Add a cooldown for server hopping in Adventure mode

  • @galactic-geek said in Add a cooldown for server hopping in Adventure mode:

    @mentimjojo You don't see how using outside means to speed up the very goal of the game is bad? Okay... 🙄

    Its not "outside means", outside means implies third party software, server hopping is facilitated by the game.

    Quitting and rejoining a session is not using outside means, its just using the tools given to you by the game to get what you want, people use it for many many different purposes such as fleet/alliance building, avoiding conflict, avoiding certain players etc etc, it isn't just about looking for a fort.

    This rubbish about gaming the system is ridiculous, it isn't the fastest method of getting something done at all, if people wanted to get the forts done quicker they would stack ritual skulls and grind the fort over and over. "Fort hoppers" aren't looking for profit, they're looking for their particular brand of fun that only an active fort can provide. Its hardly a shortcut to advancing progress, if its a form of "cheating" or "boosting" it is a very bad one and people who don't hop are the ones with an advantage.

  • @elchu86 It's like not beating lvl. 1, quitting out to the main menu, and starting lvl. 3 without ever having completed lvl. 2; you know what they call that?

    A cheat code.

    ...and how can you have any kind of advantage without a moment's respite?

  • @galactic-geek said in Add a cooldown for server hopping in Adventure mode:

    @elchu86 It's like not beating lvl. 1, quitting out to the main menu, and starting lvl. 3 without ever having completed lvl. 2; you know what they call that?

    A cheat code.

    ...and how can you have any kind of advantage without a moment's respite?

    Again with the ridiculous comparisons, there are no levels in sea of thieves, there are just different worlds in different states, attacking a crew at an active fort is not a cheat code, its not a shortcut, its not a boost, its not gaming the system, it is just playing the game in one of the many ways its meant to be played.

    As for being attacked at the fort, either once, or many times, winning it is all about a mixture of skill, tactics and decision making just like Every Single Other PVP encounter in this game.

  • @elchu86 The way it's MEANT to be played? Yeah, no, I don't think so. No multiplayer game in the history of video games is meant to be played by leaving a game and joining a new 1...

  • So after further consideration:

    Server hopping is lame.

    OP is right that “something” should be put into place to discourage it.

    I don’t know the answer but it is becoming an issue and needs to be addressed.

    But I doubt it will and it’s still a fun pirate video game!

  • @zherron-vorse said in Add a cooldown for server hopping in Adventure mode:

    No. Pvp is what kept this game alive and the fort hopping meta was amazing back in the day. I cant begin to say how happy i am it is back once again.

    If you are the one who started the fort you have the home field advantage. If youre scared of other players keep your head on a swivel and prep traps for your attackers

    True, PvP is what keeps the game fresh... But then again, unstable servers kinda nullify the freshness.

    if this will help servers become more stable, and people losing less items to the ruthless punishments of server merging, i say this is a good idea.

    Server hopping is technically an exploit though, you're not meant to server hop to bypass the intended limitations of the game... So it's actually considered cheating, at least from my perspective, i don't know how Rare sees it.

  • @captain-coel said in Add a cooldown for server hopping in Adventure mode:

    @realstyli No! My crew hops nearly every session. We do it depending on our goals for the night. Sometimes we want Galleons Grave or Ancient Spire to head into the Devils Roar, sometimes we hop for shores of plenty so we can do things in "happy land", sometimes we hop for a ship event.

    Why should we be penalized?

    Nobody is suggesting you get penalized, the suggestion is to fix a bug in the game, more or less. :P

    You no longer being able exploit a weakness in the game-design, is not a punishment... It's a consequence of said weakness being fixed. xD

    You can still do whatever you want.

  • @macr0ne said in Add a cooldown for server hopping in Adventure mode:

    I don't think it's a good idea at all, because if for any reason I have to close a session where I was in sloop to open another one with a galleon for example, to have more companions, I would have to wait or close everything.
    Also do serve jump is the only way at the moment to be able to be with friends on the same server, this limitation would make it annoying and very difficult to do.
    A lot of players enjoy making PVP among themselves or playing with friends with this technique and braking it would take away from the game most of its most active player base.

    Servers use a ship limit, not a player limit.

    I think it was 4 or 6 ships per server? 16-24 players maximum assuming they are all Galleons.

    Ship size doesn't matter, it will always have the same limit. 4-6 sloops, or 4-6 galleons, the server doesn't care. So there will be no waiting for player spots, i assure you.

