[Suggestion] Losing a battle is too punitive, make it easier to recover from a loss.

  • Some info before starting, my crew are playing only in galleon, so my suggestion is maybe useless in other ships.

    My crew really enjoy the new gamemode introduced in season 8, but there is a single problem in this gamemode, it's the supply.

    Before the update the gamemode was not so much fun, because we faced a lot of inexperienced players despite our 90% winrate.

    It helped on streaks, because freewins was bringing us supplies on the streak and we can continue to dive again & again.

    But after the update the MMR seems to be mor accurate and we face a lot of good crew who bring us really fun battle. The only problem is each battle we use a thousond of cannonball, many planks, fruits...

    To be prepare for it we need to do 20-30 minutes of gathering supplies if you don't want to run out of cannonballs.

    It's really painfull if you lose because not only you lose the HG (who is really annecdotic), the exp, and you know you have to speend another 1/2 hour to supply your ship.

    So I propose 2 methods to solve this problem :

    1st (best for me) : You dive in or you get invaded - All ressources in the ships get replaced by a "base HG supply" like almost unlimeted supplies. After the fight you return to base PVE supply inside the boat.

    • This method will help on a lot of aspect of the game :

    • No killing PVE lord only for their supplies -> Less complaint

    • Incensitive to make players play the mode instead of losing

    • Having more fight in your playtime, helps a lot casual players to get into PvP gameode and gain skill because you can chain fights

    • Real fair fight, same supplies on the 2 boats.

    • Having more players seeking a game instead of supply their boats

    2nd : You make a price per ressource and we can buy the amount we want. If we want to buy 3000 cannonballs for 300k golds we can.

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  • Ultimately it's pretty much a mess though because they aren't making decisions that just effect season 8's fighting they are making combat/supply decisions that are affecting everyone outside of it as well.

    Changes for season 8 content, whatever they are, should be changes specifically for the contrived combat, not for the environment as a whole.

    Any progress they might make for season 8 content specifically is coming at a sacrifice to the experience for others outside of the content.

    This game was far better off when the only people that had a lot of supplies were people that invested in servers, now it's just a situation where it's always MORE MORE MORE which is generally not a good thing for combat in this game. It makes boats ridiculously tanky and unfun to fight.

  • you have to speend another 1/2 hour to supply your ship.

    Rare just updated the ships with double the resources. When you lose or sink, your "suppose" too spawn at an outpost...
    So how does it take you 1/2 hours to resupply and jump back into the game.

  • @wolfmanbush

    I'm not so sure man. All the arena refugees are complaining that you still don't get enough supplies in adventure mode to make hourglass fun. So let's indulge them. I say make the ship barrels have an infinite supply of basic cannonballs and planks and just wait for them to complain that ships are too tanky/hard to sink and matches take too long. Won't affect PVE'ers because they don't use that many anyway.

    @iReleeas3

    Complainers gonna complain, and the current supply situation is fine matey.

  • @lordqulex said in [Suggestion] Losing a battle is too punitive, make it easier to recover from a loss.:

    @wolfmanbush

    I'm not so sure man. All the arena refugees are complaining that you still don't get enough supplies in adventure mode to make hourglass fun. So let's indulge them. I say make the ship barrels have an infinite supply of basic cannonballs and planks and just wait for them to complain that ships are too tanky/hard to sink and matches take too long. Won't affect PVE'ers because they don't use that many anyway.

    Buffing supplies and incentives to sink for supplies directly negatively effects pvers in a risk/reward environment.

    This content exists because they ran off activity organically and they are still making those same decisions to appease some within the content.

    Season 8 had some potential to overall positively effect the organic environment but flooding more supplies and adding incentives to sink random boats kills that off.

    They don't have a consistent chain of activity in place, once the people that are participating burn out on it (and get their rewards around level 200) and go back to hopping they will have dead (even less activity than already exists in it) season 8 content and they are amplifying the issues that lead to this content being necessary in the first place. On demand pvp will take a huge hit when content creators go back to heavily coordinated server hopping for content and there once again will be a minimal amount to hunt.

  • @wolfmanbush said in [Suggestion] Losing a battle is too punitive, make it easier to recover from a loss.:

    Buffing supplies and incentives to sink for supplies directly negatively effects pvers in a risk/reward environment.

    This content exists because they ran off activity organically and they are still making those same decisions to appease to some within the content.

    Season 8 had some potential to overall positively effect the organic environment but flooding more supplies and adding incentives to sink random boats kills that off.

