Skull forts are worthless now, the 2-3 hour fight it takes for 10k loot isn't worth anyone's time. Frustrating to have one pop up, go over, no ships in sight, then when the captain spawns three galleons show up out of nowhere that had obviously just server hopped. Wont be bothering with them anymore as i can make more grinding voyages in an hour than i can fighting off endless ships for 3.
They have lost their appeal to me, which sucks because its some of the only content in the game currently. I get why people do it, because there is nothing else to do... this is just my opinion. Incoming "Get gud" and "bye" posts, whatever. this is my opinion i am sharing with the devs.
Something needs to be done.
Make it so if you leave and then rejoin within 10 mins or something that it just puts you back on the same server, shouldn't be too hard. would solve the problem entirely, and make people play the game as intended instead of hopping from game to game.
Just my two cents.
I am fine with PVP. I think RARE underestimated human nature a bit when coming up with some of the concepts of this game. Hopefully the upcoming content will alleviate some of the hopping in some way and give us other things to do in general than spend 2-3 hours fighting non stop ships for a mere 10-15 k.
Good for you if you like 3 hour pvp battles, its a pvp game, I get it. Believe it or not though, some of us would rather move on so we have something to show for our time after 3 hours.
Skull fort server hopping is ruining the game
Server hoppers waste more time hopping around, they would gain more by just doing regular voyages and waiting for a skull to pop up in their instance.
That being said, if only they implemented a reconnect feature, like you said, it would deter people from hopping for a while (https://www.seaofthieves.com/forum/topic/55254/reconnect-feature/2), still I wouldn't want to be forced to be connected to the same session for 10 minutes, I'd like to swap whenever I'm done with it, which is why you can't really lock players in a session.
@urihamrayne said in Skull fort server hopping is ruining the game:
I'd like to swap whenever I'm done with it, which is why you can't really lock players in a session.
Ah ok so they couldn't do it because you wouldn't like it.. got it, thanks....
Your right, server hoppers waste time playing the game as intended. Its a problem that RARE needs to address so people don't HAVE to be hopping servers all the time
True. this might be more of a carrot than stick thing. PVPers need more healthy outlets for their piratey ill-temper. But server hopping DOES kinda ruin the "flow" for those not doing it. Does that make sense? Not sure which way to fall on this issue.
Maybe just activate more forts more often, but give a little less loot. Then your angry blood pirates can hop from one kill-fest to another without actually "hopping" servers.
"Nice... hopping."
@shuoink said in Skull fort server hopping is ruining the game:
Skull forts are worthless now, the 2-3 hour fight it takes for 10k loot isn't worth anyone's time. Frustrating to have one pop up, go over, no ships in sight, then when the captain spawns three galleons show up out of nowhere that had obviously just server hopped. Wont be bothering with them anymore as i can make more grinding voyages in an hour than i can fighting off endless ships for 3.
They have lost their appeal to me, which sucks because its some of the only content in the game currently. I get why people do it, because there is nothing else to do... this is just my opinion. Incoming "Get gud" and "bye" posts, whatever. this is my opinion i am sharing with the devs.
Something needs to be done.
Make it so if you leave and then rejoin within 10 mins or something that it just puts you back on the same server, shouldn't be too hard. would solve the problem entirely, and make people play the game as intended instead of hopping from game to game.
Just my two cents.
I am fine with PVP. I think RARE underestimated human nature a bit when coming up with some of the concepts of this game. Hopefully the upcoming content will alleviate some of the hopping in some way and give us other things to do in general than spend 2-3 hours fighting non stop ships for a mere 10-15 k.
Good for you if you like 3 hour pvp battles, its a pvp game, I get it. Believe it or not though, some of us would rather move on so we have something to show for our time after 3 hours.I normally would make an argument with a conclusion of "git gud" or something along those lines, but Rare have told people to stay in the server once they get in... To prevent the login servers from overloading...
