How to Answer PvP Complaints and Make the Game More Fun for Most Players

  • So,

    I think we need 2 things:

    1. Put a bounty system in place. Here's how it works: Sinking other player ships or killing other pirates increases a crew's wanted level, and sinking the ship of a wanted crew comes with nice rewards- plentiful floating loot and a nice gold payout. The higher the bounty, the bigger the reward. Gaining a bounty also marks crews and their wanted level on the map to varying degrees, similar to things like PvE faction Emissary Flags, raising a Reaper's Flag, or picking up special treasure items that already have an inherent map marker on them. This bounty system has no effect on crews fighting through Hourglass, since that is obviously a dedicated, mutual PvP mode. The bounty level is a persistent value attached to the player's pirate, applying equally to all crew members, that transfers from server to server, so simply causing mayhem and then server hopping to hide is not an option. It is also unnecessary to connect it to a specific faction, as players can gain infamy from their actions regardless of what faction they represent.

    2. AI crewmates. It's an idea I've advocated off and on for since the Pirate's Life tall tales came out and you had Jack Sparrow helping you during those missions. This one is a solo player service that I think now is the right time to implement as part of Season 13. Reason being is that we now have AI Skeleton crews that are a part of the Burning Blade man o' war, which is a new persistent world event to come in Season 13. The skeletons should be able to do certain things like fire cannons and make repairs, that way a crew of any size can interact with this event that is now the largest ship in the game. This same implementation can be extended further, where that same AI behavior package can easily be distributed to other NPCs that a player can use to fill their crew if they don't have anyone to play with. Players can recruit mercenary AI pirates found at outposts with gold. Players can recruit faction affiliated AI crewmates for free if they are an active emissary with any faction. Players with access to either the Athena's or Reaper's hideout hubs can also recruit ghost or skeleton AI crewmates for free from those hubs. This obviously doesn't replace what can be accomplished with real players in your crew, but this does give small or solo crews a fairer chance against larger ships and sweatier crews. That corrects the single biggest issue that has hurt the game's player base since the beginning- it's often insanely frustrating for most people to play the game unless you already have a good crew. Especially now with the game releasing on Playstation, it's the same cycle of new/returning players joining, then getting pushed away from what would otherwise be a really fun gaming experience by other crews (often sweaty, griefing crews) that target them.

    Open for debate on it, but ultimately this post is to share ideas I hope the devs see and seriously consider. This could only help the game have a shot at bringing in and keeping new/returning players, rather than pushing away many who would otherwise play the game if they could only have a more fair and enjoyable experience.

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  • Big no to both.

    Been debated before countless times on separate posts, and ultimate feeling is usually negative to both topics by forum users.

    You want crewmates? Get a crew.

  • I'll add that that, for balancing purposes, it might be necessary to the implement AI crewmates feature as something only solo players can use. It seems unnecessary if you already have a real player(s) in your crew. AI crewmates would be able to die, but they will respawn at the same rate as the player.

  • @tesiccl Debate it then. It's not that simple to just "get a crew."

    Most people only would be able to play by themselves, and MAYBE 1-2 friends if they're lucky. Otherwise, a solo is limited to randoms, which is very hit or miss and hardly ever works out.

  • @smokingtiger741

    It's not that simple to just "get a crew."

    There are plenty of options available for solo players to get a crew. Open crew, Xbox group finder, SoT’s official discord, named partners discord groups, and good old playing the game and making friends via interacting with other people on the sea. Plenty of options, just need to get out of the comfort zone.

    Debate it then.

    It’s been done before many times, no thanks.

  • @smokingtiger741 no. no. no.

    1st. Nah. How about instead we add a bounty for people who run from other pirates. This way they get hunted even more! Seems kinda ridiculous, right? Sinking people is part of playing the game, so isbeing sunk. If you don't wanna play with this risk, go play safer seas.

    2nd. Just get a crew. Xbox lfg, forum lfg, reddit lfg, oh and discord, and community discords. Seriously it's that easy.

  • @tesiccl Then don't reply to my post if you're just going to dismiss what I have to say and not actually try to have a structured discussion about it. Just because there's ways to find someone to play with does not mean that a small fairness adjustment shouldn't happen via a cool feature that's already being added in Season 13 anyways. It's simply extending the same feature to a secondary purpose. Especially when we just launched the game on PS5... how many people are going to return to the game after a long hiatus, or try it for the first time ever, and end up quitting because the power gap between solo players and actual crews is too great? Even a sloop of 2 players is a significant advantage over a 1 player sloop. Is it possible for a skilled solo to win outmatched fights against the odds? Yes, but most people cannot do that. What's the solution for people trying out the game and not being able to enjoy it because they find themselves targeted by another crew they have no chance against? The idea to keep the game going. To grow and maintain a playerbase. Giving solo players an option to spend gold or level faction ranks to earn AI crewmates for a small fairness boost isn't much to ask, but it could pay off in dividends for the game if new and returning players at least feel like there's a degree of fairness to the challenge.

