Revert proximity block for Burning Blade selling and stuff.

  • Now when tears of players to slow to catch slowest ship dried up.
    Edit. Sorry for tone above im still grumpy for hoping on this change.

    Can we pleace revert that unfortunate change? You managed to kill off one of best ideas for world event with it.

    Perhaps it's time to think about it as separate allwats present part of world like SoSS voyage not as world event per se?

    Make it spaw at random or once upon 1-2h making whole circle around skelly posts and then disappear.

    If taken by players it should work as quasi-normal ship - you can sail to voyages, world event spawn at normal etc.

    Each complted ritual is multiplaer by [insert resonable number] for loot you haul.

    Probalby you should be able to defence it and ther should be option to "dive for BB player fight".

    In that way we can recyle it into building block of snadbox experience not another dead content.

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  • Shoulda kept a cof in there, locked it until it was defeated or captained, require 1 skeleton camp for a sword drop. Then bring the 8 rituals down to 6.

    Would have maintained as much activity as it was gonna realistically get.

    Instead they went against the sandbox and catered to feedback from players that were never gonna consistently pve grind the bb.

    I've been watching these things despawn (after sailing around a long time as pve) over and over since the change and it was entirely predictable.

    Commodities had the record for a long time for worst change for organic play but BB definitely holds that now.

  • Nah sorry, you want to take the risk captaining the biggest and meanest ship in game? Gotta deal with the consequences if you get into a fight before you sell. No change needed.

  • @tesiccl and now nobody do it. Good I farm poor souls when they still did BB. Yey. Sorry to say that but your post look like beconish-contriary copy paste.

    Being able to sell it even when ship was nearby was greate for actually fighting to the last. Most folks need a fighting chance to win to even try.

    Of course this is pure anegdotal evidence but best fights I got was at Reaper BEFORE change.

    3 Ships fight around and on RH that lasted for 40 minutes.

    Bruning Blade Crew knew that they need to vote it down and we had to stop them that gives preasure to try to skin and prevent them from selling and same point.

    We both have goals, we both have simillar chance to win so we fought it.

    Even that they was able to sell it seconds before sink I see it as one of best fights from day one.

    Proximity block just throw this and simillar scenarios out of window.

  • @wolfmanbush I know how they deal with game but still...

    It's best moment to give commodites some worth they would create nice loop with all that king's loot droping all around.

    I wonder why they balance gold gains when lat big update for gold shops was before season 1.

  • @ghutar people won’t do the burning blade because it does not offer the incentive of the chest of the fortune AND they’ve completed the related commendations, it’s nothing to do with the proximity block for turning it in. Guarantee if they removed the block, it would not change a thing for the number of people taking part in the event.

  • @tesiccl oh now it's dead becouse it's dead xD

    Changing only proximity would not change it but still would be good first step to salvage it.

    I can't agree that it died off just becouse CoF and commendations thats lazy thinking.

    Participation droped sharply after proximity block it added lot of additional preasure and risk on casuals crew without eny reward.

    Or in one sentece overhunted by server hoping.

  • @ghutar said in Revert proximity block for Burning Blade selling and stuff.:

    Participation droped sharply after proximity block it added lot of additional preasure and risk on casuals crew without eny reward.

    Rare knew it wasn't a good idea which is why they didn't release it that way. If they had released it that way it wouldn't have done well (outside of the thousands of people exploiting) and the feedback would have been to remove it, and they likely would have removed that restriction in a patch.

    There has also never been a risk/reward discussion where so many people were on the same page about something not being a good idea. Even some of the content creators and feedback regs that I rarely agree with on topics like this were like "that's a very counterproductive idea". I even pointed that out in posts at the time because it was refreshing to see.

    It was a change in a long history of changes that were made to assist crews that did not complete their pvp objective in the sandbox.

    The BB's design is to sail around like a marked water slug doing the pve objectives and then cashing it in. Giving crews ample time to attack and sink them (if they are skilled enough or large enough in crew size to do so). This change was about giving server hoppers extra time and extra chances to win.

  • @ghutar
    Selling any kind of loot has the disadvantage that it takes a bit of time, to balance the risk factor. Before the proximity change, you had people basically playing with the most broken ship in game that could stack loot with ease and sell it all at the press of a button. I agree that it did have some niche moments where people would fight around reapers, but the change was positive since it prevented griefing by design.

  • @gosva5434 I was there I farm them BBs it's not like that change wasn't in short therm benefitial to me.

    Burning Blade is stupidly easy to sink if not maned by at least semi good crew.

    Back then folks cryed when they hope in and get outsailed by slowest ship in the game. Change my mind.

    It's hard to name oustailing others grifing.

