On demand PvP has Forever changed Adventure Mode and PVP in Sot

  • I get how "on paper" they would add on-demand PVP to adventure mode but this implementation has given quite a few rules to the whole "Tools not Rules" adventure mode.

    Adventure mode, for PvP players, has become an open-world Queue for arena Lobby. Well, at least for now.

    As a heavily PVP sided player, Playing this game mode was fun, just like arena was fun but then it gets old. The same fights over and over for literally zero loot. Wins and losses feel empty without loot and the shenanigans that come with fighting in the open world. You win and your opponent simply vanishes, collect supplies, dive back underwater.

    Gone are the days where you seek a server with a reaper 4 or 5 to hunt down and take their loot because now they more than likely have zero loot and will more than likely dive underwater before they even realize you're also on the server.

    Gone are the days when you hunt down athena boats. Prior to this update, you had to actually do athena quests to get athena rep. If you spawn into a server with 1 to 4 athena emissaries there is a chance you could track down and steal 1 or more athena chests. Now when you see any athena emissary they likely have zero loot and may even disappear underwater before they even know you're there.

    We are no longer fighting for treasure.

    Hopping servers is pointless now unless you see someone doing a FOTD. Hopping for a FoF is pointless unless you are willing to drive to each FOF to see if anyone is there, but since athena can just be leveled by fighting in the 1v1 arena why even do a fof or a veil for that matter? You formerly could join a server hear the FOF sound and see 2 athena emissaries and be willing to drive out to see if there was a boat there since there likely was. But now this is just not the case. Making the two major emissary flags that players hunt for and changing them to a queue inside of adventure mode has made those flags pretty much exclusive to that mode. If you want to hunt down people and steal loot you now look for merchants, order of souls, or gold hoarders which can be anywhere on the map, whereas a knowledgeable pirate can track an athena based on experience.

    This game mode takes up boat slots on a server only to place them underwater, therefore, diminishing the players you can run into in the open world. Yes I get the idea that you can acquire loot and allow yourself to be invaded but let's be honest here absolutely zero fights have had boats defending loot while being invaded and in the future who is really going to use this feature?

    Hot Take: This game mode with its subsequent rules should be its own game mode outside of adventure. At higher win rates the queue times are laughable only for the mmr requirement to be lowered at each programmed time marker to the point that the enemy you do get is well below your "skill" rating. Also, if you do get into an equally matched fight it can be extremely drawn out and become a supply war or a coin flip of who found more chains in a barrel or better curses or simply more supplies. Making this is own game mode would allow you to balance supplies and keep adventure mode servers filled with boats. However, once the pvp players get the curses and achievements they want wont this game mode with its increased queue times due to "mmr" suffer the same fate as the arena did with extremely long queue times and a low amount of players even choosing the option?

    Yes, this might change after people play this mode and eventually go back to simply playing adventure, but for right now PVP in this game has alot less to do with stealing treasure (in a pirate game), hiding on boats or forts, chasing or running, and or hunting down enemies.

    A big part of the excitement of pvp in this game that has kept me around since the game's first month's release is the randomness and unexpected nature of pvp. Now as a pvp player it's pretty much the same thing over and over again. Fights are good and all don't get me wrong but the reward is zero loot and it soo lucrative for gold and rep to do this forced/scripted pvp mode that it makes no sense to play any other way. Because of this, this game feels like Call of duty or another BR where you just queue up, fight, repeat..
    The depth and randomness in PVP is gone, for now.

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  • pvers aren't going to get attached to the new content they will continue to play the old content mostly.

    This update creates an environment where pvpers have to hunt again on servers rather than just hop for those steals that are gathered organically... or they can enter into consenting pvp for action.

    It's great for the environment.

    The hunt is still there, it's the hopping pvp cheesing that took a hit to some degree. Much healthier risk reward even with the contradictions like heavy supplies on the dock and chainshots not being tied to pve drops.

  • Waves change, the direction you go may lead you somewhere else, the tide may string. But it still the same vast and open world we started.

  • When it gets down to 2% they'll axe it, lock out the Achievements and give everyone the curses that got to level 5 anyway soooooo.......

    Nothing has changed for me.