I personally want a game where the ping is stable and at acceptable levels, so... I'm gonna have to agree with you... They should make it so if you server hop 3 times or something, you automatically disconnect and your account gets a 3 hour login cooldown... That would make server hopping for skeleton forts rather counterproductive... You could server hop twice, but if you don't get any skelly forts during those two hops, you might as well keep playing the game, because the next login on that same day is going to disconnect you and make you wait for 3 hours before you can play the game again. xD
I think the penalty for your ship getting sunk around a skull fort should be steeper, since it’s considered an event. It’s still too easy to get back to the fort within a reasonable amount of time, especially with 3 or 4 gallons contesting the fort at the same time. I don’t bother with them anymore if they’re contested this way. Sinking ships doesn’t do anything, but give them some fresh supplies to keep the fight going. If I ran out of supplies I’d just scuttle and go back. I know they increased the spawn distance, but for an event I feel there should be a pvp winner. Not a endless stalemate. That would require a much steeper penalty.
@Shuoink While I don't believe that it is ruining the game, I do heavily agree that server locking for a "predetermined" amount of time is required.
I think it solves many issues - It is a fix for Almondbeard errors where someone is sailing solo. It keeps their ship/vessel on the server until a time limit has been met or the user reconnects.
It "delays" server hopping. 10 minutes is not huge and there could very easily prevent server hopping to your "immediate" server, but you could still spend 30+ minutes fighting the fort and a group of server hoppers has waited out the timeout window and land on your server. Sure this could reduce the opportunity for it happening, but it is not entirely preventable.
The main issue though that this hurts versus solves is players who are being griefed into quitting. Sometimes there is just no escape but finding another server. Delaying them playing may make the quit to never return. There could, however, be a 1 timed click that someone could use every 3 hours that is an automatic report that they were being griefed and it allows a report to be sent directly to Rare about the behaviors. It triggers like the scuttle ship option where it is all or none.
While many have brought up they waste more time and they are the "only content" the thing is neither of those is true. Collecting treasure chests takes about 30 minutes for a 3 part voyage. Unless you get lucky and get a 6 chest map all captain's chests, chances are you are sub-1000 in gold by turning those in. We know the stronghold chest can fetch you 2K or more and if you clear the entire thing out can be as high has 15K. So fortresses are the best options for loot and upgrades. If I could get paid 2000 an hour or 15 K for 1 hour of course I am taking the 15k. It only becomes less valuable IF there is less money or it comes at longer times.
@nightmare247365 said in Skull fort server hopping is ruining the game:
@Shuoink While I don't believe that it is ruining the game, I do heavily agree that server locking for a "predetermined" amount of time is required.
I think it solves many issues - It is a fix for Almondbeard errors where someone is sailing solo. It keeps their ship/vessel on the server until a time limit has been met or the user reconnects.
It "delays" server hopping. 10 minutes is not huge and there could very easily prevent server hopping to your "immediate" server, but you could still spend 30+ minutes fighting the fort and a group of server hoppers has waited out the timeout window and land on your server. Sure this could reduce the opportunity for it happening, but it is not entirely preventable.
The main issue though that this hurts versus solves is players who are being griefed into quitting. Sometimes there is just no escape but finding another server. Delaying them playing may make the quit to never return. There could, however, be a 1 timed click that someone could use every 3 hours that is an automatic report that they were being griefed and it allows a report to be sent directly to Rare about the behaviors. It triggers like the scuttle ship option where it is all or none.
While many have brought up they waste more time and they are the "only content" the thing is neither of those is true. Collecting treasure chests takes about 30 minutes for a 3 part voyage. Unless you get lucky and get a 6 chest map all captain's chests, chances are you are sub-1000 in gold by turning those in. We know the stronghold chest can fetch you 2K or more and if you clear the entire thing out can be as high has 15K. So fortresses are the best options for loot and upgrades. If I could get paid 2000 an hour or 15 K for 1 hour of course I am taking the 15k. It only becomes less valuable IF there is less money or it comes at longer times.
