Balancing AI encounters based on average crew level

  • This is something I have mentioned before in other threads but never elaborated in how I see it playing out. We see a lot of topics from players frustrated at the difficulty of AI encounters (mostly new players) and then there are those of us who see them as more of a nuisance than a challenge now after all the nerfs and such.

    While I do think it can be very bad RNG to encounter multiple AI at once (and that's a separate topic maybe), fighting any one of them alone is basically going through the motions for a lot of experienced players.

    So I suggest the difficulty of these encounters be scaled depending on your crew's average level.

    How it works...

    Firstly, the game assigns your pirate a "level" based on the average of your top 3 faction levels. For PLs, this is going to be 50 regardless.

    Next it looks at the ship size and crew number. It assigns a "weighted" value of 25 to each empty crew slot, plus one additional weighted value of 25.

    30 is the current difficulty of encounters on that particular ship type and it scales up or down from there.

    This means the max difficulty value is 45 for a crew of PLs. For an absolute newbie (hypothetically at 0), sailing solo, it's rounded at 17. Obviously, they could make the encounter easier for themselves by crewing up but I suggest the lowest possible threshold be set to 20 for this reason.

    So, in practice, the scale actually goes from 20 to 45. Again, 30 is the difficulty of encounters as they currently stand. How easy 20 is and how difficult 45 is, is something that would need to be tested and would likely not be a linear scale.

    The first point at which you will encounter the current difficulty of AI when solo slooping is when your level is 40. A PL sailing solo on a sloop would get AI with a difficulty of 33 - a slight increase from current difficulty.

    But, in theory, this should make encounters less difficult for inexperienced players whilst also increasing it and giving more of a challenge to experienced pirates.

    Obviously, I am open to suggestions on how to improve these calculations, but I really do think the scaling of AI difficulty needs improvement beyond just ship size.

    (P.S. Yes, loot drop values from the encounters should scale accordingly too)

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  • Just yesterday while waiting for my crew on 2 separate occassions, I was attacked by an Emergent Skelleon why soloing a Brigantine. I was able to sink them with minimal effort, and I do not think that should be the case...

    I have been posting a similar idea around, but with a different set of numbers and whatnot. Here is the original message below.


    The game has been getting easier and easier, which makes sense considering new players are getting slaughtered in PVE and PVP, but this also pulls some of the fun away from veteran players who know how to play.

    Please consider scaling difficulty based on Crew Experience rather than just on Ship Type and/or Crew Size.

    Crew Experience would be based on a calculation against the entire crews' specific faction reputations averaged and weighted by ship type, perhaps even manipulated by playtime or meters sailed. Below is a very quick rundown of what I am referring to... The final difficulty would determine the type of danger that can/will spawn and how difficult the encounter will be. Sloops would mostly encounter Skeleton Sloops (Skloop), but have an increased chance at a Skeleton Galleon (Skelleon) if their difficulty calculations are up there.

    Again, this is a very rough set of scenarios. Please consider the concept and not so much my implementation :)

    Ship Modifiers:

    • Sloop: 1
    • Brigantine: 1.1
    • Galleon: 1.2

    Solo Sloop: (Newbie)

    • GH: 0
    • OoS: 0
    • MA: 0
    • A: 0
    • Total XP: 0 / 160
    • Crew XP: 0 / 160
    • ShipModifier: 1
    • Difficulty: 0

    Solo Sloop: (Moderate)

    • GH: 15
    • OoS: 15
    • MA: 15
    • A: 2
    • Total XP: 47 / 160
    • Crew XP: 47 / 160
    • ShipModifier: 1
    • Difficulty: 47

    Solo Slooper: (PL10)

    • GH: 50
    • OoS: 50
    • MA: 50
    • A: 10
    • Total XP: 160 / 160
    • Crew XP: 160 / 160
    • ShipModifier: 1
    • Difficulty: 100

    Duo Sloop: (Newbie + PL10)

    • GH: 0, 50
    • OoS: 0, 50
    • MA: 0, 50
    • A: 0, 10
    • Total XP: 160 / 320
    • Crew XP: 160
    • ShipModifier: 1
    • Difficulty: 160

    Duo Sloop: (PL10 + PL10)

    • GH: 50, 50
    • OoS: 50, 50
    • MA: 50, 50
    • A: 10, 10
    • Total XP: 320 / 320
    • Crew XP: 320
    • ShipModifier: 1
    • Difficulty: 320

    Duo Brigantine: (PL10 + PL10)

    • GH: 50, 50
    • OoS: 50, 50
    • MA: 50, 50
    • A: 10, 10
    • Total XP: 320 / 320
    • Crew XP: 320
    • ShipModifier: 1.1
    • Difficulty: 352
  • @realstyli said in Balancing AI encounters based on average crew level:

    (...) Next it looks at the ship size and crew number. It assigns a "weighted" value of 25 to each empty crew slot, plus one additional weighted value of 25.

