PvP - grinding allegiance with looses

  • @lem0n-curry said in PvP - grinding allegiance with looses:

    Ofcourse winning will get you more and things faster, but these reasons are not really of consequence for loss farmers are they ? They get the number of wins necessary to get the curses and stop playing the mode. People who are now not participating and want the curses might join the Hour glass battles for two weeks or so, or spend a session a week loss farming &c.

    Yes, they are of consequences for loss farmers. The consequences is missing on a faster rate of xp.

    They might only get a win or two in if the other crew is better at losing faster 😁.

    People who like the mode but want the curses ASAP will loss farm to 100 and only then have the good faith PvP.

    So, the sooner we get the loss farmers out the better, right? After all many players already have stated that they want the curses and then not touch the hourglass anymore. Some players with the curses already said that they won't do the PvP diving ever again.

    Oh, that I can agree with the disagreement on the flat amount - to some extent. Only a slither of allegiance if all you do is sail towards the boundary and sink. The current amount if someone else does it for you if you also partook in the fight to discourage people asking others to set the course for their loss.
    A bit more for longer and active fights, but certainly not equal or even close to what a winner gets.

    Then it is still discouraging that putting so much effort still gives little xp, intense battles are supposed to be main attraction, right? So, a winner who just shot two cannonballs against a loss farmer will get more xp than the guy who lost a hard, intense and long fight giving everything they got? I don't agree.

  • @dragotech123

    That is absolutely the truth. It's honestly hilarious to lose twice, then finally win one and fish 300 cannon balls, 500 wood, and enough food to feed an army out of the drink.

    80 balls and 35 wood is enough. 🤣

  • @lordqulex said in PvP - grinding allegiance with looses:

    @lem0n-curry said in PvP - grinding allegiance with looses:

    @lordqulex

    "Beardy" loss farmers won't still lose purposely for a few matches because then they will get easier fights ? I wouldn't expect them to turn into good faith PvP participants - they might want those easy wins for the milestones.

    "Protest" loss farmers become loss farmers because they spending hours & hours ? I think those long stretched fights are far between; sure they'll happen but their sparsity shouldn't be used to justify such a big change.

    There will be an increase in loss farmers, people who don't partake in it now because they lack the confidence of winning enough to get the curses or don't want to spend a long time gaining allegiance will put up the Hour glass and not become a good faith PvP participant.
    There will also be people who currently try to win but are mostly unsuccessful that will join the loss farmers - why spend 10 minutes fighting for the same reward as you get when you sail to the edge of the circle and sink.
    People who hate the supplies gathering and just start a fight, perhaps fire some of their starting cannonballs and then give up.

    You can make up the names for these types if you like.

    I hate supply gathering before joining fights. I've rarely lost a match due to supplies, that's how wide the skill gap is in both directions. It's just not worth the gold frankly. If I can't beat you with default supplies, I may as well go on to the next match. It's more efficient.

    We do the supply runs over the outpost or buy some if it's a meager haul. After a few fights we might end up with hundreds of balls, planks and fruit we'll never use. It has been close one or two times with the supplies, but that's part of the game.

    We prefer this mode above the Arena because we can incorporate it with regular Adventure; after two wins doing Hunter, the emissary grade is 5, so we turn in flags and see what the emissaries are doing. If the fights have been taxing, we might do some PvE. If we get two wins as Guardians we have an Athena emissary voyage to do.
    After some regular Adventure play we might end the session with ore fighting - at least we have the supplies then :).

    I am a bored/beardy loss farmer. I can idly farm losses during meetings to drop my MMR so when I play after my kids are in bed I get easy matches. Turned in 8 wins yesterday, gained a half dozen levels, it was great. If winning wasn't so much better than losing, I'd do something much more entertaining while on work calls. Currently back into No Man's Sky. I'd be playing my switch instead of farming losses.

    Am I the typical loss farmer? Probably not. But I assure you [pokes myself in the tummy to be sure] we do exist. If losing offered more allegiance, it throws off the equation. Turning in a 4 streak gives less allegiance than a win but probably close to 8 losses. If losing give me half the allegiance of a win, then two losses give the allegiance of turning in a 4 streak, reducing the mathematical advantage to artificially manufacture streaks by back-stacking wins via loss-tanking your MMR.

    Winning matches because you're loss-tanking doesn't make it Good Faith PvP though. You might stop doing that when the rewards are the same or when you have the curses, but you're part of the problem of why people feel that the MMR isn't working and are discouraged from playing the Hour Glass.

    As I mentioned above, yes, it would give the curses to other styles of loss farmer faster. But no good faith hourglass participant should want any variety of loss farmer in the queue. People already bought the curse from China on Ebay, or loss farmed it, or cheesed it. It hold no intrinsic value whatsoever. It does not "tells other players that these pirates have suffered through the hellish War of the Sea of Thieves and managed to triumph a reputable champion among their ranks, might have a lot of know-how to guide newer faces on the Sea of Thieves, or make inexperienced/weaker crews tremble and panic at the sight of them." It's an utter roll of the dice. I've seen cursed pirates run from PVP in adventure mode. The curses mean nothing.

    Never said they do, just as Legendary Thief or Arena cosmetics - and not part of my argument.

    The only reasonable argument I've heard not to do this is all childish gatekeeping of the curses for ignoble reasons. Anyone who wants to participate in on demand PVP wants to meet other people who want to participate in on demand PVP, not loss farmers. Kick the loss farmers out of the play mode by just giving them the curses so we can move on to shooting each other with cannons and stuff.

    And another strawman - happy sails.

  • @dragotech123 said in PvP - grinding allegiance with looses:

    @lem0n-curry said in PvP - grinding allegiance with looses:

    Ofcourse winning will get you more and things faster, but these reasons are not really of consequence for loss farmers are they ? They get the number of wins necessary to get the curses and stop playing the mode. People who are now not participating and want the curses might join the Hour glass battles for two weeks or so, or spend a session a week loss farming &c.

