Hardcore Adventure Servers

  • Something I've mentioned a couple of times in response to other posts, but this could be a solution to a lot of balance issues (or lack of) with matchmaking, as well as give an incentive to reaching Pirate Legend.

    Hardcore Adventure servers would be exclusive to Pirate Legends and have more focus on PvP though still maintain the PvPvE playstyle. JadeDragon00 recently suggested adding the Sea Dog faction to Adventure as it is. I don't think that would work, for reasons I pointed out in that post, but I do think something similar could work in a Hardcore Adventure mode. If this faction was only available on these servers, it would also give an incentive to select it.

    This would also have PvE elements with increased difficulty and rewards. The Megalodon and Kraken would be more like their OG versions than the nerfed ones currently found in Adventure and offer better rewards.

    Another reason for these servers would be to appeal to the experienced PvP players, drawing them away from the standard Adventure mode to a degree, but still keeping some risk there (i.e. decreasing calls for PvE servers).

    Other differences could be:

    • No Alliances
    • Emissary Grade Vs would be tagged on the map for all but offer a bigger multiplier if they cash in
    • No revives
    • No heal meter
    • Reaper's Bounties and Reaper's Chests carry the pillar of light with them (like the Arena chest)
    • Sink or scuttle will both spawn you further away

    Discussion welcomed. I'm sure there's some holes in my proposal.

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  • @realstyli Not knowing what will happen or who you might encounter at any given moment not hardcore enough for you!?

    😅

  • @galactic-geek said in Hardcore Adventure Servers:

    @realstyli Not knowing what will happen or who you might encounter at any given moment not hardcore enough for you!?

    😅

    I'm more thinking how we can offer better matchmaking for new players without an actual matchmaking system that takes into account experience - luring the wolves away from the sheep to a degree. And looking for solutions that would help alleviate the calls for PvE servers without actually taking away an important element of the game. While, at the same time, allowing experienced PvPvEers the option to seek out better challenges and competition.

  • @realstyli

    1. no alliances- I don't care I never an alliance
    2. emissary grade v marked on the map- I'm fine with that as long as the bonus is increased and you can see what emissary it is.
    3. No revives- Thats fine.
    4. no heal meter- thats not good if you cant be rezed and you cant see your food bar then you will die due to unnesecary reasons. Im against this one
    5. Reapers bounties and chests have pillars of light- not sure where you have been but im pretty sure they do lol
    6. sunked ships will spawn further away- im fine with this
  • @rtl-saint

    Reapers bounties and chests have pillars of light- not sure where you have been but im pretty sure they do lol

    That follow the ship?

  • @realstyli said in Hardcore Adventure Servers:

    @galactic-geek said in Hardcore Adventure Servers:

    @realstyli Not knowing what will happen or who you might encounter at any given moment not hardcore enough for you!?

    😅

    I'm more thinking how we can offer better matchmaking for new players without an actual matchmaking system that takes into account experience - luring the wolves away from the sheep to a degree. And looking for solutions that would help alleviate the calls for PvE servers without actually taking away an important element of the game. While, at the same time, allowing experienced PvPvEers the option to seek out better challenges and competition.

    This will further unprepare them when they do arrive in shark-infested waters.

  • @galactic-geek

    Except they have that choice. I said this would be an exclusive for PLs but I didn't say PLs couldn't stay in normal Adventure servers. But Hardcore Adventure would give more rewards and an exclusive faction for them. It would be an option, and players who select it would know the risks and know all the players there would be experienced. It also doesn't remove the "sharks" entirely from standard Adventure, which is what PvE servers would seek to do.

  • @realstyli uhhh yea ever seen one?

  • @rtl-saint

    The pillar disappears when you pick up the chest. Only the map marker remains.

  • @realstyli sure.............

  • @rtl-saint

    Reaper's Chest:

    Once claimed/touched, the beacon will disappear. The location of a Reaper's Chest is always visible on Map Tables, indicated by a Red and Black Skull pin. The high value and visibility of these Chests makes them easy targets.

  • @realstyli my bad but it isnt really that hard to see a chest on the map and find it. i think your asking for somthing easier than more difficult tbh

  • @rtl-saint said in Hardcore Adventure Servers:

    @realstyli my bad but it isnt really that hard to see a chest on the map and find it. i think your asking for somthing easier than more difficult tbh

    That's the intention, it would be to encourage PvP. Yes, it would be easier to hunt down a crew with it but harder to go unnoticed.

