uplay is terrible too, but at least uplay works along with steam! why couldnt Rare do the same? :( )

    And I wasn't saying SoT doesn't require high skill to sail like a well oiled machine, I'm just saying the skill ceiling doesn't seem that high, and that feels problematic for a game that I want to last years and years to come.

    @Program-024 What you're talking about is how sails are technically acting like wings most of the time, and acting like parachutes only when sailing downwind, but I think we can overlook that bit, or the complexity will scare new players :-P

  • Yeah i agree w/ @Sir Rhavi. I do like being able to sail around and PVP but I also love the idea of having a more serious mode, where I truly care about my ship. I think the idea of having skeleton ships, or NPC merchant ship sailing around is great. Maybe they could create different modes, arcade, quick match ect. I do think this game has potential but for $60 i need the game to offer me more than what I saw in the beta.

  • @sir-rhavi cool I dabble in some game dev myself mostly indie projects. Are you in a well known studio or indie as well? Yeah I like steam don't get me wrong but it's not really up to rare as it's Microsoft's decision and that's how the crossplay functions since Xbox one uses Windows 10 as well. Obviously they could do a better job but who knows maybe if sea of thieves becomes super popular the Windows store will get improved due to demand. They are constantly asking for feedback so maybe more of us should give them the feedback they need.

  • I 100% agree there are not enough players on each server, not even close. You never see other ships. I've gone hours and see no one in the betas. I want there to always be some level of fear that another ship could be coming after me. I don't feel that right now.

  • @urihamrayne said in My top 9 problems in SoT, and my thoughts on them:

    @sir-rhavi

    1. Ships shouldn't change much, its what you get for your ship that should feel rewarding to have, its about finding new rare supplies and loading the ship with stacks of them, or rare adornments you find in quests, not the ones you buy from the shipwright those are permanent. If you lose the ship you lose what was found for it, your goods, your bling.
    2. Agreed, but it does show your rank in certain voyage companies.
    3. It's supposed to be a balance compromise for console players, it is bad tho.
    4. See 1.
    5. Agreed
    6. New ships would be nice, but I don't miss them.
    7. This can only work if the map increases in size, or else everything will fall apart due to how ships respawn after combat.
    8. There is micro involved in sailing a ship, I don't think you are experienced enough to know about it.
    9. The distance is good enough, the map needs to increase for more players to exist in it, and I have found the same player more than thrice, due to the odd respawn mechanics.

    Overall, the only decent gripes here are about micro store, meaningful horizontal progresssion, more ship supplies and map size increase.

    1. What you're saying here only really applies to people that have hours upon hours of continuous gameplay available to them, not to all of us.

    2. Well, that was rude, I don't think you're qualified to tell me how experienced I am or not. I didn't say there wasn't micro involved in sailing a ship, what I specifically said is that having skill or knowledge of how sailing boats should act in crosswind/upwind configurations because sailing in a straight line to your target is always the fastest way to get there, regardless of wind direction, which is NOT how sailing boats work.

    3. You missed my point, yes, I have also met the same pirate more than thrice on the open ocean, but only because it was THE SAME play session. What I meant here was that because the servers are so small, and the player base so high, even if I tell you that every day at 9 PM I like to kick back on the top of Galleon's Grave Outpost and play some tunes, you will NEVER find me, because of the chance of you falling in the same 16~ man server as me are near none.

  • @starquest I basically just graduated, still Indie, though I do use Unreal Engine (same as SoT), you have no idea how much my mind was blown when I first saw the ocean Rare made hehe,
    and I know it's not up to rare, and I know we will never see SoT in the steam store, but hey, Ubisoft caved in, and they are arguably a bigger game company then the current Microsoft Studios, we can dream, right?

  • @sir-rhavi
    No, it is perfectly reasonable for players that are invested in exploring island for goodies to stock up a good amount of rare supplies. As for the sails, you oversimplified the mechanic, that is how I knew you were bad at it. I did reread your point 9 and I made the assumption that you meant on the same instace, my bad.

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