"Fixing" Toxicity.

  • This isn't covering toxicity that is generally reprehensible. This will not cover racism, sexism, and other related issues.
    Those can't be fixed by Rare, only combated.
    With that out of the way...

    Sea of Thieves is an inherently PvPvE Game. Trying to boil it down to just PvE puts an amount of pressure on the PvE side which it simply cannot bear.
    This will NOT be a suggestion to make Safer Seas the Default. I personally would rather have Safer Seas removed instead of that happening.

    So what is a major driver of Toxicity anyways? Well from my experience (Both on the Aggressive and receiving side) it's imbalance in PvP.
    I think most people have experienced this before. After completing a Mission or Event or whatever, you get approached by another ship.
    In this moment, you have two options. Stay and fight, and risk losing everything, or Run, attempting to sell your items along the way.
    Both options suck for one of the parties.

    As someone not engaging in PvP, you have no reason to stay and fight. You can literally only lose, as most experienced PvP players will not carry loot for long.
    Yes, you could take the supplies from them, but nothing that PvE can offer needs that level of supplies. So why WOULDN'T you run? There are no incentives to stay.

    But Running sucks for the PvP players. It's boring for one, it has no strategy to counter it and it's just wasting time that could be spent fighting instead.
    And yeah "Just play Hourglass" if you want PvP, right? But that just isn't the same, and Rare even acknowledged that the PvP part of High Seas is the main aspect of the game.
    So the only real way to get into altercations consistently is to get the jump on the other ship, which in return sucks for them as nobody likes getting Blown up out of nowhere.

    It's obvious how this is the perfect ground for toxicity. One Side has to watch a 30 minute mission be made pointless in a few minutes without being able to do anything about it,
    while the other side is basically begging for a fight that they will never get if the other crew is even mildly competent.

    And Both sides are entirely justified to feel awful about it!

    So what to do about this?

    1. Give an incentive to stay and fight instead of running. This could be guaranteed rewards or renown boost for beating a ship or something similar. Commendations, Cosmetics, Literally anything.

    2. Alternatively or additionally, Nerf Running. Rare already experimented with that with the Skull of Siren Sorrow. I suggest we give a weaker version of that to Every Item of Loot.
      It's pretty odd how you can carry literally tons of gold on the ship yet not be slowed down one bit. If having large piles of Loot would slow you down enough for other ships to catch up to you,
      Not only would there be an incentive to stay and fight, but also to plan your voyages better, to make selling runs as short as possible.

    3. A Skeleton Watcher maybe? Back when I played with Friends a lot, we would always leave a watcher at the ship to look out for incoming threats. This worked pretty well, but of course it sucks for the one left behind. Now with the AI skellies and ghosts, why can't we find or buy a Skeleton crewman who's only job is to sit in the crows nest and bang a Drum whenever he spots a ship on the horizon? Basically something that makes it easier to avoid getting jumped out of nowhere. It shouldn't be mandatory, and you should still get punished for ignoring the warning, but a little bit of help can go a long way in levelling the playing field. It would also help out Solo Sloopers quite a bit.

    4. Cannons at the front and Back (that aren't the cannon of Rage). If you want to you can even make these cannons refuse the regular cannonballs and only accept Cursed Balls and Chain Shots. Just literally anything you can do when running (besides boarding backwards). This helps both to Combat running and to defend while running.

    Or you can do none of that. These are just ideas. But the problem still remains.
    As long as there is no reason to stay and fight, people will run.
    As long as people are running, the Attackers will attempt to sink them without allowing a fight.
    And both of these make people understandably mad.

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  • @shadowspawn995

    Running from a fight is not toxic, neither is trying to catch up to another vessel.

    Will be addressed, they've set up a comity to make clear to people what is and what is not considered toxic.

    I don't think any of your suggestions will have a positive effect om SoT. You think more loot should slow down a vessel ... what about hundreds of cannonballs ...

    Also, there are not only PvE and PvP players, most people in Adventure are PvPvE players.

  • Yes indeed, Running is not toxic. Neither is ambushing someone.
    My point was is that it just feels awful when it happens for reasons I laid out.
    Which in return can lead to toxicity, as that's just kinda what happens when people are mad.
    What I suggested was for ways to avoid people getting into this angry mindset in the first place.
    Because as long as the game is designed to encourage nothing but the worst ways to experience it, that will keep happening.
    And yeah, cannonballs not slowing down a vessel isn't realistic either but that's not what this was about.
    My suggestion was about forcing people to actually engage in PvP instead of running from it. That might not be the best solution but like, ANY solution is better than nothing.

  • @shadowspawn995 said in "Fixing" Toxicity.:

    Yes indeed, Running is not toxic. Neither is ambushing someone.
    My point was is that it just feels awful when it happens for reasons I laid out.
    Which in return can lead to toxicity, as that's just kinda what happens when people are mad.

    When people can't handle getting mad going into toxicity, it's their fault and they should face the consequences or stop getting into these situations, e.g. stop or pause chasing when it's not going to their liking.

    What I suggested was for ways to avoid people getting into this angry mindset in the first place.
    Because as long as the game is designed to encourage nothing but the worst ways to experience it, that will keep happening.
    And yeah, cannonballs not slowing down a vessel isn't realistic either but that's not what this was about.
    My suggestion was about forcing people to actually engage in PvP instead of running from it. That might not be the best solution but like, ANY solution is better than nothing.

    Putting the blame and the negative consequences on crews who try to get away is not the way and is IMHO a worse solution than no solution.

  • @shadowspawn995

    Yes indeed, Running is not toxic. Neither is ambushing someone.
    My point was is that it just feels awful when it happens for reasons I laid out.
    Which in return can lead to toxicity, as that's just kinda what happens when people are mad.
    What I suggested was for ways to avoid people getting into this angry mindset in the first place.

    How about ppl check the product before they buy it, to set their expectations straight? 😁 There you go. Solution for 0 toxicity.

    That said - there's nothing to be fixed, as inflated ego crybabies will always cry no matter what, and those can't be avoided.

    I'd rather have Rare implement an actual chat language autoban system like Rocket League has, than anything you've suggested here.

    Once those clowns start getting ban hammered, be sure they'd watch their mouth more the next time they decide to say something toxic.

    Also, AI has come a long way. It shouldn't be a novelty using it to analyse voice comms in real time for moderation as well. Though I understand some ppl may not be comfortable with it.

  • I see where you're coming from, but I do not believe we need to be forcing interactions/fights with arbitrary rules to combat running. Are runners annoying? Yes, absolutely. But it's just as valid a choice as choosing to fight.

    Chasers also have the choice to continue chasing, and wasting their own time, or to move onto something else. Boarding has been made incredibly easy with the harpoon gun, so if a competent chase crew somehow allows a fleeing swabbie crew escape, with all the tools and know how at their disposal, that's not folly on the fleeing crew.

    I don't disagree with more incentives to drive interactions, however.

  • I stay and shout PARLAY! and hopes the player is a fun soul with good role playing skills. We dice roll or rock paper scissors to see the outcome in what would have been a one sided pants down fight.

    There more choices than. Run/fight. Most players with a simple minds lack imagination.

  • @Shadowspawn995 Giving players an incentive to bully other guys who just want to fish, would probably make the game even more toxic

  • @snugplayer18335 what do you mean by bullying people who want to fish?

    Also I think all the suggestions in the post aren't very good lol

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