The Arena and how I’m worried

  • @enf0rcer a dit dans The Arena and how I’m worried :

    @corrupt-fellow said in The Arena and how I’m worried:

    @enf0rcer Interesting

    If you want to hear something quite fasicinating, This Game is actually a great Case into the Study of "Game Theory" as it makes perfect uses of the "Prisoner Dilema" senario where by you have two party which can end with 3 different outcomes.

    1. Both party choose to work together to mutual benifit and collectively recive the best outcome.

    2. One of the Party decides to backstap the other to earn a individually higher reward for themselves while leaving the other party with nothing.

    3. Both parties turn on eachother and they both end up with nothing.

    Cause each crew is a neutral party this senario plays out in every encounter the only factor that changes is the amount of trust each party has for the other.

    The best part i found is that an A.I. Already discovered the best stratergy for this senario dub the "Tic for Tac" where by the A.I. controlled party would always opt to work together untill it is betrayed inwhich upon it's next encounter it will then choose to betray. This will avg out to coming out even.

    However the Majority of Players i find tend to want to work together but the moment they get betrayed they Rage Quit then run to the forums to complian they got Attacked and Robbed in a "Pirate" Game where the word "Thieves" is clearly printed in the title. Instead of simply attempting to Backstab the next Crew they meet.

    Anyways some player don't see the true beuty this game offers at it is a Social Game built on player interaction and the Voyages and subsequent grind is merely a guide to drive players into these interactions. It's role was never to be the core gamplay as many belive it to be. Now Instead one large group of players merely want a Singleplayer/Co-Op experience and Another wanting a pure competitive PvP Experience. Which Completly misses the point of this game and why it's special.

    you're absolutely right, but the problem for me and my gaming group are rather aggressive players, although we refuse to attack solo sloops. It's frustrating to see that non-stop players are clamoring for an alliance, or that they are running away, and the few times that we can have a good naval fight, they sink in less than 2 minutes ... It's frustrating that for players who are flowing in less than 2 minutes and players who have won without any challenge.

    What I hope for the arena mode is to be in big players to have the intense naval battles that we can have. And that uncomfortable players in combat try to improve themselves so that they are more comfortable in the adventure mode! Without being afraid of losing their treasures.

  • @corrupt-fellow I really don't think it will lessen the normal play because if your a pve player then you will do what you love to do and the pvp players for the most part only want to attack the easy kill or the players who do not want to pvp.
    Leaving player who want to mix it up now and then for the arena.

  • @corrupt-fellow me likes to sail, kill and plunder.

  • @corrupt-fellow I outlined it in the post above. The way the voyage system is set up slowly starts to exclude the main demographic it is trying to target by increasing the time requirements as you level up.

  • @d3adst1ck No, it absolutely does fix the problem. Some people want to experience the game on a grand scale by creating stories and adventures with their friends and family. Others enjoy the ship to ship combat, working together in a crew, and stealing treasure. Both can currently be enjoyed in Adventure mode but player interaction isn't always consistent; which is fine because it keeps the game less predictable which, in my opinion, adds excitement to the game.

    However, sometimes we can't dedicate as much time to a session as we'd like and in turn we decide to play something else instead. Rare understands that and wants to capitalize on players that can only play for a short period of time or even on players that want to have CONSTANT PvP interaction. Thus, the Arena was born.

    It's a smart business move and I think it will pay off in the end.

  • @je0rgie-p0rgie the problem of long session times becoming more common in the base game will still exist after arena, so no it doesn't solve the problem I was talking about.

    Considering the popularity of the solo sloop, it remains to be seen how successful the arena will be as a lot of solo combat is pretty limited and the group combat works infinitely better with familiar crews. Unless the matchmaking system provides better options, I don't think a lot of people will continue with it long term.

    But who knows, it may bring back older players who have nothing left but pvp.

  • Honestly I'm not too worried about Arena. I think the concerns are valid but having another mode with a different style of gameplay, that plays out faster than Adventure mode will add to the game's appeal in my view.