    They don't have a consistent chain of activity in place, once the people that are participating burn out on it (and get their rewards around level 200) and go back to hopping they will have dead (even less activity than already exists in it) season 8 content and they are amplifying the issues that lead to this content being necessary in the first place. On demand pvp will take a huge hit when content creators go back to heavily coordinated server hopping for content and there once again will be a minimal amount to hunt.

    This I (unsarcastically) disagree with. I think hourglass killed server hopping. I think content creators and regular pirates who thrive on PVP will prefer hourglass over server hopping...

  • @lordqulex said in [Suggestion] Losing a battle is too punitive, make it easier to recover from a loss.:

    @wolfmanbush said in [Suggestion] Losing a battle is too punitive, make it easier to recover from a loss.:

    Buffing supplies and incentives to sink for supplies directly negatively effects pvers in a risk/reward environment.

    This content exists because they ran off activity organically and they are still making those same decisions to appease to some within the content.

    Season 8 had some potential to overall positively effect the organic environment but flooding more supplies and adding incentives to sink random boats kills that off.

    They don't have a consistent chain of activity in place, once the people that are participating burn out on it (and get their rewards around level 200) and go back to hopping they will have dead (even less activity than already exists in it) season 8 content and they are amplifying the issues that lead to this content being necessary in the first place. On demand pvp will take a huge hit when content creators go back to heavily coordinated server hopping for content and there once again will be a minimal amount to hunt.

    This I (unsarcastically) disagree with. I think hourglass killed server hopping. I think content creators and regular pirates who thrive on PVP will prefer hourglass over server hopping...

    It's not interesting, that means longevity will be limited.

    Low population leads to a lot of repeat fights that have gone on for 2 months, they are overly optimistic about their plans with stamps, the activity isn't there.

    This content is highly competitive which makes it more stressful, pvpers aren't any more productive about handling that stress than pvers are, it gets people snappy with each other, frustrated, angry, it will lead to people needing to step out of it more.

    There is a long stretch between level 200 and level 1000 for rewards and the gold ghost curse isn't actually popular, there is no significant love for the design, people want to peacock, the design/look got meme'd more than anything else when it was released. It's not something that drives significant interest outside of a small group.

    People want random interactions with random steals in random scenarios, this content is extremely predictable, making it not sustainable without a consistent chain of activity to keep it going, the only people keeping it going are content creators and a few pvpers that have been around for years, there is no interest outside of very specific groups.

    Expanding within stamps isn't a solution it's a bandaid for content with low interest, it's not going to save the day.

    All this - everyone is cheating- stuff going on about season 8 content only makes it less appealing to be around.

  • @lordqulex a dit dans [Suggestion] Losing a battle is too punitive, make it easier to recover from a loss. :

    @wolfmanbush
    I say make the ship barrels have an infinite supply of basic cannonballs and planks and just wait for them to complain that ships are too tanky/hard to sink and matches take too long. Won't affect PVE'ers because they don't use that many anyway.

    What about infinite cannonball and only 150-200 planks? Still enough to have a fun fight but not enough to make a too long fight.

    @burnbacon a dit dans [Suggestion] Losing a battle is too punitive, make it easier to recover from a loss. :

    you have to speend another 1/2 hour to supply your ship.

    Rare just updated the ships with double the resources. When you lose or sink, your "suppose" too spawn at an outpost...
    So how does it take you 1/2 hours to resupply and jump back into the game.

    Face some NAL or SOC or other skilled crew everyday, and tell me you can jump back after buying some crates at the outpost.
    To make sure we have enough we do AP, Athena, buy supply/crates + 1 Sea Forts at the minimum and sometimes we got engaged long range, and we can't respond bbecause we don't have enough supply to make pressure.

    Sure if you face somme noobs and you can board and anchor them before shooting, you don't need that many.

  • @ireleeas3

    That post (mine) was absolutely oozing with sarcasm. 🤣

  • I really dislike the first idea, infinite supplies can leave 2 good crews out in a sea battle of attrition, that just blows, and I'm not talking about the cannons here. Even with 100-200 wood planks, you can have a long and drawn out battle. Buying the amount of cannonballs one wants is also bad, potentially, it can remove resource gathering which is a really good game mechanic the game has. No one will gather resources if they can just buy it all. Although, having more buying options in terms of quantity might be an ok idea.

    Honestly, lately I just jump into the game and fight, I don't bother stacking resources, if the battle lasts longer than the amount of resources I had initially, then the battle just isn't worth fighting for. That means that my usual play style is really aggressive, with usually me going in for the ram. If I sink a ship and get good resources out of it, then ill start playing more defensively, focusing on long range fire, but otherwise, it's just down to me reserving resources better and being more aggressive than my enemy. Lately all you see is a bunch of sweaty players melting their cannons by blasting as many cannonballs as they can in quick repetition, that's not fun.

