Adventures

  • Ya'harr mateys.

    Just wanted to ask everyone here, what do you think about adventures on Sea of Thieves?
    They are time limited and add very little to the game in my opinion since they are constantly removed and replaced with new ones.

    So my questions to you are - do you get excited when they announce one? Do you enjoy doing them? Who do you think it targets the most? Imo - proper veterans of this game. As everyone else has plenty of other things to do and having the PVP infested PVE adventure is not the most attractive thing to do.

    I would personally want constant content being added to the main adventure, or having permanent tall tales like pirates of the Caribbean added as well. More new voyages and new innovative things like the Sovereigns!:)

    What do you think?

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  • I can't support anything that breaks/removes fleets for weeks at a time

    They consistently interfere in the environment in negative way, an environment that struggles enough with organic activity and loot production.

    The most recent adventure was well made but an hour or two of temporary content is contributing to a cycle of serious bugs and major parts of the pve environment either not working properly or leaving while the adventure is around. A significant sacrifice for content that really only ever receives mixed feedback at best.

    During the time of adventures we had weeks of zero skeleton ships, twice fleets have gone, this current adventure a large majority of the servers I am on have zero world events for hours and the only events that do spawn are regular forts that most people aren't going to do and the fof that veils have made irrelevant for organic players

    Fleets create a majority of the higher risk loot production and the consensual random combat encounters in the organic environment.

  • I think they're fine. Some are ok, some are not great. They at least give a special task to go after for a few days, just like the old events used to do but now with lore drops so I guess it's a slight improvement.

  • I like them. Not because what you think.
    I’ve only done maybe two since they started.

    And when they do activate, all PVE content is free game. Nobody goes for them so I take the first 3 days to try complete as much of them I can
    They serve a purpose if you think about it

  • Bilge Rat Adventures with a fresh coat of paint and no doubloons.

    Still fun. Still buggy as hell. Still trying to force player interaction by having everyone crowd into one spot.

  • They're a hook for a type of PvE players and they work decently enough.

    This kind of game needs an active player base and while PvPers and completionists are straightforward enough to keep engaged through combat and milestones, the more single-player style folks need story stuff to keep going. I have at least one friend who literally refuses to play until there's some sort of quest update each time.

    Personally, I've played all adventures except for the September one and I just wish they were less frequent and a bit more fleshed out. It feels like there's one around the corner every week, which is probably the intention, and their throwaway nature sorta makes them feel like second tier Tall Tales. I suppose there's not much to do about that though, since you wouldn't invest the time and resources of a Tall Tale for something that only a fraction of your audience will experience. So in the end, they are what they are I guess, and despite all a few of them have been pretty good.

  • Heavily dislike them and have been avid supporter towards their removal. They somehow manage to bring up most of what's wrong with this game. Adventures (A) would work well if they behaved like limited time events, but instead they work like limited time tall tales except they are worse in every way.

    Because of the limited time, they are hard to get invested into since if you miss one, you probably won't be interested in the ones that follow. Limited time means time and resources devs used to create something in the game was removed, which implies time wasted. Being limited time, they add absolutely nothing to the game except the small cosmetic rewards given, otherwise, they lower the game's value and quality. Furthermore, they do not allow allocation of said resources, time, and staff to areas of the game that do require focus such as more game play tools, more enemy varieties, more weapons, more combat variety/ expanded combat mechanics, more quests, more ship mechanics and ship customization/ accessories.

    Limited time content also means they have to rush to complete 1 A over the next, with limited time afforded to each adventure, which means that areas that we must go to will have limited things to do (This goes into down time which I explain further in). A good quest line will leave little to no down time and have set pieces or gameplay mechanics jam packed and clustered close together to create epic moments with smooth and close transitions so that investment and immersion is not obstructed. This is what happened with golden sands in A1, in which only 1 compass was found and nothing else to do, ultimately missed opportunity. Instead it would have been better to participate in the battle, ultimately leading to us loosing it, the residents being taken hostage, stakes being higher, and higher emotional connections being formed. Lots of down time in this one with islands having only 1 objective which simply sends u on the next goose chase.

    Because of the limited time nature which leads to rushed content (And also due to the way they are expressed), the A's suffer from story "telling". For a game priority should go to doing, then showing, then telling (Do, show, and then tell). Since the game throws exposition on you, A's such as the one where u try to find the hostages taken from golden sands, suffer from player disconnection to those characters since we don't become connected to said character (instead it opts into believing that all players should have already formed a connection with these characters). Furthermore would u rather fight in a war in golden sands, experiencing the downfall urself, or would u rather have it as is and just hear that a war broke out in it? The reason for the battle and what happened to golden sands would still have been a mystery regardless. story "telling" in a game should be something done restrictedly and in limited occasions, with showing taking a bigger chunk of the A, and overall doing or gameplay being the majority of the game itself.

