Define Fun PvP

  • I think it would be helpful to the devs if people stated what they think fun PvP would be, compared to what we have now. I will toss out the obvious which is get rid of the cheats. That is probably a universal.

    My Opinions (Solo Sloop Point of View Mostly):

    1. Boarding is too easy, once the boarding starts it is no longer a ship battle, it is plain old shooter PvP on ships, meh, boooorrring. If it were up to me I would add grappling hooks and the only way you could board is if one or the other ship first grapples the opponents.
    2. Friendly fire immunity is lame. I get that people could abuse it but IMHO the cost of preventing the abuse is worse than the abuse.
    3. Repairs on the sloop are too easy, I don't have enough experience on the other ships to know. On the sloop the battle can become a stalemate if both sides have the repair act in order. In other games it would be said "healing is OP".
    4. I would like to see the HG circle get smaller every 5 minutes starting at the 10 minute mark, by 25% of the original size. So at 10 minutes, 75%; 15 minutes, 50%; 20 minutes 25%; and at 25 minutes, 0% both ships sink. The ship with the most existing water loses unless that crew can somehow bail the excess faster than the other crew. If neither ship has holes or water in the bilge then the crew that bails fastest wins.

    ..

    To me, this would be fun and be worth doing as an activity, right now it is a grind.

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  • Number 4 is not a good idea.

    I agree with basically the other points.

    I would like to add onto your number 1. The reason boarding is too powerful is because boats are too tanky. Even if you keep landing shots, it is very hard to take down a good crew with shots only. (This is a problem.) That problem leads to over reliance or feeling like you have to board, to put them down.

    Another issue with the combat is the double gun cqc meta. It makes the combat not fun, not strategic and it is over powered as all get out. 2 shots and you're done unless hit reg blesses you. It leads to a bunch of little pirates hopping around all over your deck shooting you and you can barely do anything about it, especially when they swarm and you mix that in with camping the spawns and you have a disaster. It has honestly been a slowly growing problem since day 1 and day 1 they should have STAMPED it out. Pirates should have swords or dual pistols, not 2 heavy guns. They need to put their foot down and put a stop to it, it is killing the pvp side of their game. This is not a shooter. It has no place in this game.

    Boarding is far too easy and far too effective. We need more ways to counter boarders other than "WATCH YOUR LADDERS" I can watch the ladder all day but when they can ladder dance around, shoot off it in one frame and re-grab the ladder, that's a problem that leads to them getting on board. So you have to waste blunderbombs to get them off or run risky moves that can end up with you falling off. This isn't fun.

    We need to be able to raise or disable those ladders or their ability to re-grab ladders in mid air. Make them work for their board. Make them have to deckshot. That way boarding is the final stage and not the first.

    I think if Rare seriously starts putting their foot down and making much needed changes that would actually balance their game at the cost of upsetting some players, it would turn the pvp into a much more enjoyable experience.

    PvP is something I have to do, eventually. I don't actually like doing it. It is stale, it is tiresome, and it is annoying.

    I love the naval, hate the cqc.

  • If they can make the ships less tank or less heals then 4 should not be needed, but if they can't due to the effect on the rest of the game, 4, with whatever time adjustments make sense, has the advantage of not changing the rest of the game.

  • @foambreaker said in Define Fun PvP:

    If they can make the ships less tank or less heals then 4 should not be needed, but if they can't due to the effect on the rest of the game, 4, with whatever time adjustments make sense, has the advantage of not changing the rest of the game.

    The reason 4 doesn't work is for what we already see as the meta in the HG for solo mode. Board the other pirate's ship and camp them while sailing them out to get an easy win.

    With a shrinking zone, you would increase spawn camping and other toxic behavior.

  • I think it would be helpful to the devs if people stated what they think fun PvP would be, compared to what we have now.

    We have, they have. But...only they know what is good for the game.

  • @burnbacon said in Define Fun PvP:

    I think it would be helpful to the devs if people stated what they think fun PvP would be, compared to what we have now.

    We have, they have. But...only they know what is good for the game.

