Sea of Thieves (XB/PC/Game Pass/PS5) - Over 35m players. Coming to PS5 on 30th April. 2024 details.

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Gemini73

PostRe: Sea of Thieves (Xbox One/Win10) - Free with Game Pass. More than two million players (p38).
by Gemini73 » Thu Apr 05, 2018 11:23 am

Deleted comment because I don't want to be seen as poking the bear, so to speak.

Last edited by Gemini73 on Thu Apr 05, 2018 5:38 pm, edited 1 time in total.
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Samuel_1
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PostRe: Sea of Thieves (Xbox One/Win10) - Free with Game Pass. More than two million players (p38).
by Samuel_1 » Thu Apr 05, 2018 11:35 am

Photek wrote:Would I like more content? Sure,

Should it have launched with more? again sure.

I've never argued against that, I literally made the point before launch and when it did launch but some poster are making out I said it was the best game ever made which is disingenuous.

On the whole though, being as I was already a gamepass subsciber, I really REALLY enjoy the game and I believe Rare will add lots in the months and years to come.

I'm sure you're right, it will quite possibly end up like a Seige, or a Division. I am picking on this game a bit, it's true, this is really only because it's the latest example of a phenomenon that seems to be growing in prevalence and one that I am becoming increasingly uncomfortable with. I don't don't have to buy this game but it is the wider ramifications that I am concerned with here. As I have mentioned before; setting the precedent that releasing a half finished game is Ok is dangerous for the industry as a whole.

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Photek
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PostRe: Sea of Thieves (Xbox One/Win10) - Rare pirate game. Out on Tuesday!!. Free with Game Pass. Gameplay Launch Trailer (
by Photek » Thu Apr 05, 2018 11:37 am

I posted this before launch:

Photek wrote:The sailing in this is enough to keep me going but the more I think about it, the more concerned I am. I’ve no doubt this will start well and be supported but so far in everything I’ve played it’s a bit fetch questy, also despite newer enemy types they’re still all skeletons, they’ve kept so many things under wraps though so hope when you delve into each type of quest they get broader in scope and harder.


I posted this after playing it for a couple of hours:

Photek wrote:As far as I can tell, so far, the game seems to be quite light on content. Now I have faith in Rare to remedy this over time but if you're going to ask for nearly full price for a game it's a tad deceiving. If it was exclusive to Gamepass (as in €10/£8 a month) and not on sale as such it'd fare much better in terms of value for money.

I know non skeleton enemies are coming but again, why not at launch?


I get the impression people didn't read either of these posts.

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Samuel_1
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PostRe: Sea of Thieves (Xbox One/Win10) - Rare pirate game. Out on Tuesday!!. Free with Game Pass. Gameplay Launch Trailer (
by Samuel_1 » Thu Apr 05, 2018 11:46 am

Photek wrote:I posted this before launch:

Photek wrote:The sailing in this is enough to keep me going but the more I think about it, the more concerned I am. I’ve no doubt this will start well and be supported but so far in everything I’ve played it’s a bit fetch questy, also despite newer enemy types they’re still all skeletons, they’ve kept so many things under wraps though so hope when you delve into each type of quest they get broader in scope and harder.


I posted this after playing it for a couple of hours:

Photek wrote:As far as I can tell, so far, the game seems to be quite light on content. Now I have faith in Rare to remedy this over time but if you're going to ask for nearly full price for a game it's a tad deceiving. If it was exclusive to Gamepass (as in €10/£8 a month) and not on sale as such it'd fare much better in terms of value for money.

I know non skeleton enemies are coming but again, why not at launch?


I get the impression people didn't read either of these posts.

I did actually and my original post about the developer lying wasn't directed at you, it was more of a public service announcement. I am attacking the game and the way in which it's been promoted, but I'm not attacking you or your obvious affection for it.

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PostRe: Sea of Thieves (Xbox One/Win10) - Free with Game Pass. More than two million players (p38).
by KjGarly » Thu Apr 05, 2018 1:13 pm

Samuel_1 wrote:
Photek wrote:That wasn't directed at you Sam. :)

Well you did call me a pleb mate.