    Besides, they're working on private servers, so you can play against your friends more easily.

  • @glannigan said in Add a cooldown for server hopping in Adventure mode:

    Since they won’t give us the ability to remove afk’ers or trolls from our own ships this would just further punish people.

    Right now if your on a Galleon the only reprieve we have is kicking someone from the party leaving the game and restarting!

    Well, in all honesty, i don't see why there can't be a vote-kick function in this game, might as well include such a function, should the devs implement this idea, yes? :)

  • @nabberwar said in Add a cooldown for server hopping in Adventure mode:

    @realstyli

    This has nothing to do with doing FOTD, it's about general Adventure mode stability and the fact that constant server merges potentially caused by everyone server hopping is impacting the experience for the rest of us doing other things.

    If it has nothing to do with FOTD than why do we need it at all. My understanding of server merging, is when a population of a server is borderline empty. Essentially, one single ship is left, therefore, the server migrates that single ship. Are you saying that 4-5 ships are in a constant state of server hopping to cause this merge? Seems extremely unlikely if that is the case. At most, you might get an influx of 2-3 ships MAX of ships hopping.

    Regardless, you even state "potentially" so arguable you don't even know if this has any factual basis. The only proof of this would be Rare just outright saying it, but we both know that will never happen. However, lets look at server merging was handled when fort hopping was last at its peak. I can only speak from experience, but I rarely got server merged. I get significantly more now than I did back then. So if you theory holds weight, wouldn't we see the exact same symptoms back then? I don't think we do.

    Let's say that this is the case of server hopping, if Rare decides to tackle this, I might have a bone to pick. If their ire isn't solely on this, when even during an interview, they stated their dislike for Hijacked Servers. I will be content, but if it isn't I call nonsense. If you are going to crack down on this style of playing, I'd expect fair treatment in closing down the PvE servers. If the argument is about the spirit of the game, then bullying ships to give their ship up, bribing them, or hopping til you get people together, is definitively against the spirit of the game. Can't condemn one without the other.

    Imagine you did a FOTD, you got all the flames, you killed the skellies, defeated the captain, and thwarted other pirates seeking your destined booty, opened the vault, and then you lose control of your character, a message appears in the middle of your screen, and the visuals behind it reveal the treasure you worked hours to get, vanishes before your very eyes, and the fort gate closes... You just left the server you did the FOTD on...

    There, i made this a FOTD problem for you... happy now? xD

  • EDIT: There is no difference in getting killed and/or looted and then scuttling and leaving to a new server AND server hopping,

    Well, on the other hand, if people getting pirated would just stop giving up and scuttling at the very first sign of pirates in a pirate game, I am sure that could help too. But, hey. Giving up without even trying is an option.

    As for me, I will continue to server hop, when I feel like it, as it's an option and fighting all the time is an option.

    SoT is about options. Stop trying to take away player's options. Let people play how they want to play.

  • @sweltering-nick

    There, i made this a FOTD problem for you... happy now? xD

    Let's be quite clear here. First, I never said it wasn't a problem. Second, I merely stated that op in question has zero correlation that determines hopping is the cause. We can look back in time when conditions were closest to what op described. Now granted some conditions are different, but their is nothing closer for comparison. Its mostly heresay. If Rare is trying to tackle it, "Go for it!" I say. I just highly doubt its for the reason op describes.

    Finally, how would I react? I would move on with my life. Unlike many people in this game, I grasp that this is a game, you win some you lose some. As long as I had fun, which I probably did with your described fighting scenario, I would still leave happy. I don't base when I have fun solely on the condition of whether I succeed or not. It is stupid to do otherwise, when some person can just swoop in and take it all. This concept isn't new and found in other games.

    It is just a game, why do people get so mad?

  • @sweltering-nick Private servers won't be for everyone, but for those groups that organize events.

    1. We dont know if it helps.
    2. More than 10 minutes would be punishing for those who scuttle after getting spawnkilled to join a new server to get entirely rid of the spawnkillers.
    3. Serverhopping is abused to form premade Alliances and to hop on active Forts aka find regular players at a lucrative place to plunder.
    4. There is no good solution.
      Punish abuse also punish normal use.
      Where 10 minutes are ok for someone who want to switch server for not gaming the system reasons we still dont know if it helps at all.