  • Bounty leveling just punishes pvp and not pve only players.
    No player should be punished for playing a game they are free to do so.

    AI crews takes away joining other players. Making solo crew a must and as it is, AI in game already powerful when they need to be.

    No to both. Pvp isn’t a complaint, it’s lack of patience players tend to have or lack of knowledge on what the game is. Players just joining are not knowledgeable yet

    Game is fun for everyone if they just chill out and stop trying so hard. Just enjoy every part of the game. Good and bad.

  • @captain-coel There are many, many people who just want to play solo and would be more likely to stick with the game if they could only get something that feels like there's fairness to the challenge.

    Safer Seas is kinda dumb imo. It's really only there to learn what the mechanics of the game are and how to interact with them. But it's not the game. It's a PvPvE game... what do you learn about PvP without doing PvP? But how can one learn PvP in the real game if they are new and get repeatedly stomped into frustration by every other ship that has an actual crew? Again, AI crewmates does not mean they replace the capability of real players. Not even close. But it's something that would be cool feature [mod edit] that could be used to, at the very least, help a solo be less likely to get immediately overwhelmed with tasks that can get impossible to complete by themselves before being killed and sunk.

  • @smokingtiger741 said in How to Answer PvP Complaints and Make the Game More Fun for Most Players:

    @captain-coel There are many, many people who just want to play solo and would be more likely to stick with the game if they could only get something that feels like there's fairness to the challenge.

    They get it just as fair as anyone else. If anything Rare has dumbed down the pve content for solo players so much that it's a joke.

    Safer Seas is kinda dumb imo. It's really only there to learn what the mechanics of the game are and how to interact with them. But it's not the game. It's a PvPvE game... what do you learn about PvP without doing PvP? But how can one learn PvP in the real game if they are new and get repeatedly stomped into frustration by every other ship that has an actual crew? Again, AI crewmates does not mean they replace the capability of real players. Not even close. But it's something that would be cool feature [mod edit] that could be used to, at the very least, help a solo be less likely to get immediately overwhelmed with tasks that can get impossible to complete by themselves before being killed and sunk.

    You want to punish pvp players and you want to get better at pvp? I'm confused. People who want to avoid pvp get to go to safer seas. Pvp is an integral part of the Sea of Thieves experience. Soloing is alot of fun. If people are tired of losing as a solo they should get a crew, it seems pretty simple. If they want to play by themselves they have to deal playing solo.

    Sorry whether I'm solo or crewed up, we will continue to fight everyone. It's the game after all.

  • @burnbacon

    Bounty leveling just punishes pvp and not pve only players.
    No player should be punished for playing a game they are free to do so.

    Yes, that is the point. Does is not make sense that wreaking havoc in the seas should also come with gaining infamy and making you a valuable target? Plus, a bounty system doesn't restrict anyone from playing the game however they want. Nothing changes... except for the increased risk that comes with it. Yes, you can still go grief other players or just do a PvP focused run. But there can be consequences to that outside of hourglass instead of being able to actively hunt other players with little to no risk.

    AI crews takes away joining other players. Making solo crew a must and as it is, AI in game already powerful when they need to be.

    That's not true. AI crewmates performing a few basic functions to assist with basic ship tasks doesn't replace what a real player crewmate can do. It's still better to have a crew of real players, and so therefore the incentive to play with real players over solo play remains. But, that said, the AI crewmates can make solo play a whole lot more enjoyable by relieving at least a little bit of frustration. And that makes new or returning players more likely to stick with the game.

    Game is fun for everyone if they just chill out and stop trying so hard. Just enjoy every part of the game. Good and bad.

    There are countless people who would argue otherwise. Getting into the game can be overly difficult for newer players. It's a little hard to tell someone to enjoy being unable to actually play the game sometimes.

  • @captain-coel

    They get it just as fair as anyone else. If anything Rare has dumbed down the pve content for solo players so much that it's a joke.

    You're upset that Rare made balance adjustments to make PvE content more accessible for solos? Why is that a bad thing?