    It was ok by design, changing it as aftertought messed up how had crew behaved and ended as dead content.

    Ain't you selling ship? I remember that whole loot left there after sell.

  • Almost like some of us called it out as a very bad idea prior to it being implemented. But they listened to content creators who hopped servers hunting the event.

    Better alternatives were offered at the time. I think the one that would have made the most sense was a minimum number of Rituals that needed to be completed. It also would have made sense with the lore being that Flameheart would not be happy to see you return with 0 Rituals complete.

  • @ghutar
    This ship can auto repair, auto shoot, you can't go infront of it without taking serious damage, require 6 chainshots to be demasted, the anchor lift is similiar to a brig, has a cannon next to the wheel on both sides, and the skeletons also help with boarders. Also the only effective stack regarding the BB is completing a puzzle that takes 3 minutes and you can cash out with the press of the button. I get that the ship is slow but any semi competent crew would be able to just sail to reaper's hideout and press f even when being outsailed. The griefing part was also targeted at that selling design and not players in case i didn't make it clear. Taking up the event spot on a server only to be able to just press f when contested was lame. For what is worth what you proposed is an interesting solution and imo worth a shot to see if it would revive the event again.

  • @gosva5434 thanks for opinion about another shot on BB! Probably it will nevere happen but I feel that there is need of changing how content is used in this game!

    For its OP I think we can agree to disagree. It's only that good against simillar skill level oponents a Rare thing in SoT.

    Best there.

  • @gosva5434 said in Revert proximity block for Burning Blade selling and stuff.:

    @ghutar
    This ship can auto repair, auto shoot, you can't go infront of it without taking serious damage, require 6 chainshots to be demasted, the anchor lift is similiar to a brig, has a cannon next to the wheel on both sides, and the skeletons also help with boarders. Also the only effective stack regarding the BB is completing a puzzle that takes 3 minutes and you can cash out with the press of the button. I get that the ship is slow but any semi competent crew would be able to just sail to reaper's hideout and press f even when being outsailed. The griefing part was also targeted at that selling design and not players in case i didn't make it clear. Taking up the event spot on a server only to be able to just press f when contested was lame. For what is worth what you proposed is an interesting solution and imo worth a shot to see if it would revive the event again.

    The issue is that many solid pvp crews avoid challenge and they dodge pve.

    If experienced players in sot regularly took on the defense side of pvp the game would have many less issues than it has had over the years.

    Experienced players want quick action, quick rewards, and then they want more chances if they don't get those rewards. That means people with less experience and less stacked crews are left carrying the activity in the game. Which has been a major issue in SoT for years.

  • @wolfmanbush
    This is sadly very true. As someone who has a stacking PvP playstyle, i always feel a little annoyed when after a good fight my opponent had no loot or even supplies. This makes the entire interaction really lackluster, and don't get me wrong while i appreciate a hard fight, i don't like it when it results in me just losing supplies. A good way to balance this could be to make the logbook of captained ships highly valuable, but then interactions become significantly more hostile negatively impacting newer crews.

  • @gosva5434 said in Revert proximity block for Burning Blade selling and stuff.:

    @wolfmanbush
    This is sadly very true. As someone who has a stacking PvP playstyle, i always feel a little annoyed when after a good fight my opponent had no loot or even supplies. This makes the entire interaction really lackluster, and don't get me wrong while i appreciate a good fight, i don't like it when it results in me just losing supplies. A good way to balance this could be to make the logbook of captained ships highly valuable, but then interactions become significantly more hostile negatively impacting newer crews.

    I often focus on the plight of the underdog in SoT and the organic experience but there is also something else I've been thinking about for the last year. The social experience dwindling for experienced players that are not ok with easy wins.

    Adventure has become so easy at a pvp level for larger crews that it puts people in a situation of pvping with friends where the wins feel gross or going solo/smaller crew where the wins don't feel as bad but people break up their social group.

    I think that is a real issue right now for people that are not ok with wrecking crews that aren't in a situation to compete in pvp. As the groups split up for more challenge more players move on from SoT because of the in game separation.

    Lifers on a brig or galleon taking out a smaller or casual crew because they can't lower at reapers just doesn't feel good to people with a competitive spirit. That wears on that group over time, lots of examples of that in SoT as the game has become less competitive in adventure with ship/crew size differences and game changes/dev decisions.

    Big boat/crew play should not inherently be non-challenging mode and that is what adventure has become. People shouldn't have to choose between feels bad or feels bad gameplay.

  • @wolfmanbush this.

    Changes over time make hard to get meaningufll adveture like in "old days" when we fought similar crews over meaningfull reward.

