I hate solo Hourglass… Heres why,

  • I was recently playing Sea if thieves solo hourglass and I came across a clearly new player. So i did the usual steps to an hourglass game, I got an edge chainshot the mast all the way down and put a couple extra holes in their ship. Fast forward a couple minutes and the player was keeping very good pressure; which I found very surprising given that he was clearly a swabbie with little to no game knowledge. I then continued playing until the player killed me with their cannon, I figured that I would be fine as I clearly had the upper hand. When I returned to my ship I found maybe 2 holes and no more, except for the fact that the player was no running in the other direction. I gear up to chase after him and hope for a semi-speedy sink. I was sorely mistaken. Another 16 minutes go by and I finally get an angle on his ship, I get off two very good chain shots and his mast falls. However, he is standing right at helm ready to catch it, I then quickly loose angle due to my sail being fully down for chasing. The next thing I know he is back up and running again, and for the next 20 minutes it’s nothing but backboards, and full sailing away. It has been now 10 to an hour and I am still chasing this player. I know that I am tired and the fight cannot possibly be worth this much, but being in a three streak I figured that I had to keep going until I could get the upper hand. I will only say this this time never came…

    I ended up giving up on my 3 streak after 1:26 hrs of chasing this player. This has been a common occurrence that I have had to face throughout my time playing solo hourglass, though I believe that this time has come to an end.

    If I could ignite a change within the Sea of Thieves community and properly present my case to the few at Rare who may see this message, I would ask for a change in the way solo hourglass is played. One idea I had for this plan is to incorporate a smaller fighting arena/ enclosing boarders. I will not ask for very much but attention from any rare employees, I would love to see any changes that may come to solo hourglass to make this game mode more fun, playable, exciting and engaging.

    Thank you for reading,
    Beebster008

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  • I did play solo HG and mostly still do now, I joined a pretty active guild to go duo and galleon more often now. The only reason I started looking for a crew was because of experiences like this. Although I still find solo HG and having to only rely on myself still gives me a better win ratio. I wish they did employ something to stop people that will just run for wildly long periods of time. Although on the other hand these players need to learn how to PvP somewhere, I found arena to be a great place to learn PvP because you could stay out of the way a bit and pick and choose when and how to get into the fight and slowly build confidence with each match. I think if they could add some similar multiship battle mode or tool that might cure the problem

  • Solo sloop HG fights (and normal fights) are best fought by first cutting down the masts (as you did), then make as much holes as you can, and then the most important part... BOARD.

    The sloop is the tankiest ship in the game (the burning blade is better, but not a starting ship). The sloop can easily be held afloat, by one player and a bucket. Most things in a sloop are fast to do, so is should not be surprising that it is difficult to sink one. So boarding is probably the best way to make sure it sinks. In duo sloop fights, boarding is always a must, and in solo sloop fights its highly recommended if you want to avoid a really long and dragged out fight. Spawn killing to prevent repairs is a very good strategy in all ship fights. That is the best way to make sure the ship takes in water and sinks. (It also saves on cannonballs, planks AND TIME.)

    Another less liked strategy, is to slow down your own ship, or set it to go in a circle, and then board the other ship, kill the player, and sail his ship out of the HG fighting area, spawn killing him until the ship is sunk by the HG mechanic.

  • I've said this since the beginning and I still think it would be the most effective way to deal with this without causing any significant issues.

    10 minute timer of no player damage gives both players an option to cancel the fight without penalty and both get merged out if 1 cancels the fight.

    It's opt in pvp content and running just to run is not a valid strategy in opt-in pvp content where people need to have hundreds and thousands for the rewards.

    Resetting is fine, no damage for 10 minutes on either side is not a fight. Nobody gets penalized and everyone moves on to the next.

    What really makes it an issue in HG is that it's often the skilled players that do it. I've seen regulars in the community do it to other regs in the community, streamers do it. It's just wild that regs with fight skill would do that in opt-in pvp content.

    They removed red sea dumping which is taking a position on that sort of play that could be seen as a spite play (for those that are intentionally doing it). So if random adventure had a spite play nerf then it would certainly be consistent to do that in HG. Way more of a substantive case for it in HG.

