Sea of Theives - Make the game worth it!

  • Well, SoT has gotten many negative reviews that are completly right, this game lacks content, is expensive and has some poorly designed features.

    It's time to fix that.
    I've went through the entire forum looking for suggestions and fixes for several problems as well as watched 2 hours worth of reviews, and figured out that there are 5 main things that are able to save the game, otherwise it will end up as a another "No man's sky meme".

    So today I'll talk about certain improvements that could be made to make the game actually worth the money; From a player's perspective as well as from the perspective of a indie developer.

    (A review that strongly proves my points can be found here HERE)


    Contents:
    1. Player interactions
    2.Quality of life improvements
    3. Gameplay balance
    4. Quest Improvements
    5. Gameplay additions


    1. More player interactions

    • Add some type of minigame to play with your mates: dice, cards , some form of darts, drinking games and many more possible pirate-like games.
    • Create safezones make at least 1 island a NO-PVP zone to prevent greifing; I see how "ambushing" others could be a gameplay tactic however, without safezones you either sail back and fourth every 3 minutes or risk loosing 2 hours worth of loot.
    • Long-distance communication, morse code for example. Have a designated tool along with a chart or some sort of auto light-text conversion on a magic scroll (we have magic elements already) so we have other interactions with players except for kill-on-sight.

    2. Quality of life improvements

    • Item transferring, instead of spending 20-25 min of transporting each skull (which could totally fit in your pocket since a shovel fits in there) make a "crate"/"basket" where you could load up to 10 skulls and hand them in at once. Same goes with the little trinkets such as goblets or coffers.
    • Pig feeding (or animal feeding in general) improvements. Make a sort of hunger indicator for animals, it could be them squealing or a simple bar above them along with a indicator when the animal has died instead of just vanising.
    • Make a 02 bar (I know they're planning to add it however how hard is plugging in 1 variable into a simple radial indicator?)

    3. Gameplay tweaks/balances

    • Snake nerf, these annoying little creatures take way too many swings/bullets (almost as tough as standard skeletons) to kill meanwhile they incapacitate your sight for 10 sec and drain your health. Their health and poison duration could be brought down to make them less of a pain.
    • Respawn consequences, a punishment for respawning could be introduced such as 20% lower health for 30sec after respawn. This would be introduced in order to make strongholds and ship raids more challenging.
    • Rain (It's raining pain, hallelujah its raining pain!) often as a solo player i experienced my ship sinking after 5 minutes of intense rain, please. Make the time to fill up the boat with water increased instead of copying the mechanic from the cursed chests. (which i could understand sinking your ship in a few minutes. It's cursed after all)
    • Add more defensive capabilities for sloops, make them have at least a faster reload speed for canons or a sort of "swivel gun" so solo players wold be as versatile in combat as the larger ships, maybe make the ship a bit less squishy when solo.
    • Making ship cosmetics a tiny bit cheaper, so far I've only stumbled upon 1 ship which had red sails and that's it. Players don't want to spend 70K on just sails (literally a piece of cloth) due to not making the grind worth it. Deflation anyone?

    4. Quest improvements

    • Treasure chest opening? Insetead of selling the chest you can open it for a random reward like a amount of coins, other smaller treasures like coffers or challices or just (rarely) a cosmetic (possiblities for rare chest-only items no microtransactions included) Rewards depend on chest quality of course. (The cursed chest could spill out a large amount of water upon opening)
    • Special skeleton bosses, each skeleton captain could have a unique attack depending on their name, for example "The scorched" could have a fireball attack and "Crumbling" could throw/summon bone shards. This could start from level 10+ skeleton quests and would make the system more exciting.
    • Animal cages as inventory items for trading quests, makes running around the islands to find specific animals easier. You could carry them on your back (1 at a time) and they decrease your MS (movement speed) by 10%. After capturing the animal you can't carry the cage on your back anymore. This would make the quests less tedious.

    5. Gameplay additions

    • Fishing/Sea monster hunting, introduce another "guild" that specialises in fishing, it won't be necessary to become a legend but a nice way to spend your time and earn some gold. This concept could include nets, different rods, different baits, bounties for legendary fish and so on.
    • Merchant and/or skeleton ships, NPC ships that provide loot upon defeating. Merchant ships would be aggressive only when attacked and would travel in an escort due to transporting riches. On the other hand skeleton ships would be all-time aggressive ship and would add a layer of additional protection to strongholds.
    • Ship capturing, a way to raid ships without sinking them. This would require climbing to the nest on top of the ship and painting an X on the flag when the owners of the ship are all dead. When they respawned and the ship is capatured they would be locked in the brig for a set amount of time, (1min 30sec) and after the initial 30 sec the capatured player(s) could start a lockpicking minigame for a early realease. This would provide time to loot the ships in an alternative way. (The timer could be different for smaller player groups to balance it out)
    • Underwater exploration, speaks for itself. Shipwrecks, diving bells, possibly magical ways to breathe underwater...
    • A way to secure gunpowder barrels, like a safe or a contraption that would make them easier to transport and would require opening the safe to make them vulnerable to explosions.
    • Flares, a fun piece of gear that would produce smoke and light of your chosen color to attract others or send signals about your location to your buddies (could be purchasable in the weapon shop)
    • Special one-time amulets, magic items you could obtain from strongholds or underwater exploration that posses strong magical abilities like summoning a lightning storm, clearing weather, summoning the kraken. (or other creatures) There's many possibilities due to the game's "magic" system.