    30 is the current difficulty of encounters on that particular ship type and it scales up or down from there.

    Disagree with this - sailing on a boat that's supposed to have a larger crew should not make it easier to defeat a Kraken or Skellie ship.

    I think the basis of scaling based on type of boat is fine.

  • I disagree with all scaling and adapting.

    This is a MP game.
    You can play it as 1, 2, 3 or 4.

    There is content for everyone.
    Why does a soloer need to be able to fight a Kraken what is the biggest seamonster and encounter and imho a teamfight and only a teamfight and therefore content for crews of 3 at minimum or 4!?
    Why scale it down and incentivice to farm it solo, because all easy to get the title.
    Wrong!
    Now you come up with more scaling to levels of Reputation that mean nothing.
    NOTHING.
    I met pirates who were PLA10 and got it within a few weeks.
    Hardcore? Yes hardcore playing 24/7 on Alliance Servers with no PvP and when a Kraken sunk them one ship out of 6 is able to safe all the loot.
    There are players who buyed lots of levels with dubloons.
    Their reputation level does not correspond with their experience level.
    Oh, just to say: There is no experience level!

    The scaling is bad, bad, bad!!!
    Get a crew or do the easier things and pray to not meet Karen.

    What about scaling PvP.
    So if i have to fight against 4 as a solo slooper i get 4times HP?

  • what is the difficulty when a newbie core destroys me

  • I agree, there shouldn't be scaling. However, they have opted to scale everything to bring in new players and keep those that prefer the solo experience. I can understand their reasoning behind it, but I do not fully agree with it.

    The amount of variety they have in their playerbase is crazy and they cannot please everyone. Since I do not believe scaling will go anywhere, there are only so many options to make things better for everyone. They could implement a Difficulty Preference for their servers, but this is a horribe idea that would tick off a lot of people due to Rep/Gold/Commendation gains.

    If I have to deal with the scaling, it needs to be implemented better. As I mentioned above, I shouldn't be able to easily solo the PvE bosses on a Brigantine. The Kraken can be a challenge while solo on a Brigantine, but the Megaladon, emergent Skelleons and even the Fleets aren't that difficult as they are now.

    With proper scaling, things could be better for everyone, and I think reputation should play a factor in that. If players ground out their levels quickly or were carried through Athenas to get to PL and lack the experience, that is on them. Getting to PL10 should have been a time consuming task with which to gain experience and allow players to handle whatever the SoT has to throw at them and not always come out on top.

    PvP should not be scaled in any way.

  • Once you start scaling based on crew levels, people will just start logging out of main accounts and into family share newb accounts just to game the system when the likelihood of spawning an AI threat is high.

  • @bugaboo-bill
    IMHO there should be some scaling, if it would take a solo slooper 4-6 times it takes a galleon to take down a Kraken, not only would it be tedious for the slooper, other ships will wait a long time for the next fort or skellie fleet.

    It could use some raising of the difficulty though, like you actually have to plug some holes when encountering Meg, Kraken or Skloop.

  • @realstyli said in Balancing AI encounters based on average crew level:

    While I do think it can be very bad RNG to encounter multiple AI at once (and that's a separate topic maybe), fighting any one of them alone is basically going through the motions for a lot of experienced players.

    Professionals go through motions just as much as beginners do, the only difference between the two is that beginners don't know all the correct motions yet,... the sequence, procedure, process... why don't you take pride in skills you have acquired? Doing things well, and thus seemingly easily, is a matter worth of your pride, sir. \o/

  • @lem0n-curry said in Balancing AI encounters based on average crew level:

    @realstyli said in Balancing AI encounters based on average crew level:

    (...) Next it looks at the ship size and crew number. It assigns a "weighted" value of 25 to each empty crew slot, plus one additional weighted value of 25.

    30 is the current difficulty of encounters on that particular ship type and it scales up or down from there.

    Disagree with this - sailing on a boat that's supposed to have a larger crew should not make it easier to defeat a Kraken or Skellie ship.

    I think the basis of scaling based on type of boat is fine.

    Except it's not easier. The ship difficulty is taken into account. The fact you are not fully crewed is also a disadvantage. The "weighted" figures I suggest to fill in the empty spots plus add an additional phantom crew member, will for the most part balance this out. If you're a solo PL playing on a Galleon, you'll be fighting AI threats of "30" on the scale. Essentially, you'd be fighting a galleon level Kraken/Meg/Skalleon at the difficulty they are now.