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Wait, I thought PDawg was staying clear of this thread due to plebyness? :x

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PostRe: Sea of Thieves (Xbox One/Win10) - Free with Game Pass. More than two million players (p38).
by Green Gecko » Thu Apr 05, 2018 2:18 pm

Photek, you don't need to spend 3 days explaining why you enjoy the game. :wub:

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PostRe: Sea of Thieves (Xbox One/Win10) - Free with Game Pass. More than two million players (p38).
by Monkey Man » Thu Apr 05, 2018 11:55 pm

Sea of Thieves: Top Feedback Points

Find out what we're doing in response to things our players are saying!

Hi, with Sea of Thieves having been out for just over two weeks now, the team has been hard at work ensuring everything is behaving as expected, but we've also been gathering the top feedback points on the current game experience. We have been discussing these at length, figuring out solutions and getting work underway. Some issues are easier to solve than others, whereas some will require more involved fixes and take a little longer to get out to our players.

Below are the top feedback points and our current plans to address them. As with everything on Sea of Thieves, we will make changes, get them out to players and assess how effective they are, using feedback and data to decide whether we need to take more steps. Our priority is always to work out what can we do to address issues quickly, and then if we need to spend more time on them for a more involved fix, we will invest that time and effort.

Ship respawns

When you sink a ship, they respawn too close to you. This can be frustrating for players at a Skeleton Fort, or constantly having the same ship follow you and engage you in combat.
Complete: We have pushed the distance back that ships respawn at so they are out of view of the ship that sunk them. This is pretty much double the original distance that ships were respawned at. This change is in the game update that went live on Wednesday April 4th.

Work in progress: We are also working on having this configurable in the service, rather than in the client, meaning we will be able to adjust this further live based on player feedback.

Spawn-killing

Players can get stuck in a die-respawn-die cycle if another crew stays around on their ship.
Work in progress: A short-term mitigation for this is to make more players aware of the Scuttle option as a way of getting out of this scenario. We are adding information on this to the loading screen on the way back from the Ferry of the Damned, and also adding a reminder on the Ferry of the Damned itself that this option is available.

Our plan is to measure whether this makes a significant difference. Are people using the Scuttle option more, is it a solution that works for the majority of scenarios? We'll assess this before taking further steps.

Investigating: We are also considering options around moving ships to other world instances if they are caught in a griefing situation. This is a slightly more complex change, so we are currently investigating this to understand exactly what it would take, and the value.

Brig abuse

Players are misusing the brig for various reasons. The most common of these we have seen are to hold a slot, either because they want to play as a private crew or because they want to play with people with mics/people speaking the same language.
Work in progress: A key change we are working on is to allow players to select whether they want their ship to be open to others being matchmade with them, or closed so that it's invite-only. This will allow players to manage how many people they want on their ship, invite friends and decide whether or not to allow other players to join them. We hope this mitigates one of the key reasons for people misusing the brig. It also has the added benefit of allowing players to sail the galleon with a smaller crew if they desire, or the sloop with a larger crew. We've had a lot of feedback and requests for this so we'll be very happy to deliver this functionality.

Finding a suitable crew

Closely related to the misuse of the brig, players don't really have any control over who they play with (apart from playing with friends). The key preferences we see are to play with other players using a mic, or to find people speaking the same language.
Work in progress: We are working on automatically matchmaking by microphone status. The game already detects if you have a microphone plugged in, and matchmaking will now prioritise matching you via your mic status.

Investigating: We will be adding the option to filter by language for matchmaking so players can find other players who speak the same language to crew up with.

