I have spent 1 week now in this forum and have read and scrolled through basicly every solo player s*b story, safe zone blabla and well crafted suggestion there is i think...
And i hate to tell you guys but:
THIS GAME IS ALREADY NEAR PERFECT!
Or are we not already playing it now for being fun now?
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sure it could use another ship to sail on but not an 8 or 12 man crew behemoth to destroy every balance between the existing ships not because ship but because 1 cannonball can only do 1 hole and just 1 player with 1 plank can repair that and in a 2 player sloop crew that means 50% of the crew in such a nonsense scenario about 10% of the crews power is occupied, did nobody ever think this through?
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and no we should not be able to replace the stuff on our ship not cannons for balance reasons and not cannonball or plank storage neither because the only down side a galleon has at the moment is that it takes everybody longer to walk in it then on sloops and that is a form of balance.
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this game must keep its concept of horizontal progression or would be done in weeks. And i love it that way! If you need vertical progress instead of skill and strategy go play other games please. 5 million people play PUBG because it is only thrilling if everybody knows that it is always fair in its core.
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this game should not have overly new concepts of content! What pretty much nobody seams to understand is that Gold is not the goal or purpose it is the literal McGuffin of this game and PvP only has a meaning because there is not just gold but literal playtime in question of combat. Like in PUBG the thrill for perma death is the drive for unique thrilling special situations and stories to tell no other game can offer you SEA OF THIEVES has something very special that no other game has: feel the thrill of greed (like a pirate would) while you see yourself turn into the a****e that tries to steal if from others or the thrill that you feel protecting your precious treasure aka. last 2 hours of gameplay that are in question when you get attacked. Nothing would mean SHIP if gold would just spawn on every freaking beach, so admit that gold has to be a bit of a grind for the game to work in general
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and no there should not be any safe zones because that would literally mean a zone where no danger aka. No thrill aka. No fun is to be found. Thats it! Socialising also only means something as a contrast to the inherrent anarcy, if there were pacified PvE servers i would literally stop playing because about 50-75% of this games content is PvP and its thrill would not be found in safe zones
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solo players should have a very unlikely chance of success at skeleton forts! Even galleons should have! Again: skeleton forts are the literal McGuffin (as is gold in general) server needs to gather at one point and beat the living ship out of each other! It is supposed to take long and be a exhausting PvP encouraged process. Many consider skeleton forts to be the "end game" in this horizontal progression, maybe socialising is "mid game" so use XBox Clubs and similiar to make friends to play with, learn to communicate with each other because these social skills are what your character needs to become a endgame pirate (not another 3 skill points to have +10% crit damage like in other blabla games)
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Ok now to the real stuff and my positive and creative thoughts on this game!
HOW TO IMPROVE WHAT ALREADY WORKS: these are some well crafted already thought threw ideas to very carefully improve or balance the game now and in the future!
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especially with more ships coming into the game the best thing to do with all ships is introduce some sort of ROCK/PAPER/SCISSORS relation. Make galleon turn even a little slower for example to begin with. The rest is skill! By now i know a lot of little manouvers to stay save in different situations many people cry about, and thats my point: sailing is about skill and success in this game should be about live action skills. Think of this like its naval chess and a rock/paper/scissors relation would be a fair and fun
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as i said differently sized crews fighting each other has always one problem: 1 cannonball will always be 1 hole, which always can be repaired by 1 player with 1 plank... best way to balance all ship types is vary the speed at which water fills up the lowest deck between every ship (which is somewhat realistic too, the bigger the ship the lower the lowest deck, the higher the water pressure, the faster it pushes through holes). Maybe make sloops ~90% of current fill rate and ships bigger then the galleon (5-6?) that might be added about ~130% to compensate for the fact that i should always be around 33% of a crews power that repairs if needed (a sloop is 50+%, in a e.g. 6 player ship 1 player commited to repairing should just not be enough balance wise in my opinion)
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ships should respawn a little further away then at the moment but first of all: with near zero supplies, so they have to resupply at outposts that should provide a little more supplies in general.
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sinking ships should leave a few barrels behind that contain just a hand full of supplies to make kamikaze ramming for burning enemy supplies less of a viable strategy
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player respawn should be relative to crew size (1 player sloop 40sec respawn, 2 player sloop 50 sec, 3 player galleon 60sec, 4 player respawn 70 sec....) this will help to balance the back and forth of PvP in general but especially for "uneven" crews fighting situations
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i know you will hate me for this suggestion but i would like to talk about gold gain relative to crew size. Wouldnt it make sense in several ways to make gold gain ~110% as a 1player crew and someday if there will really be 6 player crews just ~90% as it is now? Before you answer: the big ways to earn money are saver and faster the bigger the crew is and is always more of a risk the smaller your crew is. I just think it could be fair overall
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quest type variation: for example merchants "one of our ships got lost, go find it - sunken ship wrack containing tea, silk etc - bring it to outpost X"
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more items for example a white flag that can be waved if no supply or range weapon ammo in hand and a new "parlay emote" to do to encourage different player interactions, or of course new music instruments and new songs to play
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blunderbuss reload time could be a little higher to make swords in close quarter combat great again
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sword lunge should be less of a jump and more of a sprint charge, at the moment sword lunge is only usefull for traveling but never for fighting
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we should have a few more close quarter combat weapons, most speak of crossbow (silent pistol, no trigger at gunpowder barrels), spear like harpune to poke enemies mid distance, daggers attacking faster without blocking but can be thrown and picked up again maybe,......
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stuff to do with friends besides the core gameplay like introducing minigames like a trading card game (reason to spend gold on?) Or some pirate themed board game nonsense
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more costumisation options would be nice but are literally developed as we speak
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I know that a big discussion will now grow below but please just do me ONE FAVOUR: i dont mind your opinion but when you suggest something please think it through really carefully and not just because your one-sided way of playing or average skill was not working out yesterday when you didnt succeed soloing the enemy galleon and skeleton fort in 10 mins..
Ship storm incoming in 3...2...1...
