Questionable Game Design at Rare

  • I am stuck with a bewildering question: How can a professional game studio, with hundreds of very experienced employees with degrees, be so bad at basic game design? How do they make such novice mistakes? The only 2 possible explanations is that either Rare has no idea what they're doing, or I have no idea what I'm doing. It only makes sense that I'm the incorrect one here, but the evidence says otherwise. Heres 3 basic game design guidlines:

    1. At no point should I feel compelled to pull out my phone and play another game while playing your game. Don't make the player wait with nothing to do.

    2. Every time I lose (in this case, dying or sinking), I should be able to think back and see where I went wrong. Everything needs counterplay.

    3. As a designer, one of your jobs, and in my opinion the most important job, is to maximise the depth your game provides, and minimize the complexity it has. As an example, if your character can carry only 2 weapons, don't make a selection wheel. Just have them press Y.

    Keep these 3 guidelines in mind as I show you some examples:

    The dancing and sleeping cursed cannonballs: Taking control away from the player is generally bad. In this instance, there's not any counterplay to avoid it, and there's no way to lessen its effect. You can just straight up sink because you were hit with a largely unavoidable attack.

    Additional fruits: There was nothing wrong with bananas. As a rule of thumb for game design, you want to get as much depth out of as little complexity as possible. Before, it was just grab a banana, select it from the wheel, and go. Not much complexity, a fair bit of depth considering the implications of healing. Now, you grab one of 5 assorted fruits of varying quality, press start, scroll over to the resources tab, assess the proper fruit given how damaged you are, select the fruit you want, and go. This change didn't add much depth that didn't already exist, but it certainly cranked up the complexity.

    Earthquakes and Volcanoes: Earthquakes drastically reduce player speed and have no counterplay. This would be poor design on its own, but couple it with an area that often needs you to get to your ship fast, and gunpowder skeletons that require you to run, and things can get pretty unfair. Volcanoes are a cool idea, and would have been great if they were executed well. They weren't. One could have easily made an extremely deadly eruption lasting 30 seconds, which mantains all the design benifits of volcanoes, as opposed to a slow sinking 5 minute eruption that requires players to just wait until it's over. Making the player wait around is poor design.

    Crossplay: Why did Rare possibly think putting console and PC players together would be fair? How did this get past the drawing board? (If you want to argue this point, please do it somewhere else. I've made posts about this, do it there or on the megathread)

    The patience meta: Why would Rare make running away the best combat strategy? It's the most boring tactic. Design rule of thumb here, the most rewarding way to play should also be the most fun.

    I'm sure you see the point. This is all game design 101 here. What vexes me is that this is not one dev team making their first game on Scratch. This is Rare!

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  • @wilbymagicbear Rare's biggest issue is their lack of ability to create trade-offs for a player's choices. They either refuse to implement consequences to choices, or can't understand how to. For instance, the alliance system. There is literally no downside to the alliance system, which just catered to a play style that encouraged antisocial interaction and perverted the general idea of what the PVP-always servers were meant to do. An easy trade-off that could be seen from a mile away would be reducing your gold/experience per item turned in by a factor determine by the number of members within your alliance. Have 3 member ships in the alliance? You get 1/3 exp/gold for each item turned in across all ships. You are thus trading prosperity for security. Instead, they do nothing and just encourage people to try and "lockdown" servers to farm constantly for gold that barely has any use. There are tons of these examples.

    Cursed cannonballs is another one. Maybe implementing some kind of status effect on a ship that is exacerbated based on type of quantity of cursed cannonballs on the boat. This way you gain the advantage of using these ultra OP ammo variants, but can just spam them without repercussion. Tons of bad design which seems like more of an effort to just shoehorn in "features" so that they can say to the player base, "see, we are delivering content to you, so stay happy!" Ultimately though, is just creates a game that is super bland and boring 80% of the time.

  • Well this is their first modern multiplayer game, correct me if I’m wrong. Hopefully they learn a lot from this so called experiment.

  • At no point should I feel compelled to pull out my phone and play another game while playing your game. Don't make the player wait with nothing to do.

    I would argue that their is plenty of meaningful things to do on a ship, like getting supplies, adjusting sails, and in general being proactive. If someone is the type of player to just pull out their phone and idle, I don't want to sail with them. We had two on our crew that did this, I called them out, we argued, and now we don't sail together.

    Every time I lose (in this case, dying or sinking), I should be able to think back and see where I went wrong. Everything needs counterplay.

    Our crew does this already, so I don't see how you aren't able to. Are you asking for like a replay system? What exactly do you think will solve this perceived problem?

    As a designer, one of your jobs, and in my opinion the most important job, is to maximise the depth your game provides, and minimize the complexity it has. As an example, if your character can carry only 2 weapons, don't make a selection wheel. Just have them press Y.

    This is a thing, so not sure on this. Rebinding keys has always been a feature.

    The dancing and sleeping cursed cannonballs: Taking control away from the player is generally bad.

    Hard CC isn't a unique concept, and plenty of people are fine with it. However, I will state something I said way back in the day, give players the ability to counter Curses with their own Curses. Got anchorballed? Pop one of your own to lift that anchor. Same for the Rigging ball as well. I am fine with the games current system, but I wouldn't be against adding like previously described.

    Crossplay: Why did Rare possibly think putting console and PC players together would be fair? How did this get past the drawing board? (If you want to argue this point, please do it somewhere else. I've made posts about this, do it there or on the megathread)

    Opt out than, why complain about something you have the solution to?

    I'm sure you see the point. This is all game design 101 here.

    I don't think this is design 101, I just think you have way different expectations with even some of your suggestions not making sense with my own experiences in the game.

  • As much as I agree that Rare started some simple mistakes, especially with the wonderful games we played made by them, it seems to me that this post is more an outburst of someone who had a bad day than a post really wanting to show any mistakes. Most of your complaints already have solutions, even if they don't please you.

  • @wilbymagicbear i agree with a few of your points, especially the ones about the phone and the running away. However your point about the Cross play feature is stupid and kind of pointless seen as opt out is a thing now.

  • @wilbymagicbear You come in here complaining that Rare do a poor job of designing a game, then you whinge about the most trifling non-issues in the game.

