Why do I say this? Because tried-and-tested solutions from other games should have some overlap in Sea of Thieves, even if they are completely different genres. Sea of Thieves’ self-reliance is an amazing asset; they have made a player experience that I haven’t found anywhere and love to death. But there are always times to learn lessons where others have failed or succeeded.
My main gripe is Faction Battles.
Streaks were a bad idea: they force you to gamble with your potential allegiance. Risk/Reward is only good when not taking the risk actually gives a reasonable reward. Selling the hourglass after 1 or 2 wins is so much less allegiance. It burns to lose at a streak of 3, losing you ~2 levels and forcing you to restart. This discourages playing with players who aren't good at PvP. If you never can get a streak, there's not much allegiance to be earned, so why play with someone that can't get you to champion?
The whole system is broken. Hourglass should be seen as 'the ranked mode' of Sea of Thieves. And as such, Rare should have given Hourglass an actual ranked system. If the matchmaking system is working perfectly, you should lose 50% of the matches that you play. Why, then, is the main way to earn allegiance tied to streaks? If the matchmaking works perfectly, you shouldn't be getting streaks!
Hourglass should be separated into ranks. At higher ranks, you get more allegiance for winning. They would need a variation of the ledger system to track it all.
A real ranked system would:
Remove the frustration from losing all your potential allegiance at high streak losses.
Do a better job at separating those less good at PvP and make them less apprehensive about competing in hourglass. (think about it - in a ranked game, you're less apprehensive about fighting in Bronze ranked matches than you would be about competing in a system like SoT: "There are no solid ranks, we'll just try to place you with someone close to your skill level", it's like telling a Bronze player that there's a chance they get matched with Master ranked players)
Bring players with the curses back time and time again to compete for ledger rewards or who among their friends/the world is ranked highest.
Do I think Rare will ever make changes like these? No. They like to be different from everyone else, which is really great, until the point where they ignore lessons that other companies have learned in the past. What's the most important lesson that competitive games have learned?
If you want players to care about competition, you show them their rank!
Do you think Street Fighter 6 would have so many players if there was no ranked system? It's a hard thought for me to parse, because I have trouble even thinking about a competitive game without a ranked system. Even a company like Nintendo, which have never made the competitive side of their games the main focus (much like Rare), have real ranking systems in games such as Smash Bros (GSP), Splatoon (C-X rank), and Pokemon (rank tiers). They know that physical ranks increase engagement.
Why not add rankings to Faction Battles? It's rewarding to see your gold go up, it's rewarding to see levels go up, it's rewarding to see emissary value go up... let's add a number that makes players proud. Proud that they are improving in combat.
I was always really supportive of hourglass battles. But now I realize that I was just blinded by the hype of "Ermagerd, PvP update with Skeleton/Ghost Curses that are hard to get!!!" That feeling has taken a loooooong time to wear off, because now I'm happy with all I have unlocked, and I just want to have fun playing the mode/helping others get their curse/starting my steady grind to level 1000.
I'm not really sure if hourglass can be fixed at this point: low and mid-level players have given up on the mode, most high-level players have gotten their curses and left, and the masters of combat grief the new-joiners and fight each other over rewards after the curses. But maybe, there is hope…
TL;DR I want a ledger for Hourglass and wanting allegiance to be tied with who you beat rather than how many you beat in a row.