    So the reward for cashing it in should reflect that - not necessarily gold/doubloons as most PLs already have plenty of both but perhaps a commendation for the "Sea Dogs"-esque faction only on these servers.

  • At this point, I am just curious if they should just give players a server browser option. While also giving players the option to rent servers. I understand this is breaking character for me, but I see games like TF2 and remember back on all the fond memories of seeing regulars on a server. They make great community making tools while also giving players options on what to do with the servers. Owners of said servers get to implement their own rules with powers to enforce it.

    Does this open a can of worms with PvE servers? Certainly, but I will say, I quite enjoy games that provide a browser. I would be curious if they can even do that considering its limited by the Xbox.

  • @nabberwar

    Yep, I just wonder if this is actually the niche custom servers will fill once they are available to the public?

  • @realstyli lol it would be easier to go unoticed. If i see a reaper chest at an island with no beam then i know a ship has it. Your making it easier i think most of your ideas are half thought out.

  • @realstyli said in Hardcore Adventure Servers:

    @galactic-geek

    Except they have that choice. I said this would be an exclusive for PLs but I didn't say PLs couldn't stay in normal Adventure servers. But Hardcore Adventure would give more rewards and an exclusive faction for them. It would be an option, and players who select it would know the risks and know all the players there would be experienced. It also doesn't remove the "sharks" entirely from standard Adventure, which is what PvE servers would seek to do.

    It would still create an unnecessary divide, IMO.

    Also, not all PLs are what I would consider experienced - many will finish the grind before they really truly learn anything.

    You also already get more challenge and rewards with the emmisary system.

    To be frank, I just think this is unnecessary.

  • @galactic-geek

    I appreciate the feedback. And I don't disagree.

    As I said, I'm really just looking to address a few issues: the wolves vs sheep (lack of matchmaking), the calls for PvE servers (which most of us don't want), and a drive to achieve PL status and deliver a challenge to experienced players who want it. Maybe this isn't it but it gets us all talking and thinking about the issues.

    @rtl-saint said in Hardcore Adventure Servers:

    @realstyli lol it would be easier to go unoticed. If i see a reaper chest at an island with no beam then i know a ship has it.

    I don't see how a moving beam on the horizon is less noticeable than a static icon that only appears on the map? If I see a Reaper's Chest at an island, regardless of beam or not, I'd know a ship has it because (with the exception of the FOTD), they don't spawn on islands - so this argument is fairly moot.

    [You're] making it easier i think most of your ideas are half thought out.

    I can assure you my ideas are thought out. Maybe not perfect but I welcome debate, critical thinking and constructive feedback.

  • @realstyli

    I LOVE YOUR IDEA!

    Perhaps consider the following tuning and revisions to improve the Meta of Adventure mode to drastically improve the interactive components of the PVE-PVP hybrid play style that Sea of Thieves did indeed start out life as, and I HOPE that it can return to being. Those epic and truly insane battles for Events are a huge part of why I loved Sea of Thieves, and now its become a bit too soft, but also offputting because the game has gone from a game of skill and cunning to a game of gathering and seal clubbing. It is my opinion that some of the newer mechanics are to blame and have generated the new meta that just simply is not as fun, and the following would hopefully return the older funner meta.

    Mechanics

    1. No Cursed cannonballs, blunder bombs, or Firebombs.
    2. Old meta non-destructable masts, wheel, and capstan.
    3. Ships that do not catch fire.
    4. Old School bananas for food only, complete with original banana health per use tuning.
    5. 60 second timer on Mermaid teleport.

    Features

    1. Earlier more challenging tuning of Megladon, Kraken and Ship event.
    2. Harder tuning of Skull fort event
    3. Better treasure rewards for "Events" to invite more fierce competition of events in the form of PVP.
    4. "Hard Core" servers do not cumulatively contribute "Gold" (or any other format of currency) to your character or account, and your normal mode "Gold" is not used or brought to the "Hard core" servers, meaning any sort of items you purchase on hard core servers can only be saved up for, and purchased during a single play session.

    Reasons for this are following.

