[Mega Thread] - PvE versus PvP Discussion

  • Suck it up yall!!! Oooo I got killed oh no. Come on #bemorepirate it’s a game built on pvp and should stay that way

  • @ant-heuser-kush lol

  • @ant-heuser-kush

    @ant-heuser-kush said in [Mega Thread] - PvE versus PvP Discussion:

    I'm not against the ship battles, they can be fun from time to time. But if I'm on a solo ship a Galleon comes along and sinks me just because they want to PvP and I'm just looking around, I'm forced into a battle. And if I was just exploring and I found something cool, the other crew may just keep killing me and over again because that's what they enjoy. I'm well aware that there is always a looming threat... but you should only be a threat if I have something you want... and what fun is it really going after a solo player when he's already clearly out numbered?

    So its funny you say this because last night I tried out playing solo to he how rough it was, and yes it was rough for me the outpost I wanted to turn in my 5 chests at was being camped by a galleon crew. But I saw this as drama and an opportunity instead of an annoyance. I dropped off my cargo at the next outpost, and then sailed back to that outpost and sabotaged their galleon.

    After they killed me once and sank my ship I was able to respawn and get onto their ship, hoisting the anchor, putting the helm into a tight turn back to the island which resulted in the ship running aground (I completely beached it) and it sank. It turned into an awesome experience and story I would have never had an a fair matched situation, I actually found that the assymetry of being a small fish in a big ocean added to the tension and drama of my experience.

    I understand it means you lose sometimes, but maybe start looking for opportunites in the assymetry instead of always seeing obstacles from the PvP.

  • I don't care if they separate the servers, so long as you can't switch between them. Lock the character to the server type. No paid transfers either.

  • i repost a comment from before and tweak it a Little bit, so it fits more to this thread.

    first of all, those who say "PvE Players try to ruin this game"
    That is so stupid -.-
    I could also say: “PvP players or trolls are trying to ruin the game“
    And no one.. NO ONE want's to cut PVP completely.
    It is not PvE VS PvP.. it should say: PvE/ PvP Balance..

    You forgett, that this game is supposed to be fun for more than one target audience.
    Every person is different, has a different kind of playstile, has different friends. You can't make everyone like your stile.
    It is ok if a 4 man crew shoots my single player ship. But if the same group killls me, or drives me away over and over (and they know that i dont have anything on board) then i feel frustrated. This Frustration leads to Paranoia.. the one who shoots first, has a higher Chance of winning..
    I always try to present myself as harmless, once i tried to help another small boat, waved and greeted afterwards. But what happend? He/she started shooting me.

    PvE is not a problem! For some it is necessary. But excessiv PVP without a place to draw back can be a really big problem for many Players.
    Why would a Savezone hurt? you have 90% of the map where you an still kill and steal... i dont get the problem..

    And you can't tell other people how they are supposed to play this game! (Play with more players/friends, play more agressive, if you don't like it, Play something different) These are not helpful or constructive..

  • @knightx13

    I don't really see the problem here. The solution is easy.

    Before you choose ship type. Ask if you want to be on a PVE realm or a PVP realm.

    Problem solved and everyone wins. Instead of forcing PVP on PVE players.

  • Its seems to be only a couple VERY vocal safe zone, safe space,leave me alone unless i ask you to attack me guys who just keep saying the same thing over and over.
    The game needs more depth but from all things said it will be but the core of the game has always been what it is and im glad it looks like they have no intention of catering to the pve safe space crowd.
    Even with two servers i would be willing to bet that the pve serve would close in a month or two because of boredom .
    Once the full game is released i think its going to be fine just the way its intended as long as the respawn and spawn camping stuff is dealt with.

  • The Mega Thread sums up the overall discussion. It's called "PvE versus PvP" not "PvE AND PvP".

    I think we should work towards this. This seems to be an adventure PvP game. Meaning the challenges are to keep on advancing in the quests while the players are trying to take you down.

