Bring back old respawn times

  • just do it rare

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  • Laughs in pve

  • @pithyrumble said in Bring back old respawn times:

    Laughs in pve

    @like-500-ninjas said in Bring back old respawn times:

    I like the new timers. I don't PVP at all, so to me it made no sense to take so long to revive.

    I hate to break to you guys but respawn times are not a "PvP-only" issue. Something as intrinsic as respawn timers affect the balancing of the game as a whole, PvE included.

    For example, shortened respawns lessons the threat of basically all naval PvE encounters plus the PvE elements that can sink your ship such as Volcanoes and Ashen Lords when they throw meatballs at your boat. If PvE gets to a point whereby players never sink to it because they just respawn quicker than even the strongest PvE can do critical damage to a boat, well then you have a problem of the game being far too easy.

    Game becoming far too easy brings issues that will affect you in ways you might actually start to care about. Two of the most significant will be:

    1. An increase in PvP. Because a lot more players will be driven to seek more exciting and challenging gameplay as they quickly grow bored of the PvE at a more increased rate. So if you're complacent about the lack of PvP in your sessions right now, just give it some time and you'll be seeing a lot more in future. Unfortunately it won't be a very quality experience because shortened respawns means Galleons will be unsinkable for anything other than another Galleon. Which will make sailing Sloops and Brigs the big sadge.

    2. The faster players get bored with a) how un-threatening the PvE is and b) how unbalanced the PvP meta is, the faster the game will bleed players. And that's not good for anyone who wants to see Sea of Thieves keep going long into the future.

  • Respawn timers changed? No difference on my end.

  • @vakrisone

    Laughs in pve at you specifically.

    Pve has been steadily being nerfed since day 1. This genuinely only negatively effects pvp situations where the tables were already stacked against you because pvp likes to flaunt how much skill they have.

    Yet cry when taking on NERFED Island skellies that no longer include EoR or skelly wall bangs.

  • People will just get spawn camped longer now or untill they scuttle nothing changed, since it takes slightly longer to loot supplys from barrels etc. due to needing to kill them more often, its a terrible change imo. but whatever.

  • I think the new timers should of been limited to the sloop.

    AS much as I appreciate being able to get back into the action PvE/PvP a lot sooner with an increased temp of gameplay, there are some scenarios the past 2 days where I feel like taking on bigger crews by out-skilling them is mitigated when they spawn back like breeding rabbits.
    On A gally I kill all 4 players 20 seconds apart, as soon as I try to get something down after a crew wipe, the first pirate is already spawned back in.
    Fun yes, but also over-whelming at times with no breathing room in between a crew wipe... 15 seconds I believe is the official time to spawn back in, that's pretty darn fast if you ask me...

    On one hand these faster spawn times are a blessing to combat the scenarios where you sometimes get long loading times in the black screen, respawning.
    However feels like a bandage to the root issue of server stability from the get go.

    Overall, feels like this changed should of just been merited to the Sloop ship... Didn't RARE in their most recent podcast address the issue of making solo slooping a bit more bearable?
    Yet this change affects all 3 ship types when it would of been a perfect addition solely towards solo slooping...

  • @pithyrumble said in Bring back old respawn times:

    @vakrisone

    Laughs in pve at you specifically.

    Pve has been steadily being nerfed since day 1. This genuinely only negatively effects pvp situations where the tables were already stacked against you because pvp likes to flaunt how much skill they have.

    Yet cry when taking on NERFED Island skellies that no longer include EoR or skelly wall bangs.

    Who hurt you? Lol. This is some of the most stereotypical "PvPers are the devil!" Codswallop that I have read in a while. Thanks for the laugh mate 😆

  • It seems pointless the Ferry being in the game if there is zero penalty

    you might as well make it like Arena where you'd have to wait til you float fully to the sky then respawn on the ship

    If you get knocked off the ship and in mermaid hell that's WORSE than dying! that shouldn't be the case

    keep the timer the same if you die to PVE ...make it longer if you die to a player

  • @vakrisone said in Bring back old respawn times:

    @pithyrumble said in Bring back old respawn times:

    Laughs in pve

    @like-500-ninjas said in Bring back old respawn times:

    I like the new timers. I don't PVP at all, so to me it made no sense to take so long to revive.