  • @d3adst1ck said in Balancing AI encounters based on average crew level:

    Once you start scaling based on crew levels, people will just start logging out of main accounts and into family share newb accounts just to game the system when the likelihood of spawning an AI threat is high.

    If people do this, they're also doing themselves out of better loot, as the loot scales with the difficulty. I'm also not suggesting that the level 20 AI are extremely easier, just easier than the current level (in this case, given the 30 value) - the difficulties would have to be balanced per level, of course.

  • @realstyli The ones doing this are going to be the ones that don't care about the loot - they would be doing it to get an easier kraken/meg/skeleton ship spawn to blow through if they know that the odds of one popping on them are high. This would be most beneficial if you are trying to get to a recently completed fort before the ship packs up and leaves.

    If they are after loot, they are going to be doing forts which offer better payouts and doing as much as possible to avoid the AI threats which have a wider range of loot possibility and the loot for time investment is not as great.

  • @bumbumbac said in Balancing AI encounters based on average crew level:

    @realstyli said in Balancing AI encounters based on average crew level:

    While I do think it can be very bad RNG to encounter multiple AI at once (and that's a separate topic maybe), fighting any one of them alone is basically going through the motions for a lot of experienced players.

    Professionals go through motions just as much as beginners do, the only difference between the two is that beginners don't know all the correct motions yet,... the sequence, procedure, process... why don't you take pride in skills you have acquired? Doing things well, and thus seemingly easily, is a matter worth of your pride, sir. \o/

    I'm far from the most skillful player on SoT... I'm an absolute joke in PvP, but I do find the PvE threats (particularly on the sea), a little underwhelming challenge-wise and I know I'm not the only one who feels that way. Yesterday, I fought off a Skelly Sloop and Kraken solo and the only thing that frustrated me was losing my Skoop loot because it sank so fast. It took time to kill the Kraken but at no point did I feel like I was going to sink. It's experience sure, but I would love the game to scale with me, instead of me getting beyond it.

  • @d3adst1ck said in Balancing AI encounters based on average crew level:

    @realstyli The ones doing this are going to be the ones that don't care about the loot - they would be doing it to get an easier kraken/meg/skeleton ship spawn to blow through if they know that the odds of one popping on them are high. This would be most beneficial if you are trying to get to a recently completed fort before the ship packs up and leaves.

    If they are after loot, they are going to be doing forts which offer better payouts and doing as much as possible to avoid the AI threats which have a wider range of loot possibility and the loot for time investment is not as great.

    True. But what is the advantage of doing that on an alt account? To get to PvP quicker? If you ask me, they're just grinding alt accounts for nothing, they can't be up to much if they want to waste time on that instead of facing a challenge.

  • @realstyli

    Complete a fort, switch to alt and load treasure (in either order) and then leave the fort. If the Kraken spawns, its much easier to deal with now because you have low level players on your crew. Once its spawned or you are reasonably safe, switch back to mains and cash in.

    Even if you stagger your crew relogs, you benefit by getting a lower overall crew skill level and chance of much easier AI threats and you only need to log back in on your main right before you cash in.

  • @d3adst1ck said in Balancing AI encounters based on average crew level:

    @realstyli

    Complete a fort, switch to alt and load treasure (in either order) and then leave the fort. If the Kraken spawns, its much easier to deal with now because you have low level players on your crew. Once its spawned or you are reasonably safe, switch back to mains and cash in.

    Even if you stagger your crew relogs, you benefit by getting a lower overall crew skill level and chance of much easier AI threats.

    Yeah, this is a possibility for sure but it's a lot of effort to avoid a Kraken that is not always guaranteed to spawn on the ship that completed the fort. The time taken to switch everyone over (because you would have to to lower the AI level in any meaningful way) would leave the ship open to attack from other players anyway. I'm sure some would do it, but I feel the effort would be pointless for many.

  • @lem0n-curry sagte in Balancing AI encounters based on average crew level:

    @bugaboo-bill
    IMHO there should be some scaling, if it would take a solo slooper 4-6 times it takes a galleon to take down a Kraken, not only would it be tedious for the slooper, other ships will wait a long time for the next fort or skellie fleet.

    It could use some raising of the difficulty though, like you actually have to plug some holes when encountering Meg, Kraken or Skloop.

    Imho for immersion and balancing it should be impossible in a sloop.
    Hard to get away and impossible to beat.
    I made a thread some weeks ago, nobody agreed.
    But it's stupid.
    The legendary Krakenhunter means nothing as the experience in to beat it in a sloop is completely different from the experience in a Galleon and what ot was a year ago.

