Suggested Changes for Hourglass

  • Good day!

    So during the Gold and Glory weekend I trudged through a bunch of hourglass battles to get the 40 levels I needed to be able to buy the Obsidian Skeleton Curse.

    I do really enjoy the concept of HG Battles... but at the same time, the mode could use a lot of TLC to make it truly exceptional. Here are just a few concepts that my crew @PaulKenobi85 and @caput1700 were discussing.

    • Provisional Emissary Flags: It is very frustrating when you are in an HG Battle, and you can't get progress on the Emissary Flag Turn Ins. So Paul had the idea that when you activate Hourglass, the appropriate emissary flag is automatically raised. If you Currently have a Guild, Reaper or Athena Flag up nothing changes... if you have another Emissary Flag up (OoS, GH, M) it will not let you activate HG. And if you don't have access to the Emissary Flag (Cuz you haven't bought it at Reapers, or you haven't gotten to lvl 15 Athena) a "Provisional Emissary Flag" is raised.
    • "Scoring System": This isn't really a score to determine the Winner or Loser... but more a method to provide more reward for longer (Active) matches, and give a little more reward for actively participating in a battle instead of just loss farming. Basically, utilize the system that was done in Arena with the points for Cannon Shots, player kills, etc, as a "hidden" metric to keep track of how active a ship was during a battle. The battle will still have the winner be the ship that didn't sink, but also give the loser more rep if they were actively participating. This shouldn't be a method of just kill/hit farming... but used to provide more Rep for the loser if they were actively involved in the fight, and more reward for the winner if it was a drawn out brawl... IE: It is silly that you can gain more consistent rep from Loss Farming than having a long evenly matched battle.

    Total Rework idea: I have mentioned this before, but wanted to refine it a bit: Have there be a difference between 1 on 1 battles, and the Invasion mechanic.

    • 1 on 1 Battles: This would work mostly with how the game is currently handling HG Battles. However, instead of diving to a match and then joining a random server in one of the possible HG Battle locations, this would take both ships into the Sea of the Damned in a set arena... conceptually I was thinking the Sea of the Damned version of the Sea Dog Tavern. This would make a lot of the people who want true 1 on 1 battles happy, since you won't need to worry about your battle being interrupted by another ship. But it would also prevent people from being able so set up scenarios where they are able to put their ship in an unsinkable location. Just outside the battle circle, have a place where they can restock their supplies, turn in flags, and lower HG if they decide they don't want to continue. They can then either vote on the map to dive again, or if they lower a portal to the High Seas will open for them.
    • New Invasion System: Make this be a little more like Invasions in other games. When a Guardian of Fortune ship activates but doesn't dive: They are now marked for invasion. Their goal is to collect treasure, building up their treasure grade. As soon as they collect a non supply crate/emissary flag treasure item, they are placed in the queue to be invaded. When a Seeker of the flame ship activates HG, they should have 2 options on the table (Like when it's a Champion Boat): Dive to Battle, or Invade. The Treasure Grade system would need to be reworked for this, but basically the higher the treasure grade, the more Rep the Guardian ship will get for sinking an invader, but also the more rep the invader gets for sinking them. (NOTE: The Seeker could also collect treasure in this mode if they desired and would also be able to get a treasure grade). With this mode, BOTH ships would be marked on the Map (For each other... complete with the current Treasure Grade). The Treasure Grade would NOT go down if a Ship sells treasure, but they also cannot lower their Hourglass till the other ship sinks. This mode would help people with the mileage commendations, the completing voyages/world events with HG Active. But also could make the battle a bit more dynamic. The rep gained for sinking would need to be a bit more substantial in this mode, and have the "Multiplier" be done with the Treasure Grade both the ships have collected. It could be interesting to have the actual treasure claimed also count for reputation with the factions... but since some ships may play it more safe, it would probably be more consistent/fair to treat it more like the Rituals with the Burning Blade. (Like if you sunk a Treasure Grade 5 ship, you would get rep for the sink, and your HG turn in would reflect that. (NOTE: the "Streak" system would need to be slightly different for Invasion battles vs the dive to 1 on 1 battles).

    Again, I really like the concept of the HG Battles... but there really needs to be more methods of using the system to do more stuff/provide more reward for active time than running away, etc. Plus I think a Hunt Down a ship mode would be fascinating.

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  • I don't have any problem with any of these ideas, but if they want to instantly improve hourglass all they need to do is add a time limit to matches.

    Being able to cycle through matches against different opponents without having to waste 45 minutes circling in a constant deadlock or chasing people who constantly reset or run away would improve the mode immensely more than adding new features without addressing this main problem.

    This would also fix the problems with loss XP being terrible the longer your fights go on, because you are guaranteed to only play each match for 15 minutes (or whatever the limit is) or less.