    Well what do you find to be fun pvp?

  • Fun PvP is when 2 crews duke it out to the best of their abilities, with GGS all round at the end.

    Banter is an added bonus.

    The mechanics are up for debate, of course.

    WRT to sloop healing - remember it was toughened up to enable solo sloopers to have better chances against larger crews.
    Maybe in solo vs solo HG battles that it shouldn't have the extra toughness.

    Disagreed on boarding being too easy, because defending isn't particularly hard either, especially on solo battles.

  • I have more fun fighting skeleton ships than other players. Skeletons can only repair the holes buy they can't take the water out. It's impossible for them to do it. But players can take all the eater and leave the boat in a perfect dry state.

    You don't have to board a skeleton ship to sink it. With enough cannoball preassure they will sink. However players can run away and bail all the water out of their ship erasing all the progress you made towards sinking them. That's why unfortunately boarding is encouraged and even necessary to end a fight, because the players must prevent their enemies from repairing and bailing water.

    Imagine a game where in the Team Deathmatch game mode the enemy team can substract numbers from your kill counter. Or a Capture the Flag mode where the enemy can uncapture your flags taken and reseting the score back to 0. Or Domination where the enemy can drain the score bar that was filled by mantaining control of the bases. And in those three cases there is no timer to end the match.

    So, in many cases the hourglass mode can turn into a battle of attrition, the ship with more resources win, and remember that not every crew will have the exact same number of resources. It is RNG based on what was in the outpost to get into your pockets, or if you bought supplies, or the ammount of supplies your sunken enemies had. I won a few fights like that, because my enemies gave up after they ran out of supplies.

    Also, there are other factors that affect the PvP hourglass, like the waves moving the ship too high to get a good angle with the cannon, or a storm appearing, or fog, or spawning near a fortress or island with cannons and NPCs shoot. What if the wind favors one side more than the other ay the start and it snowballs into giving more preassure to the unfavored player?

    There are many things that made me dislike the mode, and I am taking a break right now. I am feeling a little burnt out and I need to focus on other things.

  • @dragotech123 said in Define Fun PvP:

    I have more fun fighting skeleton ships than other players. Skeletons can only repair the holes buy they can't take the water out. It's impossible for them to do it. But players can take all the eater and leave the boat in a perfect dry state.

    You don't have to board a skeleton ship to sink it. With enough cannoball preassure they will sink. However players can run away and bail all the water out of their ship erasing all the progress you made towards sinking them. That's why unfortunately boarding is encouraged and even necessary to end a fight, because the players must prevent their enemies from repairing and bailing water.

    Imagine a game where in the Team Deathmatch game mode the enemy team can substract numbers from your kill counter. Or a Capture the Flag mode where the enemy can uncapture your flags taken and reseting the score back to 0. Or Domination where the enemy can drain the score bar that was filled by mantaining control of the bases. And in those three cases there is no timer to end the match.

    So, in many cases the hourglass mode can turn into a battle of attrition, the ship with more resources win, and remember that not every crew will have the exact same number of resources. It is RNG based on what was in the outpost to get into your pockets, or if you bought supplies, or the ammount of supplies your sunken enemies had. I won a few fights like that, because my enemies gave up after they ran out of supplies.

    Also, there are other factors that affect the PvP hourglass, like the waves moving the ship too high to get a good angle with the cannon, or a storm appearing, or fog, or spawning near a fortress or island with cannons and NPCs shoot. What if the wind favors one side more than the other ay the start and it snowballs into giving more preassure to the unfavored player?

    There are many things that made me dislike the mode, and I am taking a break right now. I am feeling a little burnt out and I need to focus on other things.

    That's why I advocate for hard supply caps.

  • @personalc0ffee said in Define Fun PvP:

    @dragotech123 said in Define Fun PvP:

    I have more fun fighting skeleton ships than other players. Skeletons can only repair the holes buy they can't take the water out. It's impossible for them to do it. But players can take all the eater and leave the boat in a perfect dry state.