  • @ghutar said in Revert proximity block for Burning Blade selling and stuff.:

    @tesiccl oh now it's dead becouse it's dead xD

    Changing only proximity would not change it but still would be good first step to salvage it.

    I can't agree that it died off just becouse CoF and commendations thats lazy thinking.

    Participation droped sharply after proximity block it added lot of additional preasure and risk on casuals crew without eny reward.

    Or in one sentece overhunted by server hoping.

    I would be surprised if most casual crews knew about the proximity change to begin with.

  • @tesiccl said in Revert proximity block for Burning Blade selling and stuff.:

    Nah sorry, you want to take the risk captaining the biggest and meanest ship in game? Gotta deal with the consequences if you get into a fight before you sell. No change needed.

    I agree, with a good crew the ship is a beast and also has skeletons to help with repairs.

  • @captdirtyoar with good crew of 4 and only with it yes in other scenarios it's ripe for a taking.

    But question is how should be balanced world events and activites in sanbox?
    How should it work to benefit whole enviroment not only hoping/streaming scenairo.

    Again I write it as member of crew that benefited from change.
    It was so easier to farm commendation for sinking BBwith proximit blok that it become mundane and started to feel ugly.

    Like I participated in overhunting that lead to extiction event of world event :)

  • The only thing that would make the BB come back to life, would be that it would be active during other events since if you capture it, in it's current state; you can't do voyages or anything except trying to catch people or do camps which becomes extremely stale quick due to the fact the ship itself is painfully slow and the camps doesn't offer any variety at all. Which is unfortunate since the idea behind them is quite fun

  • Nah they need to up the range from half a square to a full square and half of range to activate battle music and stop the BB from being able to lower. The amount of BB runners is the lamest part of fighting the BB.

  • @ixomnia9 said in Revert proximity block for Burning Blade selling and stuff.:

    Nah they need to up the range from half a square to a full square and half of range to activate battle music and stop the BB from being able to lower. The amount of BB runners is the lamest part of fighting the BB.

    There really is no such thing as a BB runner. It's slow and people are trying to complete the objective or getting caught anywhere else. People are failing to sink it, BBs aren't succeeding at running. Especially now with the harpoon gun against a giant ship that is easy to board.

    The only thing in SoT where "running" is an issue is in HG because that is content where 2 parties are opting into a specific combat design. Running is perfectly acceptable in any condition in the sandbox design.

    There are zero people that were going to operate the BB as it was designed that wanted or benefited from the change. There are many that are less likely to do it after the change because it's a one sided change against them.

    It's counterproductive design and it's not compatible with a sandbox adventure environment, one where server hoppers should not be carried through dev decisions against those that are playing the game organically.

    There are countless examples of content being significantly worse because of the catering to server hopping, there are entire seasons built around trying to get people to take risks again because of it.

    Season 8, the big pvp season was marketed in part as something designed to take pressure off of this very issue, server hoppers rushing over at the end of someone's journey, with nothing to lose and everything to gain. That's how big of an issue it has been in SoT.

  • I don't know what an appropriate balancing measure would be, but fact of the matter is that the event is basically dead now - next to no-one bothers with it (either because they abused it when it first released, or just gradually completed the comms).

  • @valor-omega said in Revert proximity block for Burning Blade selling and stuff.:

    I don't know what an appropriate balancing measure would be, but fact of the matter is that the event is basically dead now - next to no-one bothers with it (either because they abused it when it first released, or just gradually completed the comms).

    The most impactful thing they can do going forward is commit to not doing it again.

    This counterproductive approach to patching content has gone on for 5 years. This is just one of the more blatant cases of catering to hoppers that led to worsened participation.

    Content loses its momentum early on, worsening the experience for many players in the organic play style loses them long term. A few unfortunate sessions with the BB (due to the design) and it's written off for good by many players.

    The best thing they can do for content going forward is to say "no" to people on two sides of the same coin. People that think casual play should get all rewards, and people outside of organic play that think they are owed wins just because they found a juicy server.

    In the case of the BB they had many options and they chose the worst to implement feedback from one of the above groups.

    Adding a ritual requirement of 1 or 2 would have been fine, locking the cof up till a certain point would have been fine after season 13. At most, all the BB "needed" was very small changes.

  • @wolfmanbush said in Revert proximity block for Burning Blade selling and stuff.:

    This is just one of the more blatant cases of catering to hoppers that led to worsened participation.

    I think server hopping deserves a whole topic of its own. The Burning Blade just highlighted how willing Rare are to facilitate and make it a very valid and even endorsed gameplay style.

