Rare should implement a matchmaking system for server assignment based on a hidden PVP ranking system. Here's what I mean and why I think it would benefit the community greatly:
The current problem is there are a mix of players in the community of varying levels of interest in PVP, varying levels of time to play, and varying levels of skill. At present, it appears that server assignment is strictly based on availability of a spot on a server and location/network connection/ping (If someone has evidence otherwise, please share. I'm not aware of any articles or interviews that said differently). This leads to servers being very hit or miss with the experiences of players in them. New players may be in a server with long time veterans. Players who never PVP may be in a server with players who only PVP. This can be disheartening for newer players who players with limited time or experience in PVP when they are constantly being interrupted while trying to get comfortable with the game and improve, causing them to give up or divert to alliance servers. It's harmful to the community and the well-being of the game as they may eventually leave and are not going to spend money on new content if they are unable to enjoy the game.
Most online games that have PVP have a ranking system. There's a million different ways this could be implemented, but the general approach typically involves increasing someone's rank based on number of kills or some ratio of kills to deaths, wins to losses (wins to losses is a bit more fluid here since there's no "match"). Often this rank decreases over time or at set periods of reset. For example, Dead By Daylight has a Survivor ranking that starts at level 20 and decreases to level 1 over the course of a month. As a player completes more matches, has more success, this rank improves and they are matched with like players. After one month, the rank resets (not completely). This gives the chance that someone who was good before but maybe has less time now and has gotten worse is still generally paired with people similar to them. The catch is, it's not 100%. You may still be paired with people vastly outside of your current skill level, but it's still only one factor of pairing and if there's no availability in a server of similar skilled people, you could be paired with people much better or much worse than you.
If Sea of Thieves were to implement something similar, it could help reduce toxicity in the community and improve the state of the game. This would encourage more people to play consistently and likely help increase sales of emporium items. A system in SoT could involve giving people points for every ship they sink or player they kill while reducing points slightly when they are sunk or killed. For example, a ship sunk could be 100 points, a player killed could be 50 points and a death by another player could be -25 points (the numbers don't matter right now, that's something Rare would have to test and model). If a player killed the same other player or sunk the same other ship multiple times in a short period, these values could jump up to drive them into a higher ranking quicker as they are more aggressive, even if they are not necessarily more skilled. Each month the points value could be reduced by a percentage, allowing for people who change over time to still be paired with appropriate crews.
When joining a server, SoT could calculate the average ranking of all players in the server (again, the modeling around this would need to be tested and tweaked over time to get it right) and as new crews join, they're ranking is compared to the server average and placed into a server that is similar in rank. This means more aggressive crews would get matched with each other and newer, less experienced crews would get matched with each other more frequently.
It doesn't eliminate PVP. It doesn't segregate PVP players vs PVE players. It simply ensures a more evenly balanced server where people are more likely to have the types of community engagements they want to have. In periods of limited server availability, players may still get paired with other crews that are very different from them. It still allows for fluid game experiences that are what make the game so great. It doesn't eliminate toxicity. It is likely to improve the experiences for most players as a whole though and improve retention of players.
