Hourglass Supplies Quad/Triple/Double Buying

  • Being able to quad/triple/double buy from the shipwright was not overpowered (other than blunders and pineapples), it was perfect. No one enjoys sinking and having to sail around to sea forts/other outposts to get enough supplies. Why not just let everyone on a crew be able to buy? We're all spending gold and it gives the perfect amount of supplies needed for long fights. Maybe nerf the amount given for pineapples/blunders and let everyone be able to buy supplies. Just one person buying from the shipwright and looting the island is barely enough for a fight, if it doesn't last too long. A lot of people love the pvp and don't want to grind 30 minutes to supply up a boat before diving for hourglass fights.

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  • Disagree, there are too many supplies in the world and too many ships have too many supplies which drags out the fights. If anything I want to see even less supplies overall or supply limit caps.

    If you want supplies get out there and loot them up.

    It is an intended part of the game.

    Quit cheating and exploiting.

    And it does not take 30 minutes to buy a storage crate, loot the Outpost, buy captain and merchant supplies and then go loot a sea fort.

  • @personalc0ffee I'm guessing you don't play on gally. Looting the outpost, buying from shipwright, buying from merchant, getting everyone to vote emissary, sailing over to a sea fort and cooking all the meat (since quad buy was removed and good food is harder to come by), looting the sea fort, sailing off to a spot you can dive at usually takes roughly 30 minutes.

    Losing a fight because of a lack of supplies when the other ship has plenty feels terrible so we are forced to go through this roughly 30 minute routine of resupplying when we would all rather be moving onto another fight.

    After an 8 hour session today we probably spent 3 of those hours looking around for supplies because other ships have less now too when we sink them, so we're forced to go through the tedious routine of going to another outpost, going to another sea fort, hopping between islands looking for supplies, when again we would all rather be in another match.

    Having 4 people buying from the shipwright shouldn't even be an exploit, we're all spending thousands of gold and getting a semi-decent amount of supplies to last a good naval fight.

  • It was literally an enormous problem. Play the same way as everyone else. A fresh galleon should, and I cannot stress enough, NOT have the same supplies as a sloop that's been on the server for an hour.

    I've lost battles because of that... champion battles.

  • OK maybe that could take 30 minutes.

    The devs have been quite adamant in the past about supplies, though. It's part of the game and the experience.

    You aren't meant to dive consecutively unless you got the supplies to do it.

  • @scurvywoof You can't blame losing to a galleon as a sloop on the galleon having the same supplies as you. If you're losing to another ship that has the same supplies as you it sounds like you lost fair and square. Or maybe just don't fight bigger ships than you and blame it on supplies.

  • @mutiny7047 said in Hourglass Supplies Quad/Triple/Double Buying:

    @scurvywoof You can't blame losing to a galleon as a sloop on the galleon having the same supplies as you. If you're losing to another ship that has the same supplies as you it sounds like you lost fair and square. Or maybe just don't fight bigger ships than you and blame it on supplies.

    I think you missed his point.

    He's saying that fresh spawned ships, should not have equal number of supplies to a boat that has been regularly playing for an hour and supplying as they go.

    Fresh spawn should basically be at a combat disadvantage and they aren't due to this stupid exploit and cheat.

  • @personalc0ffee I can kind of understand that but getting supplies is not fun and I'm never going to blame a loss on someone having the same amount of supplies as me. We both had the same tools to work with, if I sink to them then I should have played better.

    I'm not going to say "they should be at a disadvantage because they just spawned in and need to go spend an hour looting everything like I did."

    In summary: fights are fun when we both have supplies, fights are not fun when we run out of supplies, and spending time where we could be in a match looking for supplies is not fun either.

  • Yes, it meant less time stocking up between fights. The devs presumably recognize the importance in this, hence adding jettisoned barrels. But it was pretty broken, especially if you were fighting crews who didn't know about the exploit, or chose not to use it.

    I think instead of removing it entirely, they should have turned it into a feature. Let each crewmate purchase supplies. That keeps it fair for everyone.

    Would it mean sloops are disadvantaged out of the gate? Yes. That's not the first or last disadvantage a sloop would have against a larger crew

    Would it mean champion sloops that have been on for "over an hour" are disadvantaged against larger crews? Well yes... but only if in over a whole hour of staying afloat & sinking ships, they were only able to amass a few hundred cannonballs. To me, that seems more like an issue related to their awareness or ability to manage supplies, rather than one directly caused by the exploit.

