<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[Event timers. 20 minutes is not enough!]]></title><description><![CDATA[<html><head></head><body><p dir="auto">Ahoy! I really believe that it was a good move for the devs to make events expire after a certain amount of time, but 20 minutes is not enough in a game as big as this. There are multiple reasons why I feel it needs to be increased:</p>
<ul>
<li>It feels awful when you sail halfway across the map to have despawn when your close</li>
<li>They cycle out so fast that they don't feel special anymore, making skull forts less desired</li>
<li>The cloud animation for expiration and completion are the same, (we used to use it as an indicator that a crew has just completed the event).</li>
</ul>
<p dir="auto"><strong>My solutions:</strong></p>
<ul>
<li>Add 10 more minutes to the expiration timer for both events (forts &amp; fleets)</li>
<li>Make the cloud animation for completion different (then the animation for event expiration)</li>
</ul>
</body></html>]]></description><link>https://www.seaofthieves.com/forum/topic/87287/event-timers-20-minutes-is-not-enough</link><generator>RSS for Node</generator><lastBuildDate>Fri, 08 May 2026 02:45:44 GMT</lastBuildDate><atom:link href="https://www.seaofthieves.com/forum/topic/87287.rss" rel="self" type="application/rss+xml"/><pubDate>Fri, 29 Mar 2019 20:18:59 GMT</pubDate><ttl>60</ttl></channel></rss>