Hour Glass

  • I think a good way to limit the time on hour glass is to make the circle shrink every couple of minutes. Also change the distance outside the circle when you explode. I had a guy I fought go way outside the circle and just hang out for five minutes. Between that and those who keep running for half and hour or more take all the fun out of the game. They run in hopes to get others to quit.

  • 9
    Publications
    4.1k
    Vues
  • They run in hopes to get others to quit.

    Or you to idk…catch them and really engage in a fight. I literally swam after a fleeing ship, caught them with harpoon and blunderbomb them. Hard yes but part of the world

    make the circle shrink every couple of minutes

    I see this used. But nobody ever says “how much does it shrink” before the circle becomes an issue for both ships.
    Or what happens…if said circle happens to cut off both ships travel by day because of a large island??

    What if when the circle is shrinking and you’re in a storm or fog? How about a skeleton ship attack? Skeleton shoots a helm ball at you and you end up sailing out of the closing circle?

  • Honestly outside of solos, runners in hourglass aren't half as bad. They will full drop sail to reset etc but not the next level trying to bore you to death tactics of some solo players.

  • @burnbacon said in Hour Glass:

    They run in hopes to get others to quit.

    Or you to idk…catch them and really engage in a fight. I literally swam after a fleeing ship, caught them with harpoon and blunderbomb them. Hard yes but part of the world

    make the circle shrink every couple of minutes

    I see this used. But nobody ever says “how much does it shrink” before the circle becomes an issue for both ships.
    Or what happens…if said circle happens to cut off both ships travel by day because of a large island??

    What if when the circle is shrinking and you’re in a storm or fog? How about a skeleton ship attack? Skeleton shoots a helm ball at you and you end up sailing out of the closing circle?

    Also when third-party ships are in the mix; They did not start in the circle or part of the HG fight, so how would a circle handle them joining in?

  • @burnbacon I'm confused.

    Or you to idk…catch them and really engage in a fight. I literally swam after a fleeing ship, caught them with harpoon and blunderbomb them. Hard yes but part of the world

    Blaming the person who's NOT running for not engaging in a fight is wild first of all. If they're running they're not going to engage with you, and there should be a way to fix that.

    I see this used. But nobody ever says “how much does it shrink” before the circle becomes an issue for both ships.
    Or what happens…if said circle happens to cut off both ships travel by day because of a large island??

    If every couple of minutes, say two or three, the circle does shrink, and after enough time has passed that there's barely any space left in the circle, and the two ships are still fighting, does it not make sense for it to completely close? So both ships are constantly taking damage? That's how many games do it. It's how it works in blazing sails and in fortnite, for example.

    I do acknowledge that that may not work because of the fact that going far enough out of the circle will make your ship instantly explode, so maybe it will just shrink small enough that only one ship can fit in the circle at a time or something. Even if that's not good enough, the circle could stop once it gets small enough that neither ship can really move much, even though they both fit. The goal is to bring an end to the fight, so forcing the ships to be closer and engage in combat is a pretty logical suggestion.

    What if when the circle is shrinking and you’re in a storm or fog? How about a skeleton ship attack? Skeleton shoots a helm ball at you and you end up sailing out of the closing circle?

    What if one hundred and ninety two million athena kegs fall from the sky and kill everyone?

    More seriously though, those are things that can literally already happen. What does it matter if the circle is shrinking while there's fog? If anything, it would probably be better than if there's fog and the circle is large, because it's so easy for runners to hide and get away from you. Yes you can see them on the map, but also you can see the circle on the map so why would the fog make it more likely for you to die?

    If there's a skeleton ship attack, you could have cannons fired at you. Likewise if there's a skeleton attack in an hourglass match as it is, you could have cannons fired at you. The size of the map wouldn't change that and make it more likely for you to die.

    If a skeleton ship shoots a helmball at you (or if a player shoots a helmball at you) and you are going to sail out of bounds, which you could also do if the map didn't shrink as the fights in hourglass aren't always constantly taking place in the very center of the circle, have you considered using the ability of dropping the anchor or raising the sails? You may also realize that if the circle is really small anyway, there's a chance that you won't even be moving anyway. So realistically, having the circle shrink over time doesn't have any effect on that particular specific unlikely scenario you've presented, and therefore won't make it more likely for you to die.

    And let's just consider here, why would it be an issue if these things DID make it more likely for you to die? If we can remember the entire reason we're replying (that being the original post that suggests that the games go on too long), we'll be able to recognize that those might actually be beneficial. Whether or not they give one side an unfair advantage, it's not an advantage that couldn't occur if the circle didn't shrink, and so it's just another way for the game to end quicker, which again is what the original post was looking for.

  • they could always add an mmr system, or like, a filler's bonus for getting put up against turbo sweats.

  • People have requested the circle shrink since hourglass launch, but that doesnt work here. This is a naval ship game where it can take a bit of work and a moment to get your ship where you are, not a battle royale where you can stop and just turn on a dime to run strait back into the circle no matter how small it gets. It takes time to turn around and losing because a feature that is designed for non naval games was forced in will just frustrate people.

  • @burnbacon said in Hour Glass:

    They run in hopes to get others to quit.

    Or you to idk…catch them and really engage in a fight. I literally swam after a fleeing ship, caught them with harpoon and blunderbomb them. Hard yes but part of the world

    make the circle shrink every couple of minutes

    I see this used. But nobody ever says “how much does it shrink” before the circle becomes an issue for both ships.
    Or what happens…if said circle happens to cut off both ships travel by day because of a large island??

    What if when the circle is shrinking and you’re in a storm or fog? How about a skeleton ship attack? Skeleton shoots a helm ball at you and you end up sailing out of the closing circle?

    That is clearly not true, i and others have addressed this with you in the past. Most recent two days ago. Here it is again.

    Its easy to imagine with a moments thought that with the circle deal there would be a grace period for ships already on the outer edge, or the circle would not shrink until both ships where near the center, or re-center the center of the new smaller circle between the two ships.

9
Publications
4.1k
Vues
7 sur 9