Why I quit Sea of Thieves months ago.

  • Reasons for players leaving Sea of Thieves (myself included)

    I will start by saying I LOVED Sea of Thieves for the first year, but some of the design changes over time have driven me away not because I got tired of the game but because these cumulative changes soiled the experience. I come back to the forums every now and then to check on the game in HOPE that the Sea of Thieves I loved will return and I doubt that will ever happen, but figured it would be good for Rare to know why their original target audience has left. Yes I am one of the players who genuinely enjoyed original Sea of Thieves, and enjoyed both the PVE And PVP nature of the game as it was.

    Here are the reasons why I left the game:

    1. Arena segregated the community making the Adventure mode feel dead.
    2. Changes to food giving food items different values and special character buffs while seemingly nice on the surface harm adventure mode PVP. The OG banana was perfect, different "flavors" of food items would have been fine if they did exactly the same as the banana.. Adding fishing would have been fine if it were just another way to get food that did what the old banana did, unfortunately Rare had to make different foods do different things, it was a mistake and Harmed Adventure mode PVP.
    3. Cursed Cannonballs, while these were an interesting addition I don't feel this was a wise choice; they're far too common, and kinda stupid really.. Once you know how to abuse them they are 100% game breaking; especially for new players who don't know how to deal with them. PS when we started playing these were not an issue for us because they did not exist.
    4. Failing to force Sword and Gun, if they have of simply forced the player to always have a sword + firearm there would never have been a double gunning issue, and the whole BS meta that caused further problems down the line. IMO forcing sword and gun is good for the game because it gives the player a better wider tool kit of utility while preventing players from getting "Too meta", any time you enable a meta style with some really silly questionable choices just because you the developer are stubborn harms the quality of the game you're building.
    5. The fire mechanic; this is easily the stupidest change ever made for a plethora of reasons.. Namely its too easily used and abused, the fire is much too catchy and as if by freaking magic I while soaking wet can also catch fire; its flat 100% stupid in every way when your ship is at SEA and also very wet but as can still catch fire. Have you people ever attempted to start a camp fire with slightly damp wood? I'll give you a clue, its tough to do.
    6. Gun powder kegs were improperly handled, giving them far too much effect in game. I love the kegs, don't get me wrong, but last time I played you could drop a keg on an enemy ship, put 4 hols in it, knock out the masts, and kill the enemy players.. It's stupid, and Rare should feel bad for such a terrible design choice. 4 holes + Killing your targets was plenty, breaking the masts, capstan and ships wheel was overkill and ridiculous.
    7. Quest items are often not considered "Treasure" and because of this have no turn in value. I know this was done to prevent what some call "griefing" but truth be told this is Sea of THIEVES, it's in the title, and plunder should be both valuable and sought after.

    Rare, at the end of the day this is your game and you will do whatever makes you happy, but from your former audience I feel these above design choices were bad for your game and have driven players like me away and on to other games.

    Any how, ill be back to the forums in a few months to see if some of the above mentioned bad moves have been eliminated; bye!

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  • I will agree with number 4 but everything else you mentioned was fine tbh. Also I haven’t quit because everything you mentioned is adaptable and you can still win those fights but simply need practice.

  • Reasons why I quit:

    1. I didn't.
  • @swimplatypus7 said in Why I quit Sea of Thieves months ago.:

    Reasons for players leaving Sea of Thieves (myself included)

    Here are the reasons why I left the game:

    Alright, let's break this down...

    1. Arena segregated the community making the Adventure mode feel dead.

    No, the Devil's Roar did that - with more real estate and no population growth on the server, pirates are going to be more spread out, giving you that empty feeling. Though I assure you, it's very much alive and thriving.

    1. Changes to food giving food items different values and special character buffs while seemingly nice on the surface harm adventure mode PVP. The OG banana was perfect, different "flavors" of food items would have been fine if they did exactly the same as the banana.. Adding fishing would have been fine if it were just another way to get food that did what the old banana did, unfortunately Rare had to make different foods do different things, it was a mistake and Harmed Adventure mode PVP.

    New food types added more tactical options. For example, healing a little out of combat, or saving the best for in combat, or healing from regeneration while running away but not leaving yourself vulnerable to attack by eating. This was a good change. The only downside is accidentally pulling out the wrong food, but that's easily mitigated by switching during downtime in advance of an attack.