  • Remove hourglass from this post. And the story changes

    Fought a ship, we did battle. They ran, I chased and gave up after “hour” why do people run?
    Because they out played you since you gave up it seems ^_^

    Doesn’t matter what supplies you have, how long you played. If you can’t keep up the pressure and out smart them. You lose ;)

  • @beebstr008 tbf this sounds like a combination of your own mistakes not capitalising on your damage and underestimating your opponent. The mode doesn’t need to change because of your mistakes. Your opponent shouldn’t have run, but they clearly outplayed you in the moments of fighting so kudos to them.

  • @tesiccl
    While it's true that players should always strive to capitalize on their advantages and remain vigilant against opponents, the situation in which I described highlights an issue that goes beyond individual player mistakes. The core concern is the game mechanics that allow for prolonged chases without meaningful engagement, particularly in solo hourglass mode.

    In the situation described, I effectively disabled the opponent's ship multiple times, including using chainshots to drop their mast, which should have given a significant advantage. Despite this, the opponent was able to continue fleeing for an extended period, leading to a frustrating and unengaging experience. The issue here isn't merely a failure to capitalize on the damage or an underestimation of the opponent but rather a structural problem within the game mode that allows for prolonged, evasive behavior without consequence.

    I suggested that the implementation of a smaller fighting arena or enclosing borders could help address this issue. Such changes could prevent excessively long chases and encourage more dynamic and engaging combat encounters. This isn't about punishing players for running or acknowledging skill disparities but about ensuring that the game mode offers a fun and balanced experience for all participants.

    Thus, the suggestion for a mode change is not simply a reaction to individual mistakes but a call for an adjustment to the game's mechanics to enhance the overall gameplay experience. This change could make solo hourglass battles more exciting and rewarding, reducing the frustration of drawn-out chases and making the mode more enjoyable for everyone.

  • @burnbacon
    While the suggestion to remove the "hourglass" aspect from the story may seem to simplify the situation, it overlooks the main issue that I am highlighting—specifically, the mechanics and experience of solo hourglass mode in Sea of Thieves. The detailed account provided illustrates a scenario where a clearly less experienced player was able to prolong the encounter not by outplaying through combat skill but by employing evasive tactics that led to a drawn-out and unengaging experience.

    The point isn't merely about being outplayed or giving up; it's about the game mechanics that allow for such lengthy chases without meaningful engagement. In the context of hourglass battles, where players seek exciting and challenging engagements, the ability for one ship to continuously evade and delay the battle for over an hour detracts from the intended experience of the mode.

    In my experience—where despite having the upper hand initially, they were unable to secure a decisive victory due to the opponent's constant fleeing—highlights a potential flaw in the game mode's design. This isn't just a matter of "not keeping up the pressure" or "outsmarting" the opponent; it points to a broader issue where the mechanics of solo hourglass mode can allow for prolonged, frustrating encounters that feel unrewarding for the participants. To put this specifically into perspective, if I were to leave the game at the beginning with no streak, I could have lost ten battles in that time which would have given me the same amount of reputation as winning that battle would have ever given me, even considering my three streak bonus.

    The proposed changes, such as a smaller fighting arena or enclosing borders, aim to address these issues by encouraging more direct and engaging battles. This would not only make the game mode more exciting and fair but also reduce the potential for such tedious and time-consuming chases.

    In conclusion, the argument isn't about removing hourglass or simply chalking the situation up to being outplayed. It's about recognizing a recurring gameplay experience that detracts from the fun and proposing solutions to improve the overall experience for all players.

  • when i come across a player like that i just do the same, i sail away and park somewhere, put on some content on the other monitor and run away aswell. there should be a solution for it tho.

  • Same story for me yesterday. After reading this post I am assuming it's the same player. I also ended up scuttling and went to Fortnite instead to actually find a 1v1.

