A Cooldown Timer between changing servers.

  • My reason for this post is because even i have started to server hop to hunt forts where before i would happily play the game on the same server for hours and hours.
    But it is too easy to constantly jump servers and hunt down an active fort and then invite your crew who are doing likewise to come and join you. Doing this is probably a little unfair to those who are on that server, that have been playing away happily for a long time and deserve the opportunity to take on the skull fort without well drilled crews suddenly showing up and ruining their chances.
    So, what i propose is a cool down timer of 5-10 minutes before you switch servers.
    This has it's good and bad points to it. Especially bad if you want to suddenly join friends who have come online, but not all bad as they can reserve a crew slot for you with the options we now have and you will join them shortly.
    The cool down timer will however make server hopping much less effective and perhaps get people back to playing the game how it "should" be played, making the world a more balanced place.

    Any thoughts on this idea?

  • 37
    Posty
    28.7k
    Wyświetlenia
  • @needsmokes

    Ahoy matey.

    While I really like fort hopping, I think I have to agree with your idea. I really liked spending hours on end on the same server. With the introduction of closed crews, fort hopping became much more popular because it became a whole lot easier. It's hard to find a crew on Discord at the moment that just wants to spend the next few hours doing voyages. It's all about fort hopping!

  • As I see it, it is a silly way of putting doors to the fields.

    Even if people are on the same server fights will work the same way. There are no stats so I don't care if the galleon comes from a server in which it has been for 5 hours or if it just joined.

    Regards!

  • @needsmokes yeah cool so if i join the crew of [Mod edited] or an empty galleon, I have to wait 10 min before i can actually play thats gr8 idea thank you :C

  • @szawel123 stay on the same server doesn't will force you to enter with the same "[Mod edited]" all the time, a good strategy is add the friends you make while playing, then you can make your own crew.

  • It's definitely a solution but I question the problem. While I don't fiddle with skull forts so I am unaffected and don't see an issue I question if the issue some see is big enough of an issue to create all the negatives? I don't think so.

    I also have trouble with telling people how the game 'should' be played but that sounds like a derailing slope so I'll focus on forts.

    Overall I don't see any difference between a crew fort hopping into my server versus a crew logging in for the first time and going after the skull fort. Either way...it's a ship going after a fort. A friend and I tried a fort the other night. Got several waves deep before a galleon showed up to take it from us. We put up a 'meh' fight but as stated it's not our cup of tea so we left it to them. That moment doesn't change because the galleon was a server hopper or not. Either way a ship came and wanted the fort. Ten minutes wouldn't have guaranteed anything as far as I can see.

    Setting aside my views on the 'problem' I can admit your solution would work but then question the scope of which your solution net covers. At the end of the day it would affect more than just the 'problem'. Too wide a reach for me to feel comfortable supporting.

  • I agreed with the idea of having some way to force people to the same server (i make a post about it some minutes after you).

    https://www.seaofthieves.com/forum/topic/66715/players-just-making-forts

    As i said there, the cooldown can make the game fair for most of the new players and more fun to old pirates, can make your experience with the game more interesting and less frustrating.

    If they don't make a cooldown, a alternative is don't allow them to enter in servers with a fort active for some time (if this get effective, they can add more than 10 minutes of "waiting" since they can sometimes enter in a server and some seconds after a fort shows up)

  • @john-hatter there's two main problems with fort hopiing:

    1- Toxicity is increasing a lot cause of that (you will agreed that if someone use a "exploit", they will not feel satisfied until some harassment goes on against another players right?)

    2- new players are not motivated to do forts anymore cause they know it will be a lost of time.

    The 10 minutes can be increased if doesn't get too much time to stop them, the thing is, the fort hopping is interesting for them only cause they can make a lot of reputation and gold with less time. And they dont need to jump to more than 3 servers (they don't waste more than 2/3 minutes) to find a fort. is too quickly for too much earnings.