    You want to punish pvp players and you want to get better at pvp? I'm confused. People who want to avoid pvp get to go to safer seas. Pvp is an integral part of the Sea of Thieves experience. Soloing is alot of fun. If people are tired of losing as a solo they should get a crew, it seems pretty simple. If they want to play by themselves they have to deal playing solo.

    Yes, I would like to see some type of risk to PvP in the open world. Right now, there is practically none. I'm not saying "PvP bad" or "waaahhhh give me private servers." Believe it or not, I like PvP. But you can't deny that there is a struggle for new players or PvE focused players in dealing with player hunters. I'm proposing a relatively easy solution to the problem that drives most people away from the game when they first try it.

    Sorry whether I'm solo or crewed up, we will continue to fight everyone. It's the game after all.

    If you're only looking to battle other crews, then that's what hourglass is for. The bounty system I proposed would have no effect on crews that fight through the hourglass feature. It would however increase the risk of attacking other crews in the open world. It's also opening up a new form of PvP incentive that almost works as a form of privateering... bounty hunting other pirate killers for lucrative rewards. It doesn't stop PvP... but it does discourage griefing.

  • Been debated before countless times on separate posts, and ultimate feeling is usually negative to both topics by forum users.

    Is usually negative to both topics by VOCAL part on the FORUM. And we all know here by who and why. That's a big difference there.

    @SmokingTiger741

    If you're only looking to battle other crews, then that's what hourglass is for. The bounty system I proposed would have no effect on crews that fight through the hourglass feature. It would however increase the risk of attacking other crews in the open world. It's also opening up a new form of PvP incentive that almost works as a form of privateering... bounty hunting other pirate killers for lucrative rewards. It doesn't stop PvP... but it does discourage griefing.

    And that's my friend the same people over and over, these "vocal" ones.

    They're against more people playing SS if restrictions get lifted, because they lose easy targets.

    You come up with a solution that doesn't even involve SS and encourages some more risk on the aggressors who don't lose nothing by griefing new players with just starting supplies? OH HEAVENS NO! So other people will now be able to track them cuz they got a target on their back with a bounty.

    It's pathetic honestly and hilarious. And don't ever expect to get an actual valid argument from them. You can only expect thread getting locked cuz eventually they'll complain to their buddy moderators, and cope how their word was "final" and "approved" by the majority xD

  • @smokingtiger741 said in How to Answer PvP Complaints and Make the Game More Fun for Most Players:

    @captain-coel

    They get it just as fair as anyone else. If anything Rare has dumbed down the pve content for solo players so much that it's a joke.

    You're upset that Rare made balance adjustments to make PvE content more accessible for solos? Why is that a bad thing?

    No im just pointing out its already fair.

    You want to punish pvp players and you want to get better at pvp? I'm confused. People who want to avoid pvp get to go to safer seas. Pvp is an integral part of the Sea of Thieves experience. Soloing is alot of fun. If people are tired of losing as a solo they should get a crew, it seems pretty simple. If they want to play by themselves they have to deal playing solo.

    Yes, I would like to see some type of risk to PvP in the open world. Right now, there is practically none. I'm not saying "PvP bad" or "waaahhhh give me private servers." Believe it or not, I like PvP. But you can't deny that there is a struggle for new players or PvE focused players in dealing with player hunters. I'm proposing a relatively easy solution to the problem that drives most people away from the game when they first try it.

    There is plenty of risk. Lost time. The same thing that pve players risk.
    If it takes 15 min for a pve crew to do a fort and it takes 15 min for a pvp crew to find that pve crew. who risked more? Imo they risked the same. You dont seem to like the way this is and maybe you and other who want added consequences for pvp players should sell more often.

    Sorry whether I'm solo or crewed up, we will continue to fight everyone. It's the game after all.

    If you're only looking to battle other crews, then that's what hourglass is for. The bounty system I proposed would have no effect on crews that fight through the hourglass feature. It would however increase the risk of attacking other crews in the open world. It's also opening up a new form of PvP incentive that almost works as a form of privateering... bounty hunting other pirate killers for lucrative rewards. It doesn't stop PvP... but it does discourage griefing.

    It's not what Hourglass is for and u less they add more rewards I'm done with it. I think I need like 8 more trinkets and 1 title for each faction(but I'm not grinding to 9999). Servers have up to 6 ships on them, a bounty system wouldn't even do much other than notify people that are pirate hunters on the map. Maybe we are hunting as a gold hoarder because we jumped on a server with 4 gold hoards, our position shouldn't be revealed.

    If people don't like pvp, there are ways to avoid it. If you don't like what Rare has provided, maybe Sea of Thieves is the wrong game for those players.

