Not taking the Hourglass seriously is so much more fun than trying.

  • The divide between PvErs and PvPers has been present in Sea of Thieves from the very beginning. The forums constantly alight with fires of "Griefers" who roll up and steal a whole night of effort, PvPers who pick on people doing tall tales where the answer is always "pirate game" or "It's not sea of friends". It's always seems it's the PvPers picking on PvE, despite being such a small percentage of the playerbase.

    The introduction of the hourglass (and the correlated factions... not to mention the two most desired/sought after curses) has caused even more rifts in the community. Not to mention with the amount of grinding it requires highly encouraging hackers, exploiters and all manner of people just trying to get the rank. Much to the anger of many PvPers who say one should "earn" the reward. This brings me to the topic of loss farming.

    Initially I figured it couldn't really be worth it, losing a bunch of times in order to try getting faction up faster instead of grueling out the fight. But I decided to try fighting it out a few times first. It is so painfully boring. Not only is the community for PVP so unbelievably toxic, the game is rife with double-gun exploiters, hackers and everyone knows the hit-reg is terrible. Spending 15-20 minutes chasing someone, repairing, bailing, shooting. As a solo-slooper I found myself getting so tired of it I was beaching myself after a while. I started to read the forums and see how angry loss-farming was making so many people who want to fight, or feel that the curses should be "earned" as a status symbol, and then i saw people coping with "at least I get fresh supplies".

    So I developed a new strategy in the hourglass. I buy a storage crate. Empty my entire ship, dump the crate on the shore as my gift to whomever spawns or arrives at the island next and sail into battle. No repairs allowed, No cannons, nothing. I take the battle head-on (literally). Once the initial ramming happens, I board and try to sink them. If that doesn't work. Anchor, set my ship on fire and go next. 3 minutes in, 3 minutes out. I get xp for the loss, they get xp for the win, they spend x cannonballs and supplies on sinking me only to get nothing afterward to restock. This removes any temptation for me to prolong the fight as well.

    My ramming strategy wins ~40% of the time so far. my levels haven't been slow, (I'm almost halfway to my curse in 2-3 days) and when I give up, some people appreciate the free win. Others get super salty, calling me an L-farmer and it's even funnier when i get to hear them get angry about the lack of resources. Taking this mode completely non-seriously has been an absolute joy to me, and much easier to get the curses for myself while saving the mental strain of prolonged PvP. To those that take the wins with joy, you're welcome! I hope you get the curse much faster! To those that get my crates of supplies, 5000 gold well spent and to those who get upset about loss-farmers and "wasting supplies". I just want to say... "Pirate game". I'm not robbing you of your gold... I'm robbing you of your glory. and losing my way to the curses makes it even funnier. It's like the Pirate Lord himself has said. "It's not about the gold, it's about the glory". Welcome to the sea of thieves!

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  • @queenslimesi

    Love it.

    No notes.

  • 40% dubs on the ram is some good deck fighting skills in hg

  • @wolfmanbush

    Haha, thank you. I consider it's more likely they are just confused and surprised since they are trying to gun me down, or light up with cannons. I consider my PvP skills to be average. I can do it quite handily, I just really prefer not to.

  • Quick disclaimer before I begin, I don't consider myself a hard pvp player, but I still enjoy it from time to time. I will start chases and hunt others when I feel like it, although the frequency of me "feeling like it" is really once in a blue moon. With that said...

    I think the mode causes these rifts between players precisely because it's not pvpve. Sure it has aspects of both play styles, but ultimately you can tell which is the dominant and overpowering play style. When everything in the game is meant to revolve around pvpve, and the devs contradict their own beliefs and ideals on allowing both play styles, having a mode that caters to a specific group is bound to be met with push back. It shows how imperfect and inconsistent this mode is.

    Regardless of this issue, you have the right mind set. Personally I found there are 2 ways to truly progress hourglass: 1. One stops worrying about grinding it seriously, and just flow through it, win or loose. 2. Set up goals for yourself, it becomes much more doable when you set up milestones such as "1 rep up a day, or 10 rep ups in a week." instead of literally pushing levels out for hours non stop to get to 100 quicker.

    Neither of these ways should have to be viable though, the fact that they are, also shows how rough of a mechanic hourglass is, you need to change your perspective just to make it acceptable.

    On my way to 100, the first 50 or so lvls I was good, but after that it become a real hassle to continue leveling it up, I felt sick of it. I used the milestone method, I set myself up to gain 1 rep lvl a day, except for weekends (Friday- Sunday) which I would try to grind for 3 rep lvls a day. At minimum, I needed 10 rep lvls per week, so if I took a day off, it would have been fine. Overall, I would gain 40 rep lvls per month. I continued this method onto my 2nd faction, and in roughly 2 months, I had also gotten it to 100. However, after reaching 100 I just gave up, from time to time I still jump in with the method you suggested. I don't have such a large goal in mind, and win or loose idc anymore, I jump in with the resource I have on hand, and just try to have a good short fight, I run out of resources, and it's game over for me, I scuttled, I don't have time to be wasting passed the amount of initial resources the game provides for me. With these methods, I have reached 103 in one faction and 140 in the other.