  • 1 on 1 Battles: This would work mostly with how the game is currently handling HG Battles. However, instead of diving to a match and then joining a random server in one of the possible HG Battle locations, this would take both ships into the Sea of the Damned in a set arena

    That would be a separate game mode, which is exactly why Arena failed; It was separate, and took time and resources.
    So nah.

    And if, if they were to bring it back, and make it a separate game mode; It should have reduced rewards.
    Because a 1v1 private arena has less risk than open PvP. It's the same theory behind the draconian Safer Seas punishments.

  • @d3adst1ck such a terrible take, most hg fights do not take that long, and once you learn how to spread they can go much faster. Secondly, this change would penalize two good crews for both being well-matched. Finally, what do you propose happens after the 15 minutes elapses, should both boats sink, do both servers merge and lose out on rep?

  • @itzeggward said in Suggested Changes for Hourglass:

    @d3adst1ck such a terrible take, most hg fights do not take that long, and once you learn how to spread they can go much faster. Secondly, this change would penalize two good crews for both being well-matched. Finally, what do you propose happens after the 15 minutes elapses, should both boats sink, do both servers merge and lose out on rep?

    Competitive games have time limits. Sports have time limits. Sometimes teams are evenly matched and tie.

    After the time limit award reputation, keep streaks if any, and merge attackers out. Defenders stay on the server.

  • @d3adst1ck Honestly, now that I think about I don't hate it. My favorite fights have been 45 mins to an hour so it would be painful to lose out on those, but it might make hourglass more popular which is more important.

  • @itzeggward said in Suggested Changes for Hourglass:

    @d3adst1ck Honestly, now that I think about I don't hate it. My favorite fights have been 45 mins to an hour so it would be painful to lose out on those, but it might make hourglass more popular which is more important.

    Long fights can be good and a lot of fun. Sometimes they aren't, and are frustrating when you're just chasing people around or just in a constant stalemate that isn't going anywhere until someone runs out of supplies (which can take awhile given the number of supplies some ships have now).

    Cycling through matches faster would be better for Hourglass health for sure.

  • @guildar9194 Yeah it basically would be a separate game mode... but being able to access it within the High Seas still lets it fit within the current way things work. Just like Diving to Monkey Island is technically a separate game mode.

    I have third Partied a LOT of ships, and they always get frustrated, and I have been third partied as well... but also have dove to a bunch of people that have figured out ways to place their ship in a cheeky position to give them a LOT of edge in the battle.

    I don't like a time limit, but I think the win/loss rep gain should be higher for those longer fights... which is why I think some system to register how active the ships were (IE: if a ship just sailed in a big circle the entire time, not firing a single cannon, just making failed boarding attempts again and again before finally sinking, wouldn't get as much rep as a ship that landed 50 cannon hits, and just messed up that last bucket.) should determine the rep gain. (Not a rep gain per cannon shot, or player killed... but the metric would give Total rep based on overall performance).

  • @d3adst1ck I've found that spreading front to back and forcing the helm downstairs is the best way to break a stalemate, even if you let them take cannon for a shot or two. Also if you pair a good spread with the new insta boarding on the main three holes you can force a team off cannon and off helm adjustments to break stalemates fast.

  • @reverend-toast yeah I know a lot of people would like a separate game mode but it is just to big of a risk. I already know hg isn't popular, but rare doesn't have to worry about it because the mode only makes them render small dive waiting rooms. Hourglass is the only reason I play this game and it's connection to adventure is rares greatest innovation. right now rare is content to let the PVP community do its own thing but once hg comes at the expense of its bottom line they will remove it rather than invest in the comp community.

  • @reverend-toast said in Suggested Changes for Hourglass:

    I don't like a time limit, but I think the win/loss rep gain should be higher for those longer fights... which is why I think some system to register how active the ships were (IE: if a ship just sailed in a big circle the entire time, not firing a single cannon, just making failed boarding attempts again and again before finally sinking, wouldn't get as much rep as a ship that landed 50 cannon hits, and just messed up that last bucket.) should determine the rep gain. (Not a rep gain per cannon shot, or player killed... but the metric would give Total rep based on overall performance).

    The problem with basing reputation gain on "performance" is that it can be easily abused to farm points, which is an overall negative. It's the same issue that plagued Arena 2.0. Find a weak opponent, farm them for points for maximum gain.

    If any performance is to affect XP gain, it should be for the loser only. This would still incentivize the win, and deincentivize loss farming since actually putting in an effort even if you lose would be more rewarding.

    Increasing the amount of rep you get for fighting longer just incentizes "fighting" longer, which includes running away, peeling off to reset constantly, etc... It also ties into the farming problem above - you could keep a weaker opponent "alive" for longer just for the extra XP. The total win XP should always be capped, the losing XP should be on a sliding scale, and there should be a time limit.