    Yes, they are of consequences for loss farmers. The consequences is missing on a faster rate of xp.

    The point was they won't care about these benefits because the allegaince they'll get will be sufficient. If they did care and act upon it they wouldn't be loss farmers.

    They might only get a win or two in if the other crew is better at losing faster 😁.

    People who like the mode but want the curses ASAP will loss farm to 100 and only then have the good faith PvP.

    So, the sooner we get the loss farmers out the better, right? After all many players already have stated that they want the curses and then not touch the hourglass anymore. Some players with the curses already said that they won't do the PvP diving ever again.

    So you take out the bit where I mentioned there will probably more loss farmers if the reward in allegiance is the same...

    Oh, that I can agree with the disagreement on the flat amount - to some extent. Only a slither of allegiance if all you do is sail towards the boundary and sink. The current amount if someone else does it for you if you also partook in the fight to discourage people asking others to set the course for their loss.
    A bit more for longer and active fights, but certainly not equal or even close to what a winner gets.

    Then it is still discouraging that putting so much effort still gives little xp, intense battles are supposed to be main attraction, right? So, a winner who just shot two cannonballs against a loss farmer will get more xp than the guy who lost a hard, intense and long fight giving everything they got? I don't agree.

    So, would you want to punish a crew because they are pitted against loss farmers ?

  • @lem0n-curry said in PvP - grinding allegiance with looses:

    The only reasonable argument I've heard not to do this is all childish gatekeeping of the curses for ignoble reasons. Anyone who wants to participate in on demand PVP wants to meet other people who want to participate in on demand PVP, not loss farmers. Kick the loss farmers out of the play mode by just giving them the curses so we can move on to shooting each other with cannons and stuff.

    And another strawman - happy sails.

    Not a strawman, an invitation. Please, give me one good reason not to just let the loss farmers have the curses so I can get into good matches on demand as the mode is intended.

  • @lem0n-curry said in PvP - grinding allegiance with looses:

    @dragotech123 said in PvP - grinding allegiance with looses:

    @lem0n-curry said in PvP - grinding allegiance with looses:

    Ofcourse winning will get you more and things faster, but these reasons are not really of consequence for loss farmers are they ? They get the number of wins necessary to get the curses and stop playing the mode. People who are now not participating and want the curses might join the Hour glass battles for two weeks or so, or spend a session a week loss farming &c.

    Yes, they are of consequences for loss farmers. The consequences is missing on a faster rate of xp.

    The point was they won't care about these benefits because the allegaince they'll get will be sufficient. If they did care and act upon it they wouldn't be loss farmers.

    I don't know, but I prefer to reward good faith players even if cheesers get the benefit than punishing the cheesers when that also punishes good faith players. Once again, it depends on the perspective, and the ideal way would be to have the system actually recognize who is trying and who isn't and reward them accordingly.

    They might only get a win or two in if the other crew is better at losing faster 😁.

    People who like the mode but want the curses ASAP will loss farm to 100 and only then have the good faith PvP.

    So, the sooner we get the loss farmers out the better, right? After all many players already have stated that they want the curses and then not touch the hourglass anymore. Some players with the curses already said that they won't do the PvP diving ever again.

    So you take out the bit where I mentioned there will probably more loss farmers if the reward in allegiance is the same...

    There would be more, yeah, sure, but to be honest I don't think it would be that bad. After allegiance was slightly increased and sailing other ship out of bounds still gave xp some players were worried that loss farming would increase drastically, but I don't see that they increased that much. And I also believe that giving a good ammount of xp after a loss would actually bring a good ammount of good faith players into the game mode, not exclusively loss farmers. And I believe that the number of players that were discouraged and left the mode because of little xp is much bigger than the ammount of loss farmers that exist. I don't have stats nor numbers, but I believe that's the case.

    Oh, that I can agree with the disagreement on the flat amount - to some extent. Only a slither of allegiance if all you do is sail towards the boundary and sink. The current amount if someone else does it for you if you also partook in the fight to discourage people asking others to set the course for their loss.
    A bit more for longer and active fights, but certainly not equal or even close to what a winner gets.

    Then it is still discouraging that putting so much effort still gives little xp, intense battles are supposed to be main attraction, right? So, a winner who just shot two cannonballs against a loss farmer will get more xp than the guy who lost a hard, intense and long fight giving everything they got? I don't agree.

    So, would you want to punish a crew because they are pitted against loss farmers ?

    Would you want to punish a player that gave everything they got and did an amazing performance in battle but unfortunately they still lost by rewarding them worse than someone who got an easy win?

  • @dragotech123 said in PvP - grinding allegiance with looses:

    @lem0n-curry said in PvP - grinding allegiance with looses:

    @dragotech123 said in PvP - grinding allegiance with looses:

    @lem0n-curry said in PvP - grinding allegiance with looses:

    Ofcourse winning will get you more and things faster, but these reasons are not really of consequence for loss farmers are they ? They get the number of wins necessary to get the curses and stop playing the mode. People who are now not participating and want the curses might join the Hour glass battles for two weeks or so, or spend a session a week loss farming &c.

    Yes, they are of consequences for loss farmers. The consequences is missing on a faster rate of xp.

    The point was they won't care about these benefits because the allegaince they'll get will be sufficient. If they did care and act upon it they wouldn't be loss farmers.

    I don't know, but I prefer to reward good faith players even if cheesers get the benefit than punishing the cheesers when that also punishes good faith players. Once again, it depends on the perspective, and the ideal way would be to have the system actually recognize who is trying and who isn't and reward them accordingly.

