Hello! I posted this over on Reddit but numerous commenters suggested I post it here as well (makes sense!) You can click on the actual thread or read the entire post below. It initially started as ideas for good play and reducing toxicity, but someone inquired about my thoughts regarding the respawn mechanics so I've included that at the bottom as well! Some of these ideas have great counter-arguments over on the Reddit thread that I encourage you to read if interested!
Reddit Thread
Hello! I had some general design thoughts about ways to increase friendliness amongst the player base and reduce toxicity. Thankfully Sea of Thieves is already off to a great start in this regard as I have experienced little of either both on this forum or in-game - but come launch this will become a more important issue.
tl;dr
- Feature to add solo-players to your crew
- Add resource scarcity to increase the impact of sea-battles
- Change Brig to be time-based with increasing returns
- Have a way to flag mic/no mic before match-making
- Have titles that reward solid gameplay, both good and bad
- King-of-the-Hill or Capture-and-Hold Respawn Mechanics
#1. Feature to add solo-players to your crew
It would be fantastic to have a feature where I'm able to invite solo players to my crew. Example: I was out solo-slooping and rolled into port to drop off some chests. I ran into another player who was also running solo and we had a nice little chat, played some music, and basically had a good time discussing our solo adventures. At that moment it would have been fantastic if I could have invited that player to join my crew (so that we would have been a duo) so we could sail together. This could easily work for a crew of 2-3 who find solo players that want to scoop up as well.
I feel like this would encourage solo players to be more friendly to each other and potentially let larger crews not instantly pick off small ships - if you are down a player it would be to your advantage to seek out solo players and try to recruit them to strengthen your crew.
UPDATE
Turns out if you use the "make friends" emote on another player and they use it back, it'll bring up a window to add them as a friend! Not exactly adding them to your crew, but it's a start! (thanks @guardianapple for the tip!)
Source: https://twitter.com/steinekin/status/957112227844141056
#2. Resource Scarcity
Currently, there are barrels -everywhere- full of planks, cannons, bananas - whatever you need it's not far away. It's far too easy for players to just blow all their resources on battles between islands simply because of how easy it is to restock. If there was more scarcity of resources, crews would be far more hesitant to fire willy-nilly on other ships. It would make engagements more planned and every battle more decisive, deliberate, and important. As a note, I don't think barrels actually spawn from ships you sink currently - if resources were to spawn anywhere I feel this is where it would happen!
It would also allow players to become "traders" of sorts by carrying lots of resources and sailing around to other ships trying to hock their wares in exchange for chests. Sure these trades could result in gun-fire, but such is the game! It would enable emergent gameplay and a player-based economy (since there is no "trading" between players right now, this would be a welcomed addition).
#3. Change Brig to be Time Based
Rare has said the point of the Brig is to put people in time-out but as of right now it feels more like jail. If the brig was time-based rather then "you're in there for good" and it had increasing returns, I feel it would hopefully be used as intended. Example:
- 1st Time in Brig: 30 seconds
- 2nd Time in Brig: 2.5 minutes
- 3rd Time in Brig: 5 minutes
- 4th Time in Brig: Kicked from group
There could be a cooldown on putting someone in the brig to prevent abuse (i.e. you could only put the same person in the brig once every 5 minutes or what-not). Also, if after putting someone in the brig 3 times they are still acting up, you and your crew probably don't want them on your crew anyways - a three strikes and you are out policy. Inversely it would make it so the player put in the brig would know there is a harsher penalty eventually for misbehaving. I feel in general this would be more in line with what Rare intended.
#4. Mic / No Mic
It would be fantastic if you could flag "looking for a group with mics" or "don't care" before matchmaking. Often I want to join a crew full of lively individuals or at least people who talk. I hate to be 'that guy' who joins and leaves crews over and over until I find one of my liking - one where people are talking.
Coming from Overwatch I enjoy the Competitive Mode much more than QuickPlay - it's not because of the type of people playing, or because of the "hardcore-ness" of it - it's because more people talk in Competitive than QuickPlay. Nothing is more disappointing to me than when I join a game where no one has mics and nothing feels better than when my entire team is vocal. I feel in Overwatch it generates positivity and team comradery when everyone is talking, where-as if you get someone yelling at everyone else because they don't have mics it makes everyone feel crummy. But that's just my preference and that's exactly my point - a way to let people find others who want the same things would go far in forming solid groups.