    These items wold greatly improve the SoT experience and would help the game grow. Keep in mind i haven't included several concepts about "weapon upgrades" or "ship armour upgrades" because the Devs intended to keep every fight as balanced as possible between newbie and legends alike. Hope this will somehow contribute to the growth of this game :D
    Feel free to leave further concepts on improving the game down below!

    -BlindScar <

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  • @blindscarse

    Thanks for posting your thoughts and suggestions!
    That's a fairly comprehensive and well researched list, I know many of those have been suggested and as Sea of Thieves is a game as service, I'm sure that the design team is keen to read feedback and ideas on how to enhance player experience.

  • Love your ideas! Thought on many of them myself. Hope that the SoT Team reads this at expand the game SOON. Love the game, and it has a lot of potensial. You do get fast bored with all that same grinding, but it helps to play with friends.

  • Loved your input and thought I would comment/expand/add on your above.

    1. Player interactions
    • Mini games would be great!
    • There needs to be a way to deal with griefers that join your party. Demand satisfaction and challenge to a duel? Enable friendly fire for 2 person teams with an option to not respawn to your same crew? Maybe a reporting system? Griefers have a profound impact in this game in particular as it requires a team effort to get a ship to run well and it only takes one to curse a ship. Karma/infamy rating that could affect luck and weather, etc? Logistically difficult, but there has to be more cost to particularly blackgaurded piracy.
    1. Quality of life
    • Be able to learn new songs.
    • Animal cages available to buy and live stock available to eat. Bananas are considered unlucky on ships... Maybe the extent of your bananas on the vsl can affect your luck. Perhaps you could raid a ship and plant bananas on them...
    1. Gameplay
    • There needs to be a cost to ship battle. Cannonballs should not be free and already equipped. If you want to go trolling/harassing, you should have to buy your cannon balls. This was a significant factor to the period and would add a significant cost in time and effort for trolling/griefing
    • In addition to paying for cannonballs, there needs to be a weight cost/payoff. Light ships should go faster. Have an option to remove cannons and have the amount of cannon, ammo, and cargo raise or lower your ship in the water and increase or lower your speed and maneuverability accordingly.
    • Increase the spawn time after death. Allow time to plunder a ship after the crew is dead and get away after you have defended your ship.
    • Be able to light powder kegs and also toss them in the water.
    • Skeleton canon fire is WAY too accurate. Currently, it is like they are run by some kind of computer...
    • Wind needs to be a bit more of a factor. Needs more leeward drift and be able to be put "in irons"
    1. Quest improvements
    • Larger story lines/scavenger hunts, rumors in taverns, NPC passengers, etc. A general purpose to being out there other than survival.
    1. Gameplay additions
    • Ditto on the fishing, taking prize ships, and special consumables.
    • Different types of ammunition and the ability to damage sails, masts and rigging. In addition to cannonballs, "Grape" shot, chain, and bar were also used to take out crew and rigging.
    • New areas with different features and higher reward accessible by leveling up.
    • NPC crew members available at different levels. Can add commands similar to the emote/messaging menus while at the wheel: Lower sail, raise sails, raise anchor, lower anchor, beat to quarters, fire as she bares, etc. Commands can post to party members and direct NPCs to action.
    • Gear improvements that make a difference in game play. I like that players do not have a substantial advantage over one another, but there has to be an experience and treasure reward beyond the cosmetic... Maps of islands available where you can use your compass and see your position on the map. Sword durability, weight, sharpness. Gun durability, weight, accuracy. The weapon options/upgrades could be subtle and have playability trade-offs; ie. heavy swords that do more damage but longer swing-time etc..
    • Boats that you can use to move players/treasure from ship to shore.
    • Additional vessel types and sizes.
  • @blindscarse While I don't agree with everything, it's a very well formatted and thought out post that actually brings something to the table as far as community discussion is involved.

    You'll be happy to know that some of the things you mentioned are already in the works, like the speaking trumpet.

    I'm very excited to see what will come with the big update in May and what the game as a whole looks like in a years time.

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