    [mod edit]

    You're not a game designer. You're a nerf-lobyist.

    I think they made and still add content to a really awesome game -it has pros and cons, it has areas that challenge you.

    [mod edit]

  • @wilbymagicbear said in Questionable Game Design at Rare:

    Additional fruits: There was nothing wrong with bananas. As a rule of thumb for game design, you want to get as much depth out of as little complexity as possible. Before, it was just grab a banana, select it from the wheel, and go. Not much complexity, a fair bit of depth considering the implications of healing. Now, you grab one of 5 assorted fruits of varying quality, press start, scroll over to the resources tab, assess the proper fruit given how damaged you are, select the fruit you want, and go. This change didn't add much depth that didn't already exist, but it certainly cranked up the complexity.

    This is simplified by the food cycle ability of the food hotkey.

  • @vasduten 'Game flawed? Game flawed....

    NO.

    You flawed.'

  • @d3adst1ck To some extent for sure, but the point stands.

  • @simplelyricc The point is just that they ever thought that was a good idea. Why would you think that? I love the new opt-out though.

  • @targasbr I've been mulling this over a few months now. I posted this before playing the game today, so I don't think it was a burst of salt.

  • @nabberwar said in Questionable Game Design at Rare:

    At no point should I feel compelled to pull out my phone and play another game while playing your game. Don't make the player wait with nothing to do.

    I would argue that their is plenty of meaningful things to do on a ship, like getting supplies, adjusting sails, and in general being proactive. If someone is the type of player to just pull out their phone and idle, I don't want to sail with them. We had two on our crew that did this, I called them out, we argued, and now we don't sail together.

    The point is that the activity is so bland it can be done while playing another game. That really shouldn't happen.

    Every time I lose (in this case, dying or sinking), I should be able to think back and see where I went wrong. Everything needs counterplay.

    Our crew does this already, so I don't see how you aren't able to. Are you asking for like a replay system? What exactly do you think will solve this perceived problem?

    I'm talking more about how you can lose without doing anything wrong. For instance, getting krakened during a ship chase.

    As a designer, one of your jobs, and in my opinion the most important job, is to maximise the depth your game provides, and minimize the complexity it has. As an example, if your character can carry only 2 weapons, don't make a selection wheel. Just have them press Y.

    This is a thing, so not sure on this. Rebinding keys has always been a feature.

    Just an example. I used something commonplace and already in game to make it easier to understand.

    The dancing and sleeping cursed cannonballs: Taking control away from the player is generally bad.

    Hard CC isn't a unique concept, and plenty of people are fine with it. However, I will state something I said way back in the day, give players the ability to counter Curses with their own Curses. Got anchorballed? Pop one of your own to lift that anchor. Same for the Rigging ball as well. I am fine with the games current system, but I wouldn't be against adding like previously described.

    Fun idea, but the issue is with those 2 particular balls, simply because they take away control.

    Crossplay: Why did Rare possibly think putting console and PC players together would be fair? How did this get past the drawing board? (If you want to argue this point, please do it somewhere else. I've made posts about this, do it there or on the megathread)

    Opt out than, why complain about something you have the solution to?

    I'm questioning why Rare the million dollar hundreds of people studio ever thought that would work in the first place.

    I'm sure you see the point. This is all game design 101 here.

    I don't think this is design 101, I just think you have way different expectations with even some of your suggestions not making sense with my own experiences in the game.

  • @wilbymagicbear

    1. If you're pulling out your phone, you have a very short attention span and that's just sad.

    2. If you're killed or you lost your ship, there are things you could have done better; you need to work that out or ask for help. Thus far you have only complained and have not asked "What can do I do better in X situation"

    3. There is nothing wrong with complexity, it can in its own way add depth. I do feel this is a situation of your first complaint influencing your 3rd complaint. Additionally re-map your controller, the default button map is horrible and laid out by someone who's not exactly the most efficient gamer. Improving your button map puts you on par with a PC player.. The only real advantage a Mouse and Keyboard has in Sea of Thieves is VS noobs who do not re-map their controllers and fail to turn up the sensitivity.

    4. Annoying and as dumb as the cursed cannonballs are and as annoying as they are, you can actually counterplay them too simply by keeping your eyes open and avoiding being hit (you personally) the AE range on these is not ship wide, and you can actually move out of the area of effect.

    5. Agreed the food changes again are dumb, but you can as a player adapt; see cannonballs.

    6. Earth Quakes and Volcanoes while annoying and again kinda dumb because of the frequency are not all that dangerous if you know how to handle the situation. Play better and they become trivial.

    7. Cross play is not actually an issue IF YOU RE-MAP YOUR DAMN CONTROLLER; STOP USING THE FREAKING DEFAULT BUTTON MAP YOU TURKEY, and turn up your sensitivity, the default settings are horrible.

    8. It's not the best strategy, its just the most common because the only people left playing are for the most part the "GIVE ME A PRIVATE SERVER" guy who're not the sort of people who should have purchased Sea of Thieves in the first place..

    9. I know what's involved in good game desing, Rare has done a spectacular job excluding some really minor yet annoying stuff.

    Melee / gun play needs work, revert to 1 year ago, cursed cannonballs are too common, the fire mechanic needs a lot of work and IMO should be also a lot less common to obtain the fire pickup, food needs to be reverted to banana power level simplicity, and the kegs overall need to be nerfd to only impact the hull of the ship and players in their classical way, again revert kegs to 1 year ago.

    Overall Rare's game is really good, they just need to tune a few things up, changes a few things BACK, and this game would be easily one of the best on the market.

  • I have no idea what I'm doing

    Yep, you got that right.

    You confuse game design with player engagement, which is subjective to every player. You make claims of things based off personal anecdotes and parade them as solid constants, which is just not intelectually honest. You seem to not know how to describe or understand some mechanics in the game, but you atribute this flaw to the game.

    In my opinion I think the only questionable thing here is your ability to create a good thread.

  • Sounds to me someone just flat out had a bad time on the server and decided to make a post about it.

    What can be done to you can be 'countered' back by doing the same. Monkey See, Monkey Do.