    You don't have to board a skeleton ship to sink it. With enough cannoball preassure they will sink. However players can run away and bail all the water out of their ship erasing all the progress you made towards sinking them. That's why unfortunately boarding is encouraged and even necessary to end a fight, because the players must prevent their enemies from repairing and bailing water.

    Imagine a game where in the Team Deathmatch game mode the enemy team can substract numbers from your kill counter. Or a Capture the Flag mode where the enemy can uncapture your flags taken and reseting the score back to 0. Or Domination where the enemy can drain the score bar that was filled by mantaining control of the bases. And in those three cases there is no timer to end the match.

    So, in many cases the hourglass mode can turn into a battle of attrition, the ship with more resources win, and remember that not every crew will have the exact same number of resources. It is RNG based on what was in the outpost to get into your pockets, or if you bought supplies, or the ammount of supplies your sunken enemies had. I won a few fights like that, because my enemies gave up after they ran out of supplies.

    Also, there are other factors that affect the PvP hourglass, like the waves moving the ship too high to get a good angle with the cannon, or a storm appearing, or fog, or spawning near a fortress or island with cannons and NPCs shoot. What if the wind favors one side more than the other ay the start and it snowballs into giving more preassure to the unfavored player?

    There are many things that made me dislike the mode, and I am taking a break right now. I am feeling a little burnt out and I need to focus on other things.

    That's why I advocate for hard supply caps.

    I wonder, if supplies were reset everytime a ship is diving, would yhat help? But that wouldn't solve much if defense can hoard supplies, but them again, people barely go on the defense in hourglass mode.

  • Ah.. disabling friendly fire immunity so that trolls can now not only set fire to their crews ship but also spawncamp their crew....

  • @xshirahx said in Define Fun PvP:

    Ah.. disabling friendly fire immunity so that trolls can now not only set fire to their crews ship but also spawncamp their crew....

    At the very least, "friendly cannon fire" needs to be a thing. On Ships where cannonballs actively bounce players off defensive points and can prevent repairing, allowing a boarder to run roughshod all over the deck is too imbalanced. Defenders are at a severe disadvantage due to a boarder's immunity to their own friendly cannonfire.

  • @dragotech123 said in Define Fun PvP:

    @personalc0ffee said in Define Fun PvP:

    @dragotech123 said in Define Fun PvP:

    I have more fun fighting skeleton ships than other players. Skeletons can only repair the holes buy they can't take the water out. It's impossible for them to do it. But players can take all the eater and leave the boat in a perfect dry state.

    You don't have to board a skeleton ship to sink it. With enough cannoball preassure they will sink. However players can run away and bail all the water out of their ship erasing all the progress you made towards sinking them. That's why unfortunately boarding is encouraged and even necessary to end a fight, because the players must prevent their enemies from repairing and bailing water.

    Imagine a game where in the Team Deathmatch game mode the enemy team can substract numbers from your kill counter. Or a Capture the Flag mode where the enemy can uncapture your flags taken and reseting the score back to 0. Or Domination where the enemy can drain the score bar that was filled by mantaining control of the bases. And in those three cases there is no timer to end the match.

    So, in many cases the hourglass mode can turn into a battle of attrition, the ship with more resources win, and remember that not every crew will have the exact same number of resources. It is RNG based on what was in the outpost to get into your pockets, or if you bought supplies, or the ammount of supplies your sunken enemies had. I won a few fights like that, because my enemies gave up after they ran out of supplies.

    Also, there are other factors that affect the PvP hourglass, like the waves moving the ship too high to get a good angle with the cannon, or a storm appearing, or fog, or spawning near a fortress or island with cannons and NPCs shoot. What if the wind favors one side more than the other ay the start and it snowballs into giving more preassure to the unfavored player?

    There are many things that made me dislike the mode, and I am taking a break right now. I am feeling a little burnt out and I need to focus on other things.

    That's why I advocate for hard supply caps.

    I wonder, if supplies were reset everytime a ship is diving, would yhat help? But that wouldn't solve much if defense can hoard supplies, but them again, people barely go on the defense in hourglass mode.

    That wouldn't be fair and it would also make jettison barrels useless in that mode.