    1. Cursed Cannonballs, while these were an interesting addition I don't feel this was a wise choice; they're far too common, and kinda stupid really.. Once you know how to abuse them they are 100% game breaking; especially for new players who don't know how to deal with them. PS when we started playing these were not an issue for us because they did not exist.

    Prior to CCBs, the only real strategy was to either kill everyone on board (which reinforced boarding mechanics) or to keep shooting repairers. That's it. CCBs offered so much more strategy and planning - for example: 1) anchor ball, 2) peace ball, 3) weary ball, 4) regular shots, 4) ballastball. 5) Sunk.

    1. Failing to force Sword and Gun, if they have of simply forced the player to always have a sword + firearm there would never have been a double gunning issue, and the whole BS meta that caused further problems down the line. IMO forcing sword and gun is good for the game because it gives the player a better wider tool kit of utility while preventing players from getting "Too meta", any time you enable a meta style with some really silly questionable choices just because you the developer are stubborn harms the quality of the game you're building.

    While I do agree that the DGE was woefully mishandled, I feel like forcing the sword will only limit gameplay options. Forcing it only gives you:

    1. Cutlass/flintlock
    2. Cutlass/blunderbuss
    3. Cutlass/eye of reach

    ...but with double-guns as an option, you also get:

    1. Flintlock/blunderbuss
    2. Flintlock/eye of reach
    3. Blunderbuss/eye of reach

    That's the wider tool kit, because you literally double your options!

    1. The fire mechanic; this is easily the stupidest change ever made for a plethora of reasons.. Namely its too easily used and abused, the fire is much too catchy and as if by freaking magic I while soaking wet can also catch fire; its flat 100% stupid in every way when your ship is at SEA and also very wet but as can still catch fire. Have you people ever attempted to start a camp fire with slightly damp wood? I'll give you a clue, its tough to do.

    Oil - it's in the flask; that's why it burns wet. Fire is easy to deal with, if you know how. It's about being able to manage it rather than letting it distract you. Once it does the latter, you're done.

    1. Gun powder kegs were improperly handled, giving them far too much effect in game. I love the kegs, don't get me wrong, but last time I played you could drop a keg on an enemy ship, put 4 hols in it, knock out the masts, and kill the enemy players.. It's stupid, and Rare should feel bad for such a terrible design choice. 4 holes + Killing your targets was plenty, breaking the masts, capstan and ships wheel was overkill and ridiculous.

    They've readjusted the blast radius, so it's not as deadly as it used to be, provided of course you're aware of it.

    1. Quest items are often not considered "Treasure" and because of this have no turn in value. I know this was done to prevent what some call "griefing" but truth be told this is Sea of THIEVES, it's in the title, and plunder should be both valuable and sought after.

    They've admitted that they're looking into this.

    Rare, at the end of the day this is your game and you will do whatever makes you happy, but from your former audience I feel these above design choices were bad for your game and have driven players like me away and on to other games.

    Don't assume that just because you left, that others did too.

    Any how, ill be back to the forums in a few months to see if some of the above mentioned bad moves have been eliminated; bye!

    See you later, alligator! 🐊

  • @SwimPlatypus7

    I dont agree with all, but most of it.
    I'm curious about the upcoming features and if they develop the game further in a way thst drives me also away. Actually i'm fine and ok. The recent announcements make me very doubtfull tbh.

  • This is just another player I won't encounter in my journey.

    Why should I care?

    I don't, not sorry.

  • I agree with forcing the sword. i am an avid sword user but recently rare nerfed it's viability for PvP so much it's now useless. I double gun now sadly, and frequently lock down sword using crews.

    as long as u don't get trapped in a corner and bunny hop, sword users will always lose. I see it every night sadly.

    I'm a dirty double gunner now. and it needs to be removed as an option.

  • @swimplatypus7 said in Why I quit Sea of Thieves months ago.:

    1. Arena segregated the community making the Adventure mode feel dead.

    Okay I see people saying this all the time, and it is completely false. Where is your proof that Arena has killed Adventure?

