That close spawning range

  • I must say, I am not too much a fan of it. Hard to play mouse in a cat and mouse dynamic if the cat spawns in close enough to pounce. If you want combat on demand, play Hourglass.

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  • If you want combat on demand, play Hourglass.

    and if you want peace...play SS

  • @burnbacon

    Buddy, c'mon. Are you serious? If I'm understanding you correctly, you're telling me that I should abandon High Seas if I think the encounter rate should be adjusted to be lower? My point is, we have a mode for a high encounter rate (Hourglass), and a mode for a 100% encounter rate (Hourglass dive to fight), and a mode for a 0% encounter rate (Safer Seas), and I'd like to have a low to moderate encounter rate in Adventure mode.

  • If it discourages diving then it may have an unintended benefit.

  • @pc-monkfish sagte in That close spawning range:

    If it discourages diving then it may have an unintended benefit.

    But why would it? I mean, the diving ship is the one that has an advantage …

  • @fred-fisheye said in That close spawning range:

    But why would it? I mean, the diving ship is the one that has an advantage …

    You assume the diving ship WANTS to fight or has the numerical crew advantage to capitalise.
    If a player is diving to a stationary event I am sure the vast majority do not want a sail on the horizon to tuck on them.

  • @flashkannon said in That close spawning range:

    I must say, I am not too much a fan of it. Hard to play mouse in a cat and mouse dynamic if the cat spawns in close enough to pounce. If you want combat on demand, play Hourglass.

    The whole point of sailing in Sea of Thieves is that encounters are unpredictable. If the “cat” spawns close, that’s just part of the chaos. That tension is what makes fights feel real.

    If you want a nice safe game where you can predict every fight, yeah sure, go play Hourglass. But complaining that the open seas aren’t a perfectly controlled environment is just missing the point.

  • Spawning range needs to be reviewed in general. I've had a boat spawn at an outpost I was at IN my boat, and it resulted in my boat sinking. We had a good laugh, and I told him he could keep my supps; I would jump servers for a new boat at an outpost. It was a funny moment, but it made me realize how little restriction there is on being able to spawn or resurface near players.

  • @pc-monkfish said in That close spawning range:

    If it discourages diving then it may have an unintended benefit.

    Who do you think is more likely to attack? The ship that has nothing to lose but supps, or the ship that knows for sure the other one has no loot, since they just dived in?

  • Well there recent update clairifies the issue.
    Its a Bug, and should be patched, and its a new system with a few hickups. Still testing the waters but it is doing what it should.

  • @shadowfox327533 said in That close spawning range:

    @flashkannon said in That close spawning range:

    I must say, I am not too much a fan of it. Hard to play mouse in a cat and mouse dynamic if the cat spawns in close enough to pounce. If you want combat on demand, play Hourglass.

    The whole point of sailing in Sea of Thieves is that encounters are unpredictable. If the “cat” spawns close, that’s just part of the chaos. That tension is what makes fights feel real.

    If you want a nice safe game where you can predict every fight, yeah sure, go play Hourglass. But complaining that the open seas aren’t a perfectly controlled environment is just missing the point.

    Might as well have pirates spawn on my boat directly in random locations, then? That way, the tension is really high and the encounter is completely unpredictable. Are sails on the horizon, reapers on the map, and clouds broadcasting your location not tension enough? Must I look over my shoulder to make sure the game didn't spawn a ship in broadside position out of nowhere? Burnbacon said it's a glitch, and if it's a glitch it's a glitch, but it rather invalidates the sailing segment of encounters to have them spawn about in or around engagement range.

  • @flashkannon said in That close spawning range:

    The whole point of sailing in Sea of Thieves is that encounters are unpredictable ........ it rather invalidates the sailing segment of encounters to have them spawn in or around engagement range.

    Fair enough, but I'm sure there's varied opinions here too.
    A ship spawning in with immediate cannon angle isn't great for either crew TBH, but of course kind of unfair if one crew isn't on the boat.

    That said, the seas have felt on the empty side to me for quite a while. I've had plenty of nights sailing where I haven't seen a soul, so a bit more engagement is where I wanna be.

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