    Drop in play a round of arena, then maybe stick around for a longer and more chilled out adventure or visa versa. Just like how people who play Battlefield might have some games of Team Deathmatch or Rush and it hasn't caused the Conquest game mode to die off.

    I think I'd play more often if I could have a game or two that only took 35 - 40 minutes instead of multiple hours.

    I also think there's a lot to be said for shorter games when you don't know who you'll be playing with. I could play all day with my regular buddies, but randos who I crew with through open or LFG? Not so much. 35 minutes could be more than enough time to spend with some of them, others might be such a good laugh that I'd want to crew with them on adventures. Arena might be a really good way of finding out who is in which category.

  • @je0rgie-p0rgie a dit dans The Arena and how I’m worried :

    It's a smart business move and I think it will pay off in the end.

    It will eventually... but those pings and desync problems will not be accepted by all.
    Rare needs to adress this as fast as possible.

    New players and competitive enthusiasts won't take this mode as a serious alternative to what's out there with these kind of parameters such as lags, 69ping at best, teleports, desync affecting gameplay making items or weapons unsusable until death, long respawn loading screens in heavy combat zones with a black screen of death etc...)

    Kinda off topic but still relevant imo.

  • @dotcomrobots How is it smart?

  • @dotcomrobots now these are concerns I can agree with 100%.

    I had a fairly decently long break from SoT until yesterday. My two observations about how the game has developed in my abscence are:

    1. the new stuff is brilliant, they really outdid themselves with the last few updates

    and

    1. the game is waaay more unstable than it was when I last played. Which when you compare it to how the game used to be still could use an extra bit of polish if they want to release a truely competitive mode, in my opinion.
  • Here's the thing, these are only problems for people who already like the game perfectly as is, but those are the minority. When you're a business particularly one trying to do games as a service you want to attract new players and bring back old players. Catering to the same limited pool of players over the lifespan of the title just does not make good business sense.

  • @prodigy-burns Not sure if lags, high ping and game breaking desync is an issue for the minority only...

    It's concerning for everyone imo until Rare does something about it.

    New players won't be pleased to have a competitive mode with such network problems surrounding the game.

    It's neither good for the young blood or the veterans..

  • @dotcomrobots Sounds like a separate issue to me, that said I've played multiplayer that works worse than SoT. If the core battling experience works which seems to be something people are still looking for it shouldn't have trouble attracting new players. Timing and marketing I think are the bigger issues.

  • @d3adst1ck said in The Arena and how I’m worried:

    @je0rgie-p0rgie the problem of long session times becoming more common in the base game will still exist after arena, so no it doesn't solve the problem I was talking about.

    So you're concerned with how long it takes to do a single voyage? In your earlier posts you brought up the word "casual" I think we need to define what that word means. Are we talking about time dedicated to playing the game? Or the learning curve required to play the game?

    I'd say the game is still very much a causal game even if it might take someone two hours to complete a voyage. Two hours isn't much time and there's no true benefit to reaching max level so there's no need to rush through the levels as quickly as possible. Not the mention the learning curve behind the game isn't all that difficult. We don't need to worry about min / maxing stats, gear builds, abilities, skill points, racial benefits, etc.

    Sea of Thieves won the Fun and Serious award for "Best Family/Social Game." Fans talk all the time about how their family can come together and play this marvelous game. I don't think there is an issue with how "casual" this game is.

    So it still stands that introducing an Arena style game mode that allows for shorter bursts of the Sea of Thieves experience will help attract players that only have a short amount of time to play. When they have more time they can play Adventure mode.

  • @dotcomrobots sot is just as solid, if not more so, than every other AAA online game.

  • @marsmayflower True

  • @marsmayflower a dit dans The Arena and how I’m worried :

    sot is just as solid, if not more so, than every other AAA online game.