    A lot of mmorpgs destroyed their games/some patches/some races, characters or heroes because they wanted to balance both PvP and PvE.

    This will one day come to this point if you don't chose the direction you want to head to.

    Apparently, there is no Talents/Masteries/Runes or any kind of progression of your character, and I saw written somewhere that you want everyone to fight with the same tools. Meaning progression can only be story or customisation based.

    I think the game should prevent the players from quitting the game because of the frustration. So basically if you want to PvE mostly, you should have a way to do so. But because you take less risks, you deserve less rewards.

    Pirates need merchants to steal from. A game of pirates and only Pirates will become a game of battleships.

    Robbed players need a reason to log back in the game. Overall every massive online games work because of the massive points. If there are not enough players, it becomes ghostly, and no one wants a multiplayer game without players.

    So even though I love PvP, I think the PvE "vs" PvP shouldn't be what we argue about, but rather "how to have a balanced game with great replayability and reasons to log back in" (I was about to say "a game without frustration then I thought about my beloved friend Bennet Foddy)

    Staf'

  • @misterdoomed said in [Mega Thread] - PvE versus PvP Discussion:

    Its seems to be only a couple VERY vocal safe zone, safe space,leave me alone unless i ask you to attack me guys who just keep saying the same thing over and over.

    You keep saying this, yet (non-ironic use) literally nobody is saying this.

    People are just looking for a balance of risk v. reward. Currently it is heavily skewed against the people working the quests and heavily skewed towards those just looking for a fight. There should be the same risk on both sides to weigh the decision to attack.

    Multiplayer open world games only work if there is balance, whether it is playstyle, attributes, or power, the balance needs to remain in order to make everyone have fun.

  • @blue-reloaded well that all depends on what's available at release tbh. If I know that I may end up having to pay for anything ship related, I'd choose my battles more wisely.

    I'm after the thrill of the hunt and of the battle. Winning isn't my goal. It's nice to win but it's a lot more satisfying when I fought tooth and nail to win or tried my best and lost. So I would say it's actually all risk with the reward not being treasure but the experience and learning how to do it better and this feeling should be shared by both parties. Even if it was "i was anchored and not even on my ship" the resulting thought should never be "what a toxic jerk how dare they sink me when I'm anchored!!!" it should be "well, next time I guess I should be a little more cautious and pay better attention to my surroundings" So while pve rests on "look how much gold and cool stuff I have" pvp is "that battle was amazing". It's just a completely different type of reward.

    I wasn't trying to be snarky or anything. I honestly don't understand what would be the reason to login after a month or 6 months after having explored all the islands and bought everything available. If there wasn't pvp and knowing that when you dig up that treasure and get on your boat you are 99% safe what makes the experience memorable over time? The next time I am deciding whether or not to login I want the decision to be "yes, because I am not sure of what today's adventure brings" Logging in just to gather treasure turns the game into a job imo. Work for a couple hours and get "paid". There would be no unexpected events that turn that treasure hunt into something new and different, well that's a lie, the island shapes will be different.

  • @xxalfonzxx Again, people are falling back on the "PvE'ers never want PvP" fallacy. That is a deliberate misleading exaggeration of what the PvE community is asking for in the game and is only meant to try to alienate the PVE community.

    PvE'ers are asking for a balance to players like yourself that are just "after the thrill of the hunt and of the battle" and not playing the quest side of the game. Currently, there is no downside to your play style--you can only reap rewards when you win, there are no penalties if you lose.

    Making the ships cost money won't help either--that would be a risk on both sides of the coin, making the imbalance still falling on the players taking full advantage of the game.

  • PVP is fine, I just wish there was incentive not to PVP sometimes. I had a large ship chase me for 2 hours, I had no loot, and then sailed it into the red because I got bored. I just didn't feel like fighting at that particular moment, I didn't even get to start a voyage, I could have logged off sooner, but I figured since they were wasting my time, I would return the favor. It wasn't a "thrilling chase" or "cool" moment. It was just a slog watching this large ship catch up, then fall behind then catch up then fall behind, then catch up, then fall behind. It was just an overall drag. Oh well my 2 hours vs their combine 8 hours lost.

