Reduced Gold for Bigger Crews

  • So this is a topic I've always found interesting when talking about sea of thieves, but never actually saw a discussion about it nor I feel like this is highly discussin within the community.

    The goal here is not necessarily to propose the changes I've in mind, I'm just curious what people think about this. I would love to see your opinion on the topic in general, not necessarily your opinion on MY opinion.

    Just to give some background, this is my experience with the game: I started playing with 3 friends on a Galleon only, then played A LOT solo since I bought the game and my friend were on gamepass (I got from about lvl 35 on the three main companies to PL alone, before the emissaries update. Probably over 80% of my playtime is on the sloop, either soloing or duoing), then found somone to play duo on a sloop with, then we stopped playing together and I was solo again. Rn I either play when alone, but mostly on the brig.

    SO, with my experience playing solo/duo has always been the harder and time consuming way of playing the game (even tho the maneuverability of the sloop is so sexy, still my fav ship to play on), Galleon, on the other hand, has always been the easiest with some exceptions: Tall Tale's Skeleton Lords before balancing (Not really hard but time consuming). In fact, when I started playing solo for the first time I was confused by the fact that I would get the same money, during my first adventures I've always taken for granted that we were sharing the treasure by 4, it made sense to both gameplaywise and by logic.

    So, as somone who played solo a lot, getting the loot on your ship and selling it is one of the things that really make you feel the disparity. I used to solo forts when forts were basically the only endgame thing to do, and getting the loot onboard and then selling it would always take so much time even with all the effort I put into making it more efficient (like putting all the tresure in a place that is both in harpoons reach and close to the vault). It literally takes about 4 times it takes to do it on a galleon, and the more the loot the more you feel it.

    For PvP the advantages of bigger ships are quite obvius, with a sloop you obviusly can't stand a fight side to side vs bigger ships obviusly, but talking about a fight with 2 competent crews boarding is the META rn. Having a lot of resources helps in sustained fights, your positioning can make you waste less wood and your aim with cannons can make you waste less cannonballs (while your opponent will waste more wood), but at the end of the day one succesfull board done properly and the game is over. Boarding a sloop is quite simple, requires little to no distraction and you have the smallest disadvantage being 1v1/1v2. When boarding a Galleon you're probably 1v3/1v4, which is exponentially harder, it just takes 2 of the 4 people to hit you with a pistol/EoR and you're instantly dead. Here distraction, causing heavy damage to the hull is necessary in order to board and skill disparity between the boarder and the galleon crews is needed for the boarding to be successfull.

    The only things that I can think of that are quite balanced for Galleons are: Flame Heart's ghost ships (on the sloop they seriusly never hit you), Karken (which is just a bigger waste of resources/time on bigger ships) and Meg (same as the Kraken). Not even Ashen Lords scale for bigger ships, 4 player spamming sword on the boss is so fast.

    So, since bigger crews waste less time and have (mostly) an easier time sailing the seas, why don't crews get money based on the quantity of player they are made of?

    1 player gets 100%; 2 players 50% each; 3 33% and 4 25% (this is how play should realistically split themoney, but even a minor reduction would make sense, like -10% for 2, -15% for 3, -20% for 4; focus on the concept here not the math).

    This to me feels logic and balanced, as a player that mostly plays on a brig lately I wouldn't really complain about getting 1/3 of the loot because it makes sense to me and I don't feel entitled by having always gotten 100% of it (also because I don't really need money.

    This change would also lower the amount of gold the player base produces every day by a good amount, since most grindy players usually do not play alone, helping, even if a little, to fix the hyperinflation.

    What do you guys think about this topic?
    How do you think the playerbase would react to a change like this if it were implemented? (reduced gold for bigger crews)
    Would it be fine for you?

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  • get rid of alliances or at least the gold sharing but def not a penalty for crew size

    the game is designed to play with a crew
    this penalty goes against the type of play they encourage

  • PS: Also, soloplayers doing athena's runs (or every other voyage with significatn price) pay 50 each, but on a galleon if each player buy one, you can do 4 of them at the price of one. Which doesn't help with the hyperinflation problem, specially when 4 players doing the same things as 1 player, can produce 4 times the gold in less time.

    I always loved a high risk high reward voyage that gets you a lot of money but also costs a lot of money, so in case of failure you actually LOSE gold (which really never happens rn). But this wouldn't be possibile as galleon's crews would need to complete succesfully 1 out of 4 of these voayges in order to make each player gain more than what they paid for in the current system.