    If it would help with lagspikes and overall performance i say give 1 free hop. This is for the regular server switch and then put a 30 minutes cooldown on it.
    Sure you can be unlucky and meet the next problem for what you regularly want to switch server and then you cannot, but this will happen very rarely.

    To game the system to form premade Alliances or to find active Forts or players to plunder would stop for sure.

    I personally are not that interested in playing with people gaming the system.
    A premade 2 ship alliance can be cool, because you know more than 3 others you want to play with, but locked down pve alliance Servers are bad imho and hurt the game the same way other abuses do.
    I happily sacrifice the premade 2 ship alliance option, bareley used.
    To go for plunder only and only PvP at Hotspots is all fine, but need not to be supported by serverhopping, especially not if it additionally cause server instability and lag.
    I think the pure PvP pirates need to have the same struggles like the regular pirate, someday you are lucky and find booty another day you sail the empty Sea, lucky if you can plunder a Seafarer chest.
    The regular pirates life is no other, some day you are lucky and no one comes for you taking your hard earned loot without to mess around with the environment to get it, but only you and sometimes they wreck you and get it all.
    This is fair.
    To lock servers for PvE only and to hop Forts to plunder only is not!
    At least imho it is both not intended, else we would have choice. Btw pvper who dont want to enjoy the sandbox aspects and like instant action there is Arena.
    I also like to plunder crews at Forts. But i wouldnt serverhopp and game the system for it.
    Two reasons:

    1. i play and want to immerse and gaming the system this way is highly unimmersive and feels dull to me
    2. If i get into such a fight i would apreciate it more.
      If i was maybe lucky (depends on pov) and did it 2 times in peace or with alliance i'd also apreciate the Varity to get attacked and have to fight for it.

    I want the game balances my experience and not cheat it.

    What people are doing is to simply hack one of the core Designs of Sea of Thieves. Uncertainty and unpredictability.

    They dont accept there is no one, because the playstyle is not balanced PvPvE and therefore they game it to their desires.

    True for the PvP and the PvE only players.

    Both hurt the system, the game and the community and i think also the majority of players.

  • @bugaboo-bill said in Add a cooldown for server hopping in Adventure mode:

    1. We dont know if it helps.

    Yep, but I am open to Rare clarifying the situation on server stability and, in particular, the server merge frequency.

    1. More than 10 minutes would be punishing for those who scuttle after getting spawnkilled to join a new server to get entirely rid of the spawnkillers.

    I think 10-15 mins (closer to 10 would probably be better) is sufficient time that most players in the game would be able to server hop by the time they've ran into any trouble.

    1. Serverhopping is abused to form premade Alliances and to hop on active Forts aka find regular players at a lucrative place to plunder.

    That's not my reason for suggesting it but it is a concern for a few, that's what I am gathering from the replies.

    1. There is no good solution.

    There is no perfect solution but I think these discussions could lead to something that would satisfy the vast majority of players.

    Punish abuse also punish normal use.
    Where 10 minutes are ok for someone who want to switch server for not gaming the system reasons we still dont know if it helps at all.

    If it would help with lagspikes and overall performance i say give 1 free hop. This is for the regular server switch and then put a 30 minutes cooldown on it.

    Like I said, I think 10 mins is enough time that the majority of players wouldn't need a server hop in before the timer runs out. 30 mins feels like too much, even with a free hop.

    Sure you can be unlucky and meet the next problem for what you regularly want to switch server and then you cannot, but this will happen very rarely.

    To game the system to form premade Alliances or to find active Forts or players to plunder would stop for sure.

    I personally are not that interested in playing with people gaming the system.
    A premade 2 ship alliance can be cool, because you know more than 3 others you want to play with, but locked down pve alliance Servers are bad imho and hurt the game the same way other abuses do.
    I happily sacrifice the premade 2 ship alliance option, bareley used.

    Again, that wasn't in my consideration, although it is a factor in encouraging the constant server hopping at the moment.

    To go for plunder only and only PvP at Hotspots is all fine, but need not to be supported by serverhopping, especially not if it additionally cause server instability and lag.
    I think the pure PvP pirates need to have the same struggles like the regular pirate, someday you are lucky and find booty another day you sail the empty Sea, lucky if you can plunder a Seafarer chest.
    The regular pirates life is no other, some day you are lucky and no one comes for you taking your hard earned loot without to mess around with the environment to get it, but only you and sometimes they wreck you and get it all.
    This is fair.
    To lock servers for PvE only and to hop Forts to plunder only is not!
    At least imho it is both not intended, else we would have choice. Btw pvper who dont want to enjoy the sandbox aspects and like instant action there is Arena.