  • @shinnonda
    Makes sense. I fully admit to my ignorance of the subject having only ever attempted 2 forts and only completed 1.

    As a whole though I already find a lack of motivation to do them but I question whether that ties in to fort hopping or not. I just feel as a general fort experience there is no way of knowing if a crew is fort hopping or just a server ship deciding to tackle it and therefore question it's impact on the experience.

    As far as a crew doing this as a means to gain an unfair amount of coin/rep...yeah I can see that being unfair but realistically that doesn't effect me in any way given the mechanics of the game.

    I dunno. I agree with the logic but question the math if that makes sense.

  • @john-hatter one good way to indentify for hopping nowdays, is if someone there is pirate legend :v, at least after get destroyed 20 times for fort hopping (which you can identify if you see the ship just sink after they delivery in the nearest outpost) more than a half have a pirate legend on crew, is basically the first who exploit this and is now making the same for his friends.

  • You don't need a cooldown for server changes, just make it so when you quit and search for a game you end up on the same server you just came from. It would fix being disconnected from your game with no way to get back in and it would stop server hopping.

    Server hopping is bad because it punishes the people actually playing the game. You play for three hours when finally a fort spawns, you go there only to find two other server hopping crews already on their way there. It should be a reward for the people playing the game normally.

  • @drbullhammer a correction of what we say and what you understand, you will be able to reconnect, but you will be forced to rejoin the last server you connect. that's what we're talking about, is not about force you totally out of the game.

    About the toxicity, i didn't get one time without a guy just jump in and say "get f word" after sink our ship right after the captain dies, some of then even try to find us after doing just to make fun of how much we make easier to them or something like that.

  • @x1-two that is what we meant, if you quit/disconnect, the game will force you to the same server for some time.

  • @drbullhammer i think you still not understanding what i said.

    you will be forced to rejoin the SERVER in the first 5-10 minutes, not your friends, you will get back to the same server if you disconnect, being solo or not (obviously, if you jump to a bigger ship or something like that, the server may change depending of how many people is on the current server).

    You need to understand that there's a bunch of matchmaking situation that have to work with this kind of change, we're not saying every one of them cause it is obvious (example, the server will obviously put you in another server if the server you're playing just crash).

    The event and overall game is more peaceful, i agreed with that, but this doesn't mean that fort hopping isn't being horrible since launch. Is good to be more peaceful in general, but this still a exploit. as i said, less effort with too much earnings.

  • @needsmokes or perhaps just increase fort frequency permanently. Whether a crew is hopping or not if you are at a fort and a ship comes you have to be prepared to defend yourself.

  • @novas-soul increase fort frequency will just makemor fort hopping, i agreed that we have to defend, but try to defend with one galleon going to you after another (most of the people can't resist after 3 or 4 attacks with only 1 minute of safety between them, for resources reasons, not even for being bad on the game)

  • @shinnonda cycle people into the fort for supply runs, once that option has dried up take supply’s from incoming enemy ships.

  • @needsmokes
    I think limiting the time that people can use to switch servers isn't a very friendly way of solving this problem. Instead I'd suggest to hide the skull from people that just joined the server for the first 15-30 minutes or something, this would make server hopping at least a lot less profitable.

    I'm wondering a bit if this actually is a problem though as you have no clue that the people that contest the fort are from another server or not.

  • @novas-soul supplies just shows up after several minutes on the sea, if they scuttle, you will not be able to get supllies to survive (just a full inventory if you have lucky)

  • @fishst1ck i actually have some clues cause i used to see this happening and sometimes we pass near the ship again when they end to sell on the outpost, every time they just dissapear from the map after turn in the items (and sometimes they just start to being toxic for a short period before quit to another server).

    If you watch some streams, you will notice that is really common as well.

  • @needsmokes said in A Cooldown Timer between changing servers.:

    My reason for this post is because even i have started to server hop to hunt forts where before i would happily play the game on the same server for hours and hours.