  • I believe that the game want to encourage you to play with a crew. Rewarding solo play doesn't seems to go in that direction.
    From my experience the only advantage (pve wise) for groups is less travel time from islands to islands and more efficiency in moving loot. Barring maybe some world events, it's basically the same or faster while solo.

  • @wolfmanbush said in Reduced Gold for Bigger Crews:

    get rid of alliances or at least the gold sharing but def not a penalty for crew size

    I think alliances are fine but yes. The gold/doubloon sharing should be removed from alliances or limited where all alliance ships has to be at the same outpost to allow the currency sharing.

  • "Everything is okay!"

  • I do have sympathy for this argument, it's just that the ship has basically already sailed in this regard. The meaninglessness of level progression has already been well established by this feature along with aliances, gold inflation, buying levels with dabloons and even the Emissary system to to degree. So I guess we need to find other reasons to continue playing and perhaps that's for the best.

  • @pellahh said in Reduced Gold for Bigger Crews:

    So this is a topic I've always found interesting when talking about sea of thieves, but never actually saw a discussion about it nor I feel like this is highly discussin within the community.

    The goal here is not necessarily to propose the changes I've in mind, I'm just curious what people think about this. I would love to see your opinion on the topic in general, not necessarily your opinion on MY opinion.

    Just to give some background, this is my experience with the game: I started playing with 3 friends on a Galleon only, then played A LOT solo since I bought the game and my friend were on gamepass (I got from about lvl 35 on the three main companies to PL alone, before the emissaries update. Probably over 80% of my playtime is on the sloop, either soloing or duoing), then found somone to play duo on a sloop with, then we stopped playing together and I was solo again. Rn I either play when alone, but mostly on the brig.

    SO, with my experience playing solo/duo has always been the harder and time consuming way of playing the game (even tho the maneuverability of the sloop is so sexy, still my fav ship to play on), Galleon, on the other hand, has always been the easiest with some exceptions: Tall Tale's Skeleton Lords before balancing (Not really hard but time consuming). In fact, when I started playing solo for the first time I was confused by the fact that I would get the same money, during my first adventures I've always taken for granted that we were sharing the treasure by 4, it made sense to both gameplaywise and by logic.

    So, as somone who played solo a lot, getting the loot on your ship and selling it is one of the things that really make you feel the disparity. I used to solo forts when forts were basically the only endgame thing to do, and getting the loot onboard and then selling it would always take so much time even with all the effort I put into making it more efficient (like putting all the tresure in a place that is both in harpoons reach and close to the vault). It literally takes about 4 times it takes to do it on a galleon, and the more the loot the more you feel it.

    For PvP the advantages of bigger ships are quite obvius, with a sloop you obviusly can't stand a fight side to side vs bigger ships obviusly, but talking about a fight with 2 competent crews boarding is the META rn. Having a lot of resources helps in sustained fights, your positioning can make you waste less wood and your aim with cannons can make you waste less cannonballs (while your opponent will waste more wood), but at the end of the day one succesfull board done properly and the game is over. Boarding a sloop is quite simple, requires little to no distraction and you have the smallest disadvantage being 1v1/1v2. When boarding a Galleon you're probably 1v3/1v4, which is exponentially harder, it just takes 2 of the 4 people to hit you with a pistol/EoR and you're instantly dead. Here distraction, causing heavy damage to the hull is necessary in order to board and skill disparity between the boarder and the galleon crews is needed for the boarding to be successfull.

    The only things that I can think of that are quite balanced for Galleons are: Flame Heart's ghost ships (on the sloop they seriusly never hit you), Karken (which is just a bigger waste of resources/time on bigger ships) and Meg (same as the Kraken). Not even Ashen Lords scale for bigger ships, 4 player spamming sword on the boss is so fast.

    So, since bigger crews waste less time and have (mostly) an easier time sailing the seas, why don't crews get money based on the quantity of player they are made of?

    1 player gets 100%; 2 players 50% each; 3 33% and 4 25% (this is how play should realistically split themoney, but even a minor reduction would make sense, like -10% for 2, -15% for 3, -20% for 4; focus on the concept here not the math).

    This to me feels logic and balanced, as a player that mostly plays on a brig lately I wouldn't really complain about getting 1/3 of the loot because it makes sense to me and I don't feel entitled by having always gotten 100% of it (also because I don't really need money.

    This change would also lower the amount of gold the player base produces every day by a good amount, since most grindy players usually do not play alone, helping, even if a little, to fix the hyperinflation.