    Again, not really my concern here but I agree with the sentiment.

    I also like to plunder crews at Forts. But i wouldnt serverhopp and game the system for it.
    Two reasons:

    1. i play and want to immerse and gaming the system this way is highly unimmersive and feels dull to me
    2. If i get into such a fight i would apreciate it more.
      If i was maybe lucky (depends on pov) and did it 2 times in peace or with alliance i'd also apreciate the Varity to get attacked and have to fight for it.

    I want the game balances my experience and not cheat it.

    What people are doing is to simply hack one of the core Designs of Sea of Thieves. Uncertainty and unpredictability.

    They dont accept there is no one, because the playstyle is not balanced PvPvE and therefore they game it to their desires.

    True for the PvP and the PvE only players.

    Both hurt the system, the game and the community and i think also the majority of players.

    To me, and this is off-topic because it isn't the reason for my OP, but it does seem that server hopping to get PvP at the fort is the PvPers equivalent of PvPers setting up Alliance PvE-only servers. PvPers frown upon that but are somehow okay with gaming the system for their gain? Both go against the spirit of the game, IMO.

  • @nabberwar said in Add a cooldown for server hopping in Adventure mode:

    @sweltering-nick

    There, i made this a FOTD problem for you... happy now? xD

    Let's be quite clear here. First, I never said it wasn't a problem. Second, I merely stated that op in question has zero correlation that determines hopping is the cause. We can look back in time when conditions were closest to what op described.

    Zero correlation? I have more than once stated that this could be a case of post hoc ergo propter hoc. I believe the correlation is absolutely there - server merges within 10 mins of joining a session and getting multiple server merges in an hour at peak times.

    Correlation is there, the causality is up for debate and I admit that.

  • Some say that server hopping to get a fort vs. Server hopping to avoid a fight is the same.

    It's not.

    One is an intentional decision, for personal gain, and gaming the system.

    The other is a reaction to something bad happening (cause and affect) and an attempt to avoid it in order to continue having fun.

    Context matters.

  • @realstyli
    Correlation doesn't equal causation for a reason. All of this is heresay until Rare would like to speak up. Wouldn't be the first time we have had server instability due to patches. Their is a demonstrated history of it with previous patches. Those patches even included low hopping during those patches as well. I am not saying hopping isn't the cause, I just find it highly unlikely due to previous time periods of hopping, as well as a past history of instability without hopping.

  • Frankly....I like a good server merger.

    • It spreads fear when your on a half active fort
    • The surrounding area changes
    • Means you been alone on the server for some time.

    Keeps you on your toes when you see the message that your changing seas and suddenly you look around you and now spot 3 player galleons that werent there and your ship has a 2 forts worth of loot. xD

  • I think Rare is quietly addressing server hopping in the best way that they can. By adding cursed cannon balls, cooked meat etc they are essentially giving advantages to older ships. The longer you have had to stock up on the original supplies as well as the new ones, the bigger advantage you have verses that lesser stocked fresh server jumper. This is at least the advantage I see with fort hopping.

    As far as alliance hoppers... its going to be an issue. Hiding indicators has been one suggestion, but its going to be difficult to find them all. Reducing the benefit of alliances, and especially multi ship alliances could provide the best results, but its going to get a lot of complaints too. At the end of the day, if people want to cheese the game they will...

  • Many people will just stop playing, including streamers. Wouldn't be prudent.

  • I can see the reason behind this post and I agree to the extent that I don’t think Rare thought players would server hop. I think Rare is taking to much pride in ever admitting that they just don’t know how to address issues quickly and effectively. If I was a betting man I’d say they didn’t intend for server hopping.

    All they need to do is put you back in the same server without informing you. You’d be none the wiser unless you run into the same players. Then after an undisclosed amount of time if you leave the game and join a new game it’s a new server.

  • @realstyli said in Add a cooldown for server hopping in Adventure mode:

    @bugaboo-bill said in Add a cooldown for server hopping in Adventure mode:

    1. We dont know if it helps.

    Yep, but I am open to Rare clarifying the situation on server stability and, in particular, the server merge frequency.