    They made it the Kraken is just an annoyance and not a threat, nothing rewarding, not even immersive as it's predictable and farmable in Sloops like a level 1 journey.
    There is nobody asking for the Kraken anymore. Nothing like dies ist really exist. No fear for it, no special.
    And why? Because they watered it down and made it a ridiculous easy lightweight encounter, especially lightweight for a sloop.
    10 golden skeletons need more effort to kill.
    That's immersionbreaking as all the scaling is.

  • @bugaboo-bill
    No Kraken for sloop in the good old days was scaling of some sort though.

    I do agree with you strongly that nowadays Kraken is a laugh and so are most other AI/PvE elements; there should be a considerable chance of getting sunk from an encounter when you're not a full crew (that's why I disagree with scaling difficulty on crew size).

    Yesterday a Skloop showed up, I only got two shots in, then it changed course to collide with my sloop. After I closed the two holes and got back on the upper deck it was already belly-up.

    Krakens and Megs go down frequently without causing damage when I'm on a crew of two on a sloop; I cheer when there appears more than two holes in the hull.

    It shouldn't be that hard it takes half an hour - risking other threats, PvP and a few a session will get tedious and an annoyance. Though I guess they could try to balance a higher difficulty with lower frequency.

  • I can also agree in the number of crew members itself not directly affecting scaling, which is what the OP was also mentioning with adding the weighted 25 for each open crew slot. This would give a perceived full crew in regards to the difficulty, and not actually reduce it much if at all.

    I didn't even think about it in my original post either, which I have reposted a couple of times. I will adjust it in another comment later on when I get a chance :)

  • @lem0n-curry

    Fully agree i'm not pro, i and some others and you for sure are experienced sailors, but this has nothing to do with our "veteran" status and experience, it's because it was all nerfed, nerfed, nerfed and scaled.
    Ok to some degree and for some things the initial nerfs were neccessary and good.
    Vulcanoes e.g., but after the 1st nerf it was still hard, unforgiving and a challenge, but felt not completely op and broken and just annoying. So it was fine now. At least for me :-)
    But they nerfed it again and again and again and today you are lucky if a vulcanoes gets you in trouble.
    Same for the Kraken.
    Sure we firstly didnt know how and what, when, although it's not rocket science, but i remember we sunk from it although we knew what, when and how.
    Holes were bigger, Kraken suckt you up more often etc...
    And today, in a Galleone maybe a challenge if you have high waves and it's harder to hit the arms, but honestly, i cannot remember i sunk from a Kraken since Anni update.

    Some things need a buff!
    The Skeleton sloops are so easy i couldnt believe. I had hard times with the Galleones sometimes, even with a crew.
    And this was good, i want to be able to loose against the Ai.
    Not unfair cheating Ai, but a threat because it's hard to fight.
    You need concentration, organisation and a crew to do it, not soloable because everything scales down and is anyway nerfed that much that you need to be really drunk or a bloody beginner ingame for the first 20 minutes to loose against it.

    I am casual, no pro, at best mediocre or average? in all aspects, not bad, not good .
    If for people like me it's too easy then it is too easy!
    People like me should have an average challenge, because our skill is average. A Kraken need to be a threat to crews and the horror for a solo pirate.
    For immersions sake!!!
    I mean the Kraken....
    It's the Kraken not a plentiflosser!
    Everybody should think: f..k s...t she got us. **Tuuuuuuuuurn!!!! **

    People turn around today too, but not because they fear it, but because of the annoyance and not worth the loot and beeing it not a challenge anymore.
    Same for Skeleton ships.
    And tbh i took 2 or 3 aproaches to once beat the Hungering One with 3 Ships iirc.
    What is a Megalodon today?
    Sorry but my immersion breaks and breaks and breaks.

    I love SoT for the grafics, the concept, the devs, the way they communicate and treat us, the way SoT works and such.
    But some decisions they made were completely wrong imho.
    Arena and the scaling and watering down of the PvE Encounters.
    But they did a greal job with the Tales and new features since launch.
    I hope they will level it off and find the sweet spot again.
    Maybe not all can be happy, sure, but actually some things went wrong regarding scaling.
    Just my opinion.

  • Problem with the OP is that becoming legend is meaningless. I find many of the people I see in random crews etc that are complaining about difficulty are those that got to legend too quickly. I don't know if there is a way to alter difficulty based on skill at the moment. The only suggestion I have is basing it on world location. Make the shores of plenty for example an easier area with less valuable loot, and increase the difficulty through ancient isles, then wilds, then devils roar with increasing value.

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