    What do you guys think about this topic?
    How do you think the playerbase would react to a change like this if it were implemented? (reduced gold for bigger crews)
    Would it be fine for you?

    i'm sorry but this idea is dumb why what is the point to this there is none because you like to tucc and steal i guess but this idea is worst than the pve discussion

  • Well it’s a multiplayer co-operative game. You can play it single player but that’s not it’s design.

    So if anything you should do everything you can to get people to play it the way it was designed.

    Since it is designed to be a multiplayer co-operative game, they should give more gold to larger crew sizes as an incentive...to play the game..with people and friends...the way it’s designed to be played.

    Just because you can play alone doesn’t mean you should. I mean you could Put mayonnaise on a Hot Dog but that would be disgusting.

    Kind of like playing this game solo.

  • @glannigan said:

    Since it is designed to be a multiplayer co-operative game, they should give more gold to larger crew sizes as an incentive...to play the game..with people and friends...the way it’s designed to be played.

    Technically, this is already the case, as the ability to find, gather, and turn in more loot faster over a shorter period of time kind of does that on its own.

  • @closinghare208 said in Reduced Gold for Bigger Crews:

    i'm sorry but this idea is dumb why what is the point to this there is none because you like to tucc and steal i guess

    What does their idea have to do with tuccing and stealing?

  • I dont know about this. Ive played solo, I have played with two, played with three, played with four and I am putting in work regardless so would like to be paid the same. Why should I be penalized by a multiplayer game for playing with more than one person?

    If one feels they are doing too much work alone find a crew.

  • People talk about being penalized for playing with a group but it's really not a penalty.

    You put in less work, so you get payed less. If a GH voyage has 20 chests, a solo player must dig up and turn in 20. A galleon player only needs to dig and turn in 5, because the other 15 were done by other people.
    They did a quarter of the work so getting a quarter of the reward would be equal, not less. Getting full reward for 1/4 work is to be given extra.

    Now, if Gally crews actually made 25% that would balance out the pve rewards in theory. They get 1/4 of the money but take a 1/4 of the time and end up profiting at the same rate.

    The incentive to play on a crew instead of alone is maintained by the unaffected pvp benefit of outnumbering (or not being outnumbered by) opponents (easier pvp victories to steal/defend loot), the very feeling of needing less time to turn in loot, and the feeling of getting more loot, even if it balances out, and finally the enjoyment of playing with friends regardless of everything else.

    That said if Rare does want to maintain a gold incentive to being in a group any reduced earning above 25%/33.33%/50% for a crew of 4/3/2 is still a higher profit/time than being solo provides. Playing in a group could still be monetarily better without being alone feeling as overwhelmingly comparatively bad.

  • First of all, thank you to everyone who answered ^^

    @ClosingHare208

    why what is the point to this there is none

    I thought my post was clear enought but I'm gonna put the points of this summed up here:

    1. It reduces the amount of gold bigger crews can produce, which is a step forward to slow down hyperinflation.
    2. It helps balancing the income of different sized crews since the gameplay is currently a little unbalanced.

    @WolfManbush @Glannigan @COMBATxKITTY

    I actually didn't think of it as a punishment for bigger crews, I see this as making the income of a solo/duo crew more even with a 3/4 man crew (bigger crews usually make gold faster both because of loot management and most PvE stuff lacking balancing). While solo/duo slooping may not be the intended gameplay many players do enjoy that, since it isn't the kind of harmfull non-intended way of playing I don't see any reasons to intentionally punishing it. This said, by gamedesign a smaller crew is already on a crew size disadvantage, so it is "hard mode" for these players and on top of that they get less gold per hour for logistic reasons, the first disadvantage isn't easely fixable shouldn't get fixed anyway, smaller crew must have an harder time playing the game, but on the second one I think we can work around.
    It isn't a punishment for bigger crews, it makes the game so that big and small crews produce about the same gold regardless of the gameplay unbalances that cause bigger crews to get gold faster than small ones just because they are 4.
    This is not intended as a punishment for bigger crews as I said (just noticed that I'm repeating my self too much), even tho, now that you guys mention it, I actually think many players may think the same as you, but hear me out: is it really a punishment or does it just feel like it because of what players are used to?
    Imagine the game launched with Galleon and Sloop, and that 3-4 man crews on Galleon had a gold reduction upon selling the loot. Do you think players would have gotten angry about it, accept it as a logic give-and-take or... not even think about it? Now, I'm just speculating, but as people start with a feature like this, they do not really think of it as a punishment, it would have been just the base rules of the game for them, something that makes you think "yeah, makes sense" and then you ingore its existance for the rest of your life. This would still be an untouched topic in this hypothetical past, I doubt any player would have suggested for removing the gold reduction nor forced themselves to play on the sloop just to get more money (specially since if the gold reduction is balanced just right, you would make the same amount of money in the same amount of time). But of course, this is just my prediction, makes sense to me, I really hope it makes sense for you too.

