Supplies should be balanced on this new PvP mechanic.

  • I'm writing this post to thank Rare for such an amazing update but however, I want to give feedback on what I think is crucial for a better flow.

    So, at the moment many people are using an exploit (not gonna call how to do it tho) to get more supplies and thit is just a sign that opting for this gamemode needs more supplies than the normal adventure gameplay.

    Therefore I suggest adding a pool of supplies to the ship as soon as you vote for PvP. That will make players dive into action more quickly than having to resupply everytime they lose or they run out of supplies after a long fight.

    Also, I think defeated ships could spawn a supply crate so the winning team can dive into action as soon as they finish.

    ( Edit: I edited this so you can get an idea. A supply crate to fill your ship with all the supplies from the outpost is 17500. You can also buy the cannonball and plank crates and all Captaincy supplies for another ammount of gold. Filling your ship will take you at least 10 minutes if you cook some of the food and then you dive for PvP. You can win and get 10.000 on Streak 1 or you can sink and lose all your money spent on supplies + the time to gather them. Also, you can spawn on a new server on an island, so if you want to dive again you must purchase all those goods for PvP. I'm just asking for a way to speed things up and make it worth so players don't need to spend +20k if they want to PvP)

    Keep the good work!

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  • I disagree

    Supping is a strategy

    Out of most of the fights I lost yesterday it was because I ran out of cannonballs and took the sink rather than waste their time.

    They chose to take the time to implement that strategy and it's valid imo.

    I chose not to and I took the L over it, even though I performed quite well in solo fighting yesterday against highly skilled opponents I still chose to not prepare much for the fight and others prepared themselves much more.

    I don't think I should be buffed or them nerf'd on this, imo

  • However, if suppling is a strategy, exploiting is not so at least they should fix that so people don't unbalance gameplay with excesive supplies done by glitching the game.

  • Idk if supply balance is that much of a problem as you can still adapt somewhat to what you got. The only thing i think needs to be nerfed is blunderbomb spam. It makes large ship combat kinda cancer.

    I would much rather see that supplies or maybe a reasonable percentage of them are dropped, after you sink a ship, i think it would be a good qol change, because right now you literary need to spawn camp people while bailing + looting for quite some time and that can feel bit iffy depending on how much stuff they got.

    While its not hard to exploit that one cringe talltale or dock lady for a ton of basic supplies or visit some sea forts/islands, it gets a bit tedious imo.

  • I agree with supplying is a strategy. I've won several battles because the other team didn't bother to get anything other than outpost supplies. Your laziness should be to my advantage.

  • @mintharp184509 said in Supplies should be balanced on this new PvP mechanic.:

    @DanBeardLuff

    That’s easy to say coming from someone who is on a winning streak.

    Not so easy to say when you constantly get reset back to default supplies which are bare minimum.

    I win some and lose some like everyone else, and I'm still able to say it :p

    Swinging by a seafort to restock takes a very little amount of time.

  • I don't agree with just adding supplies to our barrels the second we que up. Having a more reasonable starting supply for everyone would just be a better all around experience. Losing the fight merges you to a different server AND spawns you at a random island. I spawned at an island earlier with nothing but 4 canon balls and a few planks and fireworks. Basically if you lose a fight its quicker to just leave the server and set sail all over again. This is kind of silly. Whats the point in merging us at all then? Why not just kick us to the title screen when we lose? Because that would be viewed as a punishment? Because we might be working on a voyage I guess so at least we keep that progress. But people who are doing back to back battling probably aren't out there grinding a voyage.

    I will say in an hour of goofing around with the system when i scuttle on the new server I do tend to spawn at an outpost a lot of the time. But basically why not just always spawn us at an outpost when we lose so we can buy supplies or loot the barrels and be prepared for the next match? Though I wonder if I am the only one who's not wasting time nor gold. It's quicker to que up as an invader and throw a match for faster rep than sailing in circles with someone trying to sink them for 15+ mins. And giving up as a defender since those que times seem to be near 1 hour. Not sure if the purpose there is not giving defenders an attacker if their hourglass isn't worth anything. I just que up and sail around for miles and nothing ever happens.

  • @mintharp184509 said:

    Not so easy to say when you constantly get reset back to default supplies

    Yes, but you have to deal with that when you sink in Adventure anyway.

    This isn’t Arena. This is why Arena was better for fair competition.

    They had a foundation on which they could have developed more modes, with SBMM and new rewards. Instead, they tore it down, only to shoehorn this system into Adventure, less than a year later.

  • @theblackbellamy said in Supplies should be balanced on this new PvP mechanic.:

    @mintharp184509 said:

    Not so easy to say when you constantly get reset back to default supplies

    Yes, but you have to deal with that when you sink in Adventure anyway.

    This isn’t Arena. This is why Arena was better for fair competition.

    They had a foundation on which they could have developed more modes, with SBMM and new rewards. Instead, they tore it down, only to shoehorn this system into Adventure, less than a year later.

    Arena failed because it wasn't in adventure imho.

  • @danbeardluff there are many factors to arenas failure.

    Restocking is just an issue of wasting a bunch of everyones time. As this new system will have skilled players having vast amounts of supplies while less skilled players are constantly being kicked off servers starting on garbage little islands with no barrels to loot and having to not only waste time to sail back to an outpost but then waste time and money restocking. It all adds up. Granted the hourglass value is insane if you get some wins in. Hopefully they don't nerf it because it really needs this high value to keep it alive.