  • I'm kind of in the middle ground of wanting / not wanting this, in adventure mode it feels bad how people were able to basically ignore a key game mechanic of taking the time to stock up but with PvP it sucks how long it takes to get fully supplied for combat.

    I think an alternative solution to this is, if it isn't in the game already, having supplies brought by shipwrights increase as the size of the ship increases tbh.

  • shouldn't have been able to buy supplies in the first place

  • @mutiny7047 said in Hourglass Supplies Quad/Triple/Double Buying:

    @personalc0ffee I'm guessing you don't play on gally.

    The better solution might be to scale the Captaincy supplies for the ship type...specifically as it pertains to cannonballs and planks.

  • I agree you losing to a galleon likely had zero to do with supplies, also you could’ve pulled out of the engagement. The bigger the ship type the more supplies IT needs. The basic load out plus captain supplies and merchant supplies is not enough for a galleon to dive with. That being said I only buy fruit when solo slooping in HG you simply don’t need more than 80 cannons to win or lose a fight. Rare nerfed cursed cannons both in number and effectiveness, then they needed blunderbombs. The meta will always change, learn to adapt to it instead of expecting the game and players to play how you want them to play. Even with a full galleon crew quad buying and merchant supps you had enough for a quick scrap in hopes of sinking a ship with more.

    Yes you can do the tall tales and supp up, but how long until people find this as “unfair” and demand a change? Just like the blunderbomb strat, it was players that didn’t want to go and do that resupply method saying people had too many. If it’s available to everyone it’s available to everyone just go do it.

    Sea forts can help with cannons but half the time those barrels are empty. I can’t tell you how many times I’ve loaded into an OP to find someone had already taken the supplies from all the barrels. Do we nerf the storage crate next because it makes clearing the island too easy?

  • If all ships are limited to one it balances between ship sizes (bigger crews can gather quicker)

    I prefer it this way, all crews on even footing and it saves some gold as it was almost a forced meta because crews were doing it

  • @mutiny7047

    Then don't spend 30 minutes gathering supplies. Loot the outpost and go.

    alt text

  • @lordqulex trying to kill the mood are they? That was quick. Arena lasted a couple years atleast first

  • @jdge439 said in Hourglass Supplies Quad/Triple/Double Buying:

    @lordqulex trying to kill the mood are they? That was quick. Arena lasted a couple years atleast first

    I just don't understand the problem, matey. Part of the community cries there aren't enough supplies. Part of the community cries there are too many. Part of the community cries battles last too long because of supplies, then part cries they are too short because of supplies. You should be able to buy supplies, you shouldn't be able to buy supplies.

    I understand the desire to have a feedback and suggestion forum but man, sometimes they probably feel like just shutting it down. I do not envy Rare at all. You just can't make everyone happy. I rest my laurels on the fact that most of the game's developers play the game and discuss the "feel" they are going for, and use these suggestions to guide them.

  • The issue is the amount of rage induced when they try to balance anything. They tried to balance boarding years ago and the sweaty players got all sweaty over it so, they reversed course.

    The super casual will never like pvp. The ones who want pvp to be balanced fun, just want it to not be spawncamp hop fest. And the sweats only want to eat fruit while practicing for the big SoT track meet coming up.

  • Im not a fan of exploits, but lack of starting supplies definitely makes pvp matchmaking tedious and annoying. This is why arena was better.

  • @personalc0ffee said in Hourglass Supplies Quad/Triple/Double Buying:

    You aren't meant to dive consecutively unless you got the supplies to do it.

    Ah yes, wise answer. And what might, my dear fellow resourceful pirate, will I be doing for the next 15 minutes while I sail to either an outpost that hasn't been looted, a sea fort (that also hopefully hasn't been looted), or visiting other islands with table scraps of supplies to gather, on top of also being under the threat of invasion because our boat, by chance, isn't a stone's toss away from an outpost/Reaper's Hideout? Especially with a mechanic that is rewarding us better for winning more fights?