    With that said, I recommend a little bit of both, don't take the mode seriously but also set yourself some milestones. That way, you won't be burning yourself out in a week from repeatedly farming like a mad lad, and you won't feel the pressure of loosing a battle as what you have to loose is nearly non existent.

  • To be honest these are all good observations.

    I noticed I preform a lot better in most PVP games if I ..just don't care. No stress, no pressure just playing. Somehow it helps to do better calculated decisions and not get tilted. Normally something goes wrong, you start stressing, which usually leads to more mistakes.

    Same in the main adventure, I stopped caring completely about loot, but obviously not the point where I just give it away. Can now take on bigger crews more comfortably.

  • I'm trying to goal one hg dive per session. But I forget and just leave lol. I've had some fun getting sunk in HG.

  • I'm trying to goal one hg dive per session. But I forget and just leave lol. I've had some fun getting sunk in HG.

  • At least we have a pirate who is thinking outside the box.

  • @queenslimesi said in Not taking the Hourglass seriously is so much more fun than trying.:

    @wolfmanbush

    Haha, thank you. I consider it's more likely they are just confused and surprised since they are trying to gun me down, or light up with cannons. I consider my PvP skills to be average. I can do it quite handily, I just really prefer not to.

    Oh no, you're selling yourself really short. Average CqC skills and no naval wouldn't give you a 40 % winrate in HG. With only the initial ramming doing damage means that you'd have to spawncamp your opponent for 3 lives at the very least and get lucky that your opponent didn't create too much holes in your hull and / or chainshot your mast before impact.

    That is a really impressive winrate.

  • @grog-minto

    It is definitely a matter of big RNG even if everything goes according to plan for me, for sure. Either way, thank you for the compliment.

    The only thing that really needs to change is to get rep for scuttling. (I know this will bring out the "then people will just instant scuttle for loss farming") but... tbh that's the fault of Rare and the players. There's been a number of times where someone HAS gotten the better of me, they board me and repair my ship/bail the water and we spend time fighting. Even if I win, i have to raise my anchor, put more damage in and by that point we're usually fighting again. They're abusing the lack of scuttle rep by not trying to win, instead trying to make people scuttle so they don't get anything, which is definitely not intended either.

  • @queenslimesi I've not met one of those pirate yet tbh. Seems to me like a poor use of their time. :O
    I don't think that we will get rep for scuttling tho, Rare seems to really want us using the feature as designed.

  • @grog-minto

    It does seem that way, but in that regard it's being abused from the other side and not 'used as intended'. Where you give griefers a place to grief, they will. Even if I dont care about scuttling and losing out on the rep, I can definitely see this behavior driving lower-skilled people actually trying to do their best away from the mode, making it go the way of Arena. "Tools not rules" only works if people can't abuse the tools, which has been Rare's struggle since day 1 about 5 years ago. PvP and PvE just don't mix and every attempt to make them mix has never actually worked out as well as we'd like.

  • @queenslimesi I really dislike the discourse that separates players in either PvE or PvP only. I really disagree about PvE and PvP being unmixable since PvPvE games are my main genre. They definitely can mix very well.

    Regarding Hourglass specifically, I think it's mainly a matchmaking and progression problem. The grind is way too long until meaningful rewards and the player population isn't healthy enough at the lower end of the skill spectrum to offer a welcoming experience.

  • @grog-minto

    The biggest issue with PvPvE is that they are (most commonly) two very different types of gamers. And often the fun of one, comes at the expense of the other. If that weren't the case, we wouldn't see near-constant requests for PvE servers. But that also comes with the challenge that those same griefers would just go over there and be invincible to gunfire while kegging PvErs. Griefers only come from one of those camps, unfortunately, that's just undebatable. I just believe Rare should've avoided the entire issue and made the curses obtainable through both a PvP and a PvE method to let people have what they want without having to contest with a mode they absolutely hate with the intended grind of months and months. And honestly, it should be the case going forward. Let PvPers get all the stuff they want from PvP and let all that same stuff be accessible through a different means/commendation for PvE and avoid the drama and hassle.

  • @queenslimesi I definitely agree that griefers come from the pvp end of the spectrum. The more a player is PvE inclined, the most likely they are not to look for player interactions.

    The way I see it, PvPvE is a spectrum. I'd say that most players are somewhat in the middle, just slightly more PvE or PvP leaning but enjoying both at various degree. If you arbitrarily separate them, you'd find yourself with two groups, but they wouldn't accurately describe most of the players within it.

    HG wasn't a brillant idea in my opinion. As is, from my PvPvE'r point of view, anything that tends to separate PvE and PvP activities.

    I think we just don't see the game the same way.

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