    So wrong.
    Never had a lower ping than 68 in SoT when I have a consistent average of 12 to 25 in other games. Actually I never saw anyone having any less than 55 even with a really good internet connection.

    Additionally the amount of disconnections, glitches, desync problems is way higher than most of the games I play. Battlefront 2 doesn't have these problems, Team Fortress 2 either, Overwatch doesn't, GTA V doesn't... The list is long.

    Don't get me wrong, SoT is kind of stable but definitely have room for improvements in order for Arena to feel "right" to newcomers and fps enthusiasts.

    And if Arena gives Rare the opportunity to finally tackle those problems for the "Adventure mode" aswell then it's a big win.

  • @dotcomrobots I’ve played them all. Thieves is just as good.

  • Sot is a great game, but a pvp mode mixed k/m vs controller is a bad idea, it is in adventure mode.

  • My only concern is the advantage that PC has over Xbox in PvP.

  • @enf0rcer Most PvE players didn't play long because they were run out of the game by the PvP players. Rare is finally coming to their senses and realizing that grief based PvP is a bad thing. Making a game where one group of people gets their enjoyment out of ruining the game for another group of people is just bad gaming. The arena is the first step to creating a place for healthy, fun and positive COMPETITIVE PvP. Dividing the community is a great step forward that will allow all those people who wanted to enjoy the game, but couldn't because of grief based PvP, to return.

    Adventure mode is getting better and better with every DLC. The content is rolling in. NPC Pirate skeleton ships, The Meg, Karen and all the other PvE content is really starting to flesh this game out. I look forward to a future where adventure mode is eventually so jacked with content that they can get rid of grief based PvP altogether and have 2 separate healthy communities both enjoying the game the way they want.

  • If the arena gets introduced, I will never ever come back to this game and will be glad that I refunded when that was still an option.

    Many good suggestions were made for how to make the game more enjoyable for both players who enjoy PvP or PvE more than the other. Why were all of these ignored and the single-worst PvP-killing feature ever used in any online multiplayer chosen instead? There has not been an MMO where the introduction of instance-based, mini-game type or arena modes have not killed off world-PvP. Tarren Mill versus Southshore disappeared almost overnight from World of Warcraft when battlegrounds like Warsong Gulch were introduced. Warhammer Online began nose-diving when it did the same thing.

  • @flowerofcarnage said in The Arena and how I’m worried:

    @enf0rcer Most PvE players didn't play long because they were run out of the game by the PvP players. Rare is finally coming to their senses and realizing that grief based PvP is a bad thing. Making a game where one group of people gets their enjoyment out of ruining the game for another group of people is just bad gaming. The arena is the first step to creating a place for healthy, fun and positive COMPETITIVE PvP. Dividing the community is a great step forward that will allow all those people who wanted to enjoy the game, but couldn't because of grief based PvP, to return.

    No Most player left out of the sheer lack of content. This was universally agreed upon. While yes many did complian about greifing the problem came from what a player Viewed as Griefing. Becuased PvP Encounters Lack a Defind Structure PvE only Players started to justify any PvP act as Griefing. Both Sides Had to understand this was a PvEvP enviroment. So a Player PvPing was just as valid as a player PvEing. PvEer faild to understand they were in a PvP arena and the Game failed to Provide An OutLine to what was Considered Legitmate PvP. Which is why there was so many post asking for things like a Bounty System. In my Personal view PvP wasn't ever about the combat but the tactical and stratigic nature of Stealing Loot. But some PvPer wanted merely more ship combat. So in the End cause Rare decided to give more PvE content without also expanding on the PvP is were the Problem lies.

    Adventure mode is getting better and better with every DLC. The content is rolling in. NPC Pirate skeleton ships, The Meg, Karen and all the other PvE content is really starting to flesh this game out. I look forward to a future where adventure mode is eventually so jacked with content that they can get rid of grief based PvP altogether and have 2 separate healthy communities both enjoying the game the way they want.

    So you want a striaght PvE Mode. Guess What you can go to LFG or Discord and Find yourself a Farming server.