    1. It makes "Gold" (all forms of currency) far more valuable and something you want to chase after.
    2. "Events" become far more desirable, and Theft in game of treasure is more common and desirable.
    3. The removal of Destructible ship components, cursed cannon, special food, special weapons such as fire and blunder bombs is to strongly encourage the type and style of PVP that existed before these were added bringing back the truly epic nature of Sea of Thieves combat.
    4. The reason for the 60 sec timer on the mermaid (this may be too long and requires more consideration) is to add risk to the reward of boarding an enemy ship, or jumping overboard to keg an enemy in pursuit.

    Thanks for reading.

  • @swimplatypus7

    I'm not against some of these ideas but I would try to avoid making the mode so different from the standard Adventure mode as it is.

    I do have a lot of nostalgia for the way the game was previous to some of the added mechanics, like extended damage, throwables and fire, but I do think they add to the difficulty. Similar to CCBs, there are a lot of commendations related to some of these mechanics, so it would affect if they could be earned. Maybe a change to how these are obtained (not available at spawn) would achieve the same outcome and make using them a more considered choice?

    A 60 second timer on Mermaids seems a bit much, IMO, but I am not against making boarding more risky somehow - perhaps a change in timing to respawning when you die off your own ship?

    I particularly like your tweak to gold earned, this is very interesting and adds an almost "dungeon" feel to each session but, unless there's enough stuff on the server to purchase, it might get old very fast. We'd need more items and more expensive and exclusive items added.

    Harder tuning of skull forts is certainly part of the PvE changes I would make.

  • @swimplatypus7 said in Hardcore Adventure Servers:

    @realstyli

    I LOVE YOUR IDEA!

    Perhaps consider the following tuning and revisions to improve the Meta of Adventure mode to drastically improve the interactive components of the PVE-PVP hybrid play style that Sea of Thieves did indeed start out life as, and I HOPE that it can return to being. Those epic and truly insane battles for Events are a huge part of why I loved Sea of Thieves, and now its become a bit too soft, but also offputting because the game has gone from a game of skill and cunning to a game of gathering and seal clubbing. It is my opinion that some of the newer mechanics are to blame and have generated the new meta that just simply is not as fun, and the following would hopefully return the older funner meta.

    Mechanics

    1. No Cursed cannonballs, blunder bombs, or Firebombs.
    2. Old meta non-destructable masts, wheel, and capstan.
    3. Ships that do not catch fire.
    4. Old School bananas for food only, complete with original banana health per use tuning.
    5. 60 second timer on Mermaid teleport.

    Features

    1. Earlier more challenging tuning of Megladon, Kraken and Ship event.
    2. Harder tuning of Skull fort event
    3. Better treasure rewards for "Events" to invite more fierce competition of events in the form of PVP.
    4. "Hard Core" servers do not cumulatively contribute "Gold" (or any other format of currency) to your character or account, and your normal mode "Gold" is not used or brought to the "Hard core" servers, meaning any sort of items you purchase on hard core servers can only be saved up for, and purchased during a single play session.

    Reasons for this are following.

    1. It makes "Gold" (all forms of currency) far more valuable and something you want to chase after.
    2. "Events" become far more desirable, and Theft in game of treasure is more common and desirable.
    3. The removal of Destructible ship components, cursed cannon, special food, special weapons such as fire and blunder bombs is to strongly encourage the type and style of PVP that existed before these were added bringing back the truly epic nature of Sea of Thieves combat.
    4. The reason for the 60 sec timer on the mermaid (this may be too long and requires more consideration) is to add risk to the reward of boarding an enemy ship, or jumping overboard to keg an enemy in pursuit.

    Thanks for reading.

    I personally don't agree, as I see it going backwards, but still very constructive nonetheless. 😅

  • @RealStyli
    Naturally tuning would be required for any changes, but something to make the game a little more interesting, and bring back those epic sea battles is what I am after.

    You mentioned the mermaid timer, I just arbitrarily picked 60 sec to throw in some risk VS reward on boarding, and even make sneaky missions to board enemy ships a little less obvious while also keeping the risk high preventing the boarders from an easy escape when things go wrong. As you mentioned, that may be simply too long a time, but perhaps there is a dynamic way to implement this?

    Yeah with the gold I was thinking that unique rewards could be had in the "Hard Core" server, stuff that you really gotta break your butt for, and earn on a single play session preventing the cumulative stockpiling of wealth like we have presently in the standard adventure mode.