    Right now there really doesn't seem to be a reason to do voyages at all, you can just circle an outpost steal other peoples stuff and gain both rep and gold off it. Which is why I suggested rep being tied to completing voyages instead of just turning in chests no matter where you get them. Granted that idea only works if there is actual good rewards from having a high rep.

  • I don't care whether the game is focused on PvP or PvE, I just want there to be a goal either way. If it's PvE-centric, I want character and ship progression. If it's PvP-centric, I want to lose when I die rather than just reload with a brand new ship in 5 seconds.

  • @tombie said in [Mega Thread] - PvE versus PvP Discussion:

    @knightx13

    I don't really see the problem here. The solution is easy.

    Before you choose ship type. Ask if you want to be on a PVE realm or a PVP realm.

    Problem solved and everyone wins. Instead of forcing PVP on PVE players.

    Actually that is the very thing many people want in this game. Back in the day before multiplayer was created this game as is would have been an incredible single player campain. GTA V was a complete over the top but still realistic and enjoyable campain. We waited a year for what was to be a toxic community and the Houser brothers have made it toxic because you had to be.

    I got through this and didn't have to censor myself once.

  • @blue-reloaded said in [Mega Thread] - PvE versus PvP Discussion:

    @xxalfonzxx Again, people are falling back on the "PvE'ers never want PvP" fallacy. That is a deliberate misleading exaggeration of what the PvE community is asking for in the game and is only meant to try to alienate the PVE community.

    PvE'ers are asking for a balance to players like yourself that are just "after the thrill of the hunt and of the battle" and not playing the quest side of the game. Currently, there is no downside to your play style--you can only reap rewards when you win, there are no penalties if you lose.

    Making the ships cost money won't help either--that would be a risk on both sides of the coin, making the imbalance still falling on the players taking full advantage of the game.

    You mean just like the pvpers only want to gank easy kills fallacy?

  • @misterdoomed said in [Mega Thread] - PvE versus PvP Discussion:

    @blue-reloaded said in [Mega Thread] - PvE versus PvP Discussion:

    @xxalfonzxx Again, people are falling back on the "PvE'ers never want PvP" fallacy. That is a deliberate misleading exaggeration of what the PvE community is asking for in the game and is only meant to try to alienate the PVE community.

    PvE'ers are asking for a balance to players like yourself that are just "after the thrill of the hunt and of the battle" and not playing the quest side of the game. Currently, there is no downside to your play style--you can only reap rewards when you win, there are no penalties if you lose.

    Making the ships cost money won't help either--that would be a risk on both sides of the coin, making the imbalance still falling on the players taking full advantage of the game.

    You mean just like the pvpers only want to gank easy kills fallacy?

    Since those are specifically the type of PvPers that sparked this discussion--I wouldn't call that a fallacy.

    Those are also specifically the type of PvPers that people are talking about, not the players that are enjoying all parts of the game.

  • @stafylocok said in [Mega Thread] - PvE versus PvP Discussion:

    The Mega Thread sums up the overall discussion. It's called "PvE versus PvP" not "PvE AND PvP".

    I think we should work towards this. This seems to be an adventure PvP game. Meaning the challenges are to keep on advancing in the quests while the players are trying to take you down.

    A lot of mmorpgs destroyed their games/some patches/some races, characters or heroes because they wanted to balance both PvP and PvE.

    This will one day come to this point if you don't chose the direction you want to head to.

    Apparently, there is no Talents/Masteries/Runes or any kind of progression of your character, and I saw written somewhere that you want everyone to fight with the same tools. Meaning progression can only be story or customisation based.

    I think the game should prevent the players from quitting the game because of the frustration. So basically if you want to PvE mostly, you should have a way to do so. But because you take less risks, you deserve less rewards.