  • @d3adst1ck Its not points that I am suggesting, its just performance, so if you spent the entire match just hitting the mast over and over again with a cannon, it isn't going to make your total go up.

    So for example: You lost the match, it went on for 20 min, but you didn't spend any point of the match fleeing, or even resetting... so instead of getting 1/20 of a level (Before streak/emissary bonuses) in HG you got an entire half level... the winner got an entire level instead of 1/3.

  • @reverend-toast said in Suggested Changes for Hourglass:

    @d3adst1ck Its not points that I am suggesting, its just performance, so if you spent the entire match just hitting the mast over and over again with a cannon, it isn't going to make your total go up.

    So for example: You lost the match, it went on for 20 min, but you didn't spend any point of the match fleeing, or even resetting... so instead of getting 1/20 of a level (Before streak/emissary bonuses) in HG you got an entire half level... the winner got an entire level instead of 1/3.

    Why should the winner get an increase though?

    If I can tell that I'm facing an inexperienced pirate, why wouldn't I drag the match on longer on purpose so I can get 2/3rds more of a level for basically not trying to win?

    This is creating the opposite of loss farming.

  • @d3adst1ck That is why I think there should be a hidden metric that determines the activeness of the match. Like if a ship is consistently trying to catch the "runner" they should be rewarded when the runner is not.

    If the winner just got the win due to some weird fluke, but they themselves weren't engaging at all they should as well. But if you have two extremely solid crews, consistently cannoning, repairing, bilging, rotating, adjusting, playing a perfect game that gets drawn out due to both crews skill level, they should get more reward than a crew that gets a win purely because the other crew was loss farming.

  • @reverend-toast said in Suggested Changes for Hourglass:

    @d3adst1ck That is why I think there should be a hidden metric that determines the activeness of the match. Like if a ship is consistently trying to catch the "runner" they should be rewarded when the runner is not.

    If the winner just got the win due to some weird fluke, but they themselves weren't engaging at all they should as well. But if you have two extremely solid crews, consistently cannoning, repairing, bilging, rotating, adjusting, playing a perfect game that gets drawn out due to both crews skill level, they should get more reward than a crew that gets a win purely because the other crew was loss farming.

    A hidden metric is not a good idea for a competitive mode. You have no idea if the game thinks you're performing well or not, and your end game experience is going to appear random because you have no idea what is being recorded. You might win a match and think you did well but your XP was less than a previous round for unknown reasons. How are you going to track a runner vs a chaser and differentiate that between two ships that are just doing circles? This is getting into complicated math territory that the server has to run. I think simpler is better in this case.

    That is why only the loser should get an adjusted reputation value. If you win, you won and you know that you'll get a specific amount of reputation for it. If you lose, you know that you'll get a baseline value with a bonus amount based on performance, but you can't "game" the system to increase this amount beyond what you'd get for just winning.

  • @d3adst1ck Yeah, but seriously... only getting 1/3 of a level for a win... is crazy low, especially with trying to get to 1000.

    If they made a win a guaranteed level, that would be one thing... but if you can get a match, sink, repeat 20 times in an hour, but only get 1 win in an hour in a drawn out match.... losing is more consistent than winning... which shouldn't be the case.

    having something that judges you, and will reward you accordingly would give reason to engage instead of loss farm... yeah it will still happen, but giving incentive to NOT cheese the game will make the matches more rewarding for everyone involved.

  • @reverend-toast Losing won't be more consistent if losing while trying can gain more XP and the rounds have a timer to increase the XP/hour for ships that are actually fighting. Loss farming is only viable because it's quicker than trying for 45 minutes and losing anyways and getting the same XP.

    If you're guaranteed to only be fighting for 15 minutes, and you can either get a win or a loss+ (which might be close to win XP if you go the full 15) by trying to win, you'll get more XP on average than by just loss farming.

  • @d3adst1ck Yes, but the fights longer than 15 min can be quite fun... especially when you are fighting an evenly matched crew that is also actively trying to win... and having a timer cuts that.

    What happens if both ships are still standing after 15 min? Do they both sink? Does an announcer voice yell "DRAW!" This would work if they were transported away from the High Seas, but trying to implement it in the current game would be very clunky and in many cases more dissatisfying to the participants. (Especially if both sink).

  • @reverend-toast Already explained it above.

    Long fights can be fun. They can also be terrible. For the health of hourglass, I think it's better to get players in and out quicker.

  • @d3adst1ck You just said attackers leave, defenders stay... but most HG battles have both diving to a server. How would it decide? Does it fix both ships? Do they both dive and then forced to immediately go into another match? what if they used all their supplies on that match? What if both ships are on the verge of sinking and the ship "diving" off the server then hits the ship desperately bilging causing the one hole that would take them over?