    Games designed for everyone, are games for no one.

  • @captain-coel

    If it takes 15 min for a pve crew to do a fort and it takes 15 min for a pvp crew to find that pve crew. who risked more? Imo they risked the same. You dont seem to like the way this is and maybe you and other who want added consequences for pvp players should sell more often.

    No, they didn't risk the same. Both risk the time, but only one side risks the loot. It's not even remotely the same.
    ^^^^ This is the root of all the complaints by PvE oriented players against pure griefers.

    EDIT: and on top of that, lemme give you the taste of your own medicine - hey, nobody forces you to lose time to stealth attack new/less experienced players on the map who only seek peaceful cruise. You have HG for instant action, and Reapers for bonus rewards, so you don't even have to lose your precious 15mins searching for a target. :) pardon, easy target.

  • Games designed for everyone, are games for no one.

    No, games designed for everyone are games designed for everyone. You're just showing that you encourage no change on this matter simply because the current state benefits you, and a handful on this forum. Nothing else.

  • @r3vanns said in How to Answer PvP Complaints and Make the Game More Fun for Most Players:

    Been debated before countless times on separate posts, and ultimate feeling is usually negative to both topics by forum users.

    Is usually negative to both topics by VOCAL part on the FORUM. And we all know here by who and why. That's a big difference there.

    @SmokingTiger741

    If you're only looking to battle other crews, then that's what hourglass is for. The bounty system I proposed would have no effect on crews that fight through the hourglass feature. It would however increase the risk of attacking other crews in the open world. It's also opening up a new form of PvP incentive that almost works as a form of privateering... bounty hunting other pirate killers for lucrative rewards. It doesn't stop PvP... but it does discourage griefing.

    And that's my friend the same people over and over, these "vocal" ones.

    They're against more people playing SS if restrictions get lifted, because they lose easy targets.

    You come up with a solution that doesn't even involve SS and encourages some more risk on the aggressors who don't lose nothing by griefing new players with just starting supplies? OH HEAVENS NO! So other people will now be able to track them cuz they got a target on their back with a bounty.

    It's pathetic honestly and hilarious. And don't ever expect to get an actual valid argument from them. You can only expect thread getting locked cuz eventually they'll complain to their buddy moderators, and cope how their word was "final" and "approved" by the majority xD

    No bounty systems punish people who sink other crews/kill other pirates. If someone attacks me and they sink, why should I get a bounty for defending my self. You clearly dont get it.

    @r3vanns said in How to Answer PvP Complaints and Make the Game More Fun for Most Players:

    @captain-coel

    If it takes 15 min for a pve crew to do a fort and it takes 15 min for a pvp crew to find that pve crew. who risked more? Imo they risked the same. You dont seem to like the way this is and maybe you and other who want added consequences for pvp players should sell more often.

    No, they didn't risk the same. Both risk the time, but only one side risks the loot. It's not even remotely the same.
    ^^^^ This is the root of all the complaints by PvE oriented players against pure griefers.

    EDIT: and on top of that, lemme give you the taste of your own medicine - hey, nobody forces you to lose time to stealth attack new/less experienced players on the map who only seek > peaceful cruise. You have HG for instant action, and Reapers for bonus rewards, so you don't even have to lose your precious 15mins searching for a target. :)

    Sinking people isnt griefing.

    Here is a list of non-griefing activities.
    Sinking other pirates.
    Killing other pirates.
    Stealing from other pirates.
    Spawncamping other pirates while they are still taking water.
    Sinking fresh spawns at the outpost.
    Killing people at the outpost.
    Sinking not-fresh people at the outpost.
    Sinking people on a tall tale.
    Sinking people at a treasury/shrine.
    Using comms text/voice for funny messages to people as they sink. I like to say "Bye Bye Boat" or call people "Land-lubbers"

    What is griefing:
    Sinking your own crew on purpose
    Using comms text/voice insult or be offensive.
    Spawncamping with no intent to sink.

    Also no one forces people to carry more loot than they are willing to lose, yet people do it every single day. And then they complain about getting sunk in a pvpve game. These are the toxic players. And if you had read the rest of the post you quoted, you would have noticed, im done with Hourglass until i decide to finish off a few trinkets and work on mileage.

  • Also no one forces people to carry more loot than they are willing to lose, yet people do it every single day. And then they complain about getting sunk in a pvpve game. These are the toxic players.

    I'd agree with that. Only if you could still address and explain to me where is fairness in this:

    No, they didn't risk the same. Both risk the time, but only one side risks the loot. It's not even remotely the same.
    ^^^^ This is the root of all the complaints by PvE oriented players against pure griefers.