    Cannonballs can be countered, dont get hit or some cases be below deck where it impacts. (Ive had crewmates above be effected but below myself not)

    Fruit, different ones heal %, but all still heal. What is the issue? Nothing.

    Yes, Devils Roar is a terrible place, only the brave and skilled can conquer it. Guess your not one of them?

    Running away has always been a tactic in any game. Tag? KickBall, Dodge Ball? Overwatch, CoD. Disengage and run. "Fight to Run away" Its best if you are to say...Unprepared to fight another Ship of any size.
    Some pirates never stock up, they just set sail.

    *Pulling out phone.
    Sorry but...when do you have time to do this besides between Login and loading into server.

  • @wilbymagicbear

    Crossplay: Why did Rare possibly think putting console and PC players together would be fair? How did this get past the drawing board? (If you want to argue this point, please do it somewhere else. I've made posts about this, do it there or on the megathread)

    You brought it up on your thread, like a goof, and so i will address this on your thread.

    Because the micro-accuracy of a mouse doesn't come into play on a game where headshots aren't a thing. Me being able to shoot your head doesn't apply more damage than an average Xbox players ability to shot me anywhere oh my body, so in the end, it doesn't matter.

    When the game limits your mechanical functions on par with a Console player, your superior platform cannot benefit from its superiority.

    If console is a bus, and PC is a sports car, the analogy is that both our vehicles are on a track, and the max speed is 10 kmph no matter how fancy your vehicle is.

    I'm sure you see the point. This is all game design 101 here.

    Well, in their defense, they did say, on multiple occasions that SoT isn't a typical game... That they're trying to do something new.

    And secondly, you can easily consider SoT to be a "Fantasy Pirate simulator" where all these unfair aspects might be intentional so as to produce the most genuine fantasy pirate experience. xD

    Though, if we do consider the game to be a typical example of a game, i do agree with you on the waiting meta thing, and excessive complexity, it's kinda boring and finicky. :C

  • @usualbarley8154 said in Questionable Game Design at Rare:

    @sweltering-nick said in Questionable Game Design at Rare:

    @wilbymagicbear

    Crossplay: Why did Rare possibly think putting console and PC players together would be fair? How did this get past the drawing board? (If you want to argue this point, please do it somewhere else. I've made posts about this, do it there or on the megathread)

    You brought it up on your thread, like a goof, and so i will address this on your thread.

    Because the micro-accuracy of a mouse doesn't come into play on a game where headshots aren't a thing. Me being able to shoot your head doesn't apply more damage than an average Xbox players ability to shot me anywhere oh my body, so in the end, it doesn't matter.

    When the game limits your mechanical functions on par with a Console player, your superior platform cannot benefit from its superiority.

    This is just false, there being no headshots does not negate a kbm user's ability to flick turn and aim in quicker and more accurately than a controller player. Sure I've adjusted my controller sensitivity to give me a shot at keeping dudes on my screen, but controller gives up accuracy that mouse just doesnt when they do that.

    Stop arguing that kbm isnt superior in 1st person play like this, its a known fact that has been the case basically forever.

    With your controller sensitivity turned up appropriately, you can do the same just as fast as a PC player.

    Your argument, is moot.

    The only ADVANTAGES pc players COULD get, is better headshot accuracy, but seeing as this game doesn't reward headshots, all you need to do is bodyshot. And a controller player can bodyshot with equal accuracy and speed as a PC player.

    I know this, because i've met several of them on my adventures.

    If this game rewarded headshots, you would have a valid argument, unfortunately for you, that isn't the case... The only one you're fooling, is yourself, sailor.

  • @usualbarley8154 said in Questionable Game Design at Rare:

    @sweltering-nick said in Questionable Game Design at Rare:

    @usualbarley8154 said in Questionable Game Design at Rare:

    @sweltering-nick said in Questionable Game Design at Rare:

    @wilbymagicbear

    Crossplay: Why did Rare possibly think putting console and PC players together would be fair? How did this get past the drawing board? (If you want to argue this point, please do it somewhere else. I've made posts about this, do it there or on the megathread)

    You brought it up on your thread, like a goof, and so i will address this on your thread.

    Because the micro-accuracy of a mouse doesn't come into play on a game where headshots aren't a thing. Me being able to shoot your head doesn't apply more damage than an average Xbox players ability to shot me anywhere oh my body, so in the end, it doesn't matter.

    When the game limits your mechanical functions on par with a Console player, your superior platform cannot benefit from its superiority.

    This is just false, there being no headshots does not negate a kbm user's ability to flick turn and aim in quicker and more accurately than a controller player. Sure I've adjusted my controller sensitivity to give me a shot at keeping dudes on my screen, but controller gives up accuracy that mouse just doesnt when they do that.

    Stop arguing that kbm isnt superior in 1st person play like this, its a known fact that has been the case basically forever.

    With your controller sensitivity turned up appropriately, you can do the same just as fast as a PC player.

    Your argument, is moot.

    The only ADVANTAGES pc players COULD get, is better headshot accuracy, but seeing as this game doesn't reward headshots, all you need to do is bodyshot. And a controller player can bodyshot with equal accuracy and speed as a PC player.

    I know this, because i've met several of them on my adventures.

    If this game rewarded headshots, you would have a valid argument, unfortunately for you, that isn't the case... The only one you're fooling, is yourself, sailor.

    Not really.

    1.) I've played with both and experienced the difference and no amount of condescension from you can really trump that.

    2.) Its just a matter of human physiology that kbm + mouse is superior in terms of both speed and accuracy combined. its the difference between having a dozen+ muscles and several joints in control of the action and having 2 joints and 4 muscles.

    3.) I too tend to play on contoller and kill mouse/kbm players my ability to overcome the disadvantages of controller doesn't make them non existant.

    1. Playing both doesn't make your argument more valid, i'm easily more skilled with PC than controller, myself, because i play the PC more... if i tried out controller, it wouldn't prove much other than the fact that i need more practice to get good with controller. And it's no different for you. :P

    2. No, it's not... Yes it's true that mouse offers better accuracy, but not necessarily better speed. And seeing as headshots aren't rewarded, only body shots, it honestly doesn't matter whether you use a mouse, or controller... They both bodyshot with equal accuracy in a game that doesn't allow headshots.