    There are a few pirates lately that instead of the usual Board exploit spamming, these pirates will waste as much of your time as possible. They are not there for levels, they are there to win at all costs. They will stay outside of max range, pull out immediately in the broad and catch mast while turning out. They will sail the entire perimeter of the map until you eventually make a mistake out of boredom/frustration or just quit entirely.

    I have more pleasant experiences with the 'Justice for Redbeard' people than I do with time-wasters.

  • @beebstr008 while a shrinking or smaller circle to play within might help, shortening the fight is also dependent on the player and mistakes that are made by both sides only prolong it. I say this as a fellow solo hourglasser myself.

  • @rotten-rocko exactly. Arena was great because it allowed people to spend more time actually fighting then having to reset or chase people.. Galleon, Brig matches, it doesn't matter, we all have to run and reset because we're more afraid of sinking and losing our "streak". This can be fun to do for sweaty comp matches, but allowing a more casual mode akin to Arena that lets players not worry about sinking (because they would just spawn back) and allowing a few ships to fight each other at the same time so players can pick and choose how and where to fight yet still have constant PVP is what we need. I'm all in favor for some ffa and tdm modes. More variety besides ship 1v1s please!

  • So after reading this post and got the first time in my solo hourglass battles. I found a runner.
    Not one to chase myself. I pulled off and fished.

    Keeping them always in my sight. I caught 159 splashtails before a third party ship sailed by. With my silver tongue. I got them to pull closer to them, forced them closer to me and finished them.

    Winning without chasing but waiting for a change in the winds. I got fish to sell and single victory. :)
    Patience won me this battle and luck. (I was Athena)

  • @burnbacon
    Though I understand where you are coming from and technically your argument here is tight. However this is not an argument of money, but an argument of time and engagement, if you please to sit and fish for an hour during this fight by all means have at it, but to those who want to finish a fight with haste and move on to the next with utmost efficiency.... this is not a valid way to play hourglass.

    Please understand that I respect the opinions of all others and always want people to play the game the way that they prefer. I am simply sharing my perspective with those who may share the same views as mine.

  • @wolfmanbush I don't see how that's better than a simple score system tbh. And rather than a 10-min no-activity timer, just set a hard time limit for the match. It would move fights along much quicker, and those regulars/streamers delaying fights would be pressured to be more active.

    Runners didn't win in Arena 2.0 for a reason. Now, there were some cringe crews who would just farm an AFK or inexperienced/open crew at the start, and then run the rest of the match. But that didn't always turn out well for them, and wouldn't be possible in a 1v1 format anyway.

    With activity-dependent scores (and Loss-XP), effort would be rewarded, which benefits losers who try; running and loss-farming would yield nothing.

  • @theblackbellamy said in I hate solo Hourglass… Heres why,:

    @wolfmanbush I don't see how that's better than a simple score system tbh. And rather than a 10-min no-activity timer, just set a hard time limit for the match. It would move fights along much quicker, and those regulars/streamers delaying fights would be pressured to be more active.

    Runners didn't win in Arena 2.0 for a reason. Now, there were some cringe crews who would just farm an AFK or inexperienced/open crew at the start, and then run the rest of the match. But that didn't always turn out well for them, and wouldn't be possible in a 1v1 format anyway.

    With activity-dependent scores (and Loss-XP), effort would be rewarded, which benefits losers who try; running and loss-farming would yield nothing.

    It's not like it wouldn't work but it's also creating metas based on whatever they decide.

    No damage timer doesn't create any metas it just gives people a way out if the opponent is sabotaging the solo match by running to run.

  • @wolfmanbush All that would do is give people a way to either A). Maintain streaks if they realize their opponent outclasses them...or B). Kill someone else's streak if they feel they are outclassed. Each of those is dependent on whether or not "cancelling for no offense" would end streaks.

    A timer with a points based system like Arena had is the ticket, IMO.

    The point system would need to be reworked a bit (obviously) to encourage SINKING as the meta, opposed to farming "insert frowned upon Arena tactic here", but it would absolutely be the best way to minimize the running issues and exhausting attrition battles.

    There's way more that needs to be done to Hourglass in general, but that would be how I would rework the 1v1 system.