    I hate to break to you guys but respawn times are not a "PvP-only" issue. Something as intrinsic as respawn timers affect the balancing of the game as a whole, PvE included.

    For example, shortened respawns lessons the threat of basically all naval PvE encounters plus the PvE elements that can sink your ship such as Volcanoes and Ashen Lords when they throw meatballs at your boat. If PvE gets to a point whereby players never sink to it because they just respawn quicker than even the strongest PvE can do critical damage to a boat, well then you have a problem of the game being far too easy.

    Or ... when PvE becomes too easy because of quick respawns, perhaps Rare will increase the difficulty of the PvE challenges.

  • @lem0n-curry said in Bring back old respawn times:

    @vakrisone said in Bring back old respawn times:

    @pithyrumble said in Bring back old respawn times:

    Laughs in pve

    @like-500-ninjas said in Bring back old respawn times:

    I like the new timers. I don't PVP at all, so to me it made no sense to take so long to revive.

    I hate to break to you guys but respawn times are not a "PvP-only" issue. Something as intrinsic as respawn timers affect the balancing of the game as a whole, PvE included.

    For example, shortened respawns lessons the threat of basically all naval PvE encounters plus the PvE elements that can sink your ship such as Volcanoes and Ashen Lords when they throw meatballs at your boat. If PvE gets to a point whereby players never sink to it because they just respawn quicker than even the strongest PvE can do critical damage to a boat, well then you have a problem of the game being far too easy.

    Or ... when PvE becomes too easy because of quick respawns, perhaps Rare will increase the difficulty of the PvE challenges.

    Aye, they could indeed. But what would be easier for them to do? Having to go through every single PvE encounter, tall tale, adventure and event and individually crank up the damage they do. And totally ignore the PvP balancing aspect of their game.

    Or they could simply rebalance respawn times and make them scale with the size of the crew, thereby solving multiple issues at once.

  • @remove-bougette This might be true when an experienced crew is facing a fresh one, but if two crews of similar skill level cross paths, it would be almost impossible to sink each other, there will be much more focus on naval, far less boarding attempts, meaning fights will take a lot more of time to be solved, not even mentioning the possibility of one of this crews to just try to bail and endlessly sail away.

  • @lem0n-curry Pve in this game can't be further upgraded, unless they remove and re-work every single pve enemy in the game, they can't upgrade much more the IA, and doing things like increasing hp, number of skeletons per wave, or giving them more guns, won't make the game more enjoyable, just way more tedious, this is not dark souls, pve was created to be a means to an end.. the end being pvp

  • Am I the only one that thinks respawns should be even faster? I really can't understand how anyone could see a negative in this.

  • @vakrisone A response to your second point at the bottom:

    Good. Let the game die. It will put my mind to rest and hopefully I'll be able to enjoy pirate things again.

  • Just wanted to add my feedback that the new respawn timer, as implemented for all crews, is a step in the wrong direction. It's a serious nerf for smaller crews that no one was really asking for on a large scale.

    Pretty disheartening after Rare's recent statements that they want to take the perspective of the solo slooper into account more with their future development.

  • Any offical word on the topic of the new respawn timers or?

  • @ryannewbz said:

    ... make it like Arena where you'd have to wait til you float fully to the sky then respawn on the ship

    If you get knocked off the ship and in mermaid hell that's WORSE than dying! that shouldn't be the case

    keep the timer the same if you die to PVE ...make it longer if you die to a player

    These are probably the best solutions.

    Make ferry trips optional. Or wait out the death animation & respawn on the ship. Shorter time for PvE, longer for PvP.

    I disagree w/ other suggestions to vary it between ship types. I do think some changes could be made to balance combat for sloops, but this is one of the things that folks should consider when playing (what was originally considered) the game's "hard mode."

  • I'm all for quick respawns on solo or duo sloopers.

