I still see constant threads about complaints on Pirates that attacked them, harassed them (But in a totally acceptable way and not toxic), or generally disrupting their PvE gameplay. Their complaint is aimed at a core part of the game, and because of their annoyance towards these encounters, they also then do not understand what makes the game so good.
The simple aspect of having to look over the horison in order to gauge any amount of danger when doing whatever it is you want to be doing, is only one of the things that shakes up the Adventure in this game. And when a player starts to become comfortable with this, the player starts to manipulate and relax more and have more fun, even in failure.
When these players show up and voice their opinions, we greet them with maybe some patronizing remarks about how they should not be playing this game. I agree that the complaint is going against what the game is, but I do not agree that they should stop playing. Rare does cater to even these casuals, and so we see constantly methods and influences of which that eases disruptive behaviors such as attracting PVP'ers to the Arena. Or looters to the Skull forts. Or rewarding being an ally (Alliance).
My question is...
How do we effectively communicate something to inspire these players into playing the game with these aspects of dangers in mind? I always think about a nice and soft but long video, that advertises and shows the appeal of these kinds of dangers in Adventure mode. However, it should also show that sinking and loosing all treasure is OK, and how it is OK to switch servers when they feel like it.
A lot of people think jumping in that they need to get something done, and progress as much as possible, but in reality, you just have to play, and in Sea of Thieves, anything can happen.