  • @wolfmanbush the score system I've proposed in other threads (and again below) is different from Arena. Arena had metas because winning was dependent on the score.

    What I'm proposing only uses scores as 1] a fallback as a tie breaker when the match hits the time limit, and 2] a way to determine Loss-XP. And I always say "Loss-XP," because as long as Win-XP is fixed, you won't have any farming metas. There would be no reason to farm an opponent. You would gain nothing, and lose time and resources.

    The objective should still be to win the 1v1 by sinking the opponent. If no one sinks at the end of the match, then cannon hits, boarder-kills and repairs should be factored in. I'm not sure what value each of those should have, but all aspects favor naval and don't enable spawn camping.

    A winner should get "X". And a loser should get "≤X." And when I suggest it should be scaled to activity, I mean the activity of the loser, as a percentage of the winner's activity.

    I've seen some say this is complicated, but I'm not suggesting Rare hires interns with a pen and paper to take tallies during the match and do calculations by hand. I'm sure they've coded more complex things than basic math.

  • @sweetsandman said in I hate solo Hourglass… Heres why,:

    @wolfmanbush All that would do is give people a way to either A). Maintain streaks if they realize their opponent outclasses them...or B). Kill someone else's streak if they feel they are outclassed. Each of those is dependent on whether or not "cancelling for no offense" would end streaks.

    A timer with a points based system like Arena had is the ticket, IMO.

    The point system would need to be reworked a bit (obviously) to encourage SINKING as the meta, opposed to farming "insert frowned upon Arena tactic here", but it would absolutely be the best way to minimize the running issues and exhausting attrition battles.

    There's way more that needs to be done to Hourglass in general, but that would be how I would rework the 1v1 system.

    In order for arenaesque designs to end up in HG they would have to acknowledge that (despite its faults) Arena was 100x more fun than HG will ever be.

    For whatever reason the narrative leaned too far outside of "this just wasn't sustainable" and started to lean too much into Arena was toxic, only x % played it, etc.

    I think Arena was stigmatized and HG pays the price for that and maybe will continue to pay the price for that.

  • @beebstr008

    I actually think it's one of the reasons why the streak system exists -- I mean, I can't stand it, but because Rare also made the poor decision to award equal allegiance for winning against a lesser skilled opponent or winning against a more skilled opponent.

    We have this scenario where players are incentivized to forfeit a game against a runner so they can have a chance to win another game quickly--that has a negative effect on calculating MMR because at that point neither player would be trying to win. The rewards for streaking (I think) are designed to counter weigh that incentive.

    It's dumb though! I totally agree!

  • @wolfmanbush said in I hate solo Hourglass… Heres why,:

    In order for arenaesque designs to end up in HG they would have to acknowledge that (despite its faults) Arena was 100x more fun than HG will ever be.

    I cannot imagine that any players that actually played Arena and have also played hourglass would ever say that Hourglass is more fun. No shot. Arena had its many faults, but it was exponentially more fun than hourglass. If Rare were to push a narrative that Hourglass (in its current state) is superior to Arena, it would be met by rolling eyes from the players I referenced...or blind agreement by people that never spent time in Arena, which is kind of fitting for this community, actually.

    Hourglass is easier (read: cheaper) for Rare to maintain while simultaneously pandering to the "2%". That's it.

    Unfortunately, I don't get the impression we're going to see any enhancement to Hourglass. What's the last Season content they actually have gone back and expanded upon post-release? Minor balancing tweaks and bug fixes, sure..but no enhancements of content. I feel like Hourglass was S8, and that was it... we're going to see additional cosmetics sprinkled in here and there...but there's probably not going to be an "Hourglass 2.0" akin to Arena 2.0. That would literally be a Season of its own...I just don't think it's going to happen...which is unfortunate since it's half-baked (at best). It has incredible potential and could easily be a better product than Arena...but it's a long way from that. A very long way.