    I'm still waiting for a solid counter-argument, because everything in this topic boils around it.

    Also, let me give you an example. You can turn on PvP in WoW and be able to attack in the open world and engage in PvP. You will have to wait for 15min of no-PvP activity to be able to turn it off.

    If you're playing on PVP realm, you can attack and kill low level players freely, but you get NO HONOR POINTS (reward) for it. That's FAIR. You decided to play on a PVP server, like the other player. Willingly, knowingly. Like people who purchased SoT knew they're playing PvPvE game. But don't tell me it's fair being rewarded for stomping on someone clearly below your skills/experience in the game (in WoW case - character level), and at the same time, risking nothing. Starting supplies do not count. Everybody gets the same. But only one side can lose their loot. Especially new players.

  • @r3vanns said in How to Answer PvP Complaints and Make the Game More Fun for Most Players:

    Also no one forces people to carry more loot than they are willing to lose, yet people do it every single day. And then they complain about getting sunk in a pvpve game. These are the toxic players.

    I'd agree with that. Only if you could still address and explain to me where is fairness in this:

    No, they didn't risk the same. Both risk the time, but only one side risks the loot. It's not even remotely the same.
    ^^^^ This is the root of all the complaints by PvE oriented players against pure griefers.

    I'm still waiting for a solid counter-argument, because everything in this topic boils around it.

    There is nothing to counter. 15 min spent is 15 spent. Whether its getting loot or coming up dry hunting players, its the same.

    Also, let me give you an example. You can turn on PvP in WoW and be able to attack in the open world and engage in PvP. You will have to wait for 15min of no-PvP activity to be able to turn it off.

    If you're playing on PVP realm, you can attack and kill low level players freely, but you get NO HONOR POINTS (reward) for it. That's FAIR. You decided to play on a PVP server, like the other player. Willingly, knowingly. Like people who purchased SoT knew they're playing PvPvE game. But don't tell me it's fair being rewarded for stomping on someone clearly below your skills/experience in the game (in WoW case - character level), and at the same time, risking nothing. Starting supplies do not count. Everybody gets the same. But only one side can lose their loot. Especially new players.

    This isnt wow. Apples and oranges mate.

  • @captain-coel

    Nah, mate. Not apples and oranges. Fair is fair. You people should stop covering before "no risk no reward" only when it suits you the most.

    Let me try to simplify it even more:
    I lose 15-30min time gathering loot. You lose 15-30min time searching for me
    I can lose loot. You lose nothing.

    There is no apples and oranges here. That's just pure imbalance, in favor of aggressors.

  • @r3vanns said in How to Answer PvP Complaints and Make the Game More Fun for Most Players:

    @captain-coel

    Nah, mate. Not apples and oranges. Fair is fair. You people should stop covering before "no risk no reward" only when it suits you the most.

    Let me try to simplify it even more:
    I lose 15-30min time gathering loot. You lose 15-30min time searching for me
    I can lose loot. You lose nothing.

    There is no apples and oranges here. That's just pure imbalance, in favor of aggressors.

    No If you win, i still lose 15-30 min, if you lose you lose 15-30 min. You really dont get it. Also if you dont want risk, go play safer seas.

    Loot is just a marker of time.

  • @captain-coel

    No If you win, i still lose 15-30 min, if you lose you lose 15-30 min. You really dont get it. Also if you dont want risk, go play safer seas. Loot is just a marker of time.

    Actually no.

    If I win, I don't LOSE TIME and LOOT that I gathered for 15min. And you LOSE TIME only.
    If you win, I LOST TIME and LOOT. And you LOST TIME and get my LOOT.

    Your argument completely falls flat.

  • @captain-coel This is gaslighting and misinformation if I've ever seen it. You sir should probably go look up what griefing means in the context of video games.

    Here's a scenario:

    I'm a casual solo slooper that would like to play this game. I spawn and other crew cruises up on my outpost. They kill me and sink my ship with no second to waste. I respawn at another outpost and try to go for a sea fort. I collect my first loot only to be attacked, killed, and sunk by another crew again. This time when I spawn, I try to just simply head to an island to dig a mark on a bottled treasure map I found. Another crew comes to attack me, but I see them coming this time and try to make a run for it. They don't give up the chase and eventually catch me. I have no choice but to fight back to keep my one captain's chest I got from the island. They immediately start to hit me with cannon fire. My wheel is broken. My ship is on fire. My mast falls. I'm rapidly taking on buckets of water. I'm one player and can barely make repairs fast enough on my own, but I have almost zero hope of being able to fight back because spending time firing back means sinking from neglecting repair tasks. God forbid it's a brig I'm fighting that's fully crewed and I get boarded by them, and it's even worse if I get 2 or more players boarding me. I wind up in Davy Jones's Locker before I know it. It's Season 12 now, so maybe that means scattershot rapidly covering my ship with holes or the other crew hitting me with a Bone Caller so I now have even more holes and skeletons to fight on top of the already increasing amount of tasks I had to begin with. Rage quit.