    But Understand that is Completly agianst the Foundamental nature of the game. As the Loot Was Designed to be Stolen. If They wanted to make a PvE only Game they would have simply given you the Gold and Rep once you Picked up the Loot. This Was never a PvE Game.

  • @xraylexx True wish they added the option to disable cross play.

  • @corrupt-fellow said in The Arena and how I’m worried:

    @xraylexx True wish they added the option to disable cross play.

    Or quite easily have introduced server-matching based on what controller was being used, as GTA Online does and it works fine.

    I do however fully expect Rare to create an option to disable cross-play because it's a bad idea and they have so far shown that they will always opt for a bad idea when there are workable and proven alternatives that can be ignored.

  • @jejesasa said in The Arena and how I’m worried:

    @enf0rcer a dit dans The Arena and how I’m worried :

    @corrupt-fellow said in The Arena and how I’m worried:

    @enf0rcer Interesting

    If you want to hear something quite fasicinating, This Game is actually a great Case into the Study of "Game Theory" as it makes perfect uses of the "Prisoner Dilema" senario where by you have two party which can end with 3 different outcomes.

    1. Both party choose to work together to mutual benifit and collectively recive the best outcome.

    2. One of the Party decides to backstap the other to earn a individually higher reward for themselves while leaving the other party with nothing.

    3. Both parties turn on eachother and they both end up with nothing.

    Cause each crew is a neutral party this senario plays out in every encounter the only factor that changes is the amount of trust each party has for the other.

    The best part i found is that an A.I. Already discovered the best stratergy for this senario dub the "Tic for Tac" where by the A.I. controlled party would always opt to work together untill it is betrayed inwhich upon it's next encounter it will then choose to betray. This will avg out to coming out even.

    However the Majority of Players i find tend to want to work together but the moment they get betrayed they Rage Quit then run to the forums to complian they got Attacked and Robbed in a "Pirate" Game where the word "Thieves" is clearly printed in the title. Instead of simply attempting to Backstab the next Crew they meet.

    Anyways some player don't see the true beuty this game offers at it is a Social Game built on player interaction and the Voyages and subsequent grind is merely a guide to drive players into these interactions. It's role was never to be the core gamplay as many belive it to be. Now Instead one large group of players merely want a Singleplayer/Co-Op experience and Another wanting a pure competitive PvP Experience. Which Completly misses the point of this game and why it's special.

    you're absolutely right, but the problem for me and my gaming group are rather aggressive players, although we refuse to attack solo sloops. It's frustrating to see that non-stop players are clamoring for an alliance, or that they are running away, and the few times that we can have a good naval fight, they sink in less than 2 minutes ... It's frustrating that for players who are flowing in less than 2 minutes and players who have won without any challenge.

    What I hope for the arena mode is to be in big players to have the intense naval battles that we can have. And that uncomfortable players in combat try to improve themselves so that they are more comfortable in the adventure mode! Without being afraid of losing their treasures.

    I understand how you want more Naval Battles, and there nothing wrong with that. The fact is that the Main Objective of PvP in this game was the Loot not the Ships. Your Goal as a Pirate was to Grab another Crews Loot and bring it to Your Ship while defending the Loot on Your Ship. There never was an Objective to Sink ships unless that Ship Had Loot. I'm fine with adding a more Naval Combat I'm just agianst Adding it as a Replacment to actual Theift PvP and instead turning it into CTF.

  • @flowerofcarnage I sink every ship I see.

    Is this griefing?

    Rare can add as much content as they want in the game, it won't stop players from constantly getting into PvP. It's way too fun.

    Not sure if the word "grief" is properly used in this community.

  • @corrupt-fellow this "Arena" mode is something Im uninterested in. But no one seems to be thinking of the benefits to having a Pvp oriented mode.
    The main reason I think Rare is doing this is just to balance the game, to find out if theres exploits and maybe even make combat tweaks or enhancements.
    The only I can see the Arena being a mistake is if they have cosmetics locked in the main game behind an Arena rank or commendations, forcing players who may like the cosmetics to play Arena when they have zero interest in it.