  • @beebstr008 I think my comment on this post.

    https://www.seaofthieves.com/community/forums/topic/172034/hourglass-shrinking-boarder/7

    is equally relevant here. I'm not saying I wouldn't like to see a change that would discourage this behaviour. I believe the hourglass mechanic is meant for people that wish to engage in naval combat (perhaps I'm wrong?), and I don't think it's unreasonable to suggest that if people are using it, and then spending the entire time trying to avoid naval combat, some tweaks to the system might be necessary, but I don't think shrinking borders is the answer.

    I think @WolfManbush's solution (a 10 minute timer with no damage gives you the option to merge out with no penalty) is not exactly perfect (as it gives people the option of protecting their streak by opting out of fights when they realise they can't win) but still probably the best solution I've seen so far.

  • @wolfmanbush Arena was 100x more fun, I agree. The toxicity in Adventure mode was and is just as toxic as it was in Arena. I never understood why people labeled it so toxic, when I see more kids saying the no no words in adventure mode way more often, and you could just mute them in Arena. I think they were just looking for excuses to stop working on it. Personally, I don't mind the toxicity because I don't let it affect me. I acknowledge it's a game with thousands of people playing it and toxicity will inevitably be a byproduct. Look at literally every other game with voip, it will always exist. Instead of getting rid of things because of spoken toxicity, just make tools to cater to those who can't handle it, like the mute button and a rep system. If enough people go to your name and personally mute you instead of globally mute all, then maybe you are temp muted for a few months. A similar system works in CounterStrike. Sorry for the tangent, I just wish Rare would acknowledge Arena was way better like you said and implement some of the successes from it into HG.

  • @thamb0 said in I hate solo Hourglass… Heres why,:

    @wolfmanbush Arena was 100x more fun, I agree. The toxicity in Adventure mode was and is just as toxic as it was in Arena. I never understood why people labeled it so toxic, when I see more kids saying the no no words in adventure mode way more often, and you could just mute them in Arena. I think they were just looking for excuses to stop working on it. Personally, I don't mind the toxicity because I don't let it affect me. I acknowledge it's a game with thousands of people playing it and toxicity will inevitably be a byproduct. Look at literally every other game with voip, it will always exist. Instead of getting rid of things because of spoken toxicity, just make tools to cater to those who can't handle it, like the mute button and a rep system. If enough people go to your name and personally mute you instead of globally mute all, then maybe you are temp muted for a few months. A similar system works in CounterStrike. Sorry for the tangent, I just wish Rare would acknowledge Arena was way better like you said and implement some of the successes from it into HG.

    My opinion on adventure toxicity is that it changed as the game changed.

    Earlier on there was a lot more in what I call "the middle". The middle just refers to experienced organic play. There really isn't a lot of toxicity in that group. They enjoy the game, they value their accounts, they just aren't looking to cause trouble or be edgy, etc.

    As the game went more casual (which always happens, it's how business succeeds) a lot of the middle moved on. Too much cheesing, too much inconsistency in organic play. It became a lot more of what has existed for quite some time which is a whole lot of new players (a lot of people trying it out on gamepass) and the experienced players that do a lot of social media stuff. It's a lot of content farming, engagement farming, taking pvp too serious. Way too much ego. These 2 groups clash a lot and there is far less of the middle to dilute it.

    The whole thing back in the day about merchant boats being "sweaty" was because of that middle. People that did both pvp and pve but played organically.

    Arena just had a lot of people in the same area all the time, that's gonna have a lot of drama, adventure would be no different and is no different when boats are around each other.

    The merging in HG is probably the best part of it. Really cuts down on a lot of the issues inside the game itself (still a lot of social media drama). People can have their fight and then get separated.

  • @wolfmanbush Totally agree. I still think having an optional lobby would be nice. Especially for the solo players. I've read a lot of old Arena players saying they made some of their best friends in Arena, but I don't see that ever happening in HG, because 1. they get teleported away after a fight and 2. no pregame lobby exists to break the ice and chat with strangers. I'm sure most players would not even waste their time entering the lobby and they would stay on their ship during the dive, but maybe some would? I know I would like the hot tub brought back!

  • @beebstr008 Sea of Thieves is a team game. Solo gameplay just doesn't work.

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