    Aye, I hated that people didn't get any rewards when they were sailed out of bounds by other crews.

    They might only get a win or two in if the other crew is better at losing faster 😁.

    People who like the mode but want the curses ASAP will loss farm to 100 and only then have the good faith PvP.

    So, the sooner we get the loss farmers out the better, right? After all many players already have stated that they want the curses and then not touch the hourglass anymore. Some players with the curses already said that they won't do the PvP diving ever again.

    So you take out the bit where I mentioned there will probably more loss farmers if the reward in allegiance is the same...

    There would be more, yeah, sure, but to be honest I don't think it would be that bad. After allegiance was slightly increased and sailing other ship out of bounds still gave xp some players were worried that loss farming would increase drastically, but I don't see that they increased that much. And I also believe that giving a good ammount of xp after a loss would actually bring a good ammount of good faith players into the game mode, not exclusively loss farmers. And I believe that the number of players that were discouraged and left the mode because of little xp is much bigger than the ammount of loss farmers that exist. I don't have stats nor numbers, but I believe that's the case.

    Yeah, we will both be guessing about those numbers; getting more allegiance (but not equal to winning) after losing a "proper fight" than shooting your pet and sailing out of bounds is not something I'm against. If it's possible to get into the game is another question, certainly when some people will find out what constitutes a proper fight and cheese that.

    Oh, that I can agree with the disagreement on the flat amount - to some extent. Only a slither of allegiance if all you do is sail towards the boundary and sink. The current amount if someone else does it for you if you also partook in the fight to discourage people asking others to set the course for their loss.
    A bit more for longer and active fights, but certainly not equal or even close to what a winner gets.

    Then it is still discouraging that putting so much effort still gives little xp, intense battles are supposed to be main attraction, right? So, a winner who just shot two cannonballs against a loss farmer will get more xp than the guy who lost a hard, intense and long fight giving everything they got? I don't agree.

    So, would you want to punish a crew because they are pitted against loss farmers ?

    Would you want to punish a player that gave everything they got and did an amazing performance in battle but unfortunately they still lost by rewarding them worse than someone who got an easy win?

    It does seem unfair - but they did lose, perhaps up the rewards for winning against an opponent who did have an amazing performance as well ? Give the loser 50-75% of the current win and the winner 125 - 150%. Something like that.

    Now, we need to get a way to get the devs some aspirin for the headaches they get for coding what would determine such a fight and something else for the support team that will be flooded with tickets about their fight not being recognised as a proper and amazing fight 😁.

  • @lem0n-curry said in PvP - grinding allegiance with looses:

    @dragotech123 said in PvP - grinding allegiance with looses:

    @lem0n-curry said in PvP - grinding allegiance with looses:

    @dragotech123 said in PvP - grinding allegiance with looses:

    @lem0n-curry said in PvP - grinding allegiance with looses:

    Ofcourse winning will get you more and things faster, but these reasons are not really of consequence for loss farmers are they ? They get the number of wins necessary to get the curses and stop playing the mode. People who are now not participating and want the curses might join the Hour glass battles for two weeks or so, or spend a session a week loss farming &c.

    Yes, they are of consequences for loss farmers. The consequences is missing on a faster rate of xp.

    The point was they won't care about these benefits because the allegaince they'll get will be sufficient. If they did care and act upon it they wouldn't be loss farmers.

    I don't know, but I prefer to reward good faith players even if cheesers get the benefit than punishing the cheesers when that also punishes good faith players. Once again, it depends on the perspective, and the ideal way would be to have the system actually recognize who is trying and who isn't and reward them accordingly.

    Aye, I hated that people didn't get any rewards when they were sailed out of bounds by other crews.

    They might only get a win or two in if the other crew is better at losing faster 😁.

    People who like the mode but want the curses ASAP will loss farm to 100 and only then have the good faith PvP.

    So, the sooner we get the loss farmers out the better, right? After all many players already have stated that they want the curses and then not touch the hourglass anymore. Some players with the curses already said that they won't do the PvP diving ever again.

    So you take out the bit where I mentioned there will probably more loss farmers if the reward in allegiance is the same...

    There would be more, yeah, sure, but to be honest I don't think it would be that bad. After allegiance was slightly increased and sailing other ship out of bounds still gave xp some players were worried that loss farming would increase drastically, but I don't see that they increased that much. And I also believe that giving a good ammount of xp after a loss would actually bring a good ammount of good faith players into the game mode, not exclusively loss farmers. And I believe that the number of players that were discouraged and left the mode because of little xp is much bigger than the ammount of loss farmers that exist. I don't have stats nor numbers, but I believe that's the case.

    Yeah, we will both be guessing about those numbers; getting more allegiance (but not equal to winning) after losing a "proper fight" than shooting your pet and sailing out of bounds is not something I'm against. If it's possible to get into the game is another question, certainly when some people will find out what constitutes a proper fight and cheese that.

    Oh, that I can agree with the disagreement on the flat amount - to some extent. Only a slither of allegiance if all you do is sail towards the boundary and sink. The current amount if someone else does it for you if you also partook in the fight to discourage people asking others to set the course for their loss.
    A bit more for longer and active fights, but certainly not equal or even close to what a winner gets.

    Then it is still discouraging that putting so much effort still gives little xp, intense battles are supposed to be main attraction, right? So, a winner who just shot two cannonballs against a loss farmer will get more xp than the guy who lost a hard, intense and long fight giving everything they got? I don't agree.

    So, would you want to punish a crew because they are pitted against loss farmers ?

    Would you want to punish a player that gave everything they got and did an amazing performance in battle but unfortunately they still lost by rewarding them worse than someone who got an easy win?

    It does seem unfair - but they did lose, perhaps up the rewards for winning against an opponent who did have an amazing performance as well ? Give the loser 50-75% of the current win and the winner 125 - 150%. Something like that.