  • @pithyrumble said in On demand PvP has Forever changed Adventure Mode and PVP in Sot:

    When it gets down to 2% they'll axe it, lock out the Achievements and give everyone the curses that got to level 5 anyway soooooo.......

    Nothing has changed for me.

    Nope, it's part of the adventure mode. It's here to stay no matter how inactive it gets, and that's a good thing because 1% activity is still better than 0.

    Still gives the competitive a place to pvp, still lets people slowly level over time, one fight a day or whatever it may be.

    It'll keep some activity at the top and with streaming, it's easier to get content so there are some people that will always use it as a resource.

  • @ssolutionss said in On demand PvP has Forever changed Adventure Mode and PVP in Sot:

    As a heavily PVP sided player, Playing this game mode was fun, just like arena was fun but then it gets old. The same fights over and over for literally zero loot. Wins and losses feel empty without loot and the shenanigans that come with fighting in the open world. You win and your opponent simply vanishes, collect supplies, dive back underwater.

    You are getting loot. The hourglass value and allegiance on victory are your loot.

    We are no longer fighting for treasure.

    PvPers already weren't. They haven't been for ages. Some of them never did.
    All those people server hopping to see emissaries weren't doing it to get the emissary's loot, they were doing it because the emissary was visible on the map to find a fight. Many if not most of them, after winning that fight, would leave the loot in the water, or take it just to look shiny and never bother turning it in.
    PvPers have gone from not fighting for treasure, to still not fighting for treasure.
    But they are actually fighting for something now, the hourglass and allegeance, instead of nothing at all like they used to.

    Gone are the days where you seek a server with a reaper 4 or 5 to hunt down...
    Gone are the days when you (server hop in order to find and) hunt down athena boats.
    Hopping servers is pointless now

    Good. That's not only a good thing, it's also part of the whole point of this update.
    Rare does not want people to server hop. Rare pointedly wants people to not server hop. Cutting down on it was one of the goals to the faction war.

    Making the two major emissary flags that players hunt for and changing them to a queue inside of adventure mode has made those flags pretty much exclusive to that mode.

    No, it hasn't. If you want to reaper up normally, you still can. And you should do it without server hopping. You could even throw up the hourglass, do the one fight, check the map, then sell the hourglass if you want to stay on that server.
    People are still going to raise Athena to do Athena voyages. Not only will that not be done any less than before, it will be done more than before, because they feel safer knowing pvper's might be doing the faction war instead.

    This game mode takes up boat slots on a server only to place them underwater, therefore, diminishing the players you can run into in the open world.

    That's not how that works. When you're in the "matchmaking tunnel" you aren't in a server. You are blocking no slots anywhere. Additionally, we're all fairly certain that invading ships bypass the server cap. Either there's a 6th slot specifically for invaders, or they just don't care about cap.

    Yes I get the idea that you can acquire loot and allow yourself to be invaded but let's be honest here absolutely zero fights have had boats defending loot while being invaded and in the future who is really going to use this feature?

    There has been plenty of such fights, and plenty of people will use it, because you can earn more allegeance and hourglass value.

    Hot Take: This game mode with its subsequent rules should be its own game mode outside of adventure. At higher win rates the queue times are laughable only for the mmr requirement to be lowered at each programmed time marker to the point that the enemy you do get is well below your "skill" rating.

    We are on day 3. You don't have a skill rating yet. Not really. Everybody started at the same value, and it's going to take at least two weeks bare minimum for any notable amount of people to really be sorted out. So for now there basically isn't sbmm yet, and you're getting wholly random opponents. The long waits you're getting are not due to mmr.

    The depth and randomness in PVP is gone, for now.

    The fact the fight takes place in adventure means that all the depth and randomness from adventure will still happen in your fights.
    Megs, skelly's and Krakens will spawn. Other player ships will join the fight. You might end up fighting in the roar by an active volcanoe.
    The truth is PvP now has more depth and randomness, compared to what it used to be, which was a galleon of 4 bloodthirsty pvpers sailing up on a sloop of some solo who has no interest in pvp, and isn't even on their ship to defend it when you get there.

  • @the-old-soul800 whoosh

  • @the-old-soul800 said in On demand PvP has Forever changed Adventure Mode and PVP in Sot:

    @ssolutionss said in On demand PvP has Forever changed Adventure Mode and PVP in Sot:

    You are getting loot. The hourglass value and allegiance on victory are your loot.

