@pellahh said in Revisiting how leveling companies works:
@galactic-geek ha detto in [Revisiting how leveling companies works]
What is ha detto?
Heh, this will be a mess to answer to... I'll just try to answer to the key points.
But you did - and in any case, your correlate. and experiences has nothing to do with your biases. It's possible to be skilled and experienced and still be biased - they don't really correlate.
I either explained myself badly you keep not understanding what's the correlation I meant: I do not need to level up companies anymore = This addition is not for me, I'm not biased.
You can be biased irrespective of levels.
You'd be surprised - all it would take is a single invite to an alliance server.
Which doesn't make it faster
But it does make it easier.
That it affects the other pirates in their own crew perhaps?
What kind of point is this? Whatever activity a member of a crew wants to do affects the whole crew, what do you mean?
If you have millions of gold and don't want to sell hours upon hours of loot, but just want the XP, you can leave the crew with less gold and XP to do all of the dirty, bone-breaking work of turning the loot in. Because you do not help them, the likelihood of them being attacked at turn-in increases significantly. It affects them, not you.
Isn't the game about a big sandbox where you choose the way you play?
Yes, but that only extends out as far as socializing with other pirates goes.
While I do believe that interacting with other players and PvPing are the most fun aspect of the game it doesn't need to be like this for everyone and, unless for some events, the game doesn't force or require a player to socialize. That's just something you are deciding, one can have fun by running away from other crew and trying not to interact with them while doing PvE stuff.
True enough.
Not everyone is you.
It leaves more work for the non-lazybeards.
I don't get the point of these answers. In the first case I made an example with a point, you just denied my point because I used an example... like what? answer the point don't tell me my example is just one out of many like... I know, I can't make 20 examples just because there are more play style. The point was "if someone has fund doing something, what's the issue with that? why call him lazy? let him have his kind of fun!". In the second case it again seems like you decide what the other players should behave like and judge them for a play style. You cannot do that!
Why not? Pirate's judge other pirates all of the time irrespective of sailing styles.
Playing the way you like is part of the game.
Yes, but it's still a shared world - just because you don't want to fight doesn't mean that you won't get attacked.
Only if done well.
Ty Sherlock, I surely intended that they should make bad systems.
Every system has its flaws.
I never suggested doing away with matchmaking.
What? SoT has no matchmaking, it just puts you in a server. It doesn't decide which server based on your skill or the skill of the crews in the server, it's fully random (and please don't misunderstand me here, I don't want matchmaking in sot, it's impossible to tell the skill of a player here. I was just pointing out an issue of not having a proper matchmaking)
Every game that does an automatic search has matchmaking - it's just hidden behind the scenes. Also, you have no inherent proof that it's truly random (I'm fairly certain that it's not).
That is often quickly overcome as they adjust and learn.
But in order to learn they need the motivation for doing so, which a player that is feeling frustrated with the game usually won't have
How one overcomes their own frustration is a personal issue, not an issue of the Sea.
When new players sink it's not like they just had to play it a little better and they could win,
Actually, it is.
they are missing dozen or hundred or thousands hour of experience
That's a bit over-exaggerated.
It's not and is it? Have you ever played with new players? Sea of thieves is a very complex game and in a fight it requires you to keep in mind many things and react quickly, a player with even just a month of playing will still get destroyed by the players that played 3 or more, he's still learning. It's not just about playing it a bit better because a new player doesn't have the knowledge and experience to do that, your asking him to have the same knowledge and experience of people that have at least double their play time.
Knowledge is power and experience comes with time; this process can be sped up based on your connections with other more experienced pirates (both friendly and unfriendly).
Not knowing how skilled your oponents are prior to your interactions with them is half the fun! It keeps things dynamically interesting.
As a wise man once said "not everyone is you".
And I am not everyone.
That is entirely subjective to the individual pirate(s) in question.
At this point I'm getting kind of frustrated of reading your sentences, you give me arguments like the last one and then proceed to deny mine as "subjective". My arguments tho are base on the typical new player experience,
You can't assume that, as one pirate's typical new pirate experience may differ drastically from another.
what I heard about friends that started to play before me, player that I'm currently getting into the game and people on the forum. It is subjective, I do agree, but when most of the people gets frustrated over something maybe we need to start doing something.
I do - I teach them, either with a friendly word or a pointy sword.
Don't abuse denying arguments telling they are "subjective", otherwise you 1) deny half of your sentences in this post. 2) I can start telling you ridiculous stuff like "Pirate Legends activities aren't boring, it's subjective" "the hitreg problem is just subjective, some people don't like PvPing and enjoy the fact that it adds more randomness lowering the skill cap and giving them more chances to win" probably there are some people who truly believe in these sentences, but how many?
You can deny facts all you want; it doesn't make them any less true.
Only the strong survive.
What is this ahahaha, this answer genuinely made me laugh. Yeah, the game won't survive tho when the player base will start to shrink.
The piratebase has continued to grow steadily over the past 4 years - Rare themselves have attested to this, and they have the numbers that we don't have access to.
You seem talking like an elitist of the Hardcore PVP MMORPG communities, fun fact: most of these games do not work and die because of how little their player base is, the problem is not even the game being hard, I like them, I've played some of the for a lot of hours but I do recognize that the new player experience need to be softer while introducing new player to the harsh world. The reason why WoW made boom is because it made it more of a casual experience compared to the MMORPG before it. Many games are successes because they are able to attract casual gamers which are a very important part of the gaming market and the most crucial part of onboarding is the new player experience, if the average player is not enjoying it he won't stick with the game.
The Sea already achieves that - any pirate can cross the Shroud and start an Adventure. Whether that Adventure pans out, however, is up to their own decisions.
No - dynamic and unexpected experiences that leave a lasting impression on their memories are what does it.
You do not agree? do a search on game design related to the new player experience, look at studies, check out what experienced people that work in the industry have to say. But it's just logic tbh, surely something needs to be impress you to really make you interested in it, I do agree with that, but if the Sea of Thieves' new player experience impress the average new player by making him frustrated about losing all of his loot while having made zero progress in two hours, let me tell you that he's more likely to quit than staying because a random guy on the internet replied to his raging post with "it's not about the gold".
If a pirate doesn't reward themselves either with their loot or their experiences within 2 whole hours, then they're setting themselves up for failure. Failure rewards the ignorant and lazy; Success rewards the educated and inventive.