    Because they are made to be played ins sequence from beginning to end, if A1 is a miss then it becomes that much harder to get invested in all other A's in the following sequence (First impressions tend to be the most important- psychology).

    Because they re- use in game pieces and re- use content the value of adventures drops. Bosses with unique and intimidating appearances may re- use same enemy abilities, AI, etc which ultimately leads to a boring fight since everyone already knows they are going to be a damage absorbing sponge with already foreseen abilities and attacks. Re- usage of islands doesn't bring anything new to actual adventuring or exploration since what's seen before is what we see again and ultimately get. The more re- usage of already in game content, the higher the monotonous and generic in nature the quests or As become

    Current enemies in game are basic, more so for the bosses with most just being attack sponges, almost no enemy boss requires the usage of the environment or other complex mechanic to take them down, so when A's re use enemy and boss mechanics it's just more of the same, attack repeatedly and directly to win, no strategy or difficulty, therefore no challenge involved.

    Because some of them take you to islands across the whole map, they allow too much down time which is ultimately bad because it disengages players from completing the quest. The longer the down time, the higher the chance of disengagement.

    Because they aren't well optimized (probably due to their limited time nature and dispersion of resources and staff personnel) VS. quests that pit users against others aren't well balanced. Some quests feel out of order, disorganized, or outright don't make sense (Such as the reapers disappearing halfway through the adventures and the dark brethren taking center focus as the main antagonistic force). Due to horrible optimization you have players attacking players in an endless loop with ability to continue said adventure, or A's with contradicting purposes or mechanics (Such as the A that required one to travel to the sea of the damned sea dogs tavern and that required crews to work together but the rewards are only for those who reach it first. This implied that the A. was a race for the crews to reach the top first but each section of the race required everyone to work together, if 1 crew decided not to work together/ to troll, then chances of the A became impossible to finish, increased. The other A that suffers from this was the one where u have to fight along side the ancients and go in the siren shrines. Once u collect the items u assume u have to speak to Belle at the island (I saw a few more crews make the same mistake in less than 1 sitting) but that is not so, the game wants u to speak to the ancient tribes men again for each piece collected, but nothing in the game points to that, it points to speaking to belle. Even if one managed to follow the correct path to continue these As, some of them are so heavily riddled with glitches that u might have to re- do that whole portion all over again.

    I'm sure if I took the time I could find more faults or add more examples of Adventures fail, they are like taking the OG tall tales and OG voyages and merging them together in a way that feels like 2 steps back, in the opposite direction. The incentive reward is barely worth it, and without any real entertaining re-play value, most old salts will drop out of the game, some heavy supporters will only come back to do the measly rewards.

    So you all can understand just how messed up these issues all are, these issues that I have presented aren't just a domino effect. Each one affects multiple other issues, it's like multiple snakes with multiple heads eating each other and themselves, causing and being an effect of themselves and other problems found throughout.

  • Could not said it better and agree more with you guys.

    Regarding the comment about Mike Chapman - I think we all do. Lore/history is like the backbone for anything.

    But currently this Lore is wasted away by temporary adventures. Who would know or remember, or care in 2025 that in 2022 for 1 month people had a choice to blow up an outpost for example. How does this add to anything? How would this be interesting for a new player in 2023? You think they care? If they could start a game in 2023 and relive a similar experience, than they would.

    I have missed the first few adventures once the seasons started (only done a couple in 2020 and I enjoyed them) now I don't know Who,what,were and why...So I would watch a trailer on facebook, get excited as I love anything with sea of thieves and thought to myself, I should give it a go....but this was at work, so when I was finally off few days later, I forgot about it in a way, was doing athenas, I come to an island (Forgot which one) to do the Belle part of Veil quest and I see the Belle standing on the island with two ancient priests and a buoy in the water that I saw in the clip.

    I think to myself - cool, 2 birds with one stone.

    I speak to Belle, she gives me a quest - go do 3 shrines...Emm no thank you, maybe in a rowboat, but even then , as cool as the shrines are, I can just scuttle a ship myself at the outpost, why wait for someone else to do it for you while you are in this shrine below.
    So I thought, Ok, let me finish this Veil part and maybe I'll give it a go...But Belle does not give me the lantern. So it turns out that there are two Belles on the island at the same time. One will give me a lantern to light braziers for the xx time in couple weeks span, the other wants me to go to these shrines..