    1. More than 10 minutes would be punishing for those who scuttle after getting spawnkilled to join a new server to get entirely rid of the spawnkillers.

    I think 10-15 mins (closer to 10 would probably be better) is sufficient time that most players in the game would be able to server hop by the time they've ran into any trouble.

    1. Serverhopping is abused to form premade Alliances and to hop on active Forts aka find regular players at a lucrative place to plunder.

    That's not my reason for suggesting it but it is a concern for a few, that's what I am gathering from the replies.

    1. There is no good solution.

    There is no perfect solution but I think these discussions could lead to something that would satisfy the vast majority of players.

    Punish abuse also punish normal use.
    Where 10 minutes are ok for someone who want to switch server for not gaming the system reasons we still dont know if it helps at all.

    If it would help with lagspikes and overall performance i say give 1 free hop. This is for the regular server switch and then put a 30 minutes cooldown on it.

    Like I said, I think 10 mins is enough time that the majority of players wouldn't need a server hop in before the timer runs out. 30 mins feels like too much, even with a free hop.

    Sure you can be unlucky and meet the next problem for what you regularly want to switch server and then you cannot, but this will happen very rarely.

    To game the system to form premade Alliances or to find active Forts or players to plunder would stop for sure.

    I personally are not that interested in playing with people gaming the system.
    A premade 2 ship alliance can be cool, because you know more than 3 others you want to play with, but locked down pve alliance Servers are bad imho and hurt the game the same way other abuses do.
    I happily sacrifice the premade 2 ship alliance option, bareley used.

    Again, that wasn't in my consideration, although it is a factor in encouraging the constant server hopping at the moment.

    To go for plunder only and only PvP at Hotspots is all fine, but need not to be supported by serverhopping, especially not if it additionally cause server instability and lag.
    I think the pure PvP pirates need to have the same struggles like the regular pirate, someday you are lucky and find booty another day you sail the empty Sea, lucky if you can plunder a Seafarer chest.
    The regular pirates life is no other, some day you are lucky and no one comes for you taking your hard earned loot without to mess around with the environment to get it, but only you and sometimes they wreck you and get it all.
    This is fair.
    To lock servers for PvE only and to hop Forts to plunder only is not!
    At least imho it is both not intended, else we would have choice. Btw pvper who dont want to enjoy the sandbox aspects and like instant action there is Arena.

    Again, not really my concern here but I agree with the sentiment.

    I also like to plunder crews at Forts. But i wouldnt serverhopp and game the system for it.
    Two reasons:

    1. i play and want to immerse and gaming the system this way is highly unimmersive and feels dull to me
    2. If i get into such a fight i would apreciate it more.
      If i was maybe lucky (depends on pov) and did it 2 times in peace or with alliance i'd also apreciate the Varity to get attacked and have to fight for it.

    I want the game balances my experience and not cheat it.

    What people are doing is to simply hack one of the core Designs of Sea of Thieves. Uncertainty and unpredictability.

    They dont accept there is no one, because the playstyle is not balanced PvPvE and therefore they game it to their desires.

    True for the PvP and the PvE only players.

    Both hurt the system, the game and the community and i think also the majority of players.

    To me, and this is off-topic because it isn't the reason for my OP, but it does seem that server hopping to get PvP at the fort is the PvPers equivalent of PvPers setting up Alliance PvE-only servers. PvPers frown upon that but are somehow okay with gaming the system for their gain? Both go against the spirit of the game, IMO.

    @k1lroyw4sh3r3 said in Add a cooldown for server hopping in Adventure mode:

    I can see the reason behind this post and I agree to the extent that I don’t think Rare thought players would server hop. I think Rare is taking to much pride in ever admitting that they just don’t know how to address issues quickly and effectively. If I was a betting man I’d say they didn’t intend for server hopping.

    All they need to do is put you back in the same server without informing you. You’d be none the wiser unless you run into the same players. Then after an undisclosed amount of time if you leave the game and join a new game it’s a new server.

    Again server hopping isnt an issue at all. Nobody has given any argument why it is an issue.

    • Lag isnt caused by server hoppers, its caused by the servers itself, they just can't handle lots of players close to each other. These lag issues were already there on launch, but Rare is pushing pvp more, so more people are close to each other fighting which means the lag is more known for people.