    No, we are fighting for gold and Rep, there is no treasure and nothing to steal nor turn in. There is no risk in fighting since you still get rep and the only thing you can lose is a winstreak.

    PvPers already weren't. They haven't been for ages. Some of them never did.
    All those people server hopping to see emissaries weren't doing it to get the emissary's loot, they were doing it because the emissary was visible on the map to find a fight. Many if not most of them, after winning that fight, would leave the loot in the water, or take it just to look shiny and never bother turning it in.
    PvPers have gone from not fighting for treasure, to still not fighting for treasure.
    But they are actually fighting for something now, the hourglass and allegeance, instead of nothing at all like they used to.

    Once again, not true. Sure there may be some try-hards who sink people then log and join another server but those players are few and far between. The fact is there is less to steal and no reason to hide on an enemy's boat and swipe their most vaulable item. There are many crews who once hopped for reaper 4 or 5 and athena emissaries specifically for loot. This sounds just like your opinion based on your own crew. Just look at what the LFG discord was looking to do, many boats were looking for loot and pvp.

    Good. That's not only a good thing, it's also part of the whole point of this update.
    Rare does not want people to server hop. Rare pointedly wants people to not server hop. Cutting down on it was one of the goals to the faction war.

    Once again, this is just your opinion. Rare has made no mention of limiting server hoppers. Many pvp players hop servers for valuable loot to steal or a guaranteed fight. They basically gave us a guaranteed fight but with out stealing something

    No, it hasn't. If you want to reaper up normally, you still can. And you should do it without server hopping. You could even throw up the hourglass, do the one fight, check the map, then sell the hourglass if you want to stay on that server.
    People are still going to raise Athena to do Athena voyages. Not only will that not be done any less than before, it will be done more than before, because they feel safer knowing pvper's might be doing the faction war instead.

    They may still raise the flag to do pve and stack loot but their "risk of pvp" has been extremely diminished with the implementation of this arena mode inside of adventure. As of this season the best way to level athena or reaper and make gold is to simply play the new arena mode. There is no reason to do a veil or risk staking loot. Its pretty counterproductive to the "Tools not rules" design philosophy as well as the "Challenge of pve is the risk of Pvp".

    This game mode takes up boat slots on a server only to place them underwater, therefore, diminishing the players you can run into in the open world.

    That's not how that works. When you're in the "matchmaking tunnel" you aren't in a server. You are blocking no slots anywhere. Additionally, we're all fairly certain that invading ships bypass the server cap. Either there's a 6th slot specifically for invaders, or they just don't care about cap.

    Not true, if you cancel the invader queue you are placed in the exact same spot and the exact same server as you dove underwater. Fact is while underwater you are still on the server you dove underwater from. Seems like most of your information is just speculation without any testing whatsoever.

    There has been plenty of such fights, and plenty of people will use it, because you can earn more allegeance and hourglass value.

    I nor anyone else I know have found a such a fight. Don't get me wrong I can see very sweaty players stacking valuable loot while defending. Right now the feature is highly unused.

    We are on day 3. You don't have a skill rating yet. Not really. Everybody started at the same value, and it's going to take at least two weeks bare minimum for any notable amount of people to really be sorted out. So for now there basically isn't sbmm yet, and you're getting wholly random opponents. The long waits you're getting are not due to mmr.

    Not sure if you understand how the MMR is coded. When you win a game or lose a game you are given a rating. Its really that simple. It is most certainly in the game. Once again you are just speculating without any research or testing in game. The way it works is when you que it is trying to assign you a battle with a crew that has a similar win loss to you and your crew combined. However, the longer you sit in que the wider it makes these specifications for the opposing boat. We have tested this over and over and the longer you are in a queue the more likely the next fight will be easier for you where as an insta queue is a fairly similar matchup. Id much certainly prefer it to be random but it just isnt rn.

    The fact the fight takes place in adventure means that all the depth and randomness from adventure will still happen in your fights.
    Megs, skelly's and Krakens will spawn. Other player ships will join the fight. You might end up fighting in the roar by an active volcanoe.
    The truth is PvP now has more depth and randomness, compared to what it used to be, which was a galleon of 4 bloodthirsty pvpers sailing up on a sloop of some solo who has no interest in pvp, and isn't even on their ship to defend it when you get there.