    Would really like to speak to a developer and have a honest conversation, how do they think this is good, interesting and engaging.

    Now I remember the most tedious grind I ever done on Sea of Thieves - the Festival of the damned. So even though I honestly enjoyed doing deeds whilst sailing on regular voyages (like lighting braziers or sitting on thrones), the grind felt long. But it was worth it, i got this Soulflame costume, that lead me to spending 20£ in game to purchase the whole set, now recently I completed it with purchasing the flares. My girlfriend loves the crew cosmetics as well. The only thing they have missed out, which they fixed recently. Is adding soulflame captain to the main map somehow. Now he is part of the veil quest finally.

    I really want to see how many people will be excited 2 years later after they received this plain brown vest of Stitcher Jim?

  • Like TT's, I don't really touch them unless the rest of the crew would like to. Think i've done 2 adventures total... I don't play SoT's for the lore/story.

  • @danbeardluff said in Adventures:

    Like TT's, I don't really touch them unless the rest of the crew would like to. Think i've done 2 adventures total... I don't play SoT's for the lore/story.

    You're missing out, my dude! 😕

  • @galactic-geek said in Adventures:

    @danbeardluff said in Adventures:

    Like TT's, I don't really touch them unless the rest of the crew would like to. Think i've done 2 adventures total... I don't play SoT's for the lore/story.

    You're missing out, my dude! 😕

    Am I? The ones I have done are mostly 'go to this place and sword spam waves of enemies. Cool, now go talk to this guy. Nicely done, now go to this island and sword spam waves of enemies. Great job! Now go talk to this guy. End.'

  • @danbeardluff said in Adventures:

    @galactic-geek said in Adventures:

    @danbeardluff said in Adventures:

    Like TT's, I don't really touch them unless the rest of the crew would like to. Think i've done 2 adventures total... I don't play SoT's for the lore/story.

    You're missing out, my dude! 😕

    Am I? The ones I have done are mostly 'go to this place and sword spam waves of enemies. Cool, now go talk to this guy. Nicely done, now go to this island and sword spam waves of enemies. Great job! Now go talk to this guy. End.'

    I hate to break it to you, but when you really think about it, everything in games, and even in life, is a glorified fetch quest. You'll have to come to terms with that...

  • @galactic-geek said in Adventures:

    @danbeardluff said in Adventures:

    @galactic-geek said in Adventures:

    @danbeardluff said in Adventures:

    Like TT's, I don't really touch them unless the rest of the crew would like to. Think i've done 2 adventures total... I don't play SoT's for the lore/story.

    You're missing out, my dude! 😕

    Am I? The ones I have done are mostly 'go to this place and sword spam waves of enemies. Cool, now go talk to this guy. Nicely done, now go to this island and sword spam waves of enemies. Great job! Now go talk to this guy. End.'

    I hate to break it to you, but when you really think about it, everything in games, and even in life, is a glorified fetch quest. You'll have to come to terms with that...

    Or...instead of coming to terms with something I don't like to do......follow me on this one.....I just won't do it.

    alt text

  • @danbeardluff said in Adventures:

    @galactic-geek said in Adventures:

    @danbeardluff said in Adventures:

    @galactic-geek said in Adventures:

    @danbeardluff said in Adventures:

    Like TT's, I don't really touch them unless the rest of the crew would like to. Think i've done 2 adventures total... I don't play SoT's for the lore/story.

    You're missing out, my dude! 😕

    Am I? The ones I have done are mostly 'go to this place and sword spam waves of enemies. Cool, now go talk to this guy. Nicely done, now go to this island and sword spam waves of enemies. Great job! Now go talk to this guy. End.'

    I hate to break it to you, but when you really think about it, everything in games, and even in life, is a glorified fetch quest. You'll have to come to terms with that...

    Or...instead of coming to terms with something I don't like to do......follow me on this one.....I just won't do it.

    alt text

    Everybody wants or needs something...
    Fetch quest.

    ⬇️
    ⬇️
    ⬇️
    ⬇️
    ⬇️
    🎤

  • @zig-zag-ltu

    I’m on the fence about it. I like how the adventures are slowly transforming the Sea of Thieves but hate how the adventures are lost after 2 weeks.

    The ghostly Sea Dog Tavern was cool except for the PvP slaughter fest. That cool tavern is now locked and forever lost. That would make for a great Tall Tale, even if it has nothing to do with Merrick.

    Now we have the Herald of the Flame! This adventure needs to be turned into a Tall Tale as it is a direct result of the Heart of Fire Tall Tale. The Flameheart series of Tall Tales is incomplete. I hope Rare at least considers completing the Tall Tales.