    However to keep PVP healthy, Brigs and Gally's need to have there spawn timers upped.

    It's just common sense, it's already tough to win a boarding battle in a solo/duo sloop vs 3 or 4 man crews. Let alone if they are coming back super quickly, it makes sinking a ship a tedious affair. If tedious is what Rare want's PVP to be then so be it, but the game will plummet in player base and longevity for it.

  • For brigs and galleons i agree. for sloops its amazing the way it is thanks for listening to my suggestion from 3 years ago.

    However if respawns are going to stay this fast... get rid of revive. the slight delay in releasing to the ferry now combined with the time on the ferry is about the same as a team mate reviving you. with the exception of some of the long black screens theres no reason to not just instant release to the ferry again. or make it a toggle option. as someone who solo sloops more often than not the only reason i wont release sometimes is if i set skeletons on fire i want to stay and make sure the fire doesnt stop when im not on the island since we know everything else resets (animals and such) figure this way the skeletons might finish burning to death in that short break

  • @breezey29 said in Bring back old respawn times:

    I'm all for quick respawns on solo or duo sloopers.

    However to keep PVP healthy, Brigs and Gally's need to have there spawn timers upped.

    It's just common sense, it's already tough to win a boarding battle in a solo/duo sloop vs 3 or 4 man crews. Let alone if they are coming back super quickly, it makes sinking a ship a tedious affair. If tedious is what Rare want's PVP to be then so be it, but the game will plummet in player base and longevity for it.

    I couldn't agree more. The reduced respawn time for brigs and gallys have created a broken balance to pvp. I tend to avoid pvp now. It's just waste of time.

  • @krashman-sanjo I agree, it needs to be adjusted. Brigs were pretty OP before the respawn timer was changed. now, a brig is near invincible with a beginner crew. Should they be the old timer? no, but they need to be adjusted balanced. maybe add 5 or 10 sec is all.

    But gets me now is not the spawn timers so much, its the 1500 meter mermaid swims!

  • @ix-indi-xi said in Bring back old respawn times:

    I think the new timers should of been limited to the sloop.

    AS much as I appreciate being able to get back into the action PvE/PvP a lot sooner with an increased temp of gameplay, there are some scenarios the past 2 days where I feel like taking on bigger crews by out-skilling them is mitigated when they spawn back like breeding rabbits.
    On A gally I kill all 4 players 20 seconds apart, as soon as I try to get something down after a crew wipe, the first pirate is already spawned back in.
    Fun yes, but also over-whelming at times with no breathing room in between a crew wipe... 15 seconds I believe is the official time to spawn back in, that's pretty darn fast if you ask me...

    On one hand these faster spawn times are a blessing to combat the scenarios where you sometimes get long loading times in the black screen, respawning.
    However feels like a bandage to the root issue of server stability from the get go.

    Overall, feels like this changed should of just been merited to the Sloop ship... Didn't RARE in their most recent podcast address the issue of making solo slooping a bit more bearable?
    Yet this change affects all 3 ship types when it would of been a perfect addition solely towards solo slooping...

    if just for solo sloops that would be cool to have fast spawn. Admittedly I have greatly enjoyed the fast spawns when solo-ing. But it should JUST be for solo sloops. Duo sloops should be adjusted to match the other ships with a longer spawn. A sweaty duo sloop is near invincible now (with proper supplies)

  • Don’t. The new ones are great. I’m very happy. Keeps the action flowing for everyone.
    And I’m not afraid of a little hard work.

  • @krashman-sanjo
    After playing with new respawn times for a while, I can tell that it isn't as bad as i thought.
    Boarding is still relevant as always, and it requires even more skill than before, cause you can easilly be caught off guard without any ammo or food.
    Faster respawn makes the encounter more fast paced and less stressed.
    It all balances out with the fact that everybody has the same wait time on the ferry so it's all good.
    No need to change that, I think. I mean, Rare should, but I'll be okay with it even if they don't do it. We'll all adapt to it some day...

    WHAT THEY SHOULD DO IS MAKE MERMAIDS SPAWN FASTER!

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