    First of all - Adventure Mode provides gameplay and progression options that Arena mode will never come close to offering. While Arena is the only place to progress with the Sea Dogs, that's the ONLY thing you can do in that mode - literally everything else in the game is done in Adventure, so that means there's always a reason to play Adventure, no matter who you are. Athenas, Skull Forts, Tall Tales, quiet peaceful evenings in the Shores of Plenty, and so much more - none of which can be done in The Arena.

    Secondly - Player density on servers very much depends on the time and location you are playing.

    For example, if I play Adventure on a Tuesday night after 9:00PM (as I frequently do) I'm going to have dead servers. I'm East Coast U.S. and that is after most adults and kids bed times because it's in the middle of the work/school week.

    I pick up the game on a Friday or Saturday evening at the same time, the action never stops. Why? Because it's the weekend, and that's when most gamers, adult and kid, are able to stay up late and play video games.

  • @swimplatypus7 some of your concers (ie kegs) have already been changed in effectiveness

    On the firepart though, even in current times fire is one of the most riskiest things you can have on a ship irl, this was the same in the golden age of piracy, even though the outside of the hull and decks could and would be wet the most of the wooden mass would internally be dry.

    You also seem to think that irl if you are soaking wet and you step into a blaze you would be safe, this is not the case the little amount of water that is sticking to your body vaporizes within seconds if not shorter, not only is just the fire a risk but the heat and smoke inhalation will kill you faster then the actual fire would.

    I also find it rather weak to just run and dump this info here an announcing that you will check in a few moths what has come of it, it shows that you dont care about anybody elses oppinion or information and just want to force your on people.

  • @swimplatypus7 You have many good points there... I too wish Rare would address these issues faster... or at least make a statement about them so we can understand why they're not eager to act on them. : /

  • Shout out to the guy that wants to pop off shots at Rare and then run away for months at a time. What a hero...

  • I have played since launch, and have recently returned after a hiatus, and as a mostly solo player I agree with pretty much everything. Solo is extreme hardcore mode now and keeps getting harder with almost every update.

    I know many people disagree that solo players are at a disadvantage, but every time they add another damage type (e.g. fire, mast breaking, CCBs, etc.) this simply adds something else to fix that you already had no time to fix in the first place.

    While these can be fun at times, and are certainly more fun in a group, they can certainly be very frustrating when RNGesus plays a nasty hand as a solo player.

    If i spent most of my time on a galleon with a crew of people I would love all the changes. However, i know it is a choice of mine to play solo but this choice is harder to make every time i play. While I understand it would be impossible to balance this properly, It would be nice if there were some ways for solo players to better mitigate the myriad of issues that can now plague your voyage.

    Maybe something like a separate solo sloop (1 player only sloop) that has ways of combating these damage types better.

  • Stopped in to say Fair Winds!

  • Didn’t bother reading your post. Skimmed a tiny bit of it but it all seemed like the usual regurgitated rubbish that people who are just bad at the game bleat on about.

    Anyway, No one really cares that you have left. Rare certainly don’t, the figures that matter to Rare are only the unique players, so with that in mind, don’t let the door hit you on the way out.
    Cya

  • @treefittymonsta said in Why I quit Sea of Thieves months ago.:

    I agree with forcing the sword. i am an avid sword user but recently rare nerfed it's viability for PvP so much it's now useless. I double gun now sadly, and frequently lock down sword using crews.

    as long as u don't get trapped in a corner and bunny hop, sword users will always lose. I see it every night sadly.

    I'm a dirty double gunner now. and it needs to be removed as an option.

    As an avid sword-user and strong supporter of its viability, I genuinely wanna see you fight (while I'm not on the receiving end). 😅

  • @galactic-geek I by far am not the best, but I ran into a brig last night. and I spawn killed three of them for a long time. at least six deaths each. hadn't planned on spawn killing them either... then I wondered how long could I keep it up.

    they were a good crew too. I came close to dying quite often.

    I eventually got bored and cannoned to get a merm.

    double gunning with blundy/sniper is Overpowered and the option should be removed from the game. I've been very against double gunning, but I like to win... and it is quite effective.

  • @treefittymonsta I stick with the sword, personally, for 2 reasons:

    1. I rarely lose with it, so long as I can stay mobile.
    2. My aim is so bad, I can barely even hit my foes with a flintlock 50% of the time, much less with an EoR or blunderbuss.