  • It really depends.

    For me the most fun PVP I ever had in Sea of Thieves so far was the original PVEVP with risk/reward factor involved, before double gunning became a thing. So fighting of half a server after finishing FotD and things like that. Perhaps an idea for Devs - FotD Team Death match?

    The teams would be without ships, they would be anchored on opposite sides, capstans disabled,cannons disabled, ships invincible to damage, barrels locked. until game is over or someone invades the match, upon death you would spawn within the fort for the time the TDM is active.

    One team would spawn outside of the fort, another one inside. No reviving. Also no indication in the sky as the fort is not actually active. The gamemode would consist of for example 10 rounds, 5 attacking 5 defending or until a team reaches 7-8 round wins. If there is a draw then it goes to overtime and whoever wins it, gets the FOTD key to open the vault. The looser changes server.

    If talking about match making pvp - Sea of Bones

    The most fun PVP for me would be - competitive environment, same amount of resources leaving the skill do the talking, quick matchmaking without the need to resupply. This obviously does not exist, but would by on my Wishlist. From there you could expand on different settings, or maps.

    Would be interesting to see both ships diving and emerging in different parts of the map. From the calm seas west side of the map, to the stormy wilds and the hectic and hazardous ashen region, but both ships would need to be on equal footing for this to make sense. You could still have attacker and defender.

    Another idea that would push players into committing to naval instead of boarding - shark infested waters. Perhaps if the ships can't decide a winner a megalodon would come to attack both.

    Another idea - Post match statistics, with an MVP of the match and nicknames, who was the best doing what during the match (successful cannon hits/most player kills/utility usage etc) . Positive side - extra dopamine for the winning team, ability to report toxic behavior's / cheating. The negative - influx of false reports making it difficult for devs to sort out good from bad without an automatic system.

  • @personalc0ffee the more I play lately, the more I agree that double gunning is just absurd.
    I’m an Xbox player who is now forced to play on Pc servers for the higher player count in Hour glass.

    I’m winning the majority of fights latey, but stopping boarders is my number one concern.
    The moment a double gunning Pc sweat gets on, that is often the match over. Sometimes I can knock them off with a lucky sword lunge. And a few good slashes. But the discrepancy is beyond the pail.

    I’ve adjusted and now I have to be PERFECT at listening for boarders. Which is way easier in solo… because if you put pressure on them with cannons they can’t board at a certain point anyway.

    Double gunning really doesn’t impress me because it’s just not feasible for an Xbox player versus a Pc. It’s like 2 different games at that point.
    It will probably never happen, but boy it would be nice if cutlasses were always a pre-requisite.

  • @mostexpendable said in Define Fun PvP:

    @personalc0ffee the more I play lately, the more I agree that double gunning is just absurd.

    The moment a double gunning Pc sweat gets on, that is often the match over. Sometimes I can knock them off with a lucky sword lunge. And a few good slashes. But the discrepancy is beyond the pail.

    One is doable, two is game match, especially if they start camping your spawn spots.

    It is absurd.

  • I see defending boards as fun. The fact is the advantage is with defenders its just people have gotten so good at boarding they make it look easy. I've seen some epic boarders who against lower skilled crews can go out before fight starts have them anchored and wipe crew.
    But then a semi competent crew can realistically guard these same players and force them into naval. Diff players have diff strong suits, it's about trying to force your opponent into situation that is optimal for you not them (assuming there's not a massive skill difference to point of it not mattering).
    This applies to whether its double gun, gun choice, naval over close quarter combat preference etc.

    My cqc isn't great, so I often don't take the fight, I knock them off rather than trying to secure kill as my naval is my best part.

    Fact is you can't nerf boarding without buffing naval as ships just wouldn't sink, people have perfected bilging watch some of the high level duo sloop fights.
    The problem is there's such a skill range in the game so it's not an easy feat balancing that has positive effect for entire community

  • I always wanted to have to shoot the ladders to drop them. Have them be like the Mast, wheel, Capstan. Where we would have to pull up and repair them. A direct hit drops ladders for borders. Would be easy to hit and drop but not a free ride to get on a ship.Could also do something with buckets make it so we can find Kraken oil and bucket on key spots on boat to make areas slick for hoppers/borders

  • @strangeness said in Define Fun PvP:

    @xshirahx said in Define Fun PvP:

    Ah.. disabling friendly fire immunity so that trolls can now not only set fire to their crews ship but also spawncamp their crew....