    Next day I try again. This time I try forts or other world events and encounter other crews. I lose to them to and decide I can't win on my own against other crews. Maybe I'm someone who plays after work or after school, and maybe I don't have friends that play this game. I try to play with randoms, but most of them are either useless or trolling. So, I try to just avoid players and play the Tall Tales. Except I end up still getting attacked. I'm subsequently sunk again, and again, and again. Each encounter with another crew, I'm quickly overwhelmed with too many tasks for one single player to attend to every time. Having to restart any progress I made into whatever Tale I was working on every time.

    I say, "This game is dumb," and go play something else. Probably got a refund while I was at it, or never touched the game again if I played it through Xbox Game Pass.

    Maybe I personally stuck with the game for quite some time. But the same can't be said for so many others who had this type of experience. How many other prospective players out there had this experience? The answer is probably countless. How many prospective players have already had, and will continue to have, this type of experience from our friends on the PS5 platform now that the game just launched over there? Probably a lot. The goal is to have a growing and healthy playerbase. An attitude of "this is the way it is" or "I like making the game miserable for others so don't make it harder for me to do that" is a really great way to make sure that this doesn't happen.

  • @r3vanns said in How to Answer PvP Complaints and Make the Game More Fun for Most Players:

    @captain-coel

    No If you win, i still lose 15-30 min, if you lose you lose 15-30 min. You really dont get it. Also if you dont want risk, go play safer seas. Loot is just a marker of time.

    Actually no.

    If I win, I don't LOSE TIME and LOOT that I gathered for 15min. And you LOSE TIME only.
    If you win, I LOST TIME and LOOT. And you LOST TIME and get my LOOT.

    Your argument completely falls flat.

    No, you've still only lost time. The ammount of loot you have lost is irrelevant. if it takes someone 15 min to do a fort or 45 min to do a fort and they lose all the loot. Do you view their loss as equal? I dont, one lost 45 min that is 3x the person who lost 15 min. They will have lost the same ammount of loot, but someone is definitely going to feel worse about the loss.

    As always, if you have too much loot to lose, you need to sell more often. Its a very simple thing. Losing and winning are both a part of Sea of Thieves. People have to be okay with both. You are not meant to win every time.

  • @smokingtiger741 said in How to Answer PvP Complaints and Make the Game More Fun for Most Players:

    @captain-coel This is gaslighting and misinformation if I've ever seen it. You sir should probably go look up what griefing means in the context of video games.

    Here's a scenario:

    I'm a casual solo slooper that would like to play this game. I spawn and other crew cruises up on my outpost. They kill me and sink my ship with no second to waste. I respawn at another outpost and try to go for a sea fort. I collect my first loot only to be attacked, killed, and sunk by another crew again. This time when I spawn, I try to just simply head to an island to dig a mark on a bottled treasure map I found. Another crew comes to attack me, but I see them coming this time and try to make a run for it. They don't give up the chase and eventually catch me. I have no choice but to fight back to keep my one captain's chest I got from the island. They immediately start to hit me with cannon fire. My wheel is broken. My ship is on fire. My mast falls. I'm rapidly taking on buckets of water. I'm one player and can barely make repairs fast enough on my own, but I have almost zero hope of being able to fight back because spending time firing back means sinking from neglecting repair tasks. God forbid it's a brig I'm fighting that's fully crewed and I get boarded by them, and it's even worse if I get 2 or more players boarding me. I wind up in Davy Jones's Locker before I know it. It's Season 12 now, so maybe that means scattershot rapidly covering my ship with holes or the other crew hitting me with a Bone Caller so I now have even more holes and skeletons to fight on top of the already increasing amount of tasks I had to begin with. Rage quit.

    Next day I try again. This time I try forts or other world events and encounter other crews. I lose to them to and decide I can't win on my own against other crews. Maybe I'm someone who plays after work or after school, and maybe I don't have friends that play this game. I try to play with randoms, but most of them are either useless or trolling. So, I try to just avoid players and play the Tall Tales. Except I end up still getting attacked. I'm subsequently sunk again, and again, and again. Each encounter with another crew, I'm quickly overwhelmed with too many tasks for one single player to attend to every time. Having to restart any progress I made into whatever Tale I was working on every time.