    I'm usually online throughout the weekend and weekday evenings after 6 p.m. eastern if you want to crew up sometime. 🤗

  • @galactic-geek my crew and I pure PvP, no tucking. if ur on the official sot discord we do a brig alot.

  • I just agree with argument 4.

  • I was excited for a second. I thought I’d get through your list without the infamous “It’s called Sea of THIEVES” But there it was, lucky #7.
    You’re spot on with #4

  • Unfortunately I believe posts on here spiral into nothingness.

  • Ahoy!

    With as much due respect as I can give and without meaning offense, if you left the game then why are you here on the forums complaining about mechanics that you don't use in a game you don't play? All of the points you mentioned were pretty much refuted by @Galactic-Geek here in full, sans the Cutlass balancing. I say "Cutlass balancing" and not "double gun" balancing because the double guns, while strong, were and still are mostly overtuned due to quick swap and stow/draw exploits that can be done by hand or with macros to shoot faster than the animation allows.

    Most of these exploits have since been patched, if not all of them, and the Cutlass is certainly a deadly tool if used properly. It's just mostly a case of "this (double gun) is easier to use and far less skillful for about the same results, so why bother with anything else?" I'm a solo Slooper Pirate Legend who ONLY uses Cutlass/Pistol for the mobility and consistent damage output it offers. And because it allows effective weapons-heckling. Enemy has an Eye of Reach? Close distance with the Cutlass and slash them. Enemy pulls out a Blunderbuss? Step back and dissolve half his HP with a Pistol shot. He has a Cutlass?! Prepare to fight for real. It's far more interesting and versatile than people think.

  • @swimplatypus7 Out of all of that I personally only agree with point 4.

    By the sounds of it you are not capable of dealing with change and adapting to new the new meta.

  • @swimplatypus7 think point 4 and 5 are pretty valid points

  • @m3ath0ok said in Why I quit Sea of Thieves months ago.:

    I know many people disagree that solo players are at a disadvantage,

    Anyone who disagrees with that is just in denial. Of course solo players are at a disadvantage. I use to be a solo slooper so I know what its like. The key of course is recognizing your disadvantage and making the best of it. I never lost one piece of treasure when I solo'd it because I found ways around my disadvantages. The most annoying thing about being solo is I swear the Kraken just loves to attack sloops. That freaking thing never bothers me if I am on a galleon lol.

    As far as OP's post meh, the only thing I can get behind you on is the cursed cannon balls. I know that they make ship battle maybe go by faster but I dont know I was in some pretty long drawn out ship battles back before cursed cannons were a thing and I have to say I enjoyed them. Im not into this new fancy stuff, I much prefer the OG cannon balls.

  • @m3ath0ok said in Why I quit Sea of Thieves months ago.:

    -snip-

    I'm the opposite. I'm a Solo Slooper who loves the variety of weapons that we have. CCBs are my favorite and makes PvP much easier for a Solo Slooper. Just gotta plan ahead and think on how to use all of your options to win the fight, and not fear what the enemy player ship may have and may use. Be prepared for it but don't worry about it.

  • @swimplatypus7 said in Why I quit Sea of Thieves months ago.:

    Reasons for players leaving Sea of Thieves (myself included)

    I will start by saying I LOVED Sea of Thieves for the first year, but some of the design changes over time have driven me away not because I got tired of the game but because these cumulative changes soiled the experience. I come back to the forums every now and then to check on the game in HOPE that the Sea of Thieves I loved will return and I doubt that will ever happen, but figured it would be good for Rare to know why their original target audience has left. Yes I am one of the players who genuinely enjoyed original Sea of Thieves, and enjoyed both the PVE And PVP nature of the game as it was.

    Here are the reasons why I left the game:

    1. Arena segregated the community making the Adventure mode feel dead.

    Huh....???? Arena is the dead one if any, how did you come to the conclusion it would be Adventure mode?

    1. Changes to food giving food items different values and special character buffs while seemingly nice on the surface harm adventure mode PVP. The OG banana was perfect, different "flavors" of food items would have been fine if they did exactly the same as the banana.. Adding fishing would have been fine if it were just another way to get food that did what the old banana did, unfortunately Rare had to make different foods do different things, it was a mistake and Harmed Adventure mode PVP.