    In fact I think that if anything like this would be implemented into the game right now people would rant for like a bunch of weeks, just because players are used to getting 100% of the gold on bigger crews, this type of changes always bring backlashes wether they are good changes or not it doesnt matter, when people are used to something often it feels wrong if people change it. But after the first 2-3 weeks backlash people would just get used to it with no additional rants, no one will ever talk about it nor THINK about it as it would feel the normality.

    After a possible initial rant I don't think players would really care about this topic, nor that they'd try to play on smaller crews to get more money since, hopefully, the gold reduction % would be balanced enough to make solo players and full crews incomes about even.

    I also still think it would be a very appreciated slow to hyperinflation: let's say the "final numbers" are these:
    2players = -5%; 3players = -10% 4players = -15%. (I'm not Rare, I don't have player data to decide meaningfull specific number, they are still a wild guess used as example)

    So, let's take as example a Galleon that during its session produced 100k per player, making it 400k. Each individual player would lose 15k, which is not that much, but as a whole we are getting 60k out of that 400k out of the economy, which is quite a substantial number for a change like this. This would obviusly not solve the hyperinflation by itself, but would be a good step towards solving it without harming players, specially not creating huge gap big gold sinks usually create between new and experienced players.
    Big gold sinks can feel overwhelming for new players, also not all players produce the same amount of gold for reasons that can be free-time, investment into the game and game knowledge. As players shouldn't expect to get "high tier" cosmetics without investing enough effort into the game and less experienced players can get better, we cannot say the same for people that love the game, would love to get those cosmetics but just don't have the time to get them under a reasonable time. The gold reduction is in % so it is perfectly balanced for all players independently of how much gold they can produce every month. As players would lose relatively the same gold amounts, grinders would obviusly lose a way bigger flat amount of golds, which is perfect since when thinking about solving hyperinflation the player dev should target are the ones that farm the most.

    So, at the end of the day, there are some changes that really need some time to settle down before the player base accept it. Think about the revive mechanic: at first like 90% of the people was against it, now nobody complains about that, no one talks about it. Tbh, on the long run I can say it was a good addition, it just took some time for the community to get used to it.

  • @pellahh I see where you are coming from however, I feel like there is no reason to do that. People in bigger crews shouldn’t be penalized for just playing with others. It would make the game less fun, and not change the fact that they still have an advantage over the 1-2 man sloops.

  • @the-song42 said in Reduced Gold for Bigger Crews:

    People talk about being penalized for playing with a group but it's really not a penalty.

    You put in less work, so you get payed less. If a GH voyage has 20 chests, a solo player must dig up and turn in 20. A galleon player only needs to dig and turn in 5, because the other 15 were done by other people.

    They did a quarter of the work so getting a quarter of the reward would be equal, not less. Getting full reward for 1/4 work is to be given extra.

    Now, if Gally crews actually made 25% that would balance out the pve rewards in theory. They get 1/4 of the money but take a 1/4 of the time and end up profiting at the same rate.

    The incentive to play on a crew instead of alone is maintained by the unaffected pvp benefit of outnumbering (or not being outnumbered by) opponents (easier pvp victories to steal/defend loot), the very feeling of needing less time to turn in loot, and the feeling of getting more loot, even if it balances out, and finally the enjoyment of playing with friends regardless of everything else.

    That said if Rare does want to maintain a gold incentive to being in a group any reduced earning above 25%/33.33%/50% for a crew of 4/3/2 is still a higher profit/time than being solo provides. Playing in a group could still be monetarily better without being alone feeling as overwhelmingly comparatively bad.

    Its just odd. When I was a solo slooper I never thought, "oh man people who have a crew need to make less than me! Its not fair! "

    I guess I do not get why some are actually bothered by this.

    Also how do you know people are doing less work on larger ships? Ive heard stories of people in open crews being with a bunch of newbies who dont know what to do (more work) or people who just afk or whatever so not everyone on a crew of plus one has it easier. Also on my brig crew we play sometimes with our third member and there is a time difference. They will afk while having dinner or whatever and we will continue on. So we do a quest while they are afk and what we get paid based on three even though it was only two? This seems just awfully silly to me. Also I will be honest sometimes I felt more efficient and got more done when I solo slooped lol.