    Pirates need merchants to steal from. A game of pirates and only Pirates will become a game of battleships.

    Robbed players need a reason to log back in the game. Overall every massive online games work because of the massive points. If there are not enough players, it becomes ghostly, and no one wants a multiplayer game without players.

    So even though I love PvP, I think the PvE "vs" PvP shouldn't be what we argue about, but rather "how to have a balanced game with great replayability and reasons to log back in" (I was about to say "a game without frustration then I thought about my beloved friend Bennet Foddy)

    Staf'

    Well said!

  • Agreed, I don't want to remove the PvP, but there needs to be more of an incentive to quest. My experience so far has been one in futility - I spent over two hours trying to complete quests and turn them in. Each time I managed to pay for a quest I'd end up losing money, a bigger ship would inevitably show up and sink my boat, or someone would come along and sabotage it while I was looking for the chest. Forcing me to do the 0 gold quest over again. Getting 900 gold for a blunderbuss seemed impossible.

    One problem with this is that it made me angry, and I eventually starting hunting ships to get revenge - At that point I didn't care about rewards, I just wanted to make them pay for attacking me. I'm sure I'm not the only one who wanted revenge, the problem is this just leads to more PvP and perpetuating frustration.

    I understand that there will be PvP, but 75% of the time I parked my ship it would be destroyed while I looked for the chest. Hardly the unique open sea combat experience they're going for.

    I think a reputation system would help solve this problem, I know their design is supposed to be minimal UI and simple mechanics, but right now trying to complete quests solo is super frustrating.

    If you find a chest there should be some kind of reward, or if you have the contract for the chest when you turn it in maybe you get a larger reward than returning a stolen chest. Or perhaps the option to open the chest at any time, to get a random small gold reward. I'd rather get something for my effort than give away my time and effort to some random galleon that's just floating around.

  • @knightx13 have you seen the game pirates of the Caribbean online? It closed down a few years ago. But they had an amazing game. So you could use some of there ideas. My favorite part was when players could come together and defend a certain island from the undead. And you would have to go to two certain islands for pvp. Probably shouldn't put that pvp option in this game. Because to have to keep going to an island for that would be annoying. I'm not saying make the game 100% like there's. But they had alot of amazing ideas.

  • @gamema5terpat I have not and am aware of the game, but a couple of the other Deckhands are very familiar with POTCO, particularly @KattTruewalker .

  • @knightx13 it was an amazing game. And worth a look for some ideas. It had alot of what players are asking for in this amazing game.

  • @gamema5terpat Most of my ideas (at least my better ones) can be found here:

    https://www.seaofthieves.com/forum/topic/20518/jediknightxiii-s-compendium-of-feature-mechanic-and-content-requests

  • @knightx13 I love pretty much all of those ideas.

  • I'll be curious to see how much the addition of monsters like Krakens, as well as merchant missions and skelly fight missions change the Meta of the game.

    Perhaps with these options more crews will focus on voyages than harassing other crews. Perhaps with an infamy system the Kraken and other monsters can target more infamous crews!

    I just wonder if maybe this is more of a problem in the beta than the final release due to the lack of compelling PVE missions

  • I love how this game is pretty unique in its seamless combination of PvP and PvE elements. I wouldn't want that to change in the core game but I think other game modes that appeal to either side would be a great addition.

    A more PvP-focused Battle Royale mode sounds very fun to me. Make it a separate game mode with a smaller, different map that has less islands and more rocks or forts. A higher number of crews start in their ships with the same amount of resources and battle it out in ship-to-ship combat. The last crew standing is rewarded with some amount of gold. Or maybe each ship has a chest and the winners get as many chests as they can collect.

    A lot of complaints in the PvP vs PvE discussion would be solved by private servers/instances. That would also allow the people that want bigger crews or fleets to join a private server and do whatever they want. Of course, this might cause problems with player population but it's hard to measure that before the game has released.