    The reason for the elimination of the new mechanics is that they massively widen the gap between players, almost too much. The chances for a lessor skilled player to fight back when I am armed a certain way is next to impossible and frankly its boring game play because of it. Sure they could "Get good" but I would rather even the moderate level players be capable of a good fight and for better players to actually need to try. IMO just trying to eliminate all the cheese strategies that I use, that are frankly game breaking for others and potentially the reason some people have quit the game.

    You're right that it would add a dungeon like feel, and it would really put value back on the loot you gain instead of loot becoming kinda stale like it is now where I simply don't care because I have literally millions of gold and no care to buy anything.

    Perhaps some coveted features could be part of the Hard Core game, like the ability to name your ship, that gives you a template loadout of ship customization that can be used in the normal Adventure mode, and this would be directly associated and attached to the ability to name your ship, and there would be one template per ship type, and even possibly some very challenging quests that need to be done to achieve that?

    Its been a long time since I designed any game content, but I have some ideas, and I really did fall in love with the old Sea of Thieves when it first came out because it was so "free form" and did the almost unimaginable in game design by providing a game that both noob players and advanced players could actually compete in the same game without serious disparity, meanwhile the game being balanced on skill not "levels" or "gear" like you see in other games like World of WarCraft and Everquest and even some FPS games now days. Now however if I gain certain food buffs, a Shotty and a pistol or Shotty and Sword + fire bombs and CCB I am basically god, and that cant be fun for anyone else.

  • @galactic-geek

    Hehe, opinion even we disagree is always a good thing, and thank you I always try to be constructive and helpful.

  • while some version of this in game cold be cool and a fun new way to play. they have a lot of other problems with the servers already. they need to fix their servers (filling servers, hit reg, server stability, other balancing measures, etc.) before splitting the player base again after cross-play opt-out.
    personally I don't think there are enough players that will actively play the hardcore version you've described. However I would still like to see a somewhat milder version be presented to the player base. there are a lot of new players and moderate players. not too often do you find an extremely experienced crew. these servers could bring these kind of people together and this would satisfy the people wanting "ranked" type servers where they will not play on servers with noobs or PC level pros.
    When I heard hardcore servers I thought "ship sink=new server for your crew". this could be another possible addition to add to the "hardcore" concept that I would like as a new way to play.

  • @RealStyli i dont see any need for this, but more problems it will inflict.

    the first thing is, not every PvPer will go for it, there is tons of reverseboosting today and you know why.
    Same will happen with the regular Adventure Server. Wargs to Baby Sheeps
    It already happens to seome degree with Arena and Adventure, because players 24/7 TDM'ing in the Arena are of course better at combat than the regular players. So they train their skills and find out how to use glitches to their advantage and then go into Adventure and mostly meet people who a. arent that trained and skilled and b. dont know of dont like to use glitches to their advantage as it already feels like cheating to them.

    Another problem i see is that it will only support gamer elitism and splitting.
    What we need is a more inclusive and playfull community and mechanics that support this and not the opposite of it to indirectly agree with elitism and splitting and give even solid arguments for not beeing inclusive, playfull and empathic.
    @Clumsy-George mentioned in a nother thread that he miss the sportmanship from older competetive online games, when people of the opposing team said good shot, GG well played etc.
    I had 2 PvP encounters this year what where challenging fun and without any anger and such, but with a GG WP at the end. 2 out of - idk 200 maybe. Just a tiny, tiny fraction of my overall experiences PvPing in SoT.
    And not to say all others were toxic or bad, a lot of were just sad happenings when it was imbalanced, not a challenge for us or me or for them etc. and very often it was just harrassing, especially if i solo i have a 99% chance some others try to harass me, insult, trashtalk in a serious and bad manner so i lose any fun and just logg out and dont play anymore.
    With the crew this barely happens, of course we also meet the trashtalkers all the time, the whiney, the toxic by nature people and what not, no matter if they sink or even win. When they sink they insult you for beeing a cheater, sweaty or whatever, if they sink you they call you Noob, PvE Lord, Trash etc...

    Thats nature of many, many gamers and with a hardcre mode imho this only supports this.
    Split the players further, beeing elitist and such...
    I know that is what drives people to play at all.
    Without setting themeself apart from others and beeing better etc... they wont play.
    Ok, i get that, but imho i dont want support that.

    Maybe and i hope so private Servers solve all these problems, then people can set up what thy like and build communitys and let people play on thse servers what offer what they want.
    Full Alliance, PvP only, hardcore this or that etc.