    No, this is once again your opinion. Sure the kraken can spawn, sure the meg can spawn, but the kraken ain't gunna spawn on someone running from you, nor will you run into someone digging an Athena up on an island so you hide on their boat and just jump off with the most valuable chest and just swim away. Or you can run or chase a boat into a bad or desperate situation and or even sail to a fort and use stationary cannons or even rotate an outpost and drip sell. The randomness has been widdled down to just rotate around another ship and hit with chains first, hope for lucky one balls, and hope to have more supplies and better cured balls.

    You can still just think everything rare does is perfect, but it's not. Adventure mode will never be the same from my and many's perspectives.

  • @ssolutionss Well said 👏 all valid points and a true honest feedback I hate to say it but this is where my adventures on the seas end with this update wish you all luck

  • Honestly hopping for servers was not healthy for the game either... This will hopefully encourage more natural PVPVE gameplay and not just PVP in adventure.

  • @atomicfire4098 said in On demand PvP has Forever changed Adventure Mode and PVP in Sot:

    Well said 👏 all valid points and a true honest feedback I hate to say it but this is where my adventures on the seas end with this update wish you all luck

    If you're burnt out on it I get it, I understand why most people quit this game.

    but it might be worth a genuine try to play differently as well

    I spent every day for years turning in piles of loot, did different pve things in some cases over a thousand times, grinded commendations and all that, on top of that I had my own goals I chased for years

    Season 7, like for many other people killed my motivation for me on that, combined with how extreme and enabled cheesing got in this game it just burnt me out on a lot of the things I did every day.

    A bunch of people walked away over it and I just tried out my own thing, I haven't sold much of anything in weeks and very little since season 7 compared to what I did years before. Things I did hundreds if not thousands of times I have 0-5 on my milestones since August. In some ways walked away from a lot of it and just focused on things I still enjoy.

    Things change, a part of life. In some ways it's been alright, not selling and moving loot around has been freeing in its own way. Breaking the habit of chasing commendations/cosmetics has been admittedly a bittersweet change but that's how it goes.

    The population getting so low organically to where it's constant familiar names has been something that bugs me more than any of it as random interactions with people was a big part of my adventures, I worked around it though, I hang out around people living in their own world out there and avoid some of the more predictable activity.

    Might be worth a try to see if you can figure out a way to enjoy a different approach before you bounce.

  • @atomicfire4098 said in On demand PvP has Forever changed Adventure Mode and PVP in Sot:

    @ssolutionss Well said 👏 all valid points and a true honest feedback I hate to say it but this is where my adventures on the seas end with this update wish you all luck

    Well, I didnt make this as a goodbye post but I have found myself simply playing other games. Nonetheless, I feel you.

    @nitroxien said in On demand PvP has Forever changed Adventure Mode and PVP in Sot:

    Honestly hopping for servers was not healthy for the game either... This will hopefully encourage more natural PVPVE gameplay and not just PVP in adventure.

    I actually wish hopping wasn't a thing and therefore you have more organic interactions with crews as well as seeing a fotd or fof would be seen as something to go finish since they were more rare instead of switching servers to find.

    Either way, with a matchmaking system placed inside of adventure mode there is less pvpve and more pve / pvp. This is my main complaint. Imho there could have been a better way to incentivize pvp inside adventure mode. The most fun ive had in adventure mode was the event reapers vs the world, everyone ran emissary flags as well as reapers it was such a great event. soo much action. This mode should have been seperate and I would have no complaint whatsoever.

  • @ssolutionss said in On demand PvP has Forever changed Adventure Mode and PVP in Sot:

    No, we are fighting for gold and Rep, there is no treasure and nothing to steal nor turn in. There is no risk in fighting since you still get rep and the only thing you can lose is a winstreak.

    The hourglass is loot. It has value that you increase by sinking other ships, read: taking their loot, and is lost if you sink, read: the other crew took your loot.
    Rare has simply saved you time by allowing you to sell your loot stack all at once, and pick it up all at once, so you can get back to content other than sitting on your grappling hook + running back and forth.