    Really? To be honest the banana is to weak now, but the others are all just fine to use in battle. I mainly find it annoying due yo when stocking up having more time organizing my inventory, but in combat I have no issues with it.

    1. Cursed Cannonballs, while these were an interesting addition I don't feel this was a wise choice; they're far too common, and kinda stupid really.. Once you know how to abuse them they are 100% game breaking; especially for new players who don't know how to deal with them. PS when we started playing these were not an issue for us because they did not exist.

    One needs to consider them in battle, use them tactfully and respond accordingly and add spice to the battles. It is mainly game breaking if you don't consider them, but learning to adapt and #BeMorePirate is not a reason it is bad. New players shouldn't be masters of the seas, they should learn.

    1. Failing to force Sword and Gun, if they have of simply forced the player to always have a sword + firearm there would never have been a double gunning issue, and the whole BS meta that caused further problems down the line. IMO forcing sword and gun is good for the game because it gives the player a better wider tool kit of utility while preventing players from getting "Too meta", any time you enable a meta style with some really silly questionable choices just because you the developer are stubborn harms the quality of the game you're building.

    The combat needs work and would like a shift to give the sword some love, but other than I hate double gun setups you are not making sense.

    • Wider tool set by limiting options... is limiting the tool set not expanding it.

    • Prevent people from getting too meta?
      What.... a meta is the best theoretical way to fight, shifting it by changing the weapons doesn't prevent people from following the meta, it will just be a different one. There will always be a meta and people will always gravitate towards it.

    1. The fire mechanic; this is easily the stupidest change ever made for a plethora of reasons.. Namely its too easily used and abused, the fire is much too catchy and as if by freaking magic I while soaking wet can also catch fire; its flat 100% stupid in every way when your ship is at SEA and also very wet but as can still catch fire. Have you people ever attempted to start a camp fire with slightly damp wood? I'll give you a clue, its tough to do.

    Have you played with fire? It is easy to manage, doesn't damage the ship very quick, totally manageable while you are on fire and I hope for you the inside and top of your ship isn't soaking wet... usually it means it is under water. You realize ships could always be set ablaze if made out of wood in reality, it is realistic not magical... actually one of the better additions to the game if you ask me.

    1. Gun powder kegs were improperly handled, giving them far too much effect in game. I love the kegs, don't get me wrong, but last time I played you could drop a keg on an enemy ship, put 4 hols in it, knock out the masts, and kill the enemy players.. It's stupid, and Rare should feel bad for such a terrible design choice. 4 holes + Killing your targets was plenty, breaking the masts, capstan and ships wheel was overkill and ridiculous.

    Kegs became more powerful and more risky to carry, yet they remain easily recoverable if you ensure you stay alive. They seem fairly equally balanced as before with the no safe zone to store them with the new damage system.

    1. Quest items are often not considered "Treasure" and because of this have no turn in value. I know this was done to prevent what some call "griefing" but truth be told this is Sea of THIEVES, it's in the title, and plunder should be both valuable and sought after.

    I think they also did it to prevent cheesing from just doing part one, sell the item and start over. I think they should be given some value to sell, but it really isn't that big of a deal there is so much treasure in the world now it is not hard to acquire.

    Rare, at the end of the day this is your game and you will do whatever makes you happy, but from your former audience I feel these above design choices were bad for your game and have driven players like me away and on to other games.

    Any how, ill be back to the forums in a few months to see if some of the above mentioned bad moves have been eliminated; bye!

    They are permanent parts of the game they might be tweaked but will remain, so farewell and bye.

  • Don't assume all the original audience left just because you did, most of us are still here and play it as much as before if not more.

    I disagree with every single point you've made her bar the last one where TT items don't count as treasure, when they should.

    The rest of your points are basically you listing reasons why dislike new content, when realistically without these additions, the game would be dead and buried.

    Don't really understand the point of this post, no constructive feedback, really you've just listed why you don't like any of the new content without suggesting any improvements.

  • I pretty much disagree with everything he said here. And all those reasons is why i still play the game 2 years later.

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