    Now, we need to get a way to get the devs some aspirin for the headaches they get for coding what would determine such a fight and something else for the support team that will be flooded with tickets about their fight not being recognised as a proper and amazing fight 😁.

    Now that's something I can agree. Because also not all winners are equal. Some may be harcore PvPers that can curb stomp and some may have clutched that win thanks to a lucky factor. 125% - 150% For doing an even better job is something I support. In fact I'm sure other PvP games do the same, performance is recognized on both sides, and this hourglass mode would improve it drastically.

    Yeah, it would be a hard task for the developers, after all the hourglass mode encourages spawncamping (something that in other games is toxic but here is needed to secure the hull holes) and also all the progress made towards the objective of sinking the ship can be undone by the enemy repairing (because other PvP games cannot uncapture flags or reduce kill in team deathmatch, but SoT can reset everything). And with the problems already present of cheaters, hitreg and other stuff that they are working on, it will be a huge time investment from them to implement an effort recognizing system, but if it is integrated into the mode I'm totally sure the hourglass mode would be more appealing to more players and become less frustrating for some that already are participating.

    Edit: Also yeah, I wouldn't mind if 75% of a win xp is gained when losing if I managed to perform well. It's just frustrating that I get the same ammount of xp as a loss farmer after giving everything I got.

  • Man, ya'll making me think I should just loss farm.

  • @lem0n-curry a dit dans PvP - grinding allegiance with looses :

    Winning matches because you're loss-tanking doesn't make it Good Faith PvP though. You might stop doing that when the rewards are the same or when you have the curses, but you're part of the problem of why people feel that the MMR isn't working and are discouraged from playing the Hour Glass.

    Lol.

    No no no no no no.

    People farm loss BECAUSE MMR is broen, not the other way round.

    Loss farming is a symptom, not the disease. In good-designed systems, people don't farm losses, they enjoy the game. Ever heard of loss farming to get lootboxes and get that sweet Widow skin in Overwatch ? No. Because losing was rewarded and you'd eventually, realistically before months, get it by just playing.

    People farm losses in SoT because :

    • it is not competitive. Skill doesn't translate to wins. To much RNG factors, and bugs, and exploits. It's a mess.
    • MMR is broken (can you have MM in stamps where there are 30 people ? no). 1 chance out of 2 my next opponent is gonna stomp me so hard or can't even raise his sails and I'm gonna have to pursue him, and he'll reset every hole, and I wanna scuuttle already. Why bother ?
    • Rare is trolling us ("Lol it's too "hard" for you noobs ? Suck it up, we're nerfing allegiance gains post 100, we're making a hybrid ELO/streaks system abomination, we're making same faction fights a thing, so that your comms don't count. We're not communicating at all about those 700 hundreds posts here and on Insiders, we're just patting ourselves in the podcast for the good job that has been done. Cross stamp ? Yeah.... We'll adress that with hit reg eventually")
    • They're used to SoT disrespecting them so "cheesing" is already a BIG thing in this game. 100 vaults ? veils ? 1000 fish after we are Legendary Hunter ? Ok sure but I'm gonna bring my friend Netflix alongside. We're not in the 80's anymore where a game HAD to last us a year before the next one next Christmas.
    • And so on....

    But don't assume people take time to play a game while they don't care for it. If they're willing to go to such lengths, they LOVE SoT and are gonnna be around anyway. Iif they didn't care about the game, they'd have moved on already.

    We can continue to disrespect them.
    Or we can listen to them and see what's wrong, because whether we like it or not, they're gonna be around playing their favourite game too. With us.

    A lot will play legit if the system is fixed. After all, what's not to like about improving oneself while having fun ? Thing is neither is possible at the moment. Improving ? Not likely since the gap in skill is often too wide. Fun ? It IS fundamentally fun, but they put a long grind to it, making it unfun for those who can't make the numbers go up fast.

    Some ARE gonna lose to lvl 100, regardless. Do we want to encounter those 1000 times or just 150 before they leave us ?


    And just another consideration, let's say food for thoughts :

    I, and a lot of people do the same, will try to shorten fights if they're too long. After 15 mins, I begin to stop repairing or just give up.
    Is this loss farming ? Could it be considered loss farming ? I'd argue it is, too.

  • @jolly-ol-yep said in PvP - grinding allegiance with looses:

    @lem0n-curry a dit dans PvP - grinding allegiance with looses :

    Winning matches because you're loss-tanking doesn't make it Good Faith PvP though. You might stop doing that when the rewards are the same or when you have the curses, but you're part of the problem of why people feel that the MMR isn't working and are discouraged from playing the Hour Glass.

    Lol.

    No no no no no no.

    People farm loss BECAUSE MMR is broen, not the other way round. [ ... ]

    By doing so, they make the MMR function even less. And as the person I responded to mentioned, some are doing it not out of protest but to get easier matches. Take it up with him 😁.

    [ ... ] But don't assume people take time to play a game because they don't care for it. If they're willing to go to such lengths, they LOVE SoT and are gonnna be around anyway. Iif they didn't care about the game, they'd have moved on already.

    Probably some people who loss farm don't like PvP part, but love getting cosmetics.

    We can continue to disrespect them.
    Or we can listen to them and see what's wrong, because whether we like it or not, they're gonna be around playing their favourite game too. With us.

    A lot will play legit if the system is fixed. After all, what's not to like about improving oneself while having fun ? Thing is neither is possible at the moment. Improving ? Not likely since the gap in skill is often too wide. Fun ? It IS fundamentally fun, but they put a long grind to it, making it unfun for those who can't make the numbers go up fast.

    Or they can wait until Rare fixes the match making and introduce inter stamp battles.
    My guess is, even if that is added, there still will be people loss farming - hopefully less.