    Adventure mode would balance out over time again, when they do the right decision, that adjust and correct the mistakes they have done before and caused this split up state of the community etc.

    the sheeps to wolfs didnt work in 1998 in UO and therefore they made TRammel and it wont work for SoT in the Future.
    The bad thing they had done was attracting wolfs when they thought it was too less PvP.
    And other things that causes less PvP.
    Rare contradicts themself with what they do sometimes to try to please them all.
    We all know it is not possible. Instead to split players into PvX categories they should have sticked to the mixed pvpve players and only care for them and their wants and needs.

    If all players would take the piratecode as a code of Honor and not a funny guideline and if Rare would be clear and strict with what is allowed and what not plus some changes regarding SH'ing i dont get tired to repeat, problems you mentioned would solve themself over time.

    But i agree for implementing Sea Dogs and all its rewards into Adventure, because Arena is not fun and gets abandoned. They can make it simple and just make them join the Reapers.

  • @rtl-saint sagte in Hardcore Adventure Servers:

    @realstyli lol it would be easier to go unoticed. If i see a reaper chest at an island with no beam then i know a ship has it. Your making it easier i think most of your ideas are half thought out.

    not a bad point, because you cannot see across the entire map, except on the Table.
    But it's not clear @RealStyli want to add the beam on top or have only a beam and no Marker on the Maptable.
    So without any marker on the Map table it would indeed be less dangerous for someone with a reaper chest, even if the beam sails with you, you can only be seen when the sight is clear, and you can hide better with the beam than the Map Marker imho.

  • As a hardcore server mode id love Permadeath.
    Basically you die you can respawn but if your ship sinks you are kicked from the server into another.

    You could persist as a shipless pirate or catch the mermaid that will merge you to another game instance :)

  • @realstyli

    Much like PvE servers, this would be a division of the player base based on play style/motivation...

    The devs don't want to divide up the player base this way, and I agree with them. Everyone should be subject to the same world no matter their level of experience, reputation, or choice of play style.

  • @stundorn said in Hardcore Adventure Servers:

    But it's not clear @RealStyli want to add the beam on top or have only a beam and no Marker on the Maptable.
    So without any marker on the Map table it would indeed be less dangerous for someone with a reaper chest, even if the beam sails with you, you can only be seen when the sight is clear, and you can hide better with the beam than the Map Marker imho.

    The map icon would remain in this case. Sorry if this wasn't clear.

    @chronodusk said in Hardcore Adventure Servers:

    @realstyli

    Much like PvE servers, this would be a division of the player base based on play style/motivation...

    The devs don't want to divide up the player base this way, and I agree with them. Everyone should be subject to the same world no matter their level of experience, reputation, or choice of play style.

    I wouldn't want to divide the player base either but this is more of an exercise in brainstorming alternatives, should Rare feel the calls for PvE servers are too much or that they can't cater to experienced and new players in a way that satisfies both.

    I don't know about you but, personally, I'm bored with a lot of things because they get nerfed to a point where they're more of a nuisance than a challenge for experienced players. An example being the Kraken - I can take it down in less than 30 seconds in most cases and I don't even bother to pick up the loot anymore because it's not even worth it. Maybe this is something that can be optionally modified on existing servers? Such as a Hunter's Call Emissary that makes the Kraken and Meg harder but more rewarding?

    Back on the Hardcore Adventure idea though - if it helps with the division, perhaps the console opt-out would not apply.

  • @realstyli said in Hardcore Adventure Servers:

    I wouldn't want to divide the player base either but this is more of an exercise in brainstorming alternatives, should Rare feel the calls for PvE servers are too much or that they can't cater to experienced and new players in a way that satisfies both.

    If they're going to add any other modes in the future, I prefer they offer something different rather than a carbon copy of an existing mode because all that will do is dilute players between two similar modes. Arena accomplished this although the flaws with the game as a whole (hitreg, lag, loading times) hampered it from getting any kind of serious popularity.

    No PvE server, no "Hardcore" servers. Add a PvE challenge mode or something else completely different from Adventure.

  • @D3ADST1CK

    Indeed I would not want the player base diluted in such a fashion unless it was worthwhile. Hence, why I think it would be best suited as being for PLs exclusively. I already mentioned this could be an incentive to reach that milestone while also giving a clear path to further challenges.