    If anything I would say maybe a gold bonus for solo player at turn in but not a nerf in pay for other crews.

  • @combatxkitty said in Reduced Gold for Bigger Crews:

    Its just odd. When I was a solo slooper I never thought, "oh man people who have a crew need to make less than me! Its not fair! "

    Thought is not "people who have a larger crew need to make less than me" the thought is "this feels unfair because I make so much less than them just because I don't have other people digging/killing, moving, and selling for my benefit like they do." And either wanting to be able to make the same profit alone as individual pirates in larger crews or have the gap to how much less you make alone be smaller. Either way it's not about the larger crew making less, it's about them making the same instead of more. Also, "a gold bonus for a solo player at turn in" is exactly the same as a reduction for a non-solo player. Both decrease the gap.

  • @the-song42 said in Reduced Gold for Bigger Crews:

    @combatxkitty said in Reduced Gold for Bigger Crews:

    Its just odd. When I was a solo slooper I never thought, "oh man people who have a crew need to make less than me! Its not fair! "

    Thought is not "people who have a larger crew need to make less than me" the thought is "this feels unfair because I make so much less than them just because I don't have other people digging/killing, moving, and selling for my benefit like they do." And either wanting to be able to make the same profit alone as individual pirates in larger crews or have the gap to how much less you make alone be smaller. Either way it's not about the larger crew making less, it's about them making the same instead of more. Also, "a gold bonus for a solo player at turn in" is exactly the same as a reduction for a non-solo player. Both decrease the gap.

    There is already a fix to this though, its called finding a crew either on the forum or discord and I mean a competent crew to sail with as you would be worse off with an incompetent one. May not happen overnight but I found a great crew here. You think its so unfair then find a crew. If one does not want to find a crew that is cool but I mean accept the fact you may not be questing as fast as some others. Just my opinion of course.

    A gold bonus is not the same as it would just be for a solo player and not affect the pay of others. You are ignoring the part of my post where I say just because someone is on a larger crew that means they are having an easier time making more gold. You are assuming that all big crews are super efficient. I bet as a solo veteran I can get more done and make more gold than a newbie open gally crew any day of the week! Actually I do not want to see newbies getting the shaft from this simply because they are crewing up, I dont care I have more than enough gold and nothing left that I want to buy with it.

    I do not even think solo players need a gold bonus that was just me being kind and willing to compromise.

    Lucky for you and others who want this its not up to me its up to Rare.

  • @combatxkitty said in Reduced Gold for Bigger Crews:

    A gold bonus is not the same as it would just be for a solo player and not affect the pay of others.

    Anything you do for anyone inherently affects everyone else by value of comparison. Giving a gold buff to solo players is exactly the same as giving a gold nerf to non solo players. "A now makes 10% more than B" = "B now makes 10% less than A"

    Me personally having a crew, which I very often do, doesn't change the unfairness for all the other solo players. Whether they are alone by choice or by no choice of their own is irrelevent. I don't want fairness for me, I want fairness for everyone.

  • @the-song42 said in Reduced Gold for Bigger Crews:

    @combatxkitty said in Reduced Gold for Bigger Crews:

    A gold bonus is not the same as it would just be for a solo player and not affect the pay of others.

    Anything you do for anyone inherently affects everyone else by value of comparison. Giving a gold buff to solo players is exactly the same as giving a gold nerf to non solo players. "A now makes 10% more than B" = "B now makes 10% less than A"

    Me personally having a crew, which I very often do, doesn't change the unfairness for all the other solo players. Whether they are alone by choice or by no choice of their own is irrelevent. I don't want fairness for me, I want fairness for everyone.

    It would not be exactly the same.

    Lets say a gally crew of four new players do an awful job. They get riddles it takes them a long time to do. They get krackened they lose to it or they get attacked by another player and lose it. Lets say they end up only doing one voyage within two hours. Well atleast they are getting full pay and not pay at a reduction so you can feel the game is fair to you.

    Meanwhile I am out there soloing and I get three voyages done in two hours. Sure I get a gold bonus and I was talking very small by the way like 20 plus gold per completed voyage . yeah I make alittle more but atleast the crew isnt making less than what they would before this went into effect.

    Really I think gold bonus for solo's arnt even needed so do not even do that then, there ya go! No gold bonus no reduction for crews.

  • @pellahh
    Playing solosloop (done it for half or most of my hours) are like : okay, i accept to play hard mode. I mean the more there is players by server, the better (more encouters, so stories and overall organic feeling to the game). So anything that encourage it seems nice.
    Also, i'll probably play less with my friends and so to the game if i've had to split my share with some noob friend who can't do half the job that i put, manoeuver sails, aim a clip of canon correctly, take the wheel without doing a big mess and overall playing music or get drunk instead of hardtrying.