    If a time limit was put in there, it really would need to be in a separate arena than on the High Seas, or else there could be all sorts of unfairness depending on how the game handles a draw.

  • 1 on 1 Battles: This would work mostly with how the game is currently handling HG Battles. However, instead of diving to a match and then joining a random server in one of the possible HG Battle locations, this would take both ships into the Sea of the Damned in a set arena..

    So they would have to create a whole server in the SotD...like Arena use too...

    if you have another Emissary Flag up (OoS, GH, M) it will not let you activate HG.

    So..nobody will wanna Defend because nobody will wanna invade someone who is using those flags either.

    "Scoring System": This isn't really a score to determine the Winner or Loser... but more a method to provide more reward for longer (Active) matches, and give a little more reward for actively participating in a battle instead of just loss farming.

    I will NEVER understand the complaint of Lose farmers. The person who fights a lose farm, Earn free 1 victory and 1 streak. That is glory reward if it happens 5 times in a row...(happens a lot) SO WHY complain.
    Your lvlin up much faster and earning more Wins. So your W/L goes up and makes it so you fight more people who arent Lose Farming in the end.

  • @reverend-toast said in Suggested Changes for Hourglass:

    @d3adst1ck You just said attackers leave, defenders stay... but most HG battles have both diving to a server. How would it decide?

    The game already does this. If you dove, you're an attacker. If you didn't, you're a defender. This also means you can have 2 attackers at once who would both dive away to new servers if they time out.

    Does it fix both ships? Do they both dive and then forced to immediately go into another match? what if they used all their supplies on that match?

    It only fixes the attacking ships, because they go in the tunnel and by default they get repaired. Defending ships are left at whatever state they were at when the battle ended. If you get a tie and you were an attacker, you dive back down and appear at an outpost. Again, the game can already do this.

    What if both ships are on the verge of sinking and the ship "diving" off the server then hits the ship desperately bilging causing the one hole that would take them over?

    How is this any different than winning an HG match but sinking anyways?

  • @d3adst1ck said:

    Competitive games have time limits. Sports have time limits. Sometimes teams are evenly matched and tie.

    I've always advocated for the UFC to adopt "fight to the death" rules.

    No one goes home until.

  • @burnbacon It wouldn't be a "Whole Server" just a small section, like when the Adventure took us into the bastardization of the Sea Dog Tavern on Sea of the Damned. Yes Arena was its own server, but it also was an entirely different mode (Which HG already is... so equating it with Arena is a little odd).

    The idea that I was proposing that Defending and Attacking the defenders was a different mode, with the intent to play the mode in a much larger arena with the intent to build up value and attack each other as high valued ships. Basically make a PVP focused adventure mode. Just having the Guardian always be the defender, and the Seeker always be the... Seeker...

    The "Scoring System" is just to give more value to a win/loss if there was an active battle, not just a long battle. If you lost, but you still scored a bunch of cannon hits you should get more reward than a person just sailing out of the circle... same with winners... Just winning on a technicality shouldn't get you the same as someone who actively performed well.

  • Definitely have a look at my other post that's been floating around for a bit, it's in regards to a Scoring System for Hourglass:
    Proposal to Introduce a Scoring System into Hourglass

    That said, I wanted to point something out, actually. I like this point, in particular:

    @reverend-toast said in Suggested Changes for Hourglass:

    Total Rework idea: I have mentioned this before, but wanted to refine it a bit: Have there be a difference between 1 on 1 battles, and the Invasion mechanic.

    • 1 on 1 Battles: This would work mostly with how the game is currently handling HG Battles. However, instead of diving to a match and then joining a random server in one of the possible HG Battle locations, this would take both ships into the Sea of the Damned in a set arena... conceptually I was thinking the Sea of the Damned version of the Sea Dog Tavern. This would make a lot of the people who want true 1 on 1 battles happy, since you won't need to worry about your battle being interrupted by another ship. But it would also prevent people from being able so set up scenarios where they are able to put their ship in an unsinkable location. Just outside the battle circle, have a place where they can restock their supplies, turn in flags, and lower HG if they decide they don't want to continue. They can then either vote on the map to dive again, or if they lower a portal to the High Seas will open for them.

    The reason I do is it helps prevent the "third party" or "unsinkable location" scenarios from happening. While I don't know Rare's stance on the whole third party situation, I have plenty enough reason to believe the unsinkable location situation is very clearly an exploit of the system. I think this would not only make PvP "cooler" for the aesthetic and set dressing, but it helps remove some isolated problems the mode has currently.

    EDIT: However, there is not currently a separate server to host this kind of stuff, a lot of the Hourglass stuff takes place on the existing seas, so I'm not sure how that would affect things or if this would be feasible or worth their investment to fix something like this.

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