    Arena had no thought put into reward structure. In a similar way to sinking people in arena fending off an attacker doesn't award you any loot, just rep and gold if you manage to cash out your hourglass. So that is about as shallow as the arena reward structure. The chests in arena were purely for points. There were only 2 cosmetic sets to unlock and long grinds to get them rather than a new cosmetic set per commendation tier which would have made it a bit more attractive.

    Because this is in adventure its never going to be a balanced fight as each ships going to have a different supply situation. I don't see why we need to inflate play time by having you start with no wood though. Like I spawned in on some kegs that toppled my mast, busted my wheel and capstan put 8 holes my ship I patched the bottom holes. put 1 plank on the mast then qued up and set sail to invade curious as to what would happen with the holes and water in my ship.

    While it patched my hull when the battle started I couldn't really do much as my wheel was still busted. Granted that's me not taking it too seriously right now and just testing how everything functions. Makes no sense to me though that clearly thought went into the design of what our ship should have for starting supplies. If not they would have our ships start empty every session. So why in nearly 5 years have we not once rethought the starting supply of the ships? Remember the masts, wheel, anchor never used to be able to take damage. That alone was a huge increase in amount of wood you need.

  • @magus104 said in Supplies should be balanced on this new PvP mechanic.:

    @danbeardluff there are many factors to arenas failure.

    Restocking is just an issue of wasting a bunch of everyones time. As this new system will have skilled players having vast amounts of supplies while less skilled players are constantly being kicked off servers starting on garbage little islands with no barrels to loot and having to not only waste time to sail back to an outpost but then waste time and money restocking. It all adds up. Granted the hourglass value is insane if you get some wins in. Hopefully they don't nerf it because it really needs this high value to keep it alive.

    Arena had no thought put into reward structure. In a similar way to sinking people in arena fending off an attacker doesn't award you any loot, just rep and gold if you manage to cash out your hourglass. So that is about as shallow as the arena reward structure. The chests in arena were purely for points. There were only 2 cosmetic sets to unlock and long grinds to get them rather than a new cosmetic set per commendation tier which would have made it a bit more attractive.

    Because this is in adventure its never going to be a balanced fight as each ships going to have a different supply situation. I don't see why we need to inflate play time by having you start with no wood though. Like I spawned in on some kegs that toppled my mast, busted my wheel and capstan put 8 holes my ship I patched the bottom holes. put 1 plank on the mast then qued up and set sail to invade curious as to what would happen with the holes and water in my ship.

    While it patched my hull when the battle started I couldn't really do much as my wheel was still busted. Granted that's me not taking it too seriously right now and just testing how everything functions. Makes no sense to me though that clearly thought went into the design of what our ship should have for starting supplies. If not they would have our ships start empty every session. So why in nearly 5 years have we not once rethought the starting supply of the ships? Remember the masts, wheel, anchor never used to be able to take damage. That alone was a huge increase in amount of wood you need.

    I just don't understand why you're running with base supplies from the start I guess. Why not grab your resource crates, buy the shipwright supplies, and take 5 minutes to run around with a supply crate?

  • @danbeardluff said:

    Arena failed because it wasn't in adventure imho.

    Lol yeah let's agree to disagree on that.

    Arena failed because it wasn't given the attention Adventure had, imho.

    Lack of mode variety, which dissuaded the chest-loving 1.0 players from returning. Forced TDMers to TDM in the same mode that navalers wanted to naval in.

    Lack of new rewards to keep veterans coming back. So unless unless they used the mode to compete (like NAL) or just practice (like I did), they had no incentive to keep the mode alive.

    Lack of support/maintenance and bug-fixing. You'd have full lobbies that wouldn't start and empty lobbies that wouldn't merge. Stack that onto the seemingly unsolvable combat issues that we see regularly in areas of intense action.

    They said it'd take too much dev time to update Arena, whenever they had to update the main map. I'm confused as to why they weren't running on separate maps in the first place. I mean, do they have to update the Maiden Voyage or instanced Tall Tales, every time there are changes to the main map? Of course not.

    So they scrapped it, and then finally gave us SBMM 1v1s... in a mode heavily influenced by RNG, where players don't start off on a level playing field.

    ¯\_(ツ)_/¯

  • @theblackbellamy said in Supplies should be balanced on this new PvP mechanic.:

    @danbeardluff said:

    Arena failed because it wasn't in adventure imho.

    Lol yeah let's agree to disagree on that.

    Arena failed because it wasn't given the attention Adventure had, imho.

    Lack of mode variety, which dissuaded the chest-loving 1.0 players from returning. Forced TDMers to TDM in the same mode that navalers wanted to naval in.

    Lack of new rewards to keep veterans coming back. So unless unless they used the mode to compete (like NAL) or just practice (like I did), they had no incentive to keep the mode alive.

    Lack of support/maintenance and bug-fixing. You'd have full lobbies that wouldn't start and empty lobbies that wouldn't merge. Stack that onto the seemingly unsolvable combat issues that we see regularly in areas of intense action.

    They said it'd take too much dev time to update Arena, whenever they had to update the main map. I'm confused as to why they weren't running on separate maps in the first place. I mean, do they have to update the Maiden Voyage or instanced Tall Tales, every time there are changes to the main map? Of course not.

    So they scrapped it, and then finally gave us SBMM 1v1s... in a mode heavily influenced by RNG, where players don't start off on a level playing field.

    ¯\_(ツ)_/¯

    Yea, I agree all of that is true, but it was still ultimately doomed from the start being in its own separate mode. Adventure mode is where the majority of the SoT's population has always been, even in arena's golden days it still wasn't competing with adventure.

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