    See, you understands the "no headshot" rule, but you're not actually comprehending the concept and what it implies. : /

    You only need approximate aim in SoT, nothing more. SoT is, at least originally, designed to equalize KBM and Controller players... :P

    1. The miniscule advantages of PC players doesn't come into play until around the 95% skill threshold... Where no matter how much more skill you obtain, you cannot play any better than best as a controller player, and cannot play any better than best as a KBM player.
      Your average player is somewhere around the 10-30% skill tier, with occasional "good players" being around the 50-75% threshold... I only know of ONE player who might be around the 80% skill tier, and he's the best SoT player i've ever seen, he's a youtuber called MixelPlx. I haven't ever seen or heard of a true 90% skill tier player... Much less a 95% skill tier one.

    If you regularly defeat PC players with controller, that ABSOLUTELY means the disadvantages are non-existent.

    And plenty of controller players on these forums agree with me on that... Well, it's more accurate to say i agree with them. :P

  • The only thing that bothers me is the little things that a AAA studio shouldn’t miss.

    Examples: When you first pull out the watch the face crystal isn’t there. When pulled out again it is.

    The sloop stairs can be climbed on the outside of the railing. Done this in the heat of battle way to many times. Easy to do when the boats rocking around.

    Same voyage being show on everyone’s table.

    If you start a sword charge right after a three combo it won’t display the animation but you’ll still charge. Takes awhile to get used to buts it’s been there from day one. Especially true when fighting mobs of skeletons.

    Hit detection

    For me when a game has really good polish that impresses me. While these are some things I’ve noticed over my time playing and there’s more just can’t remember them this early. These may seem trivial but it shows how good of a developer you are.

  • Lol what a bunch of missinformation from a upset player. People have different expectations btw, this is no 101 game design flaws, it's what you want. Now when you stop assuming everyone wants to play like you or your 'friends' you might understand why a lot of us find it great.

    As for your ridiculous points, as a guideline.
    L2P the game, stop being a boring dolt.

    -using the phone: that's sad, this game has a special soft spot for me in my heart. Since it so easy compared to other games and requires low effort, i often play this when i wanna have a chill experience/when tired or drunk. U need to play it with friends, not randoms without mic. Or just get any talkative person. I use this game to talk and chill, like when i'm playing a board-game. If u don't talk in this game, it's boring, any activity is. This is deffo a social game more than anything.

    Outside of that, there are plenty of stuff to do on a ship or outside of it while it travels, i never go full on middle of sea to my next objective. Try to go by as many islands as possible, by the time i reach my objective i often have loads of treasure i just picked on the side from the shore. Or cannon yourself while driving to nearby islands to get supplies, fish, fight sharks, ships. Idk i am rarely idle if i keep the content arround.

    -THE CC is not that long, people don't have that many curse balls. I've yet to feel the wrath of them as you describe, i end up living through them quit fine. And guess what, you can use them yourself.

    -food, u can do that with 1 button, cycle fruit, keep it saved on wichever u want. don't gotta do all the nonsense you said.
    Many more, but whatevz not rly worth my time. Enjoy the game or don't.

  • @wilbymagicbear said in Questionable Game Design at Rare:

    I am stuck with a bewildering question: How can a professional game studio, with hundreds of very experienced employees with degrees, be so bad at basic game design? How do they make such novice mistakes? The only 2 possible explanations is that either Rare has no idea what they're doing, or I have no idea what I'm doing. It only makes sense that I'm the incorrect one here, but the evidence says otherwise. Heres 3 basic game design guidlines:

    1. At no point should I feel compelled to pull out my phone and play another game while playing your game. Don't make the player wait with nothing to do.

    2. Every time I lose (in this case, dying or sinking), I should be able to think back and see where I went wrong. Everything needs counterplay.

    3. As a designer, one of your jobs, and in my opinion the most important job, is to maximise the depth your game provides, and minimize the complexity it has. As an example, if your character can carry only 2 weapons, don't make a selection wheel. Just have them press Y.

    Keep these 3 guidelines in mind as I show you some examples:

    The dancing and sleeping cursed cannonballs: Taking control away from the player is generally bad. In this instance, there's not any counterplay to avoid it, and there's no way to lessen its effect. You can just straight up sink because you were hit with a largely unavoidable attack.

    Additional fruits: There was nothing wrong with bananas. As a rule of thumb for game design, you want to get as much depth out of as little complexity as possible. Before, it was just grab a banana, select it from the wheel, and go. Not much complexity, a fair bit of depth considering the implications of healing. Now, you grab one of 5 assorted fruits of varying quality, press start, scroll over to the resources tab, assess the proper fruit given how damaged you are, select the fruit you want, and go. This change didn't add much depth that didn't already exist, but it certainly cranked up the complexity.

    Earthquakes and Volcanoes: Earthquakes drastically reduce player speed and have no counterplay. This would be poor design on its own, but couple it with an area that often needs you to get to your ship fast, and gunpowder skeletons that require you to run, and things can get pretty unfair. Volcanoes are a cool idea, and would have been great if they were executed well. They weren't. One could have easily made an extremely deadly eruption lasting 30 seconds, which mantains all the design benifits of volcanoes, as opposed to a slow sinking 5 minute eruption that requires players to just wait until it's over. Making the player wait around is poor design.

    Crossplay: Why did Rare possibly think putting console and PC players together would be fair? How did this get past the drawing board? (If you want to argue this point, please do it somewhere else. I've made posts about this, do it there or on the megathread)

    The patience meta: Why would Rare make running away the best combat strategy? It's the most boring tactic. Design rule of thumb here, the most rewarding way to play should also be the most fun.

    I'm sure you see the point. This is all game design 101 here. What vexes me is that this is not one dev team making their first game on Scratch. This is Rare!

    This entire quote is ignorant, biased, relies on shock value rather than actual facts, and feeds into its own narrative.

    While it's true that SoT has its own flaws, much of what you describe aren't flaws at all. Besides, every game has flaws if you know where to look or look deep enough. Personally, I try not to do that, as it tends to ruin one's experience.

