Longer voyages then are a time to chat, swap stories and tips, climb to the crow's nest to look for player ships (though with only a few ships per server as far as I can tell, not seeing any is common), and wish there were a few more pastimes aside from playing one of three songs on our accordions. Even in choppy waters, we have lots of time to calmly poke at the sails, realign the wheel, and check our bearings on the map.
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The rest of the time, though, Sea of Thieves doesn't quite simulate the full breadth of the sea's fury. When the damage is fixed and we let the air out of our lungs, our ship is scarred with sloppy patches for the remainder of the session-or until it sinks and a new one spawns-which endears me to it as I look back and remember where each hole came from. The second most exhilarating sequences happen on the receiving end of a barrage, nearly drowning inside our hull while frantically patching it and bailing out the water.
What stupendous satisfaction it brings to see your teamwork and superior maneuvering and intuition send a hunk of iron sailing over open water into a moving target that minutes ago was a dot on the horizon. It's thrilling to peer down the barrel of a cannon and see the enemy ship come into view, to watch the shot line up as you tumble over a wave, to gaze at the arc of the cannonball overflowing with anticipation for the hit-and boom, splinters erupt, the orchestra congratulates you with a dramatic string hit, and the anticipation resets as you reload. There's a persistent urgency as you adjust the sails and slam the wheel around trying to outmaneuver your prey, sometimes fending off a boarding party with cartoony gun and sword combat. PvP ship battles are Sea of Thieves' best adventures, though, even when they're fruitless. Now that the servers have stabilized, we haven't had much trouble getting into the game together, but the experience could be much better. You also can't drop in on a friend's session in progress, as empty crew slots are automatically filled by a random player. Sending invites to friends from within the game hasn't worked at all for us.
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Sea of Thieves is only available in the Microsoft Store on Windows 10, which leaves much to be desired, and the Xbox app used for partying up is a mess. Rare and Microsoft have struggled to keep the servers afloat during launch week, and I've experienced several irritating bugs, such as when I was disallowed from equipping a gun for a whole session. But though framerate is a non-issue, everything else is. Sea of Thieves runs admirably on my GTX 980, looking gorgeous at max settings while maintaining above 60 fps on my 2560x1080 ultrawide display. The variables as they currently are don't generate rich pirating competitions, as players who choose to go into battle often do so with nothing to lose. It takes just as long or longer to spot and attack another player vessel as it does to dig up your own treasure, and it may net you nothing or cause you to lose your own haul.
The best pirates may find success staking out outposts in groups of four, preying on solo and duo players-the line between piracy and griefing is blurry-though I'm not certain they'll find much more success than if they mind their own business completing quests. Either they don't have any on board, or we enter into a slow-speed chase for 10 minutes before we both tire-who wants to lose their hard-earned, possibly boringly-earned, haul in a fight with someone who almost definitely has no loot of their own on board? Disappointingly, I very rarely end up with any loot from player encounters (I think it happened once). But spotting a ship is uncommon enough that, should I decide to take on the pirate's life, I go for just about any ship I can see. The more loot on board, the greater the nerves as you book it to an outpost to sell it.Ī clever pirate can read cues to know whether or not their target has loot on board: If they're parked at an island, they're probably completing a quest (getting treasure), and if they're headed toward an outpost, they're probably planning to sell their haul. It sits wherever you put it on your ship, protected only by your ability to avoid, or fend off other players, who can snatch it (or sink you and then snatch it) and turn it in themselves for the reward. What nearly justifies the simplicity of the quests-they do get boring-is that cooperative effort to traverse the sea, as well as Sea of Thieves' violent nucleus: Your loot does not disappear into an invisible inventory, and doesn't stay with you if you log off. The line between piracy and griefing is blurry.