  • Arena-modes have destroyed world-based PvP in every game they have been introduced in, whether MMOs or large-map multiplayers like Evolve. The arena-mode is not a gift to PvPers, it's being done for the sake of PvEers.

    People getting 'griefed'(misused in this case as it's simply in most cases others playing the game) get it because Rare failed to listen to suggestions from PvPers about how it could be improved. The problem was that unless someone had loot, there was no extrinsic motivation to attack them but the only way you could tell if someone did was by their behaviour. Obviously, if someone is trying to get away then they must have something valuable. If they have nothing, there is no reason for them to not stand their ground or even scuttle because that's faster than trying to run.

    PvEers understand nothing though; they'd behave as if they had loot even if they didn't, apparently not understanding the concept of the game and they've been continually trying to change it and are slowly succeeding. What Rare should have done is ignore them, listened to the PvPers and make it so players were given more solutions they can use in-game rather than imposing them from the top-down. Bounty systems, means of detecting loot at sea and open-contracts from the faction vendors would have given PvPers real-stakes to fight for and less likely to waste time on people with nothing as there were bigger fish out there.

    In the absence of extrinsic rewards, intrinsic motives were in play.

  • A few days ago, I was in an alliance in which there were 5 galleons. When we were all together, my 1080 was struggling to display all the boats and characters, and I had 30-40 fps.

    Not to mention the ping that rose to 200-300 for all players when we were all in the same area (and I'm just talking about zone, within a radius of 2 or 3 boxes on the map)

    So if they want to do a correct PvP mode, with several boats confined to a small portion of the world, they will have to do something to optimize their game.

  • I don't have enough time in SoT to really have a valid opinion... so take this with a grain of salt!

    In general, I'm usually against splitting the player base into several modes. This can splinter the player base and make the game feel a little less active.

    On the other hand, with SoT map size being so small (24 people max) there's really never going to be a problem filling it (if there is, we have a different problem!).

    An additional benefit then is that this may make Adventure mode more in line with what "PvE" players want, and the Arena mode can become a bit more what "PvP" players want... this I think is a net positive.

    I understand the concerns, but IMO, the more players active in the game the better off we probably are. Also, Rare is one of the few studios I trust to at least try to this the right way :)

  • I think players will go where there are the most rewards.

    In the early days of The Arena, many people will go because it will probably unlock new items. It will force everyone to at least discover this mode. Then, if it is more profitable than adventure mode, people will stay even after unlocking new items.

    But for players who enjoy long sessions of several hours, adventure mode will remain their favorite. Similarly for players who still want to unlock some commendations or levels of different alliances. It will not be possible in the Arena.

  • @corrupt-fellow

    Not worried at all, and in addition to Arena, we're looking forward to a dramatically expanding quest/storytelling system being introduced into the main game.

    I think we need to look on Arena as added content, another way to experience the seas, another option, rather than talking about splitting/dividing/reducing. We're very good at basing our thoughts and concerns on what we've experienced in other games, I don't think it does any harm, but we also know that Arena will go through extensive testing and tweaking with Pioneers, a dedicated group who are not afraid to voice their concerns. We know that Rare want this to succeed and to be a great experience, we also know that there are plenty of pirates sailing the seas.

    Sea of Thieves isn't an MMO, those playing Arena will still need to achieve Legend status with progress in rep from 3 Trading Companies, those who are already Legends will have the option of maxing reputation with the new Sea Dogs.

    Knowing Rare, the Arena likely isn't going to be representative of any current existing 'mode' we know from other games, I'd look out for ways to play which are fun, funny and fast paced done in that unique Rare style.

  • PvP is a lost issue, considering that PC players use Macros to cheat by shooting both guns at one.

    Amazing how one can be killed with one shot whilst having full health.

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