  • @red0demon0

    Yuuuuuuuuuuuuuup, that's my mantra: win fast, lose fast. Any battle lasting longer than 15 minutes loses my interest.

    I don't buy sups with my crews either because when we do win, there is usually a storage crate and decent supplies waiting for us. Since the SBMM is designed around a 50% win probability, I'm not wasting tens of thousands of gold to buy supplies that I'll just loot off the sunken wreck of my enemies or lose when I'm inevitably paired with sweaty curse pirates.

  • The changes made definitely benefit the winners more than the losers. The best thing for the less skilled pvper is probably the 5k supply crate which has made it much more affordable to lose. However, it still takes a lot of time to resupply if you want a decent amount of chainshots and maybe 1-2 curses on you.
    In the end I am not sure what to think. It is a fine line between keeping the majority engage with the pvp mode through quick resupply and rewarding those who take the time to gather good supplies before starting a fight.

  • @lordqulex Im really dumbfounded to why so many players INSISTS to gather as an insane amount of supplies before diving.
    Get decent start and if you win, you get supplies. If you lose it wont be because you didnt had 2000 cannonballs, you just sank.

    The shipwrighrs and merchants must really enjoy all of this gold.

  • @ireleeas3 the problem is this mode is not outside of the normal world so they can't do specific supplies for it.

    It sounds like you play at such a level that it is a very niche issue and can't really warrant changing the game mode for the entire playerbase. I don't have experience at that level of gameplay but I've seen plenty of videos where fights are still over quite quickly even when both teams have nal members.

    I think it's not unreasonable that you take the risk with outpost supplies and luck of the draw if you get easier fight its a quick stock up and if tougher then you take the l or play super aggressively to end one way or another more quickly

  • Bear with me here, I have a vague idea on a more organic solution but I'm not sure exactly how it should play out.

    What if there was a way we could create incentive for PVP and PVE players to cooperate in the PVP war?
    PVPers fight, PVEers gather supplies, and PVEers get rewarded for supplying their faction rather than just getting mugged for supplies.

    Maybe let them sell supplies to the merchants to reapers for rep and the same base gold price as buying from shipwrights, except instead of going to the void, their supplies go to faction PVP somehow.
    Maybe to stop them from getting attacked in the process, make their emissary level multiply the amount of supplies they donate, ie 50 wood at emissary 5 becomes 100 wood for the PVP warbox.
    That way PVPers are more likely to leave PVEers alone, PVEers get paid for extra supplies they don't need, and PVPers don't need to spend so much time resupplying.

  • @Scheneighnay What would stop the PvPers from killing the PvPers of the alliance and then going for the PvEers and killing them? The PvEers would then have to at least try and defend themselves, resulting in them PvPing.

    I can’t see this idea really working.

  • Continuing to buff supplies will only lead to more stocking up to "keep up with the Joneses"...and worse...longer fights.

    I'm of the mentality that they need to go the other way with supplies.

    Ships need to start having supply limits and storage crates need to be reworked completely...they don't need to have a 1,584 unit capacity.

    If crews were able to quickly max out their supplies, they could get to adventuring or faction battling faster and more easily...it would also put an effective time (or skill) limit on faction battles.

  • @pumpa-cat said in [Suggestion] Losing a battle is too punitive, make it easier to recover from a loss.:

    @Scheneighnay What would stop the PvPers from killing the PvPers of the alliance and then going for the PvEers and killing them? The PvEers would then have to at least try and defend themselves, resulting in them PvPing.

    I can’t see this idea really working.

    Could just make it so that PVErs aren't actually aligned. With 5 ships to a server the odds of 2 opposing PVPers being out there at a time aren't great.

    Then if a PVEer sold x supplies in the past half hour or hour, they get some kind of flag or glow to prove that to PVPers, and a certain flat number of supplies in the PVEr's barrels gain a protected status where they can't be looted or stolen, and stay with the ship after it's sunk.

  • I think im more on the side of reasonable supply caps, then unlimited amounts given.

    I guess on the galleon alone the ressources can be gone sometimes, but as far as i see it, it

    • gives incentive for other tactics like pressure boarding or ramming
    • gives a reasonable time limit on the fight

    If you cant sink them with your ressources, maybe you do something wrong?
    Plus, they alrdy doubled the base amount for season 8, plus you always spawn at outpost, and looting through that with 4 people cant take longer then 5 minutes.
    My vote is for "no" on the supply demand.