    At the very least, "friendly cannon fire" needs to be a thing. On Ships where cannonballs actively bounce players off defensive points and can prevent repairing, allowing a boarder to run roughshod all over the deck is too imbalanced. Defenders are at a severe disadvantage due to a boarder's immunity to their own friendly cannonfire.

    Hear, hear!

  • I love it when 2 ships are fighting off in the distance...that's the funnest pvp lol

  • @xshirahx that's such a lame excuse for this not being in game. I'm sick and tired of a cannonball landing at my feet while I'm guarding the ladder and the boarder I had previously stopped coming right up.

  • My top 3 features that would make PvP more "fun" are:

    1. Make everything work consistently. That means fixing all or most forms of hit reg.

    2. Get rid of and/or minimise the impact of cheats.

    3. Make a wrinkle system for Open crew where you can choose gameplay preferences. For example, "Looking for: Sloop. Preferred game mode: Hour Glass PvP, Athena/Servants." - This added functionality would help with making the mode easier and faster to access just for a bit of fast on demand action. One of the best things about Arena for me was being able to do a bunch of Duo Sloop matches consistently.

  • @xshirahx said in Define Fun PvP:

    Ah.. disabling friendly fire immunity so that trolls can now not only set fire to their crews ship but also spawncamp their crew....

    The cure is worse than the disease.

  • @soloslooperr So people ask for aim assist on X-Box and it's ok, but when people on PC have aim assist - everyone looses their minds. You know in 2023 you can buy a mouse and a keyboard for consoles too right?

  • @soloslooperr A lot of your suggestions for changes to ships make it impossible to recover if you get hit first and is magnified for smaller crews over larger ones. Immobilizing a ship is the biggest trigger to locking it down, so making the masts take longer to repair and the ship move slower with water on board increases the ease at which you can immobilize a ship. Easier to board, easier to anchor, easier to keep the masts down.

    A lot of people are suggesting that buckets bail less or repair time takes longer, but all that ends up doing is making boarding even more powerful. Even unsuccessful boarding gains more power because even the distraction of having to guard against a boarder is time spent not repairing or letting even more water in.

  • @soloslooperr said in Define Fun PvP:

    Ding ding ding! The problem with naval combat is that it’s too easy to reset. It should be harder to reset which is exactly what my suggestions target.

    Solo sloopers should not be mixed in with full crews unless they opt in for that madness. Solo sloopers should be fighting other solo sloopers in adventure servers just for solos.

    160+ days played solo slooper.

    I don't think first shot wins is an improvement.

  • @soloslooperr said in Define Fun PvP:

    @d3adst1ck

    Oh lord have mercy. One hole will do nothing against a crew. It’s not about first shot it’s about who snaps who’s mast and puts multiple holes in who first.

    Just like it’s always been. You don’t want to do anything with the bucket as the bucket needs to be able to bail water effectively. You increase repair times to make it harder to out repair incoming cannon damage.

    Trust me my suggestions are gold. And I don’t care what anyone else says.

    Once you get a few holes, you would now move slower which means its easier to put in more holes and take down the mast, which is not like it's always been.

    But I guess it's pointless arguing with your brilliance.

  • @soloslooperr You want aim assist on a multiplayer game against people who don't have it? Foggetaboutit.

    At the same time, I am happy if you guys get it, but then you don't get to play on cross platform servers. Sounds fair?

  • @soloslooperr Well I guess what you wrote makes sense. I can honestly admit I don't know how they balanced it in 2023. When I played some CoD on my mates PS4 back in 2013, I can't recall having anything and I struggled to flick my aim like I was used to on FPS games on PC. So to compensate that I tried to play smarter and use crosshair placement and use environment to my advantage, pre aim corners etc.