    PvPers already weren't. They haven't been for ages. Some of them never did.
    All those people server hopping to see emissaries weren't doing it to get the emissary's loot, they were doing it because the emissary was visible on the map to find a fight. Many if not most of them, after winning that fight, would leave the loot in the water, or take it just to look shiny and never bother turning it in.
    PvPers have gone from not fighting for treasure, to still not fighting for treasure.
    But they are actually fighting for something now, the hourglass and allegeance, instead of nothing at all like they used to.

    Once again, not true. Sure there may be some try-hards who sink people then log and join another server but those players are few and far between. The fact is there is less to steal and no reason to hide on an enemy's boat and swipe their most vaulable item. There are many crews who once hopped for reaper 4 or 5 and athena emissaries specifically for loot. This sounds just like your opinion based on your own crew. Just look at what the LFG discord was looking to do, many boats were looking for loot and pvp.

    Once again, completely true. Those players were not few and far between, not rare at all. I did look at the lfg's, and they were constantly filled with people looking for others to join them in server hopping to sink ships, and immediately server hop again without bothering with the loot. It's been like this since I got my day 1 eyepatch, and only grew over time as more people hit the "I don't benefit from money anymore" thresholdes.

    Based on my crew? Ha. No.
    Most of the time, I won't attack anyone that doesn't attack me first.
    I feel no complulsion to mess up the experience of people not interested in pvp, so whether your ship is empty or covered in sparkles, chances are I'll leave you alone if you don't make it clear you want a fight.

    And none of this is speculation. Not only have myriad people said this for themselves, I've also witnessed these "fights" in game. Some ship in the distance, (often a marked emmissary once those were added), gets attacked, quickly sunk, and the attacking ship just leaves. Just the "they logged out to server hop" scuttle, or more recently, sailing into the nearest PL portal. Then I'd go over and find loot left behind in the water.
    I don't even want to know how much gold I've made selling loot from fights I wasn't part of, left behind by the attacker and without the defender coming back for it.

    Once again, this is just your opinion. Rare has made no mention of limiting server hoppers. Many pvp players hop servers for valuable loot to steal or a guaranteed fight. They basically gave us a guaranteed fight but with out stealing something

    If you've payed that little attention, nobody can help you. Rare has made it more than clear they don't like server hopping.

    They may still raise the flag to do pve and stack loot but their "risk of pvp" has been extremely diminished with the implementation of this arena mode inside of adventure. As of this season the best way to level athena or reaper and make gold is to simply play the new arena mode. There is no reason to do a veil or risk staking loot. Its pretty counterproductive to the "Tools not rules" design philosophy as well as the "Challenge of pve is the risk of Pvp".

    You, we, everyone who's not some pve only alliance server only player should want the faction war to be the fastest way to level both factions, to encourage people do it, so that we aren't left with no opponents to find.
    That reduced risk of pvp is exactly why, and really the only big reason why, people would be running flags and doing that pve content more now than before. People will be doing it because it's a way to get that rep and money without needing pvp, and it will be either equally difficult or even easier to find people doing that now, specifically because of people doing it think they're less likely to be attacked.
    I've known people who told me in the past, that they'd only bother doing veils and such on alliance server because it wasn't worth trying on a live server, who are now doing them on live servers due to season 8.

    There has been plenty of such fights, and plenty of people will use it, because you can earn more allegeance and hourglass value.

    I nor anyone else I know have found a such a fight. Don't get me wrong I can see very sweaty players stacking valuable loot while defending. Right now the feature is highly unused.

    Then you don't know that many people. More than enough stories have been told from both sides of defender ships having loot. There's obviously going to be more invaders than defenders, no matter how much defending is incentivized, which is why invaders can invade each other, but there is undeniably people defending with loot.

    Not sure if you understand how the MMR is coded. When you win a game or lose a game you are given a rating. Its really that simple. It is most certainly in the game. Once again you are just speculating without any research or testing in game. The way it works is when you que it is trying to assign you a battle with a crew that has a similar win loss to you and your crew combined. However, the longer you sit in que the wider it makes these specifications for the opposing boat. We have tested this over and over and the longer you are in a queue the more likely the next fight will be easier for you where as an insta queue is a fairly similar matchup. Id much certainly prefer it to be random but it just isnt rn.