    #1. The game doesn't make you wait with nothing to do - there's always something to do. This largely appears to be a YOU problem, and is likely due to your lack of knowledge, experience, or sheer boredom that's created by YOU because you think there's nothing to do. When exploring islands, you can complete voyage objectives, look for loot, fight skellies, go hunting for meat, gather supplies, search the nearby seabed, cook food, or guard the ship. While on your ship, you can steer, angle sails, raise or lower the sails, ready the anchor, cook, go fishing, play music, watch for other dangers or opportunities upon the sea, practice your combat skills, organize your supplies, change up your pirate, talk to your crew, bucket water, repair holes, fire the cannons, play with pets, grab a grog, hide your loot, and on and on and on... There's ALWAYS something to do. Boredom is only an issue that's created in your own head. You are your own worst enemy.

    #2. SoT has a lot of counter play - saying otherwise is just plain ignorant. He's got a blunder? Stay back. An EoR? Get in close. He likes to jump and dodge? Get him into a tight spot or limit his options (the bowsprit is great for this). Catch on fire? Douse yourself. Ship gets damaged? Repair it. Get hurt? Take cover, run, eat something, or any combination of the above. Enemies trying to board? Watch your ladders. And on, and on, and on...

    Try recording a combat scenario (or a few), and see where mistakes were made for both yourself and your crew (and the enemy as well). See what worked so well too. When something went wrong, ask yourself what you or others could have done differently. You can do this in EVERY. SINGLE. VIDEO. GAME. EVER.

    #3. There is no weapon selection wheel. And you do press Y to switch between your 2 weapons. It's easy and your point in this regard is completely unfounded. I think you were confused about the ammo selection wheels if anything - but that's an entirely different thing and is meant to take time, as switching ammo is supposed to be a calculated risk.

    CCBs. The operative word here is IF. IF you get hit by a wearyball or jigball. The counter play here is to not get hit at all. They have a limited radius, and are slow in-flight so you should be able to easily avoid them when on deck. Besides, it's common sense to MOVE AWAY FROM INCOMING FIRE. Even if you do get hit, it's only for 5 seconds - you can rely on your crew to manage things for that long without you. Good sailing and maneuvering to stay out of an opposing ship's cannons while maintaining your own is a big part of ship battles. The best ships are always the ones who can not only manuever, but also maintain accurate fire onto specific locations quickly and consistently at range. Besides, they're eventually going to run out of CCBS - make them waste them. Always be ready to counter the purple ones. For example, if you get hit by a ballastball, bucket immediately. This of course, is another great example of ship combat. For example, I can force your actions into predictable scenarios. I can shoot a firebomb at your cannons to prevent their use, hurt my enemy, and ready my next shot at the mid deck where the water barrel is located to finish you off or otherwise delay or distract you, or I could use that time to focus on other areas of the ship, like taking out your mast, driver, or using an anchorball while you're too busy down below. There are thousands of scenarios, and CCBs allow for more intense and intelligent play. It only seems dumb if you don't have the experience to know the counter plays, which is what is obviously the case with you.

    Fruit. Players themselves asked for a larger variety of food, and they got it. The variety really helps in specific circumstances - for example, if I take a small bit of damage from a fall, I can eat a coconut instead of wasting my precious pineapple or megalodon meat. This is a good thing. Variety is the spice of life! Simplicity can be good of course, you're right about that, but you're wrong about it in this particular case. Especially since you showed your own ignorance regarding how to access it. Simply hotkey food to the right joystick button in the settings menu to access it quickly like I, and most others, do. You can press it repeatedly to quickly cycle through up to 5 different pieces of food (usually less if you carry much of the same type). You can even preselect it, by cycling to the food you want, so it's the 1st food that pops up when you press the button - very handy if you know a fight's coming. The only mistake here by Rare was not having food be preset to 1 of the 3 unused buttons as part of the default layout.

    Earthquakes and volcanoes. Both can be easily avoided. Earthquakes don't really do anything but move your ship. How do you keep your ship from moving? You anchor it. Earthquakes are always short anyways, and don't do any damage by themselves. As for player speed - no duh. The entire ground is moving! Ever try to move on something while it's going in the opposite direction? Ever been on a treadmill or an escalator before? Yeah, it's like that - be grateful that you don't fall down. As for volcanoes, they last a long time for only 1 specific reason: to delay you. That's right, it's by design. Why? So other pirates can catch up to you! In fact, a lot of the game is designed specifically with this in mind. Doing things takes time, and the longer you take, the more vulnerable you are. The DR just takes this to a whole other level.

    Crossplay. You shouldn't even be complaining about this any more as opt-out is now a thing. Besides, the player to player advantages with M&K that PC users had was balanced out by the ship to ship advantages controller users had. Many, sadly, fail to notice that because they specifically choose not to stay on their ships. Again, this is the fault of player ignorance, and not of bad development design.

    The patience meta. Running away isn't necessarily the best tactic - it just affords you the most options. It also buys you time to breathe and think. This is not a bad thing. It's a smart move, even if only temporary. Running away, of course, has it's own disadvantages. Running away? You must have something valuable on board. The converse is true of course - stay to fight, because you have nothing to lose. The funny thing is, you can still fight while running away, both AT THE SAME TIME.

    You're not a game designer, and if you are, then I'm sorry to tell you that it is you who is bad at game design, if this thread is any indication. The very fact that you don't seem to recognize that employees at a company may rotate out from project to project as many leave and others are hired over time, just outright baffles me and leads me to believe that you are not an actual functioning, cognitive adult, but instead are that of a petulant, immature child. In fact, your entire post leads credence to this notion. Grow up, or get over it.

    It's never wise to criticize that which you do not understand.

  • You fools are going to get this thread locked before I get any good replies or likes to my post that I spent 2 hours to write on page 1. How careless of you! Now, stop! 😡

    @Deckhands @Quartermasters Please don't lock. Just remove posts.

  • @usualbarley8154 said in Questionable Game Design at Rare:

    @mr-dragon-raaar said in Questionable Game Design at Rare:

    @usualbarley8154
    Of course they dont.
    Facts generally dont sway fools.

    You're telling me? Many guys around here aren't swayed by the Fact that KBM has long been known to be superior to controllers in 1st person play.