    Some ARE gonna lose to lvl 100, regardless. Do we want to encounter those 1000 times or just 150 before they leave us ?

    The answer is 0.


    And just another consideration, let's say food for thoughts :

    I, and a lot of people do the same, will try to shorten fights if they're too long. After 15 mins, I begin to stop repairing or just give up.
    Is this loss farming ? Could it be considered loss farming ? I'd argue it is, too.

    I would not call it loss farming per se, it's throwing a fight, yes, but at least you've put effort in. Fifteen minutes in a fight seems average to me; if one considers their changes of winning minimal, I'd have no issue with this - probably better for all involved than, for example, to run for another hour.
    It would be a shame though (for both parties) if the fight is exciting and could go either way.

  • @lem0n-curry a dit dans PvP - grinding allegiance with looses :

    Or they can wait until Rare fixes the match making and introduce inter stamp battles.
    My guess is, even if that is added, there still will be people loss farming - hopefully less.

    Some ARE gonna lose to lvl 100, regardless. Do we want to encounter those 1000 times or just 150 before they leave us ?

    The answer is 0.

    Then some people here are right. These shouldn't have been locked behind PvP.

    I'm not saying that though. What I'm saying is the fastest they get what they want, the fastest they stop "pollute" our matchmaking and MMR

    (But I'm not too worried about encountering people whose winrate is 2% with matchmaking getting better and better. THEY should be afraid of themselves... cause they're gonna be matched against each other.... without any knowledge nor practice of the "meta". I really don't want to be in their next 500 games cos' they'll be miserable)

    It would be a shame though (for both parties) if the fight is exciting and could go either way.

    It IS a shame. Happened to me more than once than a really good, but long fight was ended either by my opponent or me because "hey dude this is taking forever and I guess like me you have like 100+ planks, and we're both not good enough to consistently spawn kill until sink is secure, let's just roll a dice" or just give up if no communication.

    Because it it drags out too long, you just feel like you could have had 2/3 games in the meantime, hence 2/3 x more XP.

    And it's very coneected to farming losses too if we think about it.

    The biggest mistake here is to reward a flat amount of XP regardless of the duration of the fight. Reward 1 hour-long battles accordingly (like really, for example if we consider 15 min is the "normal", then 1 hour = 4 x the XP (for both winner and loser) that we have now. But don't be as stubborn as to divide it by 15 if the fight lasted 1 minute, that'd penalize the winner.

    For starters. THEN we can resume our discussion about how to properly reward losers, IF there still are loss farmers and unhappy-about-the-XP people

  • @jolly-ol-yep said in PvP - grinding allegiance with looses:

    @lem0n-curry a dit dans PvP - grinding allegiance with looses :

    Or they can wait until Rare fixes the match making and introduce inter stamp battles.
    My guess is, even if that is added, there still will be people loss farming - hopefully less.

    Some ARE gonna lose to lvl 100, regardless. Do we want to encounter those 1000 times or just 150 before they leave us ?

    The answer is 0.

    Then some people here are right. These shouldn't have been locked behind PvP.

    I'm not saying that though. What I'm saying is the fastest they get what they want, the fastest they stop "pollute" our matchmaking and MMR

    They might, but it will add loss farmers as well - people who do not want to spend time loss farming for a small amount of reputation might join their ranks when loss farming gains a significant amount, such as the same amount as winning.

    (But I'm not too worried about encountering people whose winrate is 2% with matchmaking getting better and better. THEY should be afraid of themselves... cause they're gonna be matched against each other.... without any knowledge nor practice of the "meta". I really don't want to be in their next 500 games cos' they'll be miserable)

    It would be a shame though (for both parties) if the fight is exciting and could go either way.

    It IS a shame. Happened to me more than once than a really good, but long fight was ended either by my opponent or me because "hey dude this is taking forever and I guess like me you have like 100+ planks, and we're both not good enough to consistently spawn kill until sink is secure, let's just roll a dice" or just give up if no communication.

    Because it it drags out too long, you just feel like you could have had 2/3 games in the meantime, hence 2/3 x more XP.

    Some more XP for some kind of fights yes, no to multiplier determined on the factor of time of an average fight.

    And it's very coneected to farming losses too if we think about it.

    Don't see it that way

    The biggest mistake here is to reward a flat amount of XP regardless of the duration of the fight. Reward 1 hour-long battles accordingly (like really, for example if we consider 15 min is the "normal", then 1 hour = 4 x the XP (for both winner and loser) that we have now. But don't be as stubborn as to divide it by 15 if the fight lasted 1 minute, that'd penalize the winner.

    For starters. THEN we can resume our discussion about how to properly reward losers, IF there still are loss farmers and unhappy-about-the-XP people

    For my position on the flat rate - see my replies above.

    It should not be on time though - else we'll have the never ending running / chasing because they'll get more rep for that.

  • I loss farm when I'm busy with other things, and I've had a lot of positive social interactions because of it. Unintentionally loss farming while trying is demoralizing. For every salty sweat concerned about the integrity of pvp, ten are just thankful for the win, because the mode is only populated by virtue of desire for the curses. Many tunes have been played on my sinking ship, and well wishes exchanged, which has been nice. I always enjoy a positive interaction in this game that's so full of negative ones.

    If you want it to be a pure PvP mode with everyone trying, losing to people until most players have their curses and get the hell out is probably the fastest way to make that happen. Then it can go to an activity 2% or so of players engage in, and be so sweaty, if you didn't get the curse early, good luck ever getting it.

  • @lem0n-curry

    At one point we need to stop caring about cheesers or we don't do anything and don't go anywhere.

    If you can't see how rewarding the same XP whether the fight lasted 1 min or 2 hours is THE big issue and is ENCOURAGING loss farming, I can't do much more.

