A major, contributing factor to new players' poor experiences

  • Howdy, team Rare.

    I want you to imagine you're a new solo or duo crew. You've collected some loot, but then you spot sails on the horizon. You know you're new, and you know it is now time to run. So, you turn into a headwind and set your sails in the most logical position, the one that would produce the least amount of drag: parallel to the oncoming headwind. Strangely, however, you begin to realize that although the rival crew is also in a sloop, they appear to be gaining on you! Why is that? Shouldn't these boats be going the same speed? So, you switch the sails to the opposite side, still parallel to the headwind so that you create less drag. But maybe you had it on the wrong side. At this point, the rival crew is very close. And gaining still. Which is extra weird, because their sail is set in the way that looks the LEAST efficient: they've got their sails set perpendicular to the headwind. Maybe... just maybe... that is the way you should set your sails? But how does that make any sense...

    Too late. The rival crew is upon you.

    I see this play out on the seas all. the. time. New players, or players that don't go outside of the game to learn about its unintuitive mechanics are left confused and murdered, unclear on how it is I gained on them.

    Please. Fix this. Sails set flush against a headwind should NOT be the fastest position. KEEP the relative speeds (eg. sloops should still be fastest into a headwind). But the setup as-is, is not intuitive. It is nonsense. Give new players and casual players a break.

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  • As much as I agree with you, changing a whole mechanic that the community already use to help a small portion of new ones who haven't researched a little about it doesn't make much sense.

  • It certainly wouldn't hurt anyone? You'd adapt quick enough. Don't forget that Rare had a 10 yr plan for this game. They're expecting many, many new players yet. Helping that experience be better and more intuitive will help the longterm health of the game.

  • @alexrogansbeta or people can experiment and figure out what's fastest. Clearly it's not intuitive. But if you see a ship gaining on you, wouldn't you mimic their sail choices?

  • @alexrogansbeta That is the way to figure things out in every game, the learning curve. Fresh sailors should be able to handle a few losses in order to learn how to win.

  • @alexrogansbeta for one it's not just the sloop. Any ship size sailing directly into head wind sails faster with "dummy sails"

    The difference for the sloop is it is faster with dummy sails unless you can catch full wind. This is actually a good QOL for solo sloop players as there is less sail adjustment required when you are sailing away at your fastest from larger crews/ships that have to constantly adjust sails.

  • @captain-coel While it is certainly possible, through experimentation, to figure this out, it is nonetheless bad game design. Good game design strives to make things intuitive.

  • @alexrogansbeta if it was intuitive we would be tacking. But this is a cartoon pirate game, not a sailing simulator.

  • @alexrogansbeta said in A major, contributing factor to new players' poor experiences:

    @captain-coel While it is certainly possible, through experimentation, to figure this out, it is nonetheless bad game design. Good game design strives to make things intuitive.

    I'm pretty sure that was very much intuitive, you most likely weren't paying attention to your enemy, or were trying hard enough...

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