    Yeah, and you don't really understand WHY that is a known thing, it's not an all-encompassing topic, it's a very specific one... In games where headshots are a thing... KBM is superior... End of story, no sequels, no continuation, nothing. xD

    Sadly, this game doesn't allow Headshots and every gun shoots projectiles (meaning you can dodge them as you can see them coming at you, the bullets are literally glowing orbs you can dodge), there are no hitscan weapons, therefore, KBM is not superior... Meaning all your claims about KBM being superior IN THIS GAME is complete hogwash, sailor. :P

    I don't agree with @mr-dragon-raaar 's insults and trolling, but he is completely correct when he says you lack the ability for comprehension (unable to generate scenarios and simulations in your mind to deepen your understanding of something), and cannot distinguish between opinions and facts. :S

  • @usualbarley8154 said in Questionable Game Design at Rare:

    @sweltering-nick said in Questionable Game Design at Rare:

    @usualbarley8154 said in Questionable Game Design at Rare:

    @mr-dragon-raaar said in Questionable Game Design at Rare:

    @usualbarley8154
    Of course they dont.
    Facts generally dont sway fools.

    You're telling me? Many guys around here aren't swayed by the Fact that KBM has long been known to be superior to controllers in 1st person play.

    Yeah, and you don't really understand WHY that is a known thing, it's not an all-encompassing topic, it's a very specific one... In games where headshots are a thing... KBM is superior... End of story, no sequels, no continuation, nothing. xD

    Sadly, this game doesn't allow Headshots and every gun shoots projectiles (meaning you can dodge them as you can see them coming at you, the bullets are literally glowing orbs you can dodge), there are no hitscan weapons, therefore, KBM is not superior... Meaning all your claims about KBM being superior is complete hogwash, sailor. :P

    I don't agree with @mr-dragon-raaar 's insults and trolling, but he is completely correct when he says you lack the ability for comprehension (unable to generate scenarios and simulations in your mind to deepen your understanding of something), and cannot distinguish between opinions and facts. :S

    Its just factually incorrect say that aim advantage only exists if headshots exist.

    That is a baseless claim with no explanation to back it up.

    I rest my case, have a good evening, sir. :)

  • @mr-dragon-raaar @UsualBarley8154 As the purpose of your posts is to incite unrest within the community which is against the Forum Rules a number have been edited.

    Spamming, Baiting and Trolling

    Posts and threads that are created in order to spam, cause unrest or troll the community will be locked, deleted and the users involved warned.

    These actions can be and are not limited to:

    • Creating threads, posts and content for the sole purpose of causing unrest
    • Making off topic posts to derail the conversation
    • Excessively using the same phrase, similar phrases, or gibberish
    • Bullying and encouraging users to bully others.

    Ignoring the warning will result in a temporary ban from the Forums and a final warning. If the action continues, a permanent ban from the Forums will be issued.

    Please avoid engaging in personal arguments and derailing the topic of the thread. It is fine to debate the content of the post, and the viewpoints therein, but disrespecting any of your fellow pirates personally is against the pirate code, and our forum rules.

  • @vasduten Your post has been edited as it goes against the Forum Rules and Pirate Code.

    ALWAYS:

    Be courteous. Don’t insult players you don’t know. If humour is the intent, remember that this can be lost or misinterpreted online, and words can very easily offend. Be mindful of what you’re saying and if someone asks a question, see if you can help them out as you’d appreciate being helped out yourself if the roles were reversed.

    Name calling, personal attacks and using derogatory language against Community Members, Rare Employees, Global Moderators or Deckhands is not acceptable. Using such language will result in a warning, then temporary ban from the Forums and a final warning. If the action is persistent or increasingly aggressive, a permanent ban from the Forums will be issued.

    Please read and abide by the Forum Rules and Pirate Code in future.

    Thank you.

  • @galactic-geek

    You fools are going to get this thread locked before I get any good replies or likes to my post

    Can't tell if sarcasm or if genuinely trying too hard.

  • @drbullhammer said in Questionable Game Design at Rare:

    This whole thread is full of people thinking their points are facts based on anecdotal experience. A mouse is more accurate and precise than a control stick, that is a fact, but the person using that mouse has to be able to aim better than the person using the controller. That's not always the case. Both require practice and muscle memory. Switching from controller to mouse won't make you immediately more accurate in aiming because you need to get used to it. I've always been able to aim better with a mouse than a controller because there's no dead zone and the rate of movement is based on how quickly I move the mouse, not how far i push the stick in its short range of motion. Being a player of average skill, I'll usually win a fight against a controller using player of average skill in a 1v1 because a mouse is more accurate and precise, which makes it slightly easier to aim, giving me a slight advantage. I won't always win in that situation, but i usually will. A more skilled player using a controller will likely best me.

    To say that because headshots don't count, a player using a mouse doesn't have an advantage over a player of equal skill using a controller, well that simply isn't a factual claim.

    Yes, outside the context of this particular game, if you're looking at the hardware, a mouse is more accurate.

    However, we're considering the game-design of Sea of Thieves as well, not just the hardware... So your argument is sorta moot... There are more factors and variables to consider than just the hardware. :P

  • @sweltering-nick

    We're considering the game-design of Sea of Thieves as well, so your argument is sorta moot.

    Are you gonna back that up with something?

  • Funny how nobody replies to the well written posts... Is it because they can't? Where are the counter-arguments to my post on page 1? Hmm? 🤔

  • @galactic-geek

    So it wasn't sarcasm

  • @urihamrayne Or was it? 😏

  • @galactic-geek

    You fools are going to get this thread locked before I get any good replies or likes to my post that I spent 2 hours to write on page 1. How careless of you! Now, stop! 😡

    Funny how nobody replies to the well written posts... Is it because they can't? Where are the counter-arguments to my post on page 1? Hmm? 🤔

    That desperate?