    But don't we DARE reward losers/bad players accordingly, it really is better that they leave out of frustration rather than to give ways for 1% of the playerbase to cheese some cosmetic.

    It's not like there were dozens of thread with thousands of posts complaining about how too much is too much on these forums already.....

    Watch this mode become a meme and foresee the last 5 people playing it in 3 months, raging about queue times again and how they're matched with the same 4 ships over and over again

  • @jolly-ol-yep said in PvP - grinding allegiance with looses:

    @lem0n-curry

    At one point we need to stop caring about cheesers or we don't do anything and don't go anywhere.

    If you can't see how rewarding the same XP whether the fight lasted 1 min or 2 hours is THE big issue and is ENCOURAGING loss farming, I can't do much more.

    But don't we DARE reward losers/bad players accordingly, it really is better that they leave out of frustration rather than to give ways for 1% of the playerbase to cheese some cosmetic.

    It's not like there were dozens of thread with thousands of posts complaining about how too much is too much on these forums already.....

    Watch this mode become a meme and foresee the last 5 people playing it in 3 months, raging about queue times again and how they're matched with the same 4 ships over and over again

    I have to disagree, that's not the big issue... Top three to be sure, but not #1. Loss farming, in my mind, is symptomatic of pirates wanting the curses but not wanting ODPVP. It has been my opinion from the start, and I only see evidence growing, that ODPVP was, frankly, not desired by the community. It was implemented to bring arena refugees back into the seas. And largely, it worked.

    But the developers understood that the only way SBMM would work is if participation was large enough to support a standard distribution of skilled pirates. So they had to put the biggest honking carrot they could on the end of the stick to ensure everyone played the mode: phantom and skeleton curses. They needed to expose PVP to the largest audience possible in hopes that some pirates that dislike or fear PVP would be converted to enjoy it and participate in hourglass after they get the curses, so they put the most requested cosmetics ever behind the new game mode. I'm sure it worked for some, absolutely. Unfortunately, it seems, they underestimated just how much this community at large loathes PVP, and loss farming is the result of that decision.

    The #1 problem, in my opinion, is how to prevent hourglass from dying like arena did, with 3% play time. Once loss farmers get the curses, there's no going back. What, they're going to add new green and blue and red shades for the blessing and more cosmetics for skeletons? Nah, casuals just want the first one they can get then they're out. Do you really think casuals are looking at the mysterious stranger pieces and thinking, "man, I've got to grind out 100 more levels of this rotten mango for those!" Doubtful. Once players get the curses, then what? Then only the arena fans are going to be playing hourglass. Probably.

    So where does that leave us? I honestly expect one of three outcomes. 1) They leave it as is. Make the loss farmers stay as long as possible and hope they get taken under someone's wing (thank you @JJ-H816, sincerely for what you're doing with that pirate) or otherwise be converted to good faith PVP participants. Maybe give loss allegiance another small bump in one of a dozen ways but nothing too significant. 2) They adjust allegiance upward just so we zip it and leave ASAP so they can look at the real statistics of hourglass and decide what to do next. Perhaps with previously mentioned means of daily deeds, combat action tracking, letters or recommendation and such. 3) The introduce another way to gain allegiance/curses outside of hourglass/ODPVP in season 9 or 10 to appease the bulk of their community. (Probably not gonna happen.) Sure the PVP'ers will shriek violently about it, but they have ODPVP to play so ultimately few of them will rage quit the game in protest.

    That is the order in which I think it's most likely as well, that way brand new players also need to experience ODPVP to get the curses and perhaps convince them to stick around.

  • The balance needs some adjustment. Minimum rep should require shots fired. Hits and player kills need to add some rep with a limit to prevent encouraging spawn campers. The total rep for fighting and losing should still be less than that of a win. There's another problem, however. I've run into players who, rather than saving their ship, just spawn camp your ship after a loss to ensure you sink as well. If you're on an enemy ship when your ship sinks, you should be immediately kicked into the water and prevented from climbing back on in order to allow the victors to recover.

  • @zig-zag-ltu this comment is gold. the grind would be insane. quite literally.

  • @personalc0ffee said in PvP - grinding allegiance with looses:

    Man, ya'll making me think I should just loss farm.

    And me! 😅

    I didn’t realise some players are purposely tanking their ranking to get an easy streak of wins, or that losing lots in 1 hour is far more efficient to level up than winning just one hour-long match (which most of mine are.)

    I’m taking my time with Hourglass and playing when I feel up to it. It’s a high stress competitive mode I’m not overly great at, but I believe most of my battles (except a few) have been pretty equally matched and I’ve stood a solid chance of winning most.

    I just hope tanking your ranking doesn’t catch on by the wider community before Rare can address it; that will wholeheartedly kill my enjoyment for this mode and would be another time I’ve not solely focused on a part of a game when “it was easier” (such as when I started playing and enjoying Arena pretty late on after casual players dropped off the mode, only to leave TDM-ageddon)

    Preventing loss farming is a tough one for Rare to solve- if they think they even should solve it. I would suggest instead of awarding loss reputation for doing nothing but sailing away immediately, perhaps they could require a minimum time spent engaging / fighting / repairing (without encouraging spawn camping) or similar? 🤔

  • @zig-zag-ltu said in PvP - grinding allegiance with looses:

    @adara-haze Yeah I think that's true, but as far as I heard from people here, that cap is way above 20s or 30s. I think it kicks in past 50 or 80, but someone who has done it would need to confirm

    At level 90 it takes around 4 non-consecutive wins to level, not including HG selling bonuses. It takes 6 Ls to equal 1 basic W in xp. So you're looking at around 24 losses per level at that point. You can comfortably get in 7-8 losses per hour by just flagging up and sailing OOB (roughly 8 minutes). So, around 3 hours per level at 90. Flagging up, raising anchor, and flipping the HG takes between 30-45 seconds, depending on the outpost, so you're spending around 5 minutes an hour somewhat looking at the screen and clicking a few buttons. It's not a bad return on time investment, but I wouldn't try to grind to 100 like that. Great way to snag a level when you're not feeling the grind and are doing other things, though. I've farmed probably 20% of my xp on the way to 91 just watching movies and stuff.

