A plea for more inter-crew mechanics

  • I just want to preface with a small interaction I had this weekend. I was "roleplaying" a reaper servant, wearing my skeleton curse as a grade V reaper and hunting emissaries. I roll up to a brig and broadside them. We both go full sails, I hit a keg, get one balled shortly after and loose my ship.

    I respawn in the water. GG them, and tell them they can keep my two world events worth of loot. They say "oh cool! We never see reapers actually chase us, and if they do, they are usually swearing at us..." and a bunch of other dialogue that makes me think that Sea of Thieves really needs to work on better social and inter-crew mechanics.

    I am begging the developers to start looking at other types of non combat interactions other than alliances. Sea of Thieves has a unique and powerful sandbox with super interesting tools and yet a complete lack of any infrastructure to foster non combative play. There is always a consistent focus on PvE, single crew tasks OR combative multi crew tasks (AKA skull of siren song, burning blade, hourglass)

    Can we please start recognizing the value of co-operative play between crews? A really simple example would be how some games require two parties to hit a switch at the same time. But in Sea of Thieves we can do so much more like encouraging players to trade company exclusive items, creating a "gift" mechanic (where handing one player an item actually is recognized as a separate action than having it picked up by another crew), and having distinct perks for reaching grade Emissary V in each company that could be valuable to other crews.

    I'm just really underwhelmed by the type of content being released. Apart from the new stealth mechanics (which are great) I have been really disappointed with the constant focus on quests and the lack of focus on deeper social game mechanics.

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  • I don't think toxic players will stop being toxic just because they do some cooperative event. If players are swearing at other players, it's up to others to record and report or not.

    A lot of what you're suggesting, depends on the playerbase. During the last adventure, where it took 2 crews to summon the shrouded ghost, I remember a LOT of griefing took place, simply because you could. People made posts here venting their frustrations, blaming the developers for not predicting this would happen. To use your example of encouraging players to trade company-exclusive items, one has to ask themselves if that ship is approaching sincerely, or with ulterior motives? If your crew is looking for victims, just pretend you want to trade. The only way to prevent any sort of pvp from happening, is to make pvp-free zones, which isn't going to happen, is riddled with problems, and is conceptually against the core of the game.

    It's not up to the game developers to keep people from attacking you, allianced, co-op event, etc.

  • It's not up to them, you're right. But I think there's a distinct lack of any sort of additional game mechanics to encourage anything else (with the exception of alliances). I also don't think that (toxic) people are toxic all the time and there are scenarios in which you can actually encourage different behaviors from them.

  • @rare-jumbie alliances are a no-loss way of gaining extra gold and reputation despite that people still prefer to sink everyone on sight mostly because that's what they came for or because that's the kind of player they have interacted with did.

    You got a gift mechanic ingame already it's called buried treasure maps, no-one seems to be using them because it's usually populated with AIs maps since players aren't doing it despite the incentives to do it in the form of trials for the plunderpass where you have to bury 5 treasures.

    Unfortunately, the newest dive to voyage mechanic made people even more anti-social.

  • @astralenigma yet world event that requires two crews to start and finish it would be intresting thing.

    Potential betreyal is like 99.99% but there is lot of room for some interactions ans emotions before it will go south.

  • @ghutar love the idea but world events could be tricky. If you've only got one world event active and no one else on the server is interested, I imagine it would make it very difficult to get involved. You'd have to wait for the specific world event to appear, then when it does, hope there's someone else on the server who wants to do it.

    I think a voyage that you can start from the quest table at any time (which requires two crews to start and end) might work better.

  • @ghutar said in A plea for more inter-crew mechanics:

    @astralenigma yet world event that requires two crews to start and finish it would be intresting thing.

    Potential betreyal is like 99.99% but there is lot of room for some interactions ans emotions before it will go south.

    This is still my dream. A world event that requires multiple crews to complete but that leaves the door open for betrayal afterwards.

    The first few days of Hungering Deep (before camping started) was a prime example of this. It felt like a proper Raid. And that was before Alliances were a mechanic.

    Tie the main rewards to completion and have the loot be a big bonus only and you'll find that most players will be happier. It's the completing something and getting nothing that tends to turn a lot of players toxic, as they feel their time was wasted. Make it tied to the Alliance system and you give it a reason to actually exist beyond throwing it up and sailing separately.

    Have the tier and rewards increase every Season (like the COF) and you have motivation to participate.

  • @realstyli said in A plea for more inter-crew mechanics:

    @ghutar said in A plea for more inter-crew mechanics:

    @astralenigma yet world event that requires two crews to start and finish it would be intresting thing.

    Potential betreyal is like 99.99% but there is lot of room for some interactions ans emotions before it will go south.

    This is still my dream. A world event that requires multiple crews to complete but that leaves the door open for betrayal afterwards.