    I know how it works. Which is why I know time is required for it to matter.
    Nobody was literally saying the mechanic wasn't in place, they were saying that when it was added we were in the same situation any new sbmm having game launches with.
    Everybody was the same rating, because nothing had happened to determine anyone's skill. The system thought the best and worse players were equally skilled, and they were as likely to be matched against each other as anyone was. The system thought that the match was fair, per the existing ratings, so the crews didn't shoot up or down in rating, they were just nudged. Leaving them still in each other's ranges. Still able to be matched against each other in half a second, let alone after long waits.
    It is always the case with new instances of sbmm that a substantial amount of time is required before a notable enough amount of people have deviated up & down for the existence of sbmm to actually be a notable component of the game. There has been so many threads and comments from people who apparently expected it to work instantly, which is beyond ridiculous. It's not even worth trying to evaluate how good the sbmm is until a bare minimum of two weeks have passed with it implemented, possibly more.

    No, this is once again your opinion. Sure the kraken can spawn, sure the meg can spawn, but the kraken ain't gunna spawn on someone running from you, nor will you run into someone digging an Athena up on an island so you hide on their boat and just jump off with the most valuable chest and just swim away. Or you can run or chase a boat into a bad or desperate situation and or even sail to a fort and use stationary cannons or even rotate an outpost and drip sell. The randomness has been widdled down to just rotate around another ship and hit with chains first, hope for lucky one balls, and hope to have more supplies and better cured balls.

    Once again, there is no opinion here. Just facts.
    Yes, the Kraken will spawn on people running from you. Yes you will spawn on people with Athena loot, even on an island getting it, and you actually get to fight over it, because faction war, instead of just running with it unnoticed, which doesn't count as a form of fighting. Theft is pvp, but it's not fighting, and this update is about fighting.
    There's already been multiple stories of people using fort cannons, both because defenders waited at sea forts to be invaded, and because fights broke out close enough to them to put them in the ring.
    So on and so forth.
    Old PvP was, the majority of the time, sinking unmanned ships while people were tending to something pve. PvP variety and depth has objectively increased, with sinking unmanned ships happening less and everything else by comparison happening more.

    You can still just think everything rare does is perfect, but it's not. Adventure mode will never be the same from my and many's perspectives.

    Oh, please. Nothing Rare has done in the entireity of the game's lifespan has been perfect. I hesitate to even call them competent.

    Look, stranger, if you don't want to actually pay any attention to the community, that's perfectly fine. But don't act like you are when you aren't.

  • Nothing about the new content changes any of the old adventure mode, pvp isnt restricted to it, and people can still go and tuck or steal veils as much as they like. This is just 1 new option for those who like it.

  • @pithyrumble said in On demand PvP has Forever changed Adventure Mode and PVP in Sot:

    When it gets down to 2% they'll axe it, lock out the Achievements and give everyone the curses that got to level 5 anyway soooooo.......

    Nothing has changed for me.

    The reason arena got cut was because it was a separate mode that used separate servers, this runs in the same servers as all of adventure, meaning they dont need to maintain whole servers for it if the numbers drop.

  • Since I started playing around 6 months ago the state of Adventure mode was a hassle for me as there was alot of 'PvP' and I was new to SoT so I struggled but since this mode has come out I can't play Adventure Mode the way I want (what I mean is doing some PVP then PVE) it's just PURE PvE. For 5 hours straight I was chasing crews as a Solo Sloop (even chased a grade 3 reaper Brig) and it opened my eye that on-demand PVP is basically a replacement for Arena but you cannot play Adventure and PVP.

    (Apologies if anything is spelt incorrectly I've not slept)

  • Seems like some people spend more time making lengthy posts, trying to prove they’re right and everybody else wrong, rather than playing the game.

    Oh well, less chance of me getting my butt kicked in game. 🤣

  • @jinxeu5993

    We have to remember that the current situation is temporary because of hype.

    Traditional Adventure PvPvE will come back as people reach their level 100 rewards and realize that level 1000 is mostly for the top 1% (or less) of the community.

    I anticipate they're going to have to tweak the system a bit and/or add some additional rewards between 100 and 1000 as time goes on. Right now, rarely is the true "defending" part being done. That's going to have to change, or it'll just be the top 1% constantly fighting each other (more than they already are) to get to level 1000.

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