  • @summer-scholar said in [Mega Thread] - PvE versus PvP Discussion:

    A more PvP-focused Battle Royale mode sounds very fun to me. Make it a separate game mode with a smaller, different map that has less islands and more rocks or forts. A higher number of crews start in their ships with the same amount of resources and battle it out in ship-to-ship combat. The last crew standing is rewarded with some amount of gold. Or maybe each ship has a chest and the winners get as many chests as they can collect.

    Though I love the Battle Royale idea like you said earlier I think this game should strive to keep it seamless and not split up the game's functions into different modes. If there was an optional battle royale public event that took place in servers it could actually benefit the explorer players by drawing all the PVPirates into a specific section of the map, leaving the rest of the server more open and free to exploration.

  • Here’s my pvp suggestions:

    • when a ship sinks and the pirates die, force them to spawn at a new island. It’s not cool to have a 5 minute ship battle and an hour and a half of killing the same people who keep spawning next to the boat.
    • lengthen the cooldown on deaths. Make us wait 2-3 before coming back.
    • keep brig the way it is.
    • implement a “lock crew” option that allows us to lock our crew at whatever size it’s currently at even if on a galleon (allow locking both at title screen and while sailing in case they later wanna let randoms in)
    • implement ranks and roles. Like captain and so forth. Let the captain lock the wheel so only people of that rank can use it. The fact that crewmates could just jump on the wheel and you couldn’t stop them other than the brig was annoying.
    • lessen the stun when someone comes at you with a sword. Maybe give them a cooldown between spamming attack.
    • add more weapons/gear, maybe things you can buy with gold or can only be gotten through quests or random events. Maybe a gun with more default shots, a satchel that lets you hold double the amount of equipment, stuff like that so there’s some feel of progression or a reason to stockpile gold.

    Pve suggestions:

    • put some enemy boats out there for people to fight. Skeleton crews, infamous pirates, merchants for us to rob. add bounties to kill them or get something from them. Give us more things to do rather than sail to x island, dig/collect supplies.
    • add some more atmosphere. Maybe fisherman just fishing. Fish in the water. Dolphins, birds, towns people just strolling around... the world is beautiful but so empty. It feels almost dead... bring it to life please.
    • add some random dangers at sea. Maybe a crazy giant squid that if you get too close comes after you. Or a big whale that rams ships and causes holes. Add “alpha” sharks that possibly attack your ship.
    • let us get black out drunk. We tried to drink ourselves to death but found that other than just throwing up a ton we didn’t have any consiquences.
    • give us more things to do... mini games maybe in the taverns? Fishing? Smuggling? Ferrying important persons around? Artifacts to hunt down.
    • let us bury our treasure, but make a map with an x when we do that’s on our ship. If anyone sinks it they’d be able to grab our maps along with anything else we’re carrying.
    • pets we can customize that have the ability to fight along side us. Nothing huge, just stuff that could go on your shoulder like a parrot, monkey, ferret, rat, etc.
    • make it so when your running and hit the water to swim you don’t auto switch back to walking with equipped item.
    • let us customize our ships. Flags, sails, colors, #cannons, location of supplies, name of ship, etc. Then each time a ship sinks it could randomly pull one of our custom ships as the new one.
    • let us name our crew too possibly even let us nominate who’s the “leader/captain” and gets to man the wheel. That’d be fun.
  • @sweetaltina I agree with almost every point except for other ships being NPCs just because I love the idea of knowing every ship is a person who is probably going to try and take my stuff.
    They should definitely liven up the atmosphere.

    And I absolutely love the pet idea and the bury treasure idea!!!

  • @gottkills3333

    Idk, it would be pretty cool if you were in the middle of a ship fight and some ghost ship rolled up out of the storm or ocean and started hammering everyone so you had to become "frienemies" until it was dealt with.