    I say, "This game is dumb," and go play something else. Probably got a refund while I was at it, or never touched the game again if I played it through Xbox Game Pass.

    Maybe I personally stuck with the game for quite some time. But the same can't be said for so many others who had this type of experience. How many other prospective players out there had this experience? The answer is probably countless. How many prospective players have already had, and will continue to have, this type of experience from our friends on the PS5 platform now that the game just launched over there? Probably a lot. The goal is to have a growing and healthy playerbase. An attitude of "this is the way it is" or "I like making the game miserable for others so don't make it harder for me to do that" is a really great way to make sure that this doesn't happen.

    None of what you described is griefing. Nothing I said is gaslighting or misinformation. Sea of Thieves isnt for everyone. If you have a problem with my phrase of "Games designed for everyone, are games for no one" its been said for a long time.

    As for a growing population, I want it to happen, I just dont want it to happen at the expense of the games design and philosophy. This is a PvPvE game. People who only want half of that coin can go play something else.

  • @captain-coel

    You're just blatantly avoiding now XD

    Why is there even a gold reward then??? We should just have chests and trinkets offering no gold as rewards for turning them in, by your logic. Because, hey, it's the "adventure" that matters, right? But we all know here that's really not the reason behind your logic.

    If the loot is irrelevant here, why are you searching for easy targets to attack then with nothing to lose? Why are you searching for their loot? Oh wait, that's right. Cuz you can only lose time and get rewarded if you sink an inexperienced player. While they can lose both.

    Read this, with UNDERSTANDING this time:

    If I win, I don't LOSE TIME and LOOT that I gathered for 15min. And you LOSE TIME only.
    If you win, I LOST TIME and LOOT. And you LOST TIME and get my LOOT.

    Please stop with the obvious hypocrisy, and instead, provide an idea that could at least lower the unfairness against new players.

  • @r3vanns said in How to Answer PvP Complaints and Make the Game More Fun for Most Players:

    @captain-coel

    You're just blatantly avoiding now XD

    Why is there even a gold reward then??? We should just have chests and trinkets offering no gold as rewards for turning them in, by your logic. Because, hey, it's the "adventure" that matters, right? But we all know here that's really not the reason behind your logic.

    If the loot is irrelevant here, why are you searching for easy targets to attack then with nothing to lose? Why are you searching for their loot? Oh wait, that's right. Cuz you can only lose time and get rewarded if you sink an inexperienced player. While they can lose both.

    I sink lots of people, I want the fight and the loot.

    Read this, with UNDERSTANDING this time:

    If I win, I don't LOSE TIME and LOOT that I gathered for 15min. And you LOSE TIME only.
    If you win, I LOST TIME and LOOT. And you LOST TIME and get my LOOT.

    You are just wrong..

    Please stop with the obvious hypocrisy, and instead, provide an idea that could at least lower the unfairness against new players.

    I have, get crew mates.

  • @captain-coel

    I sink lots of people, I want the fight and the loot.

    Good for you. No argument provided again.

    You are just wrong..

    And the argument here is.... that I am? LOL.

    I have, get crew mates.

    Good for you and the bunch of your no-risk-at-all mates.

    Oh, you still didn't give an argument or an idea.

  • @captain-coel Is this game already not time consuming and grindy as it is? Is it not rather tedious to have to go and sell every single time you find some loot, hoping that isn't stolen from you too on the way to sell?

    If you have crewmates, you can afford to loot more things and carry more risk. If you're solo, then you're forced to take on way more tediousness to reduce the risk of loss, thus making the game... not fun.

    If you are a solo, you're playing at an already huge disadvantage.

    Now, give solos the option to pick up AI crewmates as I proposed. They can lessen the frustration by lightening the load of tasks a solo player has to attend to on their own... thus giving a solo the ability to maybe try and fight back sometimes. It absolutely does not replace real player crewmates, but it does make the game fairer for solo play, and therefore... more fun.

  • As for a growing population, I want it to happen, I just dont want it to happen at the expense of the games design and philosophy. This is a PvPvE game. People who only want half of that coin can go play something else.