    About balance, well if you go side to side with every ship in naval fight but espacilly against same size or bigger ship, and espacially if you're in the sloop, you're a jerk (except for some rare or emergency scenarios).
    I mean considering the strenght of this killer boat sloop boy, which is effective and made to be used by 1 personn, so 2 determined people can do a huge jo witht it, i think than his weaknesses are just right.

    You need more arms to take on loot and sell it ? Then don't do mission which are takeing days to cash up or prepare yourself for aditionnal work and risk.
    If you accept than duo slooping is another way of approaching gameplay (missions, loot management, manoeuvers, naval fight, boarding strats, etc), you'll see that it is pretty balance actually, i'll even say not much would be enough to make it total op (like a 2nd canon), and Brig is in the same position.

    It's like you say rocket launcher is overpowered over assault rifle, it depends how you use it and to do what.
    So yeah, sloop use maneuvrability and one-man crew over boarding and agressive strategies (while keeping the canon angle a maximum time, 1-2 clip where other ships can't, and preserve your vessel from ther canon), also jukes and outsmart-outmaneuver with anchor turns.
    Brigs use speed to set up high-powered 2-gunner canonade with a constant man on the wheel to keep the best angle possible by moving with one sail only (the back one) or set up max canon burst + 1 boarder (big strenght of the brig and sloop, you have one man alvailable at max firepower). Galleon use resistance and tanking to blast up huge burst of canonballs and-or massive boarding strategies.

    If you're hesitant to go against bigger ship it's not cause of your ship but your skill, trust and knowlegde of what you can do and what you can't with it

  • @tempestbob-shop

    If you're hesitant to go against bigger ship it's not cause of your ship but your skill, trust and knowlegde of what you can do and what you can't with it

    Dude, as I said I mostly played on the sloop and it's my favourite ship, I know my girl. Me and the friend I used to play a lot with got the legendary sea dog title during april only, during that period we only played Arena, we wouldn't stop playing until we got our 10 daily wins, which were usually a single win streak since we barely lost any games. Then we moved to Adventure, mostly fighting ships regardless of their size and barely sinking once in a week. The fact that me and my friend were able to win vs galleons because the crews that played against us were not as good as us, doesn't mean the sloop have no disadvantages vs bigger crews.

    The problem here is that a good amount of players (probably over 70%) is scared about PvPing, this makes 70% of the fights easy wins if you enjoy it just because you practice it more than them. Any SoT PvP player is biased into thinking he's good just because the game lacks a matchmaking. As I spent a lot of hours into this game I've also encountered player as good as me and my friend, or even more. A fight to death between a sloop and a galleon which about the same skill and experience will mostly end up in the galleon's winning.

    About balance, well if you go side to side with every ship in naval fight but espacilly against same size or bigger ship, and espacially if you're in the sloop, you're a jerk

    In fact I said that it is obvius, and that the META is about boarding. If you can sink a galleon with a sloop without boarding it, it just means they were very bad or out of wood (which still means they were bad), which makes me think you give the same value to a win against a bad crew and one against good one.

    As much as I love sloop's manouverability it isn't enough to outmanouver a galleon's crew that knows what they are doing. The reason why over 70% of the fights vs galleons end in less than a minute is that most of the player base isn't even decent at PvP (since they do not practice it) which makes very easy to drop their anchor and 1v4 them, this doesn't mean sloop vs galleon is an even fight just because most players do not know how to play properly.

    This said, my point is not about it being HARD, I said multiple times that the difficulty is fine, the problem is how logistics make your time on the sloop less worth.

    Also, even tho I do not agree with all the "strategies" you explained (like the galleon tanking? what??? it's the worst ship to tank hits with, the sloop it's actually the best for that) I won't answer to that since we are starting to out of topic here, if you want to talk about that I can give you my discord and talk about this stuff there.

    You need more arms to take on loot and sell it ? Then don't do mission which are takeing days to cash up or prepare yourself for aditionnal work and risk.

    What? If the most enjoyable and profitable things to do also give you a lot of loot to cash in, why should I do other stuff?

    Also, i'll probably play less with my friends and so to the game if i've had to split my share with some noob friend

    As said, if this change is balanced properly a solo player would have the chance to make about the same money, which would make pointless forcing yourself to play on a sloop. Also, playing with a mentally afk friend on a big ship already slows down your incomes, so why are you playing with these guys if you don't want to get less money for playing with them?