Appreciate the thoughts!
If your crew is grinding chests or OOS missions, you can EASY make the same amount that you can out of a skull fort, even double or triple doing merchant missions in an hour's time.The whole situation that was the last straw for me was this: Was on a 4 man galleon for almost two hours grinding chests, had i dont know at least 40 -50 on the boat. One guy gets disc and another leaves, so two rando's show up on the boat. At the same time a skull fort happen to appear. These guys were server hopping for a fort, saw it, and basically took over the ship to head to the fort for a fight. Now on the boat it was 2v2 fighting over control. We wanted to turn in our loot we worked for, they wanted to simply hit the fort for a measly 10-15k.
With one on the wheel we couldn't stop them from sailing over to it (or vote to brig as it was now 2v2) and had to engage in a battle that took two hours. At one point they even tried to vote to scuttle to restock and hit the fort again which would have made us lose all the chests we had worked for up that point. They both kept constantly bringing up the "if you dont want to pvp then dont play this game" argument. We were fine with doing pvp the annoying part is spending two hours on a fort for literally now what is not really worth that much money for the time it takes. The fort itself was not worth the 2 hour battle both with our own crew and the other ships we had to sink. We came out on top but it took up hours of our time when we would have rathered just turn our loot in and let them have at the fort themselves. Its frustrating when people can randomly come into your game and take over like that. The time it takes to take a fort down now is not worth the pay off even though a lot of people somehow think it is still.Ruining the game in its entirety? no,
it IS ruining it for ME, so i am sharing my frustrations with the devs as i know i am not alone, and appreciate everyone's insights as well. After that whole experience I have no desire to play again for a bit as it lost its fun for now, for ME@shuoink
"Make it so if you leave and then rejoin within 10 mins or something that it just puts you back on the same server"Great, now the crew of new players who left the server because they were being griefed are stuck with their griefers. GG.
I wish people would think about their suggestions for more than a second. :)@shuoink I don't think sever hopping is quite the epidemic you're making it out to be.
Sure, maybe during peak playtimes forts are highly contested but as you suggest the fort payoff isn't worth a hours long investment, so just do voyages if that's the case.Last night my crew and I were at a fort that had another galleon and two sloops, but just the night before we did a fort without seeing any other ships, so pretty much like everything else in Sea of Thieves it's just luck of the draw.
@sweltering-nick said in Skull fort server hopping is ruining the game:
@shuoink said in Skull fort server hopping is ruining the game:
Skull forts are worthless now, the 2-3 hour fight it takes for 10k loot isn't worth anyone's time. Frustrating to have one pop up, go over, no ships in sight, then when the captain spawns three galleons show up out of nowhere that had obviously just server hopped. Wont be bothering with them anymore as i can make more grinding voyages in an hour than i can fighting off endless ships for 3.
They have lost their appeal to me, which sucks because its some of the only content in the game currently. I get why people do it, because there is nothing else to do... this is just my opinion. Incoming "Get gud" and "bye" posts, whatever. this is my opinion i am sharing with the devs.
Something needs to be done.
Make it so if you leave and then rejoin within 10 mins or something that it just puts you back on the same server, shouldn't be too hard. would solve the problem entirely, and make people play the game as intended instead of hopping from game to game.
Just my two cents.
I am fine with PVP. I think RARE underestimated human nature a bit when coming up with some of the concepts of this game. Hopefully the upcoming content will alleviate some of the hopping in some way and give us other things to do in general than spend 2-3 hours fighting non stop ships for a mere 10-15 k.
Good for you if you like 3 hour pvp battles, its a pvp game, I get it. Believe it or not though, some of us would rather move on so we have something to show for our time after 3 hours.I normally would make an argument with a conclusion of "git gud" or something along those lines, but Rare have told people to stay in the server once they get in... To prevent the login servers from overloading...