  • @thetwistedtaste said in PvP - grinding allegiance with looses:

    I just hope tanking your ranking doesn’t catch on by the wider community before Rare can address it; that will wholeheartedly kill my enjoyment for this mode and would be another time I’ve not solely focused on a part of a game when “it was easier” (such as when I started playing and enjoying Arena pretty late on after casual players dropped off the mode, only to leave TDM-ageddon)

    This unfortunately isn't really possible. Can you explain to me, programmatically or watching a replay, whether a player is loss farming or simply... bad? Think about it. We've all crashed into rocks in adventure mode. We've all missed cannon shots. We've all failed to bucket that water off the boat. Heck, let's admit it, we've all accidentally fallen off the boat. How can rare detect a loss farmer, provided they turn the wheel, toss a bucket, adjust the sail, fire a cannon, crash into a rock, fall off the boat... oops.

    You can't ban players for being bad, and there is sadly no difference between a bad player, and someone faking being bad. Heck, I could just down two or three grogs IRL and unintentionally loss farm...

  • @ihiate said in PvP - grinding allegiance with looses:

    @zig-zag-ltu said in PvP - grinding allegiance with looses:

    @adara-haze Yeah I think that's true, but as far as I heard from people here, that cap is way above 20s or 30s. I think it kicks in past 50 or 80, but someone who has done it would need to confirm

    At level 90 it takes around 4 non-consecutive wins to level, not including HG selling bonuses. It takes 6 Ls to equal 1 basic W in xp. So you're looking at around 24 losses per level at that point. You can comfortably get in 7-8 losses per hour by just flagging up and sailing OOB (roughly 8 minutes). So, around 3 hours per level at 90. Flagging up, raising anchor, and flipping the HG takes between 30-45 seconds, depending on the outpost, so you're spending around 5 minutes an hour somewhat looking at the screen and clicking a few buttons. It's not a bad return on time investment, but I wouldn't try to grind to 100 like that. Great way to snag a level when you're not feeling the grind and are doing other things, though. I've farmed probably 20% of my xp on the way to 91 just watching movies and stuff.

    Yea, and if your goal is to just get 1 level a day, then 10 days is a very reasonable timeframe.

  • @lordqulex If you want to put the effort in, it's still 2x-3x faster to just play the game, unless you're really good and can consistently get high streaks. But that's raw time that you need to remain focused in. Honestly, I've gone from being meh on PvP to actually kind of enjoying it because of the HG. Very satisfying to pull off a good strafe and send your opponent down on an opening salvo. But it's also pretty satisfying when that fellow that's been having a rough go of it gets a win they really needed. I think there's a solid place for loss farming within the community. I kind of look at it as community service, tbh.

  • I go for wins, and I'm level 600 in the two factions combined. I have never ran into a loss farmer with either curse.

    Even if you aren't good, play it and try instead of loss farming. With enough effort and time, you will build your ability, and eventually will be win farming instead of loss farming.

    Also, if you're thinking about loss farming in the first place, I suggest to just not play the gamemode and find something that you actually enjoy doing in the main game. Trust me, the pixels get old after a couple of days, and you will have wasted a lot of time. Only play the gamemode if you find it enjoyable, and let the rewards be another plus to that. Don't feel like you need to pay for the curses with your time, have fun doing it or don't waste your time at all.

  • @lordqulex said in PvP - grinding allegiance with looses:

    Not a strawman, an invitation. Please, give me one good reason not to just let the loss farmers have the curses so I can get into good matches on demand as the mode is intended.

    Rare just give me all of the ghost ship cosmetics, I don't want to have to grind veils!!! Give me the reward so I don't have to do the piece of content it is designed around!

    Do the content you enjoy, don't just loss farm for a couple of pixels. And if you for some reason want to spend time doing something you hate for a silly cosmetic, loss farming shouldn't be an option. You don't get progress towards legendary cannons by sailing up to a fleet and then sinking, or progress towards all of the fishing commendations by casting your line and then failing to catch the fish every time.

  • @ihiate said in PvP - grinding allegiance with looses:

    @lordqulex If you want to put the effort in, it's still 2x-3x faster to just play the game, unless you're really good and can consistently get high streaks. But that's raw time that you need to remain focused in. Honestly, I've gone from being meh on PvP to actually kind of enjoying it because of the HG. Very satisfying to pull off a good strafe and send your opponent down on an opening salvo. But it's also pretty satisfying when that fellow that's been having a rough go of it gets a win they really needed. I think there's a solid place for loss farming within the community. I kind of look at it as community service, tbh.

    I'm glad for you, I really am. I'm not railing against hourglass, I think overall it was an excellent implementation and it did bring players back to the game. But it's really not faster to just play. The Elo rating system is designed to find you matches with pirates of equal skill. Those matches tend to take longer than the lopsided ones. And in those 60+ minute long matches, it really is faster to lose 10 times than to be a good faith participant. You can sail out of bounds in 3m 40s, and if there's an island or rocks nearby you can crash and sink even faster (in a sloop). If you're in a lopsided match the loss is real fast, and gets the winner a whole lot more allegiance than the loser. That's the point we're trying to make: the system is broken and heavily favors highly skilled players, and really needs to stop doing that if it's appeal is going to remain to pirates after they earn their curses.