  • @combatxkitty The problem is you are thinking all players will play while constatly thinking about these changes, which wouldn't happen after a bunch of weeks. Barely no one thinks "ah if only revive wasn't there I'd win" or stuff like that, some changes just need some time to get used to, and I think this is one of them, eventually no one will ever notice the difference.

    (Btw I would avoid the gold bonus for the sloops as it would slighlty wrose the hyperinflation situation, compared to the gold reduction that is a little step to slow it down).

    As said before this is only speculation, but if there was a gold reduction way back at launch and you had a galleon crew, do you think you would feel it and complain about it that much?
    As said, I'm not necessarily talking about getting 1/$ of the money, even just a minor % reduction. Imo, a % properly balanced wouldn't make you feel any difference.

    I noticed how big the gap in carrying loot is because now I mostly play on brig/galleon and I would totally be fine with this change. When I first played the game I didn't think "oh man people who have a crew need to make less than me! Its not fair!" but more like "when I played on the galleon with my friends I thought we got 1 chest and split the treasure by 4" as would happen realistically instead of generating 4 times the gold from the same chest, also this change doesn't make big crews make LESS money than a small crew, but about the same gold per hour, galleons would still probably make a little bit more but overall they would generate less gold helping to slow down hyperinflation.

  • @pellahh

    @pellahh a dit dans Reduced Gold for Bigger Crews :

    @tempestbob-shop
    so why are you playing with these guys if you don't want to get less money for playing with them?

    this thing call friendship ? accepting that other people have different engagement and comit to an activity than you and still do it with them cause it's still enjoyable ? I'm just dealing with a drawback, not being force (it's madness to do it otherwise)

    Also yeah agree on many points, and when i mean tanking with galleon i mean you can sustain a huge blast burst, not with a sloop and not really with brigs. Also sloop don't tank more, it's just way more efficient on time to reapair and ability to survive by draw out water.
    And as you said, most of the player basis are not set up to pvp, ironicaly my best fights aren't in arena so far. And meta about boarding ? Well just prevent repair, espacially by killing, sometimes a good angle and few shots top-deck or enough even against good crew, one mistake on a good passage for you with synchronize shots and it could be satlle.
    Also i'll never go for the board-anchor against a good coordinate 4-crew with a sloop, it's just a bait to loose, there is better to do.

    And ultimately if a sloop-brig crew can't wreak havoc enough the coordination of the ennemy crew it's seems fair than the bigger ship win. Man-O-War weren't decoration on the pirate ages.

    And yeah there is content on multiplayer games that ask you many people. It's like asking to sucseed the end-game raid on most mmorpg with 2 people, no sense.

    I think the point is you regard differences galleon - sloop as drawbacks, i see it as different angle of approach. And yes i feel like it's legetimate for 2 people to be more skilled or need to outsmart/outskilled 4 others to beat them or being able to beat the same challenges as them, designed to provide them difficulty.

    And the fact that there isn't that much of a matchmaking in adventure is sometimes awfull, sometimes a wonder. I mean it makes it adventure. Playing this game mostly for pvp if you're not that bad is probably gonna be pretty boring espacially if you play full time.
    You ask people for opinion, i said game making decision were made about this game, a favorised way to played it, some people can't deal really well with it. The fact that video game community seems to wanna direct their game in a way or a another today is miroiring their way to aproach life. You do with what you have and what you can, and try to pull the best from it, if you don't like it just leave (yes there is technics for '' leaving '' the earth without to have to kill yourself known for thousand years, just pretty scatered nowadays, many reason on purpose).
    And yes SoT is the only product of that type on the market, a shame to haven't more diversity in the gendra, still won't make most of our calls change much thing in the game developpement decision.
    PS : i don't mean you espacially by you, people in general but my english is not that great so i manage as i can

  • Ultimately it feels like you ask 2 people can bare the job of 4, i say just if the skill difference and the genius/effort income is enough, doesn't look like it in gold income 2vs4

  • @tempestbob-shop

    this thing call friendship ?

    ???? What? That's quite contradictive since as soon you need to split the trasure with them you would abandond them and play on a sloop.

    Also sloop don't tank more, it's just way more efficient on time to reapair and ability to survive by draw out water.