    The first few days of Hungering Deep (before camping started) was a prime example of this. It felt like a proper Raid. And that was before Alliances were a mechanic.

    Tie the main rewards to completion and have the loot be a big bonus only and you'll find that most players will be happier. It's the completing something and getting nothing that tends to turn a lot of players toxic, as they feel their time was wasted. Make it tied to the Alliance system and you give it a reason to actually exist beyond throwing it up and sailing separately.

    Have the tier and rewards increase every Season (like the COF) and you have motivation to participate.

    I wasn't there for Hungering Deep I know I rejoined during the save Merrick's ghost adventure.
    And what I came to the conclusion was that unless there's a way to force other players to not attack you they will do just that.

    Unfortunately, as it stands the average ship i see in the horizon doesn't care about commendations, doesn't care about gold, they just want to hunt down ships and kill the crew.

    So this kind of world event would die because there would be a ship killing everyone on the server that came to that event.

    Add to that the fact that after the event is over there would be betrayal involved for the loot only 0.01% would try to do it and they would probably stop doing it properly after they got all the commendations.

  • I think it all goes with how commendation would be tied:

    • XX open the WorldEevent with other crew.
    • XX open the WorldEvent with alliance crew.
    • Donate XX of WorldEvent treasure to other crew
    • Steal XX of WE megachest from CREWS that opend WE.

    Etc. It "just" need some creative commendation and reward tied to some interactions couse long gone are organic days of nowelty.

    I would imagine it like that:

    We have WE that need 2 crews to start and end.
    Main rewards require 2 persons (from 2 crews or not) to be moves but can be passed to antoher player by one (so you can make line to ship by swaping players) .

    Rewards should be tied to selling it alone, stealing it and sealing it with other crew.

    But that all dreams.

  • @astralenigma said in A plea for more inter-crew mechanics:

    I wasn't there for Hungering Deep I know I rejoined during the save Merrick's ghost adventure.
    And what I came to the conclusion was that unless there's a way to force other players to not attack you they will do just that.

    I don't think players should ever be forced to do anything, there should always be freedom to make a choice - even if that choice costs you. But I do think they're are ways to incentivise a certain playstyle. By tying it to the Alliance feature, you get halfway there. Random people coming in to attack/steal, don't get the main rewards unless they contribute first.

    Unfortunately, as it stands the average ship i see in the horizon doesn't care about commendations, doesn't care about gold, they just want to hunt down ships and kill the crew.

    I wouldn't say the average ship doesn't care about Commendations, but the fact is that a lot of hardcore players burn through Commendations fast and then get bored. By refreshing the Commendations every Season, you give them a reason to at least come back to that at the start of every Season.

    I have my own opinions on hunting other ships and how Rare has made it too easy, but that's another topic.

    So this kind of world event would die because there would be a ship killing everyone on the server that came to that event.

    I'm sure there will be but, from experience with the Hundering Deep and the Shrouded Deep, there is often strength in numbers.

    There will be bad outcomes but those tend to be dwarfed by the times it all worked out and everyone had a blast. Again, the Hungering Deep was like that. We had campers back then, but we also had those who specifically hunted the campers. The same thing happened with the Shrouded Deep.

    By making it a longer term permanent event, rather than a limited time one, you also reduce that kind of behaviour.

    Players should always have the freedom to try and steal these events, but what we saw during the limited time events was players doing it to gatekeep awards. Which isn't intended (and Rare actually made that behaviour reportable during some later co-op Adventures). But that's different to normal PvP and steals.

    Add to that the fact that after the event is over there would be betrayal involved for the loot only 0.01% would try to do it and they would probably stop doing it properly after they got all the commendations.

    That's why it would need to have Seasonal Commendation increases as well as new rewards and bonuses, for longevity.

    Imagine if by doing the event, you also gained a temporary (say 6-hour) small boost to all reputation, would that be an incentive? Just a thought.

  • @realstyli said in A plea for more inter-crew mechanics:

    Imagine if by doing the event, you also gained a temporary (say 6-hour) small boost to all reputation, would that be an incentive? Just a thought.

    Reputation isn't really hard to get and it loses it's meaning after the first distinction.

    Only place where you want to farm reputation like crazy is guilds and those are supposed to be done by several players and several ships.

    I know that I got my friend from 0 to pirate legend in less than a month which is when reputation gains are the most important.

    Only other factions that would profit from a reputation boost are the hourglass factions, which I still find silly they are their own faction despite them clearly being just a side quest of Athena's Fortune and Reapers.

  • @astralenigma

    Yeah, because alliances in practicality work like this: you go off and do your thing, I go off and do mine, and we leave each other alone, and get a small bonus for doing so.

    There is no meaningful / interesting gameplay in an alliance. It's just an agreement that you will get 50% of the base value of what another crew hands in. It's no wonder that people choose to spice things up with combat when they see another crew.

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