I personally want a game where the ping is stable and at acceptable levels, so... I'm gonna have to agree with you... They should make it so if you server hop 3 times or something, you automatically disconnect and your account gets a 3 hour login cooldown... That would make server hopping for skeleton forts rather counterproductive... You could server hop twice, but if you don't get any skelly forts during those two hops, you might as well keep playing the game, because the next login on that same day is going to disconnect you and make you wait for 3 hours before you can play the game again. xD
Yep lets temp ban players from a game they paid for. That has to be the dumbest fix iv'e ever seen. Here's a fix add more things to do so that people don't feel the need to server hop.
I don't think any of the "sticks" here are very viable. Locking someone out who relogs more than 3 times in a day is gonna screw someone who queues solo and gets dc'd a couple of times. Locking to a server prevents people who are in a currently unfavorable playing environment from seeking out a new server where things might be better. They might be trying to get away from griefers, or looking for more pvp, or looking for roleplayers to goof around with. But they still shouldn't be made to wait to have their fun, because others who happen to be in the same server don't want to play that way.
This is a complicated problem that probably doesn't have a simple solution. Tweaking raid timers so they pop more frequently may fix it, but it may also make it worse, as it increases the chances that the next server will have a raid up. And people who hop for raids looking for the pvp they can create probably don't care much that they're not being the most efficient in terms of gaining gold to buy more cosmetics, or about the treasure already on a boat they've just joined. Likely, they just care about the pvp and the raid experience itself. So tweaking rewards from raids won't have much effect either. (And really, that's great. It means the game is fun enough to be played merely for the experience of it, and not because some Skinner box "progression" tricks our brain's reward centers into thinking we're doing something valuable with our time.)
I think the only real way to fix it is to give players many more controls over queuing and crews. Let players list their priorities for what they want to do in the game when they queue up, if they want to, and match those players into existing crews that have similar priorities or create a new crew for them if there's none with close enough priorities. And be more proactive in merging crews onto new servers that better fit how they've been playing. Crews that keep getting trashed and are not turning stuff in regularly should be merged into servers with less pvp happening and are populated by sloops more than galleons. Crews that go out of their way to pvp, and are not doing voyages, should be merged onto servers with more galleons, particularly galleons with pre-made crews. Being able to lock out randos from joining is definitely an option that should be available for crews, but if it's the only option, then it's rather like wielding a broadsword when you want a scalpel. There also needs to be the option of specifying what kind of randos you'll take.
And I reckon there also needs to be a "Captain" role that can only be changed at an outpost by the crew's voting at the ship merchant. A Captain would be able to take over any post from another crewmate without their consent, so if someone's on the wheel and not leaving and not listening, the Captain can just interact with the wheel and take over, kicking them off, and a Captain's vote plus one other crewmate's vote would be sufficient to brig or scuttle the ship, with all the other crewmate's votes being needed to brig the Captain or scuttle.
But the main problem here, that of server-hopping for raids/pvp, I reckon can only be solved by the game itself being more intelligent about how it populates servers, actively creating servers that have particular and unique characteristics determined by the players it puts in them, and being sure to put raid hoppers and pvpers in servers where they'll be more welcome.
Absolutely no, there should NOT be a limit to how many servers you can join, or a time limit where you are forced to rejoin the same server. I don't really care about Skull Forts, they're fun when you get the chance to do them without 4 galleons engaged in event, but that would be disastrous for the rest of the game.