    Which means... they CAN TANK MORE, which is my point. A Galleon can't afford to tank that much since it cannot afford 2 or many players repairing, as soon as 2 players go repairing they get boarded. Sloop instead? the hull fills up so slowly that as long as you keep giving the same side to the enemy cannons you don't even need to repair immediately as the oppononent basically can't open more than like 6 holes, which isn't enough to make your ship sink as long as you scoop a bucket of water now and then. A galleon has to focus on repairing lowerd deck, a decent player will also shoot at the galleon's cannons if in fire range to prevent the enemy ship from shooting back, this will open various holes on the second floor which if kept open by making the enemy team focusing on lower deck repairs can be an insta sink as soon as your boarder succeed in holding the enemy pirates for enough time to make th water reach second floor.
    Survivability works in favor of tankiness and the Sloop has the highest one.

    Also i'll never go for the board-anchor against a good coordinate 4-crew with a sloop

    Then you'll never sink a decent 4 man crew. If you are thinking about blindly boarding the galleon then yes, it makes no sense. Boarding requires an opening (put down enemy masts and cannon the base of the ropes to get some enemy low; fire at the cannon area to try killing one or two enemies; or if you have the chance just destroy their lower deck to make 2 or mo people go repair. Boarding a Galleon requires a distraction as sinking a good Galleon requires boarding).

    Seriously tho, I think we are getting out of topic, if you want to talk about the META we can do this privately on discord. My point has never been about the difficulty of playing on a sloop nor the disparity in PVP (which, as different ships have different strenght and weakness, a 4 man crew still has the advantage over smalle crews), I literally said I'm perfectly fin with that and always have been. My problem is about the overall income bigger crews can generate compared to smaller ones.

    I've enjoyed playing as a solo and duo sloop for a lot of my time, what made me notice the difference is that now I am mostly playing in bigger crews, I'm not talking about this because I want more money, I have more than enough (more than 20 mlns) and would actually get the gold reduction as I play on bigger crews right now, I just feel it makes sense, that gold per hour would be more balanced regardless of your ship size and it would also help with hyperinflation.

  • @pellahh said in Reduced Gold for Bigger Crews:

    @combatxkitty The problem is you are thinking all players will play while constatly thinking about these changes, which wouldn't happen after a bunch of weeks. Barely no one thinks "ah if only revive wasn't there I'd win" or stuff like that, some changes just need some time to get used to, and I think this is one of them, eventually no one will ever notice the difference.

    (Btw I would avoid the gold bonus for the sloops as it would slighlty wrose the hyperinflation situation, compared to the gold reduction that is a little step to slow it down).

    As said before this is only speculation, but if there was a gold reduction way back at launch and you had a galleon crew, do you think you would feel it and complain about it that much?
    As said, I'm not necessarily talking about getting 1/$ of the money, even just a minor % reduction. Imo, a % properly balanced wouldn't make you feel any difference.

    I noticed how big the gap in carrying loot is because now I mostly play on brig/galleon and I would totally be fine with this change. When I first played the game I didn't think "oh man people who have a crew need to make less than me! Its not fair!" but more like "when I played on the galleon with my friends I thought we got 1 chest and split the treasure by 4" as would happen realistically instead of generating 4 times the gold from the same chest, also this change doesn't make big crews make LESS money than a small crew, but about the same gold per hour, galleons would still probably make a little bit more but overall they would generate less gold helping to slow down hyperinflation.

    I do understand where you are coming from. Sometimes I am straight to the point so let me just say I do not think you came up with an awful suggestion by any means. I just personally think its not needed and is abit assumptive that gally crews or whatever have it easier, yes true with competent crew you are one hundred percent right however this game has open crews and the experience on them is not always more efficiency that is all I am trying to say nor is the experience more efficient for all the new players joining in.

    That is just my opinion, I could be wrong. Ultimately its up to the devs.

    I actually did try open crew once and it was a nightmare, I left. Ok that is one experience but I have heard many echos of my experience from others. From there I decided to solo and it was nice, questing as I please, no distractions, only reason I do not solo anymore is because I made friends who I enjoy spending time with. Solo is meant to be hard mode and I think back in day it even said something close to that on the ship screen. I do wish they did not remove it. Anyways I personally do not see Rare doing this because they built this game to be more multiplayer, I could be wrong about that aswell of course.

  • I myself have spen a good 90% of my time on the water alone on the sloop. Turning in large hauls from events or spoils of war can be very tedious, but that comes with the territory. Comparing the difficulty of the game based on ship and crew size is a bit off in my opinion. It’s all about tactics, planning and execution. Playing to the strengths and weaknesses of each individual session, encounter, event, tall tale. I understand solo is sometimes going to make for a more challenging experience, but that in itself is a reward for me personally. This is def a fun topic to ponder and discuss though!

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