    PLs are not such a significant number of the entire player base that I think it would negatively impact normal Adventure servers (only 2.54% of players have the Become A Legend achievement, True Achievements has this at 6% of tracked players - the TA number is probably a lot closer to reality given how many players never come back). It would also be optional, so not all PLs are going to select this mode every time they sail.

    I don't see Hardcore Adventure being a carbon copy, but rather an evolution. I've already mentioned a number of key differences that impact gameplay and difficulty. Others have suggested some good ideas that might work too.

    But this is a good discussion. I agree with the points about Arena though I would argue Arena 2.0 did more harm than good as it skewed the gameplay too far towards PvP, which alienated a lot of PvE focused players who had some interest in the original incarnation.

    I am genuinely interested though - how would you envisage a PvE challenge mode?

  • @gunner646 said in Hardcore Adventure Servers:

    while some version of this in game cold be cool and a fun new way to play. they have a lot of other problems with the servers already. they need to fix their servers (filling servers, hit reg, server stability, other balancing measures, etc.) before splitting the player base again after cross-play opt-out.

    Yeah the hit reg has been a thorn in their side for a few years now hasn't it, its a pity that they don't fix it, but really they ought to just eliminate hit reg at this point considering its never worked well in the first place. Likely a big component of Hit Reg problems are due to Rare allowing players from diverse regions of the world to play with each other even though the Latency from their X-box to the server is just too far, and as a result the lag time between the player and the server (latency) is so long that hit reg being accurate is almost impossible. This also by design of their system can create server stability issues because they want to keep players connected, and the server will bendover backward at your expense even if you have a great connection just to keep a bad connection alive. This is a design fault all in an attempt to please everyone. Truth is, limits need to be set on what servers a player can connect to, so that the quality of service is decent. The trade off is unfortunately for some, such as players in Australia whom may not get active servers at certain times of day.

    personally I don't think there are enough players that will actively play the hardcore version you've described.

    You may be surprised; all that needs to be done is include special sets of gear, ship customization and the like that just cannot be had in any other mode. The number of players does not even need to be all that high, because servers are not a dedicated "computer" or anything special, everything now is on a big mainframe hosted by MS likely on their Azure platform, and those server centers are literally all over the world by geographic location, and that means the platform is 100% flexible, and also somewhat explains the constraints of the server size limits due to server loads (the game) being confined to certain resource limits to keep the costs down, and in turn allowing Rare to potentially Host Sea of Thieves for free on the Microsoft X-box platform.

    However I would still like to see a somewhat milder version be presented to the player base. there are a lot of new players and moderate players. not too often do you find an extremely experienced crew. these servers could bring these kind of people together and this would satisfy the people wanting "ranked" type servers where they will not play on servers with noobs or PC level pros.

    The biggest problem with Sea of Thieves right now is the meta of the game. The tools given to us make experienced players like my self way too powerful, while making inexperienced players who are new to the game far too weak. This did not use to be a problem early on (before arena) back when the food mechanics were simplistic banana, and the masts of ships could not be damaged and destroyed, and before fire could break out. Cursed cannonballs were also a bridge too far in some ways, because with them I can entirely 100% disable an enemy ship, and I assure you I almost never miss. That's gotta be incredibly frustrating because they can TRY and repair, but frankly speaking they are never gonna survive after the first shot, especially as I cycle them into Davy Jones locker.

    When I heard hardcore servers I thought "ship sink=new server for your crew". this could be another possible addition to add to the "hardcore" concept that I would like as a new way to play.

    Actually a cool concept, so long as they clean up their ability to populate the servers, IMO right now something is borked because even during prime time you end up on dead servers that seem to never get new players on them. Frustrating, because I love the action.

  • @realstyli said in Hardcore Adventure Servers:

    I am genuinely interested though - how would you envisage a PvE challenge mode?

    There is lots they could do, from fighting waves of skeleton ships, a special dungeon crawl or generating voyages from point A to B to retrieve a MacGuffin with special spawn conditions for krakens, megalodons, or ships. Introduce a new trading company with a set of commendations all centered around this mode as a PvE-centric mode as a counterpoint for the Sea Dogs company and it's commendations revolving around PvP.

    Give players gold for completing the challenge, no other loot or access to the Adventure companies. It provides a unique PvE challenge but doesn't compete with Adventure.

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