    I would also like the idea of the ferry of the damned being that ship and with a longer death timer you had to be part of that action from the dead's side until your timer was up... lol

    Edit: Additionally, the reward for people taking down the ferry of the damned could be a global reduction on death timer. maybe you gain points to fight for the dead that you could unlock cool undead skins and things of that sort. I don't know there is a ton of stuff they could do to spruce this up for pvp and pve both. I don't think they should be separate.

  • @shoothere4exp said in [Mega Thread] - PvE versus PvP Discussion:

    @summer-scholar said in [Mega Thread] - PvE versus PvP Discussion:

    A more PvP-focused Battle Royale mode sounds very fun to me. Make it a separate game mode with a smaller, different map that has less islands and more rocks or forts. A higher number of crews start in their ships with the same amount of resources and battle it out in ship-to-ship combat. The last crew standing is rewarded with some amount of gold. Or maybe each ship has a chest and the winners get as many chests as they can collect.

    Though I love the Battle Royale idea like you said earlier I think this game should strive to keep it seamless and not split up the game's functions into different modes. If there was an optional battle royale public event that took place in servers it could actually benefit the explorer players by drawing all the PVPirates into a specific section of the map, leaving the rest of the server more open and free to exploration.

    Yea I was on the separate server battle royal side at first which would be fun, but you make a great point, there is better ways to deal with the PVP issue and this is a great idea having public event battle royals that you can join or not and you can have specific rewards for the battle winners so they can show off how good they are at sinking ships.

  • I suggested this in one of the posts that led to this mega thread, but thought I would bring it out for discussion or hopefully improvements and suggestions.

    Add a game mechanic for curses - they would cost money, and mind you not be cheap for some mechanics. Each would have a time limit and a location to get the curse. Some of these could be used for things like speed, slowing, firepower, and each should be weighted with a trade off through cost, risk, or other weights.

    Here are the examples I was trying to use as a compromise solution between the different play styles and the arguments that ensued in the other threads.

    EXAMPLE FOR THE PVE TYPE PLAYER: A ghost ship curse that allows your ship to be cursed as a ghost ship which basically makes you a ghost going around doing your exploring and treasure finding. But there is still danger because it has a timer to wear off. This would not be a cheap curse so people would have to choose when to spend the money or when to deal with the risk of open waters but still giving them the ability to opt out of PVP if they so choose and value it.

    EXAMPLE FOR THE PVP MINDED PLAYER: A gold ship curse that would make defeating your ship worth a reward, and at the same time give you extra bounty when plundering other ships. But this would be at the cost of your ship being heard, and seen at greater distances via brighter fires and sounds or something. This would net in you being a bigger target for more combat.

    EXAMPLE FOR THE PVPVE MINDED PLAYER: A proximity curse, where your ship is not visible unless close enough (like reducing the visibility from other ships) not stupidly close, but giving you a little more edge for evasive maneuvers or even stealth runs to steal a chest or two from other ships.

    FOR YOUR AVERAGE GREIFER OR TROLL: A Curse that if the same pirate crew kills you or sinks your ship a certain number of times in a time limit (frequency TBD) they are cursed with a thousand grogs, basically so drunk they miss every shot and become easy targets unable to walk, steer straight as well (possible to inflict damage on their own ship for driving under the influence). Also, giving them some sort of visible aura so people can truly identify who is just being a troll or playing to harass others.

    While I know curses could be looked upon as silly and not "REAL" pirate history. They were part of the lore of the sea. And even if you argue they weren't real, some people used curses to their advantage -- Like storing gold on an island that is cursed because everyone is afraid to go there.

    It would not only add more content to go explore find and get, but it could also help adjust the play for those to limit some of the experiences (not all mind you) that they find less appealing or don't see value in.

  • @gottkills3333

    @gottkills3333 said in [Mega Thread] - PvE versus PvP Discussion:

    Yea I was on the separate server battle royal side at first which would be fun, but you make a great point, there is better ways to deal with the PVP issue and this is a great idea having public event battle royals that you can join or not and you can have specific rewards for the battle winners so they can show off how good they are at sinking ships.