  • Amen! Quad buying in a galley was bare minimum supps. Now we have to fight, find out the ship we sank didn’t have any supps, head to forts or yet another outpost while hoping we don’t get invaded because if we do we don’t have the supps to fight.

    The rad part about the hg mode is quick action. Log on, buy, dive. Now if you have an hour only it’s almost not enough time. They did this with the sea forts. The sea forts were a fun way to hop on, knock something out real quick, get easy loot and easy rep. Now it’s like 2 captains chests. I love long sessions I really do but sometimes I simply don’t have the time available and it was nice to still be able to play an hour or so and accomplish something.

  • @pithyrumble said in Hourglass Supplies Quad/Triple/Double Buying:

    shouldn't have been able to buy supplies in the first place

    I'm actually with you more on this than you know.

    I never liked the idea that being said it has been convenient.

    @nex-stargaze said in Hourglass Supplies Quad/Triple/Double Buying:

    @personalc0ffee said in Hourglass Supplies Quad/Triple/Double Buying:

    You aren't meant to dive consecutively unless you got the supplies to do it.

    Ah yes, wise answer. And what might, my dear fellow resourceful pirate, will I be doing for the next 15 minutes while I sail to either an outpost that hasn't been looted, a sea fort (that also hopefully hasn't been looted), or visiting other islands with table scraps of supplies to gather, on top of also being under the threat of invasion because our boat, by chance, isn't a stone's toss away from an outpost/Reaper's Hideout? Especially with a mechanic that is rewarding us better for winning more fights?

    I haven't been in that situation exactly but I've definitely loaded into an outpost that was already looted and that wasn't great. Just hop server I would say but maybe it is time to visit the idea that barrels need to reset after 12 in game hours instead of 23 so like half the time so you get 2 restocks per day. With how much merchants move supplies in the first place, it sort of makes sense to me.

    Also, the cap on buying supplies being 1 in game week, is much too long. I don't really see why it is this way but reset on sink is not the answer. Perhaps it could reset every in game day or 23 minutes.

    I think altering these two things would help without flooding the world with too many supplies which happens with the exploits.

    We also need supply caps on ships too.

    @jj-h816 said in Hourglass Supplies Quad/Triple/Double Buying:

    Amen! Quad buying in a galley was bare minimum supps. Now we have to fight, find out the ship we sank didn’t have any supps, head to forts or yet another outpost while hoping we don’t get invaded because if we do we don’t have the supps to fight.

    The rad part about the hg mode is quick action. Log on, buy, dive. Now if you have an hour only it’s almost not enough time. They did this with the sea forts. The sea forts were a fun way to hop on, knock something out real quick, get easy loot and easy rep. Now it’s like 2 captains chests. I love long sessions I really do but sometimes I simply don’t have the time available and it was nice to still be able to play an hour or so and accomplish something.

    SoT is really not a hop on for a quick match kind of game, not the Adventure at least. Arena was that, that was like part of its whole premise.

    I would say don't get on SoT unless you have about 2 hours minimum to devote to the session. The game easily eats time without realizing it.

  • I think it was abit much truthfully but people did it for a reason.

    I think maybe a slight boost for more money would be good

  • @personalc0ffee hence I said what I did. I love this game, only game I play! Having the option for some quick hits was great. Not everyone is able to commit 3+ hours per session. And that’s if you aren’t a crew that loses constantly. I just think that it’d be wise to have some fast play options. I don’t expect any high reward items but 2 sea forts and a skelly sloop equaled G5 reaper and some cash

  • @jj-h816 said in Hourglass Supplies Quad/Triple/Double Buying:

    @personalc0ffee hence I said what I did. I love this game, only game I play! Having the option for some quick hits was great. Not everyone is able to commit 3+ hours per session. And that’s if you aren’t a crew that loses constantly. I just think that it’d be wise to have some fast play options. I don’t expect any high reward items but 2 sea forts and a skelly sloop equaled G5 reaper and some cash

    We had a fast play mode. It was called the Arena. Matches were 30 minutes then they revamped it and made them 15.

    No one played it and it failed.

    It was shut down and removed from the game. The same thing would happen again with any other mode.

  • @personalc0ffee so you are saying if people were to quickly hop in and do HG THAT would be the reason it fails?

    Arena failed for a lot of reasons being able to quickly hop in and fight wasn’t one of them.