    Same here eventho i love doing forts all day every day!

    But it is too easy to constantly jump servers and hunt down an active fort and then invite your crew who are doing likewise to come and join you. Doing this is probably a little unfair to those who are on that server, that have been playing away happily for a long time and deserve the opportunity to take on the skull fort without well drilled crews suddenly showing up and ruining their chances.

    I can agree to this i mean do not get me wrong i also do this server hopping cause i just like doing forts. But i see why it can be unfair we drop in grab the stuff and leave. I hope forts will be more regular and it might stop but i also love your idea!

    So, what i propose is a cool down timer of 5-10 minutes before you switch servers.

    Love the idea, if they would add the fact that forts would be more regular it might stop the hopping maby i dunno :S but as mentioned before love the idea. Eventho i already have a feeling they somehow nerved it. as it takes longer nowadays to get one.

    This has it's good and bad points to it. Especially bad if you want to suddenly join friends who have come online, but not all bad as they can reserve a crew slot for you with the options we now have and you will join them shortly.

    Maby you can sort of have it that you can jump to 2 servers and the cooldown goes in to neglect the bad thing of switching crew or go from sloop to galleon. I think there can be many solutions to counter this.

    The cool down timer will however make server hopping much less effective and perhaps get people back to playing the game how it "should" be played, making the world a more balanced place.

    Good idea fellow pirate like the idea!

    Any thoughts on this idea?

    Only think i would like to add and i already mentioned it i would love for forts to be more regular.

    Thats my 2 cents great idea

    Kind regards
    Tango!

  • @szawel123 Yeah, joining random crews is an issue. I do wish they would try to pair players with similar levels together. Nothing worse than joining a game, collecting resources only to find a new player sailing off from the outpost wasting all your cannon balls!

  • @Szawel123 Please refrain from name calling and vulgar language on the forums, as it is a violation of our Forum rules. Your post has been edited accordingly.

    Derogatory Language
    Name calling, personal attacks and using derogatory language against Community Members, Rare Employees, Global Moderators or Deckhands is not acceptable. Using such language will result in a warning, then temporary ban from the Forums and a final warning. If the action is persistent or increasingly aggressive, a permanent ban from the Forums will be issued.

  • or lock out a server with an active fort, I dunno

  • @racmop I'm not sure if i understand what you say (not making fun of you, english is not my main language and i may missundertood something)

    I'm almost pirate legend, and when i get there, i will probably stay playing as the same way i play while a fort dont shows up:

    I make smal roleplays, it is fun (and i'm not a big fan of roleplays), sometimes we act like the "police for the seas" searching for people with illegal animals (aka animals not requested by a merch), we use a police siren sound and lanters blue and red and everything, it is fun! there's a lot of ways to have fun on this game who doesn't have connection with forts, i just try to make forts when they spawn cause this make part of all this content. try it one day, you will like it.

  • @norloc that can be a interesting idea, but this may cause server issues (cause people joinning at this time will be forced in other servers and if all the "non-fort" servers get filled, they will have trouble)

  • @shinnonda

    its possible, but there are a lot of servers so for the amount of people that server hop might not be as big of an issue either, not everyone is doing it right now. what I think is the best option may not be to remove it completely but find a way that discourages the action. im not a programmer so some of these things might be tough to implement. I should also note I dont see this as a huge issue at the moment

  • @NeedSmokes Hmm not sure if it's a viable solution, in case of server crash, you loose all your loot and you got 5 to 10min cooldown cause your server crashed?
    I think if u want to prevent server hoping just don't allow players to join a server with a fort active on or something like that.

  • @x1-two

    You don't need a cooldown for server changes, just make it so when you quit and search for a game you end up on the same server you just came from. It would fix being disconnected from your game with no way to get back in and it would stop server hopping.

    I don't think that will work. I was part of a four man crew that server hopped the other night. We were in an XBox chat, but all went our separate ways, loading into closed Galleons on different servers. The first to find a skull, invited the others to join him.