  • I don't mind the initial release of the adventures being as they are but I do agree that after a certain time they need to become tall tales for new players to play them that are interested in the lore, they can keep the limited items to the initial adventure version of the tale then add in more specific rewards to the tall tale version at a later date.

    After all they are stories of this world and how its evolving.

  • Not my cup of tea—adventures are weak incentives to grind or fetch quest. And tbh I don't really care about the story.

    Instead of adventures, I'd love to smaller permanent addition to the gameplay (new weapons, treasures, quest types, areas) sprinkled over the course of the season.

    But maybe some players love adventures, I don't know.

  • Adventure 1:Tried to do it. Defeated some ghosts. Couldn't find important item. Left, saw no checkpoint, gave up because didn't care about reward.

    Adventure 2:COOL GEM CUTLASS?!? AND WE CAN OPEN THE JAIL CELLS FINALLY?!? LETs GO!!!!

    Adventure 3:Didn't do it. Couldn't be bothered

    Adventure 4:Gave Merrick supplies...no lore and all I got was some stupid sails...oh well.

    Adventure 5:Fun at first, but looking back it was pretty stupid. Merrick was stupid for going to what was OBVIOUSLY AN AMBUSH with no weapons or backup. Belle was stupid for not killing Amerta while we all had the chance.

    Adventure 6:Got spawncamped. But didn't give up. Hilarity! Burned down someone's ship by accident! Made a mad dash to save Merrick! And it was all worth it to see the spawn campers confused reactions as our ships flipped over and mine did a full 360!!!!

    Adventure 7:Some puzzles, basically just did shrines, but that last part was like A MOVIE, rushing from the reapers as we made a mad dash from the shrine, then we had to hold them back when we got to the shrine!

    Adventure 8:Stitcher Jim...uh...I'm not gonna lie i didn't do this one...

    Adventure 11:Oh no the GMU invaded! Let's kill them!

    Adventure 12:It's piratin' time!

    Adventure 13:Oh no!!! We have to choose between [thing] and [thing]?!? what will we do nOoow!?!

    Adventure 14:THe DARK BRETHeRN IS HERe!?! WHY CAN'T THEY GO AWAY!

    Adventure 14 and a half:THE DARK BRETHERN KILLED [important character], via sheer stupidity.

    Adventure 20:Oh no! [other faction] is here now! Nooo!

    Overall pretty fun to get me and my friend together to just chill.

  • I can understand why Adventures can't necessarily become Tall Tales, but is there any reason why THIS adventure couldn't become a Tall Tale?

    I mean, it doesn't exactly do or take you anywhere new...

  • Since lore came up, I think this is interesting:

    @zig-zag-ltu said in Adventures:

    Regarding the comment about Mike Chapman - I think we all do. Lore/history is like the backbone for anything.

    But currently this Lore is wasted away by temporary adventures. Who would know or remember, or care in 2025 that in 2022 for 1 month people had a choice to blow up an outpost for example. How does this add to anything? How would this be interesting for a new player in 2023?

    Yeah. It won't be interesting and there won't be much of a way to leave an imprint so a lot of this stuff feels like "it happened" to new players... or even the ones playing right now. I started playing last year and I have zero sense of what happened in between 2018 and 2020, nor it seems to impact me in any way.

    I'm mostly a story-driven game player and perhaps because of that I've been more interested in the lore of Sea of Thieves than nearly everyone in my current or past crews, yet I still learn most of it through forums, wikis and such. It's actually pretty hard and inorganic to get a sense of what anything is about in Sea of Thieves while playing, because you're constantly on the lookout for hostile ships or being annoyed by enemies while trying to listen to an NPC or reading a journal. The online, multiplayer nature of the game plays directly against its storytelling aspirations, which normally require a more curated approach—and I'm not sure how they can improve this beyond the occasional instanced quest. That's a tough one with this kind of game.

    Now, speaking specifically about the Adventures, it seems to me that the strictly creative goal with them is to make the sea feel less like an inert playground, and more like an actual living world where stuff happens from time to time. Problem is, they still feel like gamey content designed mostly for player retention, and have very little emotional impact or narrative weight. They can be fun enough as an addition, but they're more pastimes than stories with any chance of permeating the player memory and becoming, well, actual tales that shape the game's world.

    We'll see how they approach them in coming months. I definitely sense a clear wish to have player experiences become part of the game's history, but that's gonna be a pretty tough nut to crack.