    #1. The game doesn't make you wait with nothing to do - there's always something to do. This largely appears to be a YOU problem, and is likely due to your lack of knowledge, experience, or sheer boredom that's created by YOU because you think there's nothing to do. When exploring islands, you can complete voyage objectives, look for loot, fight skellies, go hunting for meat, gather supplies, search the nearby seabed, cook food, or guard the ship. While on your ship, you can steer, angle sails, raise or lower the sails, ready the anchor, cook, go fishing, play music, watch for other dangers or opportunities upon the sea, practice your combat skills, organize your supplies, change up your pirate, talk to your crew, bucket water, repair holes, fire the cannons, play with pets, grab a grog, hide your loot, and on and on and on... There's ALWAYS something to do. Boredom is only an issue that's created in your own head. You are your own worst enemy.

    Most of those activities are rather boring though. Fighting skellies is flat out boring and has 0 depth to it. Yet, I agree that there is something todo.

    #2. SoT has a lot of counter play - saying otherwise is just plain ignorant. He's got a blunder? Stay back. An EoR? Get in close. He likes to jump and dodge? Get him into a tight spot or limit his options (the bowsprit is great for this). Catch on fire? Douse yourself. Ship gets damaged? Repair it. Get hurt? Take cover, run, eat something, or any combination of the above. Enemies trying to board? Watch your ladders. And on, and on, and on...

    Not always true. Getting hit by cursed cannonballs gives you no counter play. Getting spawn killed has no counter play. To eat something when getting hit isn't counter play btw.

    The operative word here is IF. IF you get hit by a wearyball or jigball. The counter play here is to not get hit at all. They have a limited radius, and are slow in-flight so you should be able to easily avoid them when on deck. Besides, it's common sense to MOVE AWAY FROM INCOMING FIRE

    The run away meta has returned.

    The patience meta. Running away isn't necessarily the best tactic - it just affords you the most options. It also buys you time to breathe and think. This is not a bad thing. It's a smart move, even if only temporary. Running away, of course, has it's own disadvantages. Running away? You must have something valuable on board. The converse is true of course - stay to fight, because you have nothing to lose. The funny thing is, you can still fight while running away, both AT THE SAME TIME.

    So what you are saying is: Yes, it is the best tactic.

    You're not a game designer, and if you are, then I'm sorry to tell you that it is you who is bad at game design, if this thread is any indication. The very fact that you don't seem to recognize that employees at a company may rotate out from project to project as many leave and others are hired over time, just outright baffles me and leads me to believe that you are not an actual functioning, cognitive adult, but instead are that of a petulant, immature child. In fact, your entire post leads credence to this notion. Grow up, or get over it.

    It's never wise to criticize that which you do not understand.

    You're on an even higher horse than OP.

  • @galactic-geek said in Questionable Game Design at Rare:

    @wilbymagicbear said in Questionable Game Design at Rare:

    I am stuck with a bewildering question: How can a professional game studio, with hundreds of very experienced employees with degrees, be so bad at basic game design? How do they make such novice mistakes? The only 2 possible explanations is that either Rare has no idea what they're doing, or I have no idea what I'm doing. It only makes sense that I'm the incorrect one here, but the evidence says otherwise. Heres 3 basic game design guidlines:

    1. At no point should I feel compelled to pull out my phone and play another game while playing your game. Don't make the player wait with nothing to do.

    2. Every time I lose (in this case, dying or sinking), I should be able to think back and see where I went wrong. Everything needs counterplay.

    3. As a designer, one of your jobs, and in my opinion the most important job, is to maximise the depth your game provides, and minimize the complexity it has. As an example, if your character can carry only 2 weapons, don't make a selection wheel. Just have them press Y.

    Keep these 3 guidelines in mind as I show you some examples:

    The dancing and sleeping cursed cannonballs: Taking control away from the player is generally bad. In this instance, there's not any counterplay to avoid it, and there's no way to lessen its effect. You can just straight up sink because you were hit with a largely unavoidable attack.

    Additional fruits: There was nothing wrong with bananas. As a rule of thumb for game design, you want to get as much depth out of as little complexity as possible. Before, it was just grab a banana, select it from the wheel, and go. Not much complexity, a fair bit of depth considering the implications of healing. Now, you grab one of 5 assorted fruits of varying quality, press start, scroll over to the resources tab, assess the proper fruit given how damaged you are, select the fruit you want, and go. This change didn't add much depth that didn't already exist, but it certainly cranked up the complexity.

    Earthquakes and Volcanoes: Earthquakes drastically reduce player speed and have no counterplay. This would be poor design on its own, but couple it with an area that often needs you to get to your ship fast, and gunpowder skeletons that require you to run, and things can get pretty unfair. Volcanoes are a cool idea, and would have been great if they were executed well. They weren't. One could have easily made an extremely deadly eruption lasting 30 seconds, which mantains all the design benifits of volcanoes, as opposed to a slow sinking 5 minute eruption that requires players to just wait until it's over. Making the player wait around is poor design.

    Crossplay: Why did Rare possibly think putting console and PC players together would be fair? How did this get past the drawing board? (If you want to argue this point, please do it somewhere else. I've made posts about this, do it there or on the megathread)

    The patience meta: Why would Rare make running away the best combat strategy? It's the most boring tactic. Design rule of thumb here, the most rewarding way to play should also be the most fun.

    I'm sure you see the point. This is all game design 101 here. What vexes me is that this is not one dev team making their first game on Scratch. This is Rare!

    This entire quote is ignorant, biased, relies on shock value rather than actual facts, and feeds into its own narrative.

    While it's true that SoT has its own flaws, much of what you describe aren't flaws at all. Besides, every game has flaws if you know where to look or look deep enough. Personally, I try not to do that, as it tends to ruin one's experience.

    #1. The game doesn't make you wait with nothing to do - there's always something to do. This largely appears to be a YOU problem, and is likely due to your lack of knowledge, experience, or sheer boredom that's created by YOU because you think there's nothing to do. When exploring islands, you can complete voyage objectives, look for loot, fight skellies, go hunting for meat, gather supplies, search the nearby seabed, cook food, or guard the ship. While on your ship, you can steer, angle sails, raise or lower the sails, ready the anchor, cook, go fishing, play music, watch for other dangers or opportunities upon the sea, practice your combat skills, organize your supplies, change up your pirate, talk to your crew, bucket water, repair holes, fire the cannons, play with pets, grab a grog, hide your loot, and on and on and on... There's ALWAYS something to do. Boredom is only an issue that's created in your own head. You are your own worst enemy.