    • People hopping for forts! So what? If you can't even defend the fort you shouldn't deserve the loot in the first place. My crew and I did the fort 5 times in a row, lots of ship came, we sunk them all and sold every piece of loot. And if you sink there because of others, well learn from the mistakes you made during those fights. But don't blame others for it.

    • And yes, this game is a PvPvE game. But PvP will most of the times come first. If you didn't expect so much PvP, well you shouldn't bought it in the first place, it's a pirate game. If server hopping gets removed (It wont, I am ferm believer of that) this game will die very quickly.

  • @galactic-geek said in Add a cooldown for server hopping in Adventure mode:

    Some say that server hopping to get a fort vs. Server hopping to avoid a fight is the same.

    It's not.

    One is an intentional decision, for personal gain, and gaming the system.

    The other is a reaction to something bad happening (cause and affect) and an attempt to avoid it in order to continue having fun.

    Context matters.

    It isn't the same thing but the result is comparable if using the same logic used to argue against hopping, avoiding a fight by server hopping is one crew avoiding part of the game and taking opportunities from another crew, which is exactly what all this bleating about server hopping for forts is about, only server hopping doesn't take away from the game, it just means a fort thats meant to have player interaction, has player interaction. Some people just need to realize that that interaction isn't always going to be positive and isn't always going to have a monetary reward.

    I really doubt the constant crying over server hopping is representative of the general FoTD experience for most people, I see plenty of Alliances at that fort, I see plenty of times where it isn't contested and we can just grind it out a few times and I see plenty of times where its hotly contested by two of more ships, or a single ship attacks and gives up, the FoTD seems to be a fairly varied experience for most people, which is clearly what its designed to do.

  • @elchu86 I want to be clear - server hopping for a quick gain is a separate topic from the FotD. The FotD is just the newest, and biggest, incentive for doing it.

  • @nabberwar

    Second, I merely stated that op in question has zero correlation that determines hopping is the cause.

    Uhm, the servers automatically try to fill themselves with players, so if 2/4 ships suddenly leave to go fort hopping, and there are two other realms with one spot open, the remaining 2 ships will be split up and moved to the larger servers to fill in the space.

    And when servers have to constantly load in new players, that puts a strain on its performance too. The servers are already pushed to the max, because of ships, how they work, how they move, etc... the reason we dont have like 12 ships per server is because the server can't handle 12 ships.

    Having to maintain a ship population of 5-6 at all times means the server is already working at maximum capacity, now, having to constantly load in new players, makes the server more unstable than it already is when it's full.

    That's the correlation, mate... :)

  • @macr0ne said in Add a cooldown for server hopping in Adventure mode:

    @sweltering-nick Private servers won't be for everyone, but for those groups that organize events.

    And also for people who just want to play against their friends more reliably. Have fun, bro! :3

  • This feature would actually encourage PVP as it would make fleet building nearly impossible (for an example having 5 galeons from one discord server grinding the fort together)

  • @freakaddelle

    This feature would actually encourage PVP as it would make fleet building nearly impossible (for an example having 5 galeons from one discord server grinding the fort together)

    I don't think so, their is multiple ways for these servers to be made. Server hopping is just one method. The other most popular method is to approach all ships and try to buy them off. Give them loot in exchange for them to switch servers. Some are even known to bully them til they quit to try and buy off the new arrival. Those tactics include spawn-camping to just hunting them down every spawn. This certainly doesn't make Fleet building impossible.

  • @captain-coel said in Add a cooldown for server hopping in Adventure mode:

    @realstyli I believe Rare is all about playing however we want to.

    Not if you don't like pvp 😋

  • @nabberwar said in Add a cooldown for server hopping in Adventure mode:

    @realstyli
    Correlation doesn't equal causation for a reason. All of this is heresay until Rare would like to speak up.

    This is pretty much what I have said if you read my comments. I'm just saying the evidence is pretty compelling that the too are linked and I propose a solution. If Rare doesn't think so, that's fine, I accept that.

    Wouldn't be the first time we have had server instability due to patches. Their is a demonstrated history of it with previous patches. Those patches even included low hopping during those patches as well. I am not saying hopping isn't the cause, I just find it highly unlikely due to previous time periods of hopping, as well as a past history of instability without hopping.

    During those periods we had the old server merge rules, so you didn't merge until you were anchored. Now you can pretty much merge at any time as long as your crew is all on your ship and you are moving slow enough (though I have been merged since the update when my ship is going at full sails, albeit into the wind).

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