    Season 11's changes and diving specifically have only made it all the more easy to do very quickly and with little, if any, downside. Just plop down the easiest Gold Hoarder voyage and dive... a couple of easy digs later, you're free to dive again. It's something that needs to be looked at, as that wasn't supposed to be the intended design.

    I also think they need to look at how the SoSS can be utilised to gain closer spawns outside of activity, and other "cheese" tactics.

    These are things that, on their own, aren't a massive deal but, looking at the overall picture of how organic play should be fostered, they are bad for the ecosystem and life of the game. The balance between hunter and prey needs to be rebalanced if Sea of Thieves is to stop hemorrhaging players, IMHO.

    In the short term, I am 100% behind the OP's request, with the caveat that other solutions are explored (the aformentioned miminum Rituals, for example).

  • @realstyli said in Revert proximity block for Burning Blade selling and stuff.:

    @wolfmanbush said in Revert proximity block for Burning Blade selling and stuff.:

    This is just one of the more blatant cases of catering to hoppers that led to worsened participation.

    I think server hopping deserves a whole topic of its own. The Burning Blade just highlighted how willing Rare are to facilitate and make it a very valid and even endorsed gameplay style.

    Season 11's changes and diving specifically have only made it all the more easy to do very quickly and with little, if any, downside. Just plop down the easiest Gold Hoarder voyage and dive... a couple of easy digs later, you're free to dive again. It's something that needs to be looked at, as that wasn't supposed to be the intended design.

    I also think they need to look at how the SoSS can be utilised to gain closer spawns outside of activity, and other "cheese" tactics.

    These are things that, on their own, aren't a massive deal but, looking at the overall picture of how organic play should be fostered, they are bad for the ecosystem and life of the game. The balance between hunter and prey needs to be rebalanced if Sea of Thieves is to stop hemorrhaging players, IMHO.

    In the short term, I am 100% behind the OP's request, with the caveat that other solutions are explored (the aformentioned miminum Rituals, for example).

    Sot has never been good at conservation in the organic experience.

    Game dev is tough, it's understandable that they have a lot going on in a space where people are regularly struggling to keep things afloat. A lot of different voices and influences and they are regularly trying to be seen as "the game that listens to players" while offering a somewhat balanced experience.

    Live service adventure sandbox is tough for them because they work side by side with all the content that is created by players. It's not a huge audience like some games but they still gotta keep an eye on what goes on with feedback. That feedback is often just reactions to frustrations in the moment that catch fire as feedback, when most of it really shouldn't.

    I understand why they are in the situation they are in, I think they just gotta always prioritize the organic experience for participation longevity.

    This game is so awesome at its core and really has improved in multiple ways, just gotta focus on the feedback that is about offering more organic QoL to the day to day experience, rather than just picking which groups are gonna get the win in the patches. Imo.

    Building up new content creators (to sot) and encouraging their passion for organic adventure would be helpful long term. They often go from organic play to "we gotta pvp everything, we don't pve, we gotta make content by hopping" by getting involved in the SoT network. SoT needs a new content culture built around embracing the organic experience and appreciation for it. It's not like that can't succeed here.

    So many awesome adventurers have burnt out by getting caught up in it, because they traded their organic interests for metas and contrived activity. We all lose out when adventurers in SoT burn out early.

  • @realstyli I think that best way to salvage it is to change BB from world event status to something else that don't block other world events, rewards shuld be locked and relesed after resonable amount of riuals done.

    But I would be sooooo suprised if enything would change.

  • The initial design was terrible.

    The current design is terrible.

    Is it balanced poorly for solos both as the captain and as an attacker when the other side has a full crew? Yeah. Absolutely. Welcome to SOT.
    _

    What they SHOULD do is make the sword be a loot item after voting down with Flameheart. Then you and your crew have to run back to the ship, grab the sword (maybe add a delay before the sword is unlocked), and then turn it in to flameheart.

    That would add a huge element of excitement, intensity, and pressure at the turn in. And, it would be balanced for both sides.

  • @sweetsandman said in Revert proximity block for Burning Blade selling and stuff.:

    The initial design was terrible.

    The current design is terrible.

    Is it balanced poorly for solos both as the captain and as an attacker when the other side has a full crew? Yeah. Absolutely. Welcome to SOT.
    _

    What they SHOULD do is make the sword be a loot item after voting down with Flameheart. Then you and your crew have to run back to the ship, grab the sword (maybe add a delay before the sword is unlocked), and then turn it in to flameheart.

    That would add a huge element of excitement, intensity, and pressure at the turn in. And, it would be balanced for both sides.

    This is an example of less is more, something SoT needs more of.

    Simple change that doesn't create experiences that are going to run significant amounts of people out of the content organically.

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