Long-Term Goals That Keep Player Retention

  • Hi. I'd like to offer a suggestion that would give players a goal or reason to play after they have already become rich and advanced through the ranks of the different factions.

    My suggestion in one sentence is this: A reasonably large and highly customizable base island which serves as the main menu for the game.

    This Island would not be connected to the rest of the map, but would serve as a hub that players directly load into after launching the game. This groundwork gives players a place to hang out with friends before embarking on journeys and a place to chill out after completing a longer quest. Players would interact with a NPC, or a table map, to open a menu from which they would join a server like normal.

    To build off of this groundwork, a focus on giving each player the ability to customize the island will make each island feel personal. How deep the experience is for each player is only limited by the amount of things you are allowed to personalize.

    I suggest the ability to change the structures of buildings within their given plots on the island. Would you like to make your hub seem closer to Port Merrick or Sanctuary Outpost? Would you like your hub to be themed around the Gold Hoarders or the Order of Souls? Purchase the stylized buildings of your choice and make your Island your home. Take this framework and narrow it down; what music would you like to play when you enter in to your tavern? Use your gold to purchase the song you'd like the most! How would you like the walls to be decorated? The furniture? The NPC's that run the shops? Should the lamps that light up the walkways burn a normal color or a dark red?

    This also gives room for unique locations that are built to showcase the achievements of each player. Go to the town hall and customize it with trophies, paintings, and commemorative items that show off your achievements. Alternatively, you could diversify into different locations based by faction. A location made and themed around the Order of Souls that would be separate from the others.

    Another idea for a unique location: A music hall with unique instruments or cosmetics. Take inspiration from Pirates of The Caribbean and create a large organ with unique music!

    This would take a lot of work to make. Why would this be worth doing?

    The largest problem that affects players of all types is that they become extremely rich and level up to the max ranks. They hit the ceiling and the gameplay loop becomes less engaging knowing that you're not working for any major goal. The pay-off becomes less and less desirable.

    A currency reset, at first glance, may seem to be a fix for this issue. The primary issue with this is that it leads to the same problem via a different route. The pay-off of getting rich or leveling up are worth less when you are aware that they will be taken away for the sole purpose of letting you do it all again. The player base needs to feel as though they are working towards a end goal with tangible results.

    This is why the cosmetic system is such a core part of the gameplay loop. All of your journeys are meant to give you creative freedom; your ships and character are YOURS.

    The dev team should not shy away from this. They just need to expand on it. The problem to be solved is each player can not have full creative freedom in a shared world. This is why the hub is so important. It is, in my mind, the key aspect which Sea of Thieves is missing. The dev team seems to know this intuitively because the greatest aspect of Athenas fortune is the secret base that only select pirates can enter. The thing which requires the most work is the most valuable.

    I haven't fully fleshed out this idea, but I hope a dev sees this and it can serve as a suggestion for them to expand on. There isn't a game like Sea of Thieves out there. It's a interactive piece of art. I really want it to keep being a successful game, but I would like things to be added that I can work towards.

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  • Okie. Now I’ve completed all that. What is the next long term goal to keep me playing?

    Instead of the game using stuff. It should be the player making stuff.

  • @genericname2616

    I'm currently distinction 5 with all the factions, and to be honest, having my own island just for my crew to "hang out" before or after we sail, just doesn't make sense if we want to be productive.

    When I load in, I'm busy buying supplies, gathering resources, cooking food, looking at the map, world event, etc. to see what's going on on this server. Many of us have jobs, and have a limited time to play. Getting a ship stocked and ready for when they join helps save time. The same is true when we're selling or it's a good stopping point. We're not going to sail across the map just to hang out at an island I own when they need to log and get ready for work tomorrow.

    Hanging out at an island not doing anything just sounds pointless.

  • I don't know about big island shared with other players. I mean, you can do that on any island if somehow all the crews on server get there. That's about 16 total players at once, maybe more since cap is introduced to improve performance. But I am sure if all 16 players got to the same spot, performance would drop sharply.

    Gameplay entered a dead end. I still want to play, but there's nothing to play except hunting for someone to sink. Or worse, to steal treasure I don't even bother selling because there's nothing to spend coins on except endless boring cosmetics.

    Game is beautiful but needs rework from ground up.

    I think owning your own island would do the trick. Spending coins on building your own fortress and outpost. Even selling your own stuff to other players.

    And bosses. The game needs hundreds of new bosses to fight with with some so powerful you can only win them with a help of other crews.

  • A reasonably large and highly customizable base island which serves as the main menu for the game.

    Yeh being able to build your own ''hub'' seems good on paper, but imagine the bugs, imagine how much time and effort it will take devs to implement and more IMPORTANTLY, upkeep it to keep it interesting. The latter is the factor that most people ignore...
    I don't want a captaincy 2.0 taking place again which was a let down. Full of creative potential, poor execution. Same for Arena, Good gamemode, Devs neglected it = Players stopped playing because of it= Gamemode died as a result.

    This should of been thought when creating the game from the ground up, not 7 years onwards.. It ain't going to happen.
    Remember the devs said FoV wasn't possible due to engine limitations, and you expect them to build all that, a system where players can choose what to plot down on land? LOL. It would require land to have grid structures and a WHOLE set of modular assets that can criss-cross with each other. Good luck.

    I got everything that I wanted on my main acc, BMP hat. rare cosmetics that I cycle through depending on mood etc.
    A pipe dream would be the Arena mode coming back and ACTUALLY being taken care of and not neglected.
    At this stage being a year 1 player, I couldn't give less of a damn about keeping up the Jonesy's so to speak in terms of unlocking everything a season has to offer and instead value friendships made in the seas (PvP community that has sadly died out to a pathetic candle flame).

    On the same token, I also couldn't give a damn about ''theory crafting'' of what this game should of, would of, could of had done. In my humble opinion, it's a waste of time and energy to think big for this game.
    It would of been a whole lot of a different story if we were given modding tools/servers though.

  • The problem with player housing in this game is that its a lot of effort for what equates to dead space. It doesn't contribute to the game any more than ship decorating does, and we already have that. It won't help retention at all. I'd rather they focus development time on things to do rather than places to stand around in.

  • @d3adst1ck
    I agree, It's a cool addition to have in the game to visit a couple of times, but I don't see longevity, dare I say even, a NEED for the game. Doesn't make much sense when player numbers are the lowest as it's ever been.

    If a player hub was something the game launched with, we would be speaking a different language right about now.

    Why waste dev time making a separate Sim city feature only avalaible for like 1-4 players to sit in, and not actually play the rest of the game? Because I can already see in the future with the amount of cry baby's in this community, asking to it be private since there will unwanted players in your hub trolling around.
    Whole thing has swiss Cheese Holes in terms of foundational issues.

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