  • @zig-zag-ltu
    I have mixed feelings about Adventures. On the one hand, I really enjoy the story and the characters. I was disappointed that I couldn't find enough people to complete the Shrouded Deep Adventure, but at least to me, Rare has seemed to refine the Adventures each time they release one.

    On the other hand, though, I do wish we could have more Tall Tales. It's not just an argument of temporary vs. permanent to me; I love the ambiance of Chapters 1 and 3 of A Pirate's Life and every once in a while, I like to replay them just so I can walk around Sailor's Grave, the Bayou, or Isla Tesoro again.

    I honestly wouldn't mind if Rare could find a balance between Adventures and Tall Tales. Maybe 'Chapter 1' of an Adventure could take place in the overworld and utilize many of the aspects Adventures have used over the last year, while 'Chapter 2' is more of a Tall Tale in that you have to use the portal and sail to an island(s) somewhere in the Sea of the Damned before coming back?

    I know that that's a lot of work, but it would do two things: 1. it would space Adventures out and make them more unique, and 2. it would find a compromise between those who like Adventures and those who like Tall Tales. All of this is just my two cents; call them 'Adventure Tales' or something like that. :)

  • For me are ok. Fast lore progression, large time radius for the announcement, they last for 14 days, the rewards sometimes are meh but sometimes are nice. I don't care if it's almost all reskinned content, all I care about is that it's a quick way to approach to the end of the story. Old time limited events were stagnant, their only purpose was to unlock more cosmetics without progressing with the story.

  • The Golden Sands arc was great, but I feel like all the other Adventures we've had would be better as Tall Tales

  • @zig-zag-ltu

    the historys limited and add very little - no, i dont liked

    I particularly like to do the things that give generous rewards in the game, these stories did not call my attention due to the rewards offered, I did some and others not... they take too much time and the rewards are minimal

  • They are absolutely, undeniably, awful.

  • I appreciate what Rare is trying to do with the adventures in terms of story. I just wish that it wasn't recycled content and fetch quests all of the time. I think these adventures would be received better by the community if they brought new areas and new game mechanics to the game. They should introduce new enemies, weapons and items that alter the way we play. They were onto something with keg rowboats, but it was removed once the adventure was done.

    I was really disappointed when I saw that Rare was re-using the Soulflame costume as a boss. Rare has the ability to make awesome content for the Emporium, but for some reason doesn't do that for the adventures. I would much rather have larger updates that transform the landscape than these smaller stories.

    Just my opinion, the only adventure that I felt was worth replaying more than once was, "A Hunter's Cry". Having the ability to portal hop into a server and PVP griefers in order to help others was awesome. I loved being able to band together as a community to take down griefers. My whole crew loved it. We felt like Rare had brought back a mini arena for that short period of time. I would love to see more of this type of content get added permanently.

  • @galactic-geek said in Adventures:

    @danbeardluff said in Adventures:

    @galactic-geek said in Adventures:

    @danbeardluff said in Adventures:

    @galactic-geek said in Adventures:

    @danbeardluff said in Adventures:

    Like TT's, I don't really touch them unless the rest of the crew would like to. Think i've done 2 adventures total... I don't play SoT's for the lore/story.

    You're missing out, my dude! 😕

    Am I? The ones I have done are mostly 'go to this place and sword spam waves of enemies. Cool, now go talk to this guy. Nicely done, now go to this island and sword spam waves of enemies. Great job! Now go talk to this guy. End.'

    I hate to break it to you, but when you really think about it, everything in games, and even in life, is a glorified fetch quest. You'll have to come to terms with that...

    Or...instead of coming to terms with something I don't like to do......follow me on this one.....I just won't do it.

    alt text

    Everybody wants or needs something...
    Fetch quest.

    ⬇️
    ⬇️
    ⬇️
    ⬇️
    ⬇️
    🎤

    I agree with both of your stances on this topic. On one hand, everything is a fetch quest and I agree with that. On the other, why should someone bother doing a boring quest that recycles old content with not much else to offer?!

    If they really want to use fetch quests, give us more than waves of phantoms/skellies and a talking NPC in the background. Maybe, have us go on a secret mission that requires us to avoid being spotted by patrolling skellies and phantoms. If they spot you on open water, they summon an armada or some sort of new sea creature like the kraken. If they spot you on land they summon a horde of zombies, skellies, or phantoms. It would need to be something of overwhelming size. You could also add a capture mechanic that sends players to sea forts. It could randomly send some of the crew to forts and others to the ferry. Your crew would need to come save you by completing the fort. Just an idea that could spice up a fetch quest. Also, make it so barrel emotes and other hide emote can be used to evade capture.

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