  • @crowedhunter
    My idea is basically that PVErs accumulate a lot of extra supplies if they aren't doing something like a fleet or the veil (at which point they would be able to defend themselves from tanks), so they could just dump off some supplies during their outpost trips in exchange for avoiding some harassment from PVPers.

    It's technically doable organically, but the reality is that without hard game mechanics helping them out, would-be support players will just get killed on sight.

  • @lordqulex said:

    I'm not so sure man. All the arena refugees are complaining that you still don't get enough supplies in adventure mode to make hourglass fun... my mantra: win fast, lose fast. Any battle lasting longer than 15 minutes loses my interest.

    Hi, arena refugee here.

    I never started a thread about it myself, but whenever I commented on the topic of supplies, months before S8, months before they buffed the sloop mast, I've argued that supplies (in particular specials) are overabundant.

    Specials were limited in Arena. And the supplies we had were meant to sustain us for an entire 15 minutes while fighting 4 other boats. Not just for one exchange with one ship, which is what these 1v1s are.

    The problem with this new mode isn't supplies. It's time. Time spent stocking up, and time spent fighting, when there are no time limits or shrinking boundaries.

    Like you, I'd prefer to either win or lose fast. I don't have the patience for opponents full-sail resetting after they take like two lowers; draining supplies and running. It's corny. I've quit some matches like that lol. I'd rather leave & roll the dice that my next fight is going to be an actual fight.

    And tbh I'd be happy with a supply cap. It would need to be paired with a nerf in supply crate capacity, as well as a limit to the number of crates a ship can carry, but it'd make matches more fair and competitive.

    Would this make fights shorter? No, not without a time limit or shrinking boundary. People would most likely be more careful with the limited supplies they have, and play even more passive, with more resets. But at least I'd know they have the same cap as I do, allowing me to strategize accordingly. I'm guessing that, if a cap is ever added, a lot of fights would end in eventual ramstratting and camping for a sink.

    They nerfed cursed balls, nerfed blunders. Added jettisoned supplies. Go ahead and add a supply cap, Rare. Keep making Adventure comfortable for us refugees.

  • @ireleeas3 if you have a 90% win rate than you should be able to gather enough supplies by purchasing crates from the merchants at any outpost as well as buying supplies from the shipwright(captained boats only). Quick stock the outpost then dive! Once you sink a boat, their supplies float. Loot the barrels and restock.

    We sank last night and did just that. Then went on a 5 win streak before we lowered. When we logged off we had over 5,000 cannonballs, 100 chainshots and tons of throwables. Not to mention tons of food!

    We ended up with way more supplies than we would ever need.

    Cheers and good luck out there!

  • @vito1700 When you face sweaty crew and just finish a fight where each crew shoot -1500 cannonballs, tell me again "Quick stock the outpost then dive! Once you sink a boat, their supplies float. Loot the barrels and restock."

    Their barrels are just empty.
    I Repeat outpost don't have enough cannonballs or maybe too many planks.

    Another solution could be to cap the maximum bullets to 900 and planks to 150, with no more storage crates in the ship.

    Last night we did a 16 streak Galleon, at the end we had like 600 cannonballs and we looted everything, including some refill at sea forts mid streak.

  • @ireleeas3 said in [Suggestion] Losing a battle is too punitive, make it easier to recover from a loss.:

    1st (best for me) : You dive in or you get invaded - All resources in the ships get replaced by a "base HG supply" like almost unlimited supplies. After the fight you return to base PVE supply inside the boat.

    2nd : You make a price per ressource and we can buy the amount we want. If we want to buy 3000 cannonballs for 300k golds we can.

    I'm not sure either of these work well when you're still in the main sandbox of SoT. Plenty of times I've been chased by a sweaty reaper, only for the hourglass to trigger and suddenly there's another boat in front of me. If they both have infinite resources my only option is to run. If the resources are finite, I could have the option of sticking around for a fight.

    @wolfmanbush said in [Suggestion] Losing a battle is too punitive, make it easier to recover from a loss.:

    All this - everyone is cheating- stuff going on about season 8 content only makes it less appealing to be around.

    This.
    I got killed by an invisible crew last night. Heard them catch the ladder, didn't see them. Searched my boat, killed with blunder. They crashed my boat into an island, and spawn camped me for about 8 or 9 deaths. Didn't see one of them the whole time, whilst they're insulting me. Please rare, fix my fave game

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