We already have problems with crews insta-brigging and griefers, it would be a terrible idea to impose a penalty on players who are trying to find a decent and non-trolling crew. If the problem with server hopping is in regards to the skull forts, then maybe we should put a limit on how many can be done in a time period. Perhaps after unlocking the door of a stronghold, every crew member obtains a "debuff" or "curse" that makes it so they cannot unlock another skull fort door for 2-3 hours. Or maybe the curse activates once a crew member turns in the Stronghold Skull or Chest into a merchant, that way a team can't just server hop and steal loot. Another option is that the debuff works like the Red Sea, where if you have the debuff you cannot enter the area of an active skull fort or your ship will begin to break apart. This gives you enough time to alter your direction, but being in the vicinity of the active fort for long will result in a sunken ship.
@shuoink Instead of locking people out of a server, why not lock them in the server they join for a certain amount of time. It may not prevent server hopping but will drastically slow it down. And, it will also allow people to quit because your being grief and not have some sort of penalty timer. Locking them into a server that they enter for a certain amount of time will also cut down the log in glitches and such being that log ins have its own servers
@shuoink Hey there fellow sailor. I know it's not always easy or practical but invest some time into finding some experienced players so that you can form a four-crew galleon. The crew I run with will complete the fort in roughly 15 minutes - obviously a bit longer depending on the PvP element. Compared to three hours it's a lot more productive. We don't server hop. We do voyages until a skull pops up.
Good luck out there on the open seas!
I feel a fair fix to this is to just respawn the skull forts quicker. Instead of 3 hours or whatever the respawn timer is, reduce it to an hour or shorter. If/when they open up more fort location to be used, I wouldn't mind having multiple forts up at once. Maybe a major/minor fort deal, where you can choose to battle for a larger haul, or take a chance going for the smaller/easier fort. Is there any reason having more forts would break the game?
@jacqui-o-blades said in Skull fort server hopping is ruining the game:
@shuoink I don't think sever hopping is quite the epidemic you're making it out to be.
Sure, maybe during peak playtimes forts are highly contested but as you suggest the fort payoff isn't worth a hours long investment, so just do voyages if that's the case.Last night my crew and I were at a fort that had another galleon and two sloops, but just the night before we did a fort without seeing any other ships, so pretty much like everything else in Sea of Thieves it's just luck of the draw.
Agreed - most times its a couple sloops that tend to give up after they are blundered and plundered. Once and a while we get a galleon to come our way and then it tends to play out like a game of checkers where one team kills another and next round it flips.
you guys get on some packed servers I guess lol because most of mine are quiet
I do quite a bit of fort hopping. I like it because not only is it fairly lucrative, but it's also a lot of fun to engage in PVP... and pvp happens a lot more in fort groups than it does doing basic voyages.
Most of the time when I've been in a server and a fort pops up, I've been able to easily complete the fort and turn it in uncontested. But in fort hopping groups, there's a higher probability we're late to the party and there's going to be some action at the fort - which I find fun. You maybe don't like it if you're at the buttend of that interaction, but it's probably my favourite thing about the game currently.
it takes like 12 minutes to down a fort completely with two people if you arent contested or have beaten back the other boats. boats respawn a lot further now, further enough that you should have no problem making progress on the skellie waves between pfights if you are methodical and smart.
though i dont disagree that the server-hopping that goes on could be addressed in a better way, the underlying tone of this and most messages like this is "wah wahhh wahhhh i want fort loot, and i want it to come easier."
@nebenkuh said in Skull fort server hopping is ruining the game:
Great, now the crew of new players who left the server because they were being griefed are stuck with their griefers. GG.
I wish people would think about their suggestions for more than a second. :)Who leaves a whole server after being griefed? People usually scuttle and end up on the other side of the map far out of reach of the griefers.. I wish some people would think about their responses for more than a second
@bluewave1313 said in Skull fort server hopping is ruining the game:
Here's a fix add more things to do so that people don't feel the need to server hop.
Exactly
@legendary-bo said in Skull fort server hopping is ruining the game:
We already have problems with crews insta-brigging and griefers, it would be a terrible idea to impose a penalty on players who are trying to find a decent and non-trolling crew. If the problem with server hopping is in regards to the skull forts, then maybe we should put a limit on how many can be done in a time period.