    Thanks I'm glad what I said was constructive! Believe me I think a Battle Royale server would be fun for a little while, i play games like Holdfast and Blackwake that have that.I really think though that the true magic of this game is in the fact that its one world holding both these things in balance. Just like I don't think PVE only areas or servers are a good idea I don't think PVP only would have a kind of lasting value. A giant fleet battle that happens organically or through incentived in game events and systems in a living world however is a much more meaningful experience to me... and having the game reward crews that win that would be incredible. Perhaps thats the "Golden Age of Piracy" they keep eluding to?

    The fact that my battle with another ship exists within a larger living world makes my contest with another ship more meaningful, and the chance that I may end up in a PvP fight while im hunting for a Treasure Chest on an island makes my PvE time more tense and thrilling, it does multiple things at once playing to my thoughts and fears, it makes the game 3 dimensional. An arena fight is just 1 dimensional, there are no consequences that exist beyond that fight. I love the fact that when im scouting an island for treasure I'm also scouting for gun emplacements in case that sloop in the horizon steers course for me...

    When I play I don't really play like a PvP only or PvE only player, I actually find it to be one seamless experience of piracy. Thats why I love it, splitting them off kills this game's magic.

  • Here's the thing: I don't think this is meant to be a PVE game. If anything, it's 70-30 PVP focused, at least in it's current state.

    The game has little to no vertical progression. It doesn't matter how many riddles or maps they add, they can't add them faster than players can play them, which is why you have progression - see Diablo, Destiny, Borderlands, any mmo. Without persistent and meaningful progression, there's no way to keep people interested. A PVE server would die in months, tops.
    Mind you, this isn't an accident, it's an intentional design decison. The PVE only exists to give the PVP context.
    This is not meant to call anyone wrong for enjoying PVE, mind - just looking at the game and drawing conclusions.

    On top of that, there's no NPC ships, another major PVE component, and they've taken a hard stance on not adding any. If those existed, a full PVE server could be possible, but without it, unlikely. It's just not the focus.

    On the other hand, PVP is also, as far as we've seen, pretty anemic. Encounters are often pretty scarce, there's no win or loss state, so people fight on a whim, and there's no variety. Terrain is always the same, no real weapon choice, only two ships, etc. Battles start to look all the same very quickly. Any successful PVP game needs variety to succeed. Even stuff like PUBG, with no classes or characters, achieves this with randomized guns and drop site and terrain and number of encounters.

    So Sea of Thieves is, atm, lacking on both fronts. Hopefully the full release will create a satisfying gameplay loop that incorporates both.

    Personally, I think the factions are the best bet. Kind of a loop: merchants do PVE type missions and run from pirates, the navy hunts pirates and protects merchants, pirates...well, pirate.
    And if they make the resources like cannonball and such cost money to stock and fix the respawn, there would be enough penalty to PVP that pirates and the navy guys would need to do pVE stuff to afford to restock after a loss.
    Blends PVE and PVP together, gives everyone a target and goal, and has a nice, defined loop for everyone.

  • No safe zones..this is a pirate game and that would kill this game and make it lame..for the people that want safe zones that say an outpost is getting camped...find a different one there is NO WAY that every outpost is getting camped..make sure you check your outpost before dropping anchor..if you don't and you die that is your fault. For people saying they can't 1v4..it is not impossible I do it all the time..and if you are not good enough at the game to do 1v4 then avoid other ships..you can spot them from miles and miles away so if you never wanted to run into another ship you don't have to. All a safe zone would do is everytime someone would see a ship coming their way "Raise the anchor hurry!! Another ship is coming! We have to get to the safe zone!!" I can already see it now!! NO safe zone..PIRATE GAME...be on your toes..or die..a safe zone would KILL this game..it wouldn't even be Sea of Thieves anymore it would be Sea Of Fluffy Bunnies. If they want to do a pre loading screen where you can hang with the people that are going to be in your server that is fine..but once you are in game no safety

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