    Can you point out where I said anything about going against the game's design? I made it very clear I understand, and enjoy, that this is a PvPvE game. Not once did say "PvP bad." I even pointed out already that I don't like the Safer Seas thing that Rare added and why. That was Rare's response to these very same complaints... to try and retain inexperienced players. But I already said why it's ineffective, not to mention that it isn't the full featured experience of the game. I think these ideas I proposed in this post are a better solution that doesn't hinder PvP... it only makes it a fairer experience for solos and discourages griefing. Players should be fighting over valuable loot, but not making the game miserable to play without a full and competent crew. Rare even just launched this on PS5, probably with the hope that it brings in more players... but most of which will be turned away by these glaring issues that still exist. So, a better solution is needed, and fast, if we want to get our friends over on PS5, or players who returned for Season 12, to be more likely to enjoy, and stay with, the game.

    Don't forget that my second idea for AI crewmates is something that already exists in the game and is being used to make the Burning Blade persistent world event for Season 13. It's only extending that same feature, that same already existing functionality, to do a service to solos. Just because there was PvE content balancing meant to help solos doesn't there can't also be a new feature for solos that helps balance the unbalanced gap between solo ships and crewed ships.

  • You talk about balanced discussion but your whole idea starts with a biased premise that pvp is wrong and should be punished as a form of deterrent.

    When the game devs actively disagree with you having intentionally designed a world to include pvp its difficult to have a debate because your view is so polarised what is there to talk about.

    Pvp complaints were answered with Safer seas, now there's safer seas complaints..I know some people will complain until they get a complete pve game but hopefully that will never happen as its not this game

    Hopefully you come to accept pvp (have you tried it, you might even like it)

  • Why would the pirate lord the man who named the sea of thieves or flame heart for that matter punish thieves? Why would it be called sea of thieves if the intention wasn't to thieve, why is it referred too as a pirate paradise if you get punished for pirating

    You don't seem to understand the game at all. You shouldn't have bounty follow you from session to session

    (Edit)
    Also I play solo the majority of the time and I get along fine I stack and rarely loose it all. You shouldn't stack if you can't take losing what you've got and you shouldn't stack if you can't defend it

  • They're working on some AI skeletons for Season 12's Big Boat, but I really don't want to fight a player ship with bot pirates. That sounds like something added as a last resort when there arn't any more players.

  • @hiradc

    You talk about balanced discussion but your whole idea starts with a biased premise that pvp is wrong and should be punished as a form of deterrent.

    Nope, you're just another of the bunch of gaslighters obviously and ridiculously trying to twist his words. Is his idea the best one? Maybe not. The point of this discussion is to come up with something to address no risk of Non-HG and Non-Reaper PvP cowards preying on new players. Not to punish adventure PvP aspect as whole. You seem to also fit into this category as well as Bacon, Coel, Tesiccl, and the rest of trying-to-look-tough-and-smart vocal ones.

    I get it. You fellas did all you could in the game and the only good thing left is adventure PvP with new players, cause you get stomped on in HG and lack courage for being Reapers. Must be really ego breaking playing the game for 3-4+ years and still being wiped by actual PvP crowd.

    When the game devs actively disagree with you having intentionally designed a world to include pvp its difficult to have a debate because your view is so polarised what is there to talk about.

    And... just where as these mythical devs? Have they EVER showed up here on forums? Ever proved their presence that they're reading feedback? My impression is that they only get passed on SOME of the feedback - feedback that a couple of moderators and their small circle of friends on this forum like. And who are you to say what feedback is valid and what feedback is not? The same questions stands for moderators, and this obvious gatekeeping here.

    Pvp complaints were answered with Safer seas, now there's safer seas complaints..I know some people will complain until they get a complete pve game but hopefully that will never happen as its not this game

    Answered? With 70% reduction (more if you count not having emissaries) and half of the content locked? LOL. They answered nothing. They didn't solve the issue with the terrible skill gap between veterans, and it shows. Otherwise forums wouldn't be flooded 7 days per week with topics like this. The only thing they managed with SS is to trick some people into getting back, and get some new ones to hook on, just to find out that even with a year in SS they'll still get griefed on the moment they step into High Seas. Don't be ridiculous.

    Hopefully you come to accept pvp (have you tried it, you might even like it)

    Hopefully you come to accept the reality, and don't cope so hard with lame excuses to stomp on easy targets:

    If I win, I don't LOSE TIME and LOOT that I gathered for 15min. And you LOSE TIME only.
    If you win, I LOST TIME and LOOT. And you LOST TIME and get my LOOT

  • @r3vanns you've made some massive assumptions here

    I love hourglass and do it often, I also do adventure pvp and pve. I enjoy the game, the variety and wouldn't want to do any individual things in isolation only.

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