Excellent point, i myself have joined and left games because the crew i got put with was sitting around doing nothing.
Good idea as well@digital-twisty1 said in Skull fort server hopping is ruining the game:
@shuoink Instead of locking people out of a server, why not lock them in the server they join for a certain amount of time. It may not prevent server hopping but will drastically slow it down. And, it will also allow people to quit because your being grief and not have some sort of penalty timer. Locking them into a server that they enter for a certain amount of time will also cut down the log in glitches and such being that log ins have its own servers
Thats basically what i was trying to say.. If they leave to get away from griefers and rejoin it would be on the same server but obviously spawn in a new location
@drbullhammer said in Skull fort server hopping is ruining the game:
@shuoink this is interesting because it's been the opposite for me recently. Ships attack once and give up. It happened yesterday morning. A fort popped, I sailed over there around the same time as a duo sloop. I chose to stay on my ship to ride out the storm, but the other sloop sank and the crew decided to fight the skeletons. That is until one of them took a shot at me and then tried to board my sloop. I killed him, went to the crow's nest, then killed the other as he tried to raise my anchor, and never saw them again. A galleon rolled up right at the end. I sank and killed them because I wasn't sharing after clearing the whole thing by myself. They left me alone as I loaded the loot onto my ship.
It doesn't seem to have quite the draw that it once did, in my experience.
It IS a bit luck of the draw, its rare now to be able to do a fort without being contested, but it CAN happen. Every time i have done one that is contested though, the people never give up and it ends up turning into a few hour ordeal
@evasive-envy said in Skull fort server hopping is ruining the game:
@shuoink Hey there fellow sailor. I know it's not always easy or practical but invest some time into finding some experienced players so that you can form a four-crew galleon. The crew I run with will complete the fort in roughly 15 minutes - obviously a bit longer depending on the PvP element. Compared to three hours it's a lot more productive. We don't server hop. We do voyages until a skull pops up.
Good luck out there on the open seas!
Thanks. I do have some regulars I play with most the time, and yes the skull fort by itself takes 10-15 minutes. BUT it can take a few hours when you have sloops and galleons showing up out of nowhere to battle it out almost every time because they are hopping servers intentionally for that purpose
@figmentspark said in Skull fort server hopping is ruining the game:
I feel a fair fix to this is to just respawn the skull forts quicker. Instead of 3 hours or whatever the respawn timer is, reduce it to an hour or shorter. If/when they open up more fort location to be used, I wouldn't mind having multiple forts up at once. Maybe a major/minor fort deal, where you can choose to battle for a larger haul, or take a chance going for the smaller/easier fort. Is there any reason having more forts would break the game?
Thats a great idea!
@nytevigh said in Skull fort server hopping is ruining the game:
Its the only thing keeping it alive for me. I'm level 50/50/50 and level 3 in Athena's. The first 3 factions get insanely repetitive and boring towards the late 30's (levels). I would of left a long time ago if it wasn't for the forts.
Helps prove the point, we need more things to do!
@slowmonutkick said in Skull fort server hopping is ruining the game:
Pretty easy to solve, never allow anyone to spawn into a server with an active skull fort.
Mind blowing idea!
@vapor1080 said in Skull fort server hopping is ruining the game:
you guys get on some packed servers I guess lol because most of mine are quiet
Its usually quiet until a fort appears, heh
@ericheirhead said in Skull fort server hopping is ruining the game:
But in fort hopping groups, there's a higher probability we're late to the party and there's going to be some action at the fort - which I find fun. You maybe don't like it if you're at the buttend of that interaction, but it's probably my favourite thing about the game currently.