Cheating

We have seen a few reported instances of cheating, where players are compromising the game client or using programs to gain an advantage over other players. Everyone should understand the seriousness with which we treat this, and anyone identified as taking part will have action taken against them, up to and including permanent Xbox Live account bans. We have a zero tolerance approach to this.
Investigating: We are investigating and have detected some instances of suspicious behaviour, and will be taking direct action against anyone abusing the game in this way. The number of people we are currently investigating who show suspicious behaviour make up an extremely small portion of our player base. Work is ongoing against this as a high priority, once we are certain we have identified people cheating we will swiftly ban them.

Content plans

We hear and understand that people are keen to understand what our plans are for updating Sea of Thieves, beyond the top experience fixes. We are currently in the midst of adjusting our roadmap based on feedback we have received since launch, with a ton of planning meetings continuing through this week. We plan to release a video next week updating everyone on how we plan to evolve Sea of Thieves moving forward. We totally understand that people want to see this ASAP, but the critical thing here is to have the right plan that allows Sea of Thieves to grow in the right way.
Thanks,

– Joe Neate, Executive Producer

https://www.seaofthieves.com/news/top-feedback-points

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Lagamorph
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PostRe: Sea of Thieves (Xbox One/Win10) - Free with Game Pass. More than two million players (p38).
by Lagamorph » Sat Apr 07, 2018 1:27 am

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Alvin Flummux
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PostRe: Sea of Thieves (Xbox One/Win10) - Free with Game Pass. More than two million players (p38).
by Alvin Flummux » Sat Apr 07, 2018 1:30 am

The only Chips Ahoy worth having are the ones with the brownie filling.

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PostRe: Sea of Thieves (Xbox One/Win10) - Free with Game Pass. More than two million players (p38).
by 7256930752 » Sat Apr 07, 2018 7:33 am

I wonder if they will keep it authentic and sell them with the biscuits removed.

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Peter Crisp
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PostRe: Sea of Thieves (Xbox One/Win10) - Free with Game Pass. More than two million players (p38).
by Peter Crisp » Sat Apr 07, 2018 12:32 pm

Has anyone even tried Late Shift yet?
It was made in Wales and the game is set in London and it's amazing.

Go and try it now!!!!!!!!!!!!!!!!!












Have you tried it yet?

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Peter Crisp
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PostRe: Sea of Thieves (Xbox One/Win10) - Free with Game Pass. More than two million players (p38).
by Peter Crisp » Sat Apr 07, 2018 12:33 pm

How about now?

Vermilion wrote:I'd rather live in Luton.
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Peter Crisp
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PostRe: Sea of Thieves (Xbox One/Win10) - Free with Game Pass. More than two million players (p38).
by Peter Crisp » Sat Apr 07, 2018 12:36 pm

I may have thought this was the Game Pass topic but that still doesn't mean you shouldn't stop whatever you're doing and give Late Shift a try as you'll regret it for the rest of your life if you don't.

Don't let the last words you ever speak be "I wish I'd taken Peter's advice and played Late Shift. "

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PostRe: Sea of Thieves (Xbox One/Win10) - Free with Game Pass. More than two million players (p38).
by Mafro » Sat Apr 07, 2018 12:38 pm

:lol:

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PostRe: Sea of Thieves/Late Shift (Xbox One/Win10) - Free with Game Pass. More than two million players (p38).
by Venom » Sat Apr 07, 2018 2:27 pm

I'm trying to work out why there has been a disparity between what Xbox owners were expecting and what Microsoft released. People were expecting, or hoping for, a game that had pirate gameplay and a strong narrative quest system. So it seems odd that Rare would produce this beautiful looking game and overlook that. So could it be that it was always intended to just be a fun battle game, a pirate themed Fortnite? Nobody criticises that for a lack of story. Maybe MS just didn't communicate what the game was supposed to be.

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Photek
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PostRe: Sea of Thieves (Xbox One/Win10) - Free with Game Pass. More than two million players (p38).
by Photek » Wed Apr 11, 2018 1:32 pm

That Sunrise and those gun powder kegs make short work of the bounty pirates.