    Some people have less raw time than others, and those pirates' time needs to be respected by Rare. Two pirates play a match that last an hour plus. The winner moves on to the next round, while the loser only had an hour to play. The loser may not feel that was time well spent and not play hourglass again because it's not a good use of their time. If Rare rewarded more allegiance per loss, and you could make some real progress even with little play time and little skill, those pirates would remain good faith participants in hourglass.

  • @pugawuga216 said in PvP - grinding allegiance with looses:

    I go for wins, and I'm level 600 in the two factions combined. I have never ran into a loss farmer with either curse.

    That's because if you're loss farming and get the curse, you don't play hourglass again. They're in it for the curse and that is all.

  • @pugawuga216 said in PvP - grinding allegiance with looses:

    @lordqulex said in PvP - grinding allegiance with looses:

    Not a strawman, an invitation. Please, give me one good reason not to just let the loss farmers have the curses so I can get into good matches on demand as the mode is intended.

    Rare just give me all of the ghost ship cosmetics, I don't want to have to grind veils!!! Give me the reward so I don't have to do the piece of content it is designed around!

    I'm going to take a beat here to say that while the presentation was childish, it was a good point. This is a game and the rewards should not be given the should be earned. I worded that request quite poorly and you delivered. You've earned a tip of my hat sir.

    Do the content you enjoy, don't just loss farm for a couple of pixels. And if you for some reason want to spend time doing something you hate for a silly cosmetic, loss farming shouldn't be an option. You don't get progress towards legendary cannons by sailing up to a fleet and then sinking, or progress towards all of the fishing commendations by casting your line and then failing to catch the fish every time.

    The challenge is the curses are highly desirable by large swathes of the community. I have been saying since the get go putting the curses here was a bad idea and loss farming is the result of that bad idea. Players want the curses. Players hate PVP. The intersect of those two groups will either not touch hourglass and live with the FOMO, become good faith participants in hourglass, or loss farm to get the curses. Seems to me like most pirates are a-ok with option 3. 🤷‍♂️

    Loss farming is what happens when the desire to have the curses is larger than the desire to be a good faith participant in PVP. I believe a large contingent of the community are in that place. In my opinion, the best option is to increase allegiance gains. That will do two things: First it will convert some of the loss farmers into good faith PVP participants because losing a long battle is no longer punishing the losing player, and second it will get the loss farmers out of queue faster, letting pirates who want ODPVP get it more often.

  • @lordqulex The elo system is nonexistent as far as I've been able to tell. A couple things I've found that speed up the grind if you're not great at PvP. If you're actively playing, don't loss farm. Name your ship something to indicate you'd like to play dice (my main grinding ship is Raise Sails For Dice). I've found about 30% of players will raise sails on me, and I've never had someone not honor the roll if we actually get to the roll without a blundy to the face (only happened a couple times). So that right there gives you a way to score some wins, and its as fast, if not faster, than intentionally sinking. Always expect a fight, and don't go out of your way to try to get someone to play and get yourself in a disadvantageous position, but be ready to play if they signal interest. Also, never buy supplies. A battle should never take 60 minutes. If it's lasting 15+, it's time to sail oob, or stop repairing. The absolute worst battles are those that constantly reset after a couple holes are poked. Find a battle were someone will engage and a winner will be found quickly, even if it's a loss. A few good hits on a mast can get you into position to get the W pretty easily in those fights, and vice versa.

    If you're not actively playing, then yeah, loss farming is the way to go.

    The implementation is absolutely broken in how much it rewards speed vs effort and quantity vs quality, but that's the system we have, so that's how it should be approached. Whether it means being sweaty to get the kill quickly or just taking the L, speed is always king. Honestly, I don't think the grind has been that bad once I found ways to work within the system we've got, and I'm not the least bit sweaty.

  • @ihiate said in PvP - grinding allegiance with looses:

    @lordqulex The elo system is nonexistent as far as I've been able to tell.

    It exists, I can tell during peak hours and high participation days (like today). But on normal days and low population times, the engine errs on matching you quickly, not fairly. That's another reason loss farming is a thing: sometimes it's unintentional. 🤣

    The implementation is absolutely broken in how much it rewards speed vs effort and quantity vs quality, but that's the system we have, so that's how it should be approached. Whether it means being sweaty to get the kill quickly or just taking the L, speed is always king. Honestly, I don't think the grind has been that bad once I found ways to work within the system we've got, and I'm not the least bit sweaty.

    Yuuuuuuuuuuuuuuuuuuuuuuuuuuuup.

  • I ground out 3 levels in two hours this morning with minimal effort. My wife took the kids out and I started to play maximum effort and the first battle lasted 30 minutes and lost. We even ended it early, it could have easily gone for another 15-30 minutes. I could have had another half level by now.

    Sorry Rare, you've got to fix this. The game rewards quick matches and not good matches. The system is encouraging us to loss farm.

  • @lordqulex haha I knew it, see rare fix your damn matchmaking on hg or make it so its automatically opts players in pvp.

    With pvers and pvpers combined that how you fix your match making.

    Also make defending more worth it.

    For now we're continuing to loss farm cause screw this mode sweats can have fun watching loss farmers

  • @lordqulex then they shouldn't be in it at all. Use your time playing videoGAMES to have fun.

  • @steppingfish438 said in PvP - grinding allegiance with looses:

    @lordqulex haha I knew it, see rare fix your damn matchmaking on hg or make it so its automatically opts players in pvp.

    With pvers and pvpers combined that how you fix your match making.

    ...that's called adventure mode...

  • @pugawuga216 said in PvP - grinding allegiance with looses:

    @lordqulex then they shouldn't be in it at all. Use your time playing videoGAMES to have fun.

    I don't usually engage with still statements like this, but

    1. You don't get to tell me what to play or how to play.
    2. This is what Rare gets when they put highly desirable cosmetics behind wildly unsustainable play modes.
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