On the whole, I think diving is both a really interesting mechanic and one that is good for the health of Sea of Thieves. It’s an important tool for casual players to be able to get things done during their limited playtime, and if you only have two hours to play, nothing is more frustrating then spending half of that doing nothing but sailing.
With that being said, the introduction of being able to dive to almost anything in the game dampens a lot of player interactions that previously existed. Why fight it out at a random world event when you could just dive to one? Yes the loot at a world event is a bit better, but in a lot of cases it’s not really worth the extra effort.
This also harms a lot of the risk versus reward for PVP engagements. In modern Sea of Thieves, the gameplay loop largely revolves around: dive, sell your loot, dive again. This loop means that most players don’t have anything on board their ship, which is both bad for offensive (who are often looking for a loot haul) and defensive players (who get nothing if a freshly dived ship attacks them).
I think diving is a great tool, but I think there should be some incentives to NOT dive. There isn’t any reason to stay on the same server at present, outside of enjoying some of the game mechanics (like sailing) or doing a specific world event like the FOF or FOTD. With that in mind, I wanted to suggest adding a new treasure type to raid voyages.
(New) Cursed Treasures
Description:
- Using his recently acquired ancient knowledge, Captain Flameheart has begun releasing curses on the treasures of Sea of Thieves. These powerful spells lockdown any loot item inflicted, ensuring that item cannot be sold until the curse is broken.
Breakdown:
- This change places a “curse” on the highest value items from raid voyages. These cursed items cannot be sold until the curse has been broken.
- This curse will break naturally after around an hour-two hours of sailing with that treasure piece on your ship.
- Cursed loot can also be taken directly to the reapers hideout, where an ancient ritual will be performed to remove the curses from these treasures. This ritual only takes 15 minutes, but a beacon will appear above reaper’s hideout, indicating this ritual is taking place. Players will have to defend their hard earned loot while the ritual is being completed.
- A new voyage will also allow players to break the curse on their loot. This voyage has players uncovering the knowledge of the ancients on islands near the center of the map, with the goal of breaking the curse and gaining even more treasures
- After the curse has been broken, these cursed items can be sold to their respective factions for a huge payout.
- Around half of a raid voyages total gold payout will be in the form of cursed items, with cursed items also having a chance of appearing in the regular loot pool for voyages and world events (albeit with reduced chances).
- Selecting “dive to voyage” will guarantee that at least one piece of treasure from the reward pool for that voyage is cursed (with the exception of voyages without real “loot” like cargo runs)
Explanation:
- The idea behind cursed loot is to incentivize players to stay on a server for longer periods without punishing them for choosing not to do so.
- Players are still able to dive to voyages, experience the content they want to experience on demand, and they can even continually dive to voyages (albeit with a lower payout as you aren’t selling the cursed loot). But this addition encourages players to stick/sail around on the server for a higher payout (with increased risk).
- The addition of this mechanic adds several new and engaging ways to play/deal with curses (high risk/high reward), while also adding a lower risk method for casual players.
- Adding a feature like this would also incentivize casual players to engage with world events and other content in the Sea of Thieves, as diving would be less appealing to some.
- Players (both on the offense and defense) are much more likely to have SOMETHING of value onboard their ship. This creates incentives for PVP and potential benefits for the people defending themselves.
A feature like this creates all sorts of different ways to engage/play, and also adds some risk back to the Sea of Thieves. It also adds reasons to engage with/defend against players, and just generally gets people doing things on the seas again (instead of diving around constantly). I think if implemented right, a feature (like the one suggested above) that incentivizes not diving would do wonders for the health of the game and overall player interactions.