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Monkey Man
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PostRe: Sea of Thieves (Xbox One/Win10) - Free with Game Pass. More than two million players (p38).
by Monkey Man » Fri Apr 13, 2018 7:38 pm



It's been just over three weeks since we launched Sea of Thieves, and a lot has happened since then! We've been listening to you all, and we know you are keen to hear how we plan to grow Sea of Thieves. As we've always said, launch is just the start, and we are going to grow and evolve the game with feedback from our community. It feels like the right time to reveal how we'll do this.

Sea of Thieves is a unique experience. As we look to add to the game, we will be very purposeful about the type of experience we want to create, and how we want this game to grow. At the same time, we have also been listening closely to everyone playing the game since launch and have been ensuring that this feeds into our content plans. When considering what to add to our plans, we always consider how we can make the most impact on the following:

* Bringing players together in interesting ways, encouraging different types of player encounters
* Enriching the world that players adventure in
* Giving players new ways to play
* Giving players a variety of goals and rewards
* Broadening the journey to Pirate Legend and beyond

Alongside this, what's key for us is the rhythm and cadence we want to get into with Sea of Thieves. Our focus for April is to continue addressing the top feedback points, but as we move into May, our focus will shift to new content.

Our first content update, The Hungering Deep, will release in May and bring with it a new AI threat to the world. Crews will have to work together to discover and defeat this threat as part of a unique event. We will also be introducing a number of new mechanics to assist players on this adventure, and there will be unique rewards that players can earn as part of this event. Beyond this, we will begin our weekly events programme during May, where we introduce new mechanics and give players fun new ways to play with weekly events and rewards.

In the summer months, we'll debut two more content updates with Cursed Sails, which will include a new ship type, and Forsaken Shores, which will introduce players to a perilous new part of the world to explore. Similarly to The Hungering Deep, both of these updates will also include new gameplay mechanics for players, new AI threats to challenge and new unique rewards to claim.

As we've always said, we never wanted to do anything to separate our players, so we're pleased to confirm that all content updates will be available to all our players, at no additional cost.

For more details on our plans for the coming months, and some in-depth thinking behind them, please watch the video above.

With Sea of Thieves being a game that grows and evolves, we'll be listening to you, our community, throughout. As such, we'll always be looking at whether our current plans are meeting your needs. Based on feedback since launch, we have changed the priorities for both Pets and Ship Captaincy which we had previously announced as things we would look to add in the few months after launch. These are on the back burner for now whilst we add to the game in other areas. Expect our plans to continue to be fluid, but always with the goals listed above as our guiding principles.

We are hugely excited to be beginning this phase of Sea of Thieves, and seeing where the adventure takes us.

Cheers,

– Joe Neate, Executive Producer

https://www.seaofthieves.com/news/sea-o ... tent-plans

Summary

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May: The Hungering Deep update.

New AI threat.

Crews will have to work together in an unique event.

New mechanics.

New rewards

Weekly events.

Summer: Cursed Sails and Forsaken Shores updates.

New ship type.

New part of the world to explore.

New mechanics.

New AI.

New rewards.

Winter: 3 more additional major updates before the end of the year.

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Monkey Man
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PostRe: Sea of Thieves (Xbox One/Win10) - Free with Game Pass. Content Plans (p44).
by Monkey Man » Wed Apr 25, 2018 10:14 am

Great debut in the US -

Sea of Thieves was the second best-selling game of March, and is the eighth best-selling game of 2018 year to date,” said Piscatella. “Sea of Thieves generated the highest launch month sales for any title produced by developer Rare since tracking by The NPD Group began in 1995.

https://venturebeat.com/2018/04/24/marc ... -the-year/

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Alvin Flummux
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PostRe: Sea of Thieves (Xbox One/Win10) - Free with Game Pass. Content Plans (p44).
by Alvin Flummux » Wed Apr 25, 2018 12:25 pm

How many people are still playing, though?

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Pedz
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PostRe: Sea of Thieves (Xbox One/Win10) - Free with Game Pass. Content Plans (p44).
by Pedz » Wed Apr 25, 2018 12:32 pm

3

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