    Your idea would want to make all four new Galleons spawn on the same server which - given the existing server population - may not be possible.

    If server hopping to find active skull forts is deemed a bad thing, the easiest solution is to simply lock down a server when a skull cloud appears, not allowing any new ships to join. In other words, allow skull forts to be assaulted only by those ships already in the world when the cloud pops.

  • @surveyorpete that's is a good example of how the system will work fine, you will be able to try it 4 times (one each friend), if no one find a fort, well, all of you will be forced to wait for 10 minutes, all can play at the same server, but not in a 5th new one.

    i said on the other post:

    @shinnonda said in Players just making forts:

    2- as i said, they will not allow you to join another SERVER, this will not affect join a FRIEND who is in another server, is possible to control that.

  • @shinnonda

    @surveyorpete that's is a good example of how the system will work fine, you will be able to try it 4 times (one each friend), if no one find a fort, well, all of you will be forced to wait for 10 minutes, all can play at the same server, but not in a 5th new one.

    So, if I load into the game, but my game freezes or I lose power for a moment, and get rebooted, or I just spawn onto an island in the middle of a storm (and hate storms), then I get locked out out the game for ten minutes? What if I rage quit after being beaten in a fight?

    How does the system know I was skull fort hopping? How does it know why I quit one server, only to join another?

  • When my friends aren't on and try open crew it takes 10 plus times to find a decent crew, also hop servers to drop 50 or athena missions I've never hopped for a Fort but I know ppl who have I'd prefer it to stay the same but that's my personal opinion.

  • @surveyorpete ok, let's explain again something i already explain on both posts.

    Answer for your question: No, you will not just spawn onto an island in the middle of a storm (and you hate storms), then I get locked out the game for ten minutes.

    If you are playing solo, you will spawn as a new fresh born pirate bae on the bay like any player, but in the same server (basicly will happend the same as goes right now, but the diference that you will stay on the same server).

    The system dont know if you are skull hopping, but they will prevent people to do it, cause there's no reason to you jump to more than one server if you are not fort hopping (at least i dont know another reason to that for now).

    if you Rage Quit, you will spawn in a outpost (like always) and you will probably will have time to make something and if you don't go against the same guys who beat you, you may stay at the same server, who knows?

  • @needsmokes Though I think server hopping could be seen as unfair, I've always wondered one thing with this complaint...

    How does one know that someone is server hopping? Obviously the other crew can just tell you, but short of that how does anyone know if a crew just jumped in looking for a fort, or if they have been there a while and just fancy their chances at the fort? When it gets down to the fort itself, I don't see how it's such a big deal really.

    Saying that, it has been discussed plenty of times here so maybe Rare will do something to stop it. I've seen it suggested that while loading in to a new game, you'll always be dropped in to a server without an active fort and will have to wait at least x minutes before one starts. Not sure how much congestion that might cause though!

  • @luciansanchez82 i said that in other post about this.

    @shinnonda said in Players just making forts:

    Just to clarify, for all the 20 times a Fort Hopping just destroy everything i was talking about, i'm just counting the times i get the same pattern of: galleon out of nowhere destroy us, raid all the loot, turn in on outpost, ships just gone on the outpost shores (sometimes wih toxicity given from the players who kill us).

    We see almost all the time those guys ending the delivery cause of the time we need to get close (i'm not complaining about the time, i think is fair to spawn far in case of battles).

    But is somethig you can see on the game if you want to, try to watch when this happen, you will see most of the time the ship just turn in the items and just sunk and gone forever (without leaving a mermaid as is suppose to happend if they just really sunk).

    I wish Rare address that. About your suggestion, i dont have numbers to give to you, but as far as i understand about programming and servers, this may generate some traffic and some problems to put all the players on matches ASAP.

37
Posty
28.7k
Wyświetlenia
5 z 37