    #2. SoT has a lot of counter play - saying otherwise is just plain ignorant. He's got a blunder? Stay back. An EoR? Get in close. He likes to jump and dodge? Get him into a tight spot or limit his options (the bowsprit is great for this). Catch on fire? Douse yourself. Ship gets damaged? Repair it. Get hurt? Take cover, run, eat something, or any combination of the above. Enemies trying to board? Watch your ladders. And on, and on, and on...

    Try recording a combat scenario (or a few), and see where mistakes were made for both yourself and your crew (and the enemy as well). See what worked so well too. When something went wrong, ask yourself what you or others could have done differently. You can do this in EVERY. SINGLE. VIDEO. GAME. EVER.

    #3. There is no weapon selection wheel. And you do press Y to switch between your 2 weapons. It's easy and your point in this regard is completely unfounded. I think you were confused about the ammo selection wheels if anything - but that's an entirely different thing and is meant to take time, as switching ammo is supposed to be a calculated risk.

    CCBs. The operative word here is IF. IF you get hit by a wearyball or jigball. The counter play here is to not get hit at all. They have a limited radius, and are slow in-flight so you should be able to easily avoid them when on deck. Besides, it's common sense to MOVE AWAY FROM INCOMING FIRE. Even if you do get hit, it's only for 5 seconds - you can rely on your crew to manage things for that long without you. Good sailing and maneuvering to stay out of an opposing ship's cannons while maintaining your own is a big part of ship battles. The best ships are always the ones who can not only manuever, but also maintain accurate fire onto specific locations quickly and consistently at range. Besides, they're eventually going to run out of CCBS - make them waste them. Always be ready to counter the purple ones. For example, if you get hit by a ballastball, bucket immediately. This of course, is another great example of ship combat. For example, I can force your actions into predictable scenarios. I can shoot a firebomb at your cannons to prevent their use, hurt my enemy, and ready my next shot at the mid deck where the water barrel is located to finish you off or otherwise delay or distract you, or I could use that time to focus on other areas of the ship, like taking out your mast, driver, or using an anchorball while you're too busy down below. There are thousands of scenarios, and CCBs allow for more intense and intelligent play. It only seems dumb if you don't have the experience to know the counter plays, which is what is obviously the case with you.

    Fruit. Players themselves asked for a larger variety of food, and they got it. The variety really helps in specific circumstances - for example, if I take a small bit of damage from a fall, I can eat a coconut instead of wasting my precious pineapple or megalodon meat. This is a good thing. Variety is the spice of life! Simplicity can be good of course, you're right about that, but you're wrong about it in this particular case. Especially since you showed your own ignorance regarding how to access it. Simply hotkey food to the right joystick button in the settings menu to access it quickly like I, and most others, do. You can press it repeatedly to quickly cycle through up to 5 different pieces of food (usually less if you carry much of the same type). You can even preselect it, by cycling to the food you want, so it's the 1st food that pops up when you press the button - very handy if you know a fight's coming. The only mistake here by Rare was not having food be preset to 1 of the 3 unused buttons as part of the default layout.

    Earthquakes and volcanoes. Both can be easily avoided. Earthquakes don't really do anything but move your ship. How do you keep your ship from moving? You anchor it. Earthquakes are always short anyways, and don't do any damage by themselves. As for player speed - no duh. The entire ground is moving! Ever try to move on something while it's going in the opposite direction? Ever been on a treadmill or an escalator before? Yeah, it's like that - be grateful that you don't fall down. As for volcanoes, they last a long time for only 1 specific reason: to delay you. That's right, it's by design. Why? So other pirates can catch up to you! In fact, a lot of the game is designed specifically with this in mind. Doing things takes time, and the longer you take, the more vulnerable you are. The DR just takes this to whole other level.

    Crossplay. You shouldn't even be complaining about this any more as opt-out is now a thing. Besides, the player to player advantages with M&K that PC users had was balanced out by the ship to ship advantages controller users had. Many, sadly, fail to notice that because they specifically choose not to stay on their ships. Again, this is the fault of player ignorance, and not of bad development design.

    The patience meta. Running away isn't necessarily the best tactic - it just affords you the most options. It also buys you time to breathe and think. This is not a bad thing. It's a smart move, even if only temporary. Running away, of course, has it's own disadvantages. Running away? You must have something valuable on board. The converse is true of course - stay to fight, because you have nothing to lose. The funny thing is, you can still fight while running away, both AT THE SAME TIME.

    You're not a game designer, and if you are, then I'm sorry to tell you that it is you who is bad at game design, if this thread is any indication. The very fact that you don't seem to recognize that employees at a company may rotate out from project to project as many leave and others are hired over time, just outright baffles me and leads me to believe that you are not an actual functioning, cognitive adult, but instead are that of a petulant, immature child. In fact, your entire post leads credence to this notion. Grow up, or get over it.

    It's never wise to criticize that which you do not understand.

    1. If doing nothing is equally entertaining to doing what the game offers, you have nothing to do. The game, or at least the fun, is essentially paused.

    2. I suppose I should have clarified better, what I am referring to is generally PvE threats. For instance, get krakened during a ship chase, and you just straight up lose.

    3. It's meant as a common example that can be easily undertood by everyone because it's already in the game. I'm well aware I can press Y.

    CCBs: You can prevent some fire for sure, but you're gonna get hit sometimes. And while the effect of these CCBs is limited, it's more the principle than the actual time. The correct amount of time to take control away from a player through no fault of their own is 0 seconds.

    Fruit: Players did ask for it, and players were wrong. Players are in general very bad at game design. Rare was silly to listen to them. And yes, I'm aware of the cycling, and it is handy, but it is also unnecessary complexity.

    DR: Yes, the earthquakes are not as bad as they are irl. That doesn't make it good game design. I had the same argument with another guy on the delay, and I assure you, that's not why they're there, and even if it was, there are a million better ways to delay players.

    Crossplay: I'm not gonna argue it here, but hard disagree.

    Patience Meta: People pretty much always just run and jump off at outposts. It's even worse if you have different ship types. It is objectively the best tactic as it has a near 0 percent chance of failure and requires very little skill.

    Final paragraph:

    :(

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