    Currently my crewmates are console players and they do it rather well. And no need to show me videos, I used to be really good with the sniper myself :P

    So the term aim-assist perhaps is not perfectly clear. What for me that word means is if you remember GTA V mission where you (Franklin) go with Lamar to repo a bike. I could literally close my eyes, press aim, press shoot, press aim, press shot and all 10 of the enemies would be dead from headshots. That would literally be considered a hack on PC.

    Would you be able to describe in more detail how does the aim assist work that it would be considered a crutch and not a cheat? You have to remember not all PC players are good at aim, some are quite frankly terrible. Would it be fair vs those type of players?

  • @jdge439 said in Define Fun PvP:

    @xshirahx that's such a lame excuse for this not being in game. I'm sick and tired of a cannonball landing at my feet while I'm guarding the ladder and the boarder I had previously stopped coming right up.

    That's happening because your boat became easier to aim at. When your mast is down or you've already been anchored in a battle, a boarder can easily make their way up because their team mate can shoot where you're guarding the ladder. Even with cannon friendly fire enabled, the boarder is just gonna stay in the water while the cannonballs of the enemy strike you down because you're too hyper focused on killing the boarder nearby. It's an unfortunate issue where a player can counter another player's strategies by pure skill, counter-strategy, and game sense. The solution to that is to shoot the enemy on the sides of the ladder via next to the cannonball barrel/railing to the wheel or through the sloop's window.

    There's more than one way to approach an issue, and it can prove to be useful in those instances. Shake up how you fight! You never know how prepared your enemy will be for you.

  • Fun pvp is the pvp I win.

    I don't have much fun pvp.

  • @luciansanchez82 out of interest, why isn't it fun when you lose?

    (genuine question - some of my best pvp experiences have been fights where I've ultimately lost)

  • My version of fun PVP:

    -There's strategy to the build-up to the fight
    -gunnery is important
    -boarding is possible and effective
    -boarding should not need to involve spawn killing to be effective. In fact, spawn killing shouldn't happen.
    -repairs should be possible, but shouldn't drag the fight out for ages
    -CQC shouldn't involve gaming the hitreg by hopping around like it does now
    -all weapons should be relevant

    My favorite part of a fight is the buildup.
    Spotting the other ship, planning what to do about it, and getting in the best position to win the fight.

    Hourglass doesn't do that for me.

  • @knurd9369 said in Define Fun PvP:

    @luciansanchez82 out of interest, why isn't it fun when you lose?

    (genuine question - some of my best pvp experiences have been fights where I've ultimately lost)

    I'm only joshing matey. Win or lose, I never let a game get to me. I've also had some awesome fights that I've lost but still enjoyed.

  • This thread reeks of Expectations vs Reality, and since there aren't enough mature super-competent/professional PVP players to have their to say in this thread, it's going to feel like a complete echo chamber and doesn't feature every side effectively or fairly.

    Fun PvP is subjective, it's really about how the way you want to battle being fun, regardless of how effective it is. Sure, you want to clash swords, but players continue to suffer issues with the usage of the weapon due to awful issues with ping, differing weapon choice/usage proving to be an uncomfortable mismatch, etc. Sure your favorite PvP can be hitting things with cannonballs, but you're going to have to hit very critical shots to find yourself winning a fight, and that's even considering that your opponent isn't aiming their cannons or EoRs at you on the cannon, which can kill you.

    Fun PvP =/= winning PvP, and as a result, that's why many people at face value don't like it. You can play your way, until you have to fight someone that can fight just like or better than you, where it turns competitive because if you don't want to sink, you have to do everything in your power to prevent those scurvy dogs from giving your boat a watery grave. It's a lot of pressure and stress that not many came to Sea of Thieves for, and no matter how subjective one likes their game experience to be heavily stressed and pressured, it's a stark contrast to how the rest of the game can play out.

    Direct combat has proven to be so buggy, janky, and in some ways, unbalanced based on one's skills in movement and maneuverability, that it just... can't be fun for some.

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