#5. Titles
I noticed in-game and have read Rare plans to add titles to the game. I really hope there are titles that you can gain and lose. For example, if I sail around and put bananas in other ships banana-barrels, I would earn progress towards a "Patron" title which would let other players know I am there to help. Inversely, if I go around taking from other ships banana-barrels, I would lose progress on the Patron title and gain progress on the "Sticky Fingers" title. Progress on both these titles could reduce over time making them activities you actively have to participate in to keep it.
I would love to see more titles like this that encourage solid play - both good and bad. Allowing players to advertise they are "good guys" or "bad guys" is welcomed in any game where you can actively fight everyone. Ideally, the servers and community would be tight-knit enough to say "Oh that's BodhiSlam, he's known to be so-and-so, we should act accordingly" - but the servers are generally small and you may never see the same person twice. Having ways of advertising what type of pirate you are will go far.
#6. Respawns
The current problem with respawns is that when a player in a crew dies during ship-to-ship combat, they are able to respawn back into the game world quickly and fights can drag on. Additionally, since crews can continue to respawn on their ship it removes the excitement of taking a ship and makes the idea of "taking a ship and stealing their treasure" an arduous task that isn't fun and at most involves "drive-by theft".
To address this, there here are two ideas of how this could change to support better ship-to-ship fights:
IDEA 1 - King of the Hill
Here's how I see this working:
- Crew A is on their Ship (Ship A) and Crew B boards.
- While Crew A still has players alive ON BOARD (i.e. feet on the ship), their crew is able to respawn with diminishing returns on respawn time.
- If at any time all players are Crew A are not ON BOARD (i.e. they are dead or in the water), respawns on Ship A cease and Crew A now respawns on an island far away from their ship.
- Crew B, now victorious over Crew A, can now raid Ship A of all treasure.
- After a set amount of time, Ship A sinks into the ocean.
What the game would gain from this:
- Fights between crews would still have all the excitement of battles, and the respawn mechanic of being able to appear back on your ship would add to the "illusion" that ship-to-ship battles are conflicts of epic proportions.
- It would encourage gameplay regarding eliminating crews as fast as possible and preventing the other team from being on their boat. This could be by knocking them into the ocean with explosions or doing sneaky assassinations on their boat (taking them all out at once).
- It allows players that are victorious time to loot their boat and feel a sense of accomplishment.
- There is no downside for Crew A in the above example other than losing their loot. They still get a new ship, they still get to continue as a crew - all the aspects of the game that are most important are still intact.
- This idea of a "feet on the ship" mechanic is clear and concise and easy for players to understand.
IDEA 2 - Capture and Hold
- Crew A is on their Ship (Ship A) and Crew B boards.
- Crew A defends against Crew B but suffers casualties which lead to somewhat staggered deaths.
- Crew B initiates a "capture" The "capture" involves channeling an object for a set amount of time (say 10-15 seconds) uninterrupted.
- During Crew B's attempt at "capturing" Crew A manages to interrupt them a few times, but eventually, their Crew A's respawn timers become long enough that Crew B is able to finish the capture without interruption. Any further respawns from the opposing crew are redirected to a distant island.
- The pirate on Crew B who was channeling the "flag" now has the object in their hands. As long as this is held by Crew B, Crew A's respawns direct them toward an island.
Ending 1
6. There is one pirate left on Crew A - the rest of their Crew is either on the Boat of the Damned or an island. The pirate from Crew A attacks the pirate holding the "flag" and kills them, which causes them to drop the "flag". He quickly recovers it which re-enables the ship-spawn.
7. A mermaid spawns near Crew A on the island allowing the distant crew to respawn on the ship. All members of Crew A that are dead now respawn directly on the ship.
8. Crew A is able to return to their now reclaimed ship and make a last-ditch effort to escape or turn the tables on Crew B.
Ending 2
6. The remaining pirate on Crew A confronts Crew B and dies, failing his very last chance to save his ship and be a hero to his crew, shortly respawning on the island with the rest of them.
7. Crew B takes all the goods and a minute or two later the ship scuttles itself.
8. Crew A, now on an island far away from the previous battle has a new ship spawn as soon as their previous ship is sunk.
As a note - the object that Crew B "captured" could be sold for gold (or rep, or whatever works best in future gameplay) - this would allow them to get something out of raiding ships even if there are no treasure chests!
Thanks for reading!
My apologies if these suggestions have been made before or there are obvious technical limitations preventing these from happening. Also if any of these ideas are already planned for the game - even better! I had these thoughts rolling around in my head these past couple of Stress Tests and had to get them out! ❤