  • @jj-h816 said in Hourglass Supplies Quad/Triple/Double Buying:

    @personalc0ffee so you are saying if people were to quickly hop in and do HG THAT would be the reason it fails?

    Arena failed for a lot of reasons being able to quickly hop in and fight wasn’t one of them.

    Arena failed for only one reason. The majority of the player base did not care to play it.

  • @personalc0ffee so HG is not in trouble because of people having the ability to buy supplies 😁 agreed

  • @jj-h816 said in Hourglass Supplies Quad/Triple/Double Buying:

    @personalc0ffee so you are saying if people were to quickly hop in and do HG THAT would be the reason it fails?

    Arena failed for a lot of reasons being able to quickly hop in and fight wasn’t one of them.

    Load times was. Rose tinted spyglass for arena but you couldn't quickly hop in and fight most of the time.

    People keep wanting to turn this game into a high action pvp e-sport but clearly it's not supposed to be all about pvp (or e)

  • @pithyrumble said in Hourglass Supplies Quad/Triple/Double Buying:

    @jj-h816 said in Hourglass Supplies Quad/Triple/Double Buying:

    @personalc0ffee so you are saying if people were to quickly hop in and do HG THAT would be the reason it fails?

    Arena failed for a lot of reasons being able to quickly hop in and fight wasn’t one of them.

    Load times was. Rose tinted spyglass for arena but you couldn't quickly hop in and fight most of the time.

    People keep wanting to turn this game into a high action pvp e-sport but clearly it's not supposed to be all about pvp (or e)

    This is correct.

    It is not that kind of game and things to try to turn it into that kind of game, should be heavily scrutinized.

  • I'm Mr. anti-flooding random adventure with supplies but for the new content just add an hourglass barrel that people can only access while in active fights within the boundries and then give them whatever to fight with

    get them out of the sea forts and the attacking random boats for barrels

    keep people restocked and diving in the new content

    they are just wiping everything of supplies and (were) exploiting anyway, give them legit convenience and it'll have positive effects around it.

    Consenting (fairly) quick fights are fine for exclusive supplies, just keep them tied to the content.

    It would work fine imo, or at the very least worth a trial period, but I don't see any major issues from it.

  • @personalc0ffee the mode failed because the match making was trash and we all got fed up with it. It took too long.

    Now this takes too long

  • I’m good with the HG only barrel. I don’t think supps should be overwhelming in adventure mode, but to say that a quad bought galleon is OP is simply not true. 200 cannons at best is not much for a galley.

    I don’t want this game an e-sport or a COD or BR. I do want this to be an accessible mode without hours of investment per sink. All the nerfing done every time the meta changes is dumb. We nerf the nerfed nerfs. Double/triple/quad buying was not OP. Again if you think your sloop lost a fight against a galleon because of supps you’re wrong. Also unless you championed that match you can out sail, out maneuver, and reset all you could ever need to. Supps can make a difference on equally matched ships, but most people I’d guess 80% and up sink because of skill issues or being out manned not due to cannon balls.

  • @jdge439 said in Hourglass Supplies Quad/Triple/Double Buying:

    @personalc0ffee the mode failed because the match making was trash and we all got fed up with it. It took too long.

    Now this takes too long

    That is misinformation that spreads around the community. Rare specifically stated they removed Arena because the majority of the player base was not playing it and the numbers were never there to warrant keeping it in. That was why they re-vamped the mode and even that did not save it. Frankly, made it worse.

  • @wolfmanbush said in Hourglass Supplies Quad/Triple/Double Buying:

    I'm Mr. anti-flooding random adventure with supplies but for the new content just add an hourglass barrel that people can only access while in active fights within the boundries and then give them whatever to fight with

    get them out of the sea forts and the attacking random boats for barrels

    keep people restocked and diving in the new content

    they are just wiping everything of supplies and (were) exploiting anyway, give them legit convenience and it'll have positive effects around it.

    Consenting (fairly) quick fights are fine for exclusive supplies, just keep them tied to the content.

    It would work fine imo, or at the very least worth a trial period, but I don't see any major issues from it.

    The idea is interesting but by removing these players from adventure mode, you would be hurting encounter rates.

    We've already seen a drop in pvp encounters in the actual wild with the release of Season 8.

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