This is something I began to touch on in another thread but thought it might be worth talking about separately.
Season 11 introduced raid voyages, which I think have overall been a good thing for the game as it easily achieved it's goal of streamlining the gameplay process and making it faster. But I think we lost a lot of key aspects of SoT, and that the game will ultimately need to be rebalanced to truly bring that stuff back into the spotlight. The main thing that has been impacted has been the "stacking" mindset of the player base. I also want to touch on the impact of that on the tucking/steal side of the game. Finally I will talk about what I believe the role of the Season 11 feature set should be in the sandbox.
Prior to Season 11 it was simply the expectation of most above average players that you would play for a few hours and sell once, allowing yourself to build and carry risk as you went throughout a session. This created a natural crescendo that you want to build into games, where activities get more intense and engaging as the session goes on. Think of going from chopping down a tree in Minecraft to fighting the ender dragon. But now with the imbalance of incentives with the Season 11 feature set you kind of have to sell every 30 minutes to an hour. It makes the game feel stale and really disrupts the "your live continuous adventure experience" SoT tried to be.
The worst impact of losing a lot of this risk taking behavior in the community has been the massive downfall of tucking/steals. This was once the backbone of the game and the most popular topic of videos and discussions around it. Most SoT clips you'll see in the wild are about the excitement of seeing a FotD or getting in a one off fight suddenly. But now most times when you steal loot from someone you're likely to encounter one voyages worth of one companies loot. Not only is the actual value & quantity of the loot way less, which is extremely disappointing especially after a smart play or tough battle, the variety of the loot no longer exists. You used to be able to fight a player doing world events and have a guaranteed of a large amount of valuable and varied loot. This was great for videos because it looked impressive, it was great for players because there was a lot of money to be made stealing, and it was great for interactions between different emissaries because the variety of loot allowed all emissaries to get fairly equal gains. But without the looks, value, and variety of that loot it has truly harmed player interest in steals. And I understand that Season 14 was an attempt to fix this, by providing more tools and commendations for stealth, but it didn't fix any of the core balance issues that ruined the activity.
If the S11 feature balance was right, Season 14 would've had a massive impact on the game. And I think season 14 can still have a really big impact on the game, if the balancing is addressed. When Season 11 launched it was clear that the fundamental idea was about providing a faster more streamlined experience for players that didn't have as much time to spend 2-3 hours on a full sandbox adventure. But I think you guys made this faster streamlined experience too good in value for time. I understand the desire for both to have a similar reward per time ratio, because don't want players with less time to feel like they are unable to progress. However, this way of thinking as completely ignored the difference in risk a normal sandbox player carries compared a dive player (sure you could argue the sandbox player should just sell more but that completely misses the point of this thread, we want people to sell less). A sandbox player is risking hundred of thousands, sometimes even millions worth of loot towards the end of their session, and for that I think it follows they should be granted greater rewards. A raid player is risking pretty much nothing, they have to sell every time they finish a quest. Yet they get an extremely similar payout at the end of the day. And this imbalance in the incentive system has pushed most players to simply dive, sell, dive again, completely voiding those three main points of a lot of varied & valuable loot needed to bring steals back into the spotlight. It has also ruined the live story aspect of the game that many long time players miss. You guys have tried improvements that would keep it equal, but those have failed in many aspects, so I think it's about time you just scrap that way of thinking.
Rather than provide a similar value of loot per time for diving and just sailing around, I think sailing should have a considerable advantage over diving. Players should feel like if they have the time, they obviously should never raid unless maybe at like the start of a session. This will help bring back those big steals, reoccurring interactions, and that "live story" feel we all miss. Things like Season 14 and Season 12 will truly be used frequently as the rebalanced incentives will give those features a place to shine.
I don't know the best way of doing this, maybe you guys just rebalance the loot pools. Maybe you guys do something crazy like an emissary grade VI which takes a few hours to obtain and progress resets if you dive to a new world event/quest (or lower HG, always include HG). I actually quite like the idea of a "Grand Emissary" level with like a 3 or maybe 3.5x multiplier
Could even actually take into account what loot is on your boat, so you have to stack to get that bonus. Anyways, I hope you guys address this issue so we can get back to those epic moments near the end of the session where you risk all your loot, without excluding our friends with a life.