Totally Fair and understandable. Look at it from the ButtEnd view though. You happen to be on a decently quiet server, go for a skull fort, then when the captain spawns three galleons show up out of nowhere and you lose all the work you just put in or have to spend an hour or two fending off boats for what should have been a 15 minute side quest. Its a tough situation to make everybody happy about. If you hadnt been able to server hop, the people looting the skull fort would be happy but you wouldnt because you would be on a server with no skull fort and be bored except for hunting lone ships for some pvp action, how do we solve that so both players are happy?
@shuoink said in Skull fort server hopping is ruining the game:
Look at it from the ButtEnd view though. You happen to be on a decently quiet server, go for a skull fort, then when the captain spawns three galleons show up out of nowhere
and you lose all the work you just put in or have to spend an hour or two fending off boats for what should have been a 15 minute side quest.Its a tough situation to make everybody happy about. If you hadnt been able to server hop, the people looting the skull fort would be happy but you wouldnt because you would be on a server with no skull fort and be bored except for hunting lone ships for some pvp action, how do we solve that so both players are happy?I've had pretty much that exact situation happen to me once before. I was in a rando group that wasn't particularly amazing. 1 of my buddies, and a couple kids who didn't really follow my directions very much. A skull fort popped up, I raced to it, we were uncontested, so we managed to clear it fairly easily. We look around, don't see any ships, so we crack the vault and load up the ship. As we start to set sail - oh c**p there's a galleon to the west. So we turn to the east... oh c**p there's a galleon there too. So we head north, and guess what, a 3rd friggin galleon.
We ended up being chased by 3 Galleons I kid you not. But one got caught by a kraken, and the other 2 we out maneuvered and out-ran them to a far outpost on the other end of the map and ended up keeping our loot. I was dodging between rocks, and the useless kids in my group suddenly became useful when 15k of loot was on the line. It was probably 30-45 minutes of chase time, but it was a pretty exhilarating experience.
Like at the end of the day, my experience wasn't really a "butt-end" one because I managed to keep my loot. So all-in-all I might be a little bit biased. But that's like the best parts of the game for me.
@shuoink The whole reason I like forts is the possibility of a multi ship engagement. No to server lockouts. Just go do your quests and be thankful for the hour of peace...
@mattydove74 said in Skull fort server hopping is ruining the game:
@shuoink The whole reason I like forts is the possibility of a multi ship engagement. No to server lockouts. Just go do your quests and be thankful for the hour of peace...
Thats fair, i get that a lot of fun in the game for people is getting into ship battles.
We WERE doing quests, our boat got taken over by two randos who were server hopping and forced us into an engagement. We didnt want to leave and bail on everything we worked for up to that point. I think the Private/locked crews that are hopefully coming soon may help people in similar circumstances.@Shuoink
"Ah ok so they couldn't do it because you wouldn't like it.. got it, thanks...."Nobody would like being locked to a session they can't leave for watever reason, if I want to leave a session to play another I can't be stopped, this isn't a competitive game where teams need to be locked.
@urihamrayne said in Skull fort server hopping is ruining the game:
@Shuoink
"Ah ok so they couldn't do it because you wouldn't like it.. got it, thanks...."this isn't a competitive game where teams need to be locked.
Your right, not talking about locking teams in place. Totally different concept, its alright if you dont get it. Please jump the post like you do servers
@bluewave1313 "Yep lets temp ban players from a game they paid for."
That already happens if a player breaks the code of conduct etc etc... Rare said "don't server skip" so why not a punishment for it? ._.
It's just a default 3 hours if you abuse the system, it's literally no different from being punished for abusing an ingame bug. :P
It's a simple fix, to a simple problem.
"Here's a fix add more things to do so that people don't feel the need to server hop."
How the hell is that going to fix anything... the only way to stop players from server skipping is to stop server skipping being the most efficient way to progress in the game. :P
Honestly, this doesn't bother me, after my first two skull forts I realized they aren't all that worth it, the money and reputation gain for the time and effort spent isn't worth it, if nobody else comes, sure I'll do it, but only for the commendations, other than that, meh, let the aggressive idiots fight over it
