Feedback Seafight, Submarine, Quests.. p2w

Discussion in 'General Questions' started by ζΛЌίζί*Σ₣Σ-[66☆], Oct 1, 2026 at 9:39 PM.

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  1. ζΛЌίζί*Σ₣Σ-[66☆]

    ζΛЌίζί*Σ₣Σ-[66☆] Forum Apprentice

    Hello Seafight Team and Players,

    I think it is time to address this issue openly and clearly.
    One of the biggest problems with Seafight today is that the core logic of the game and the enjoyment of the old gameplay are gradually disappearing. People who have been playing Seafight for years were looking for something very simple from this game: develop and max out your ship, go out to sea, fight against opponents, raid, participate in fleet wars, face your enemies, and have fun.
    But today, the game has almost turned into a quest-tracking simulator.
    We constantly have quests, quest chains, event quests, daily quests, different maps, different systems, Trophies, Atlantis, ROK, Seasons, and many other types of content. Before a player can actually play the main game, there are now dozens of things they are expected to do.
    And when an event arrives, the situation gets even worse.
    Back in the day, when we logged into Seafight, we would think:
    "Who are we going to fight today?"

    Now, instead, we find ourselves asking:
    "Which quest am I supposed to do?"
    "Which map do I need to go to for this quest?"
    "Have I completed the reputation quest?"
    "Do I need to go to Atlantis?"
    "Which quest should I do in ROK?"
    "Where does this NPC spawn?"
    "How many NPCs do I need to kill for this quest?"
    "Should I move on to the next quest before finishing this event quest?"
    "Will I be able to complete the Season quests in time?"
    This is no longer just a normal quest system.
    Offering content to players is one thing; forcing players to constantly chase after that content is another.
    Starting at noon and finishing at midnight with a quest marathon is not a game

    A player logs into the game at noon.
    They start doing their quests.
    One quest ends, another one opens.
    Then another map.
    Then another NPC.
    Then ROK.
    Then reputation.
    Then an event quest.
    Then another quest chain.
    Then Atlantis.
    Then go back to the normal maps again.
    While doing all of this, it becomes 18:00, 20:00, 22:00...
    And the player still does not feel like they are actually "playing a game."
    When midnight passes and the quests are finally finished, a person naturally starts asking themselves:
    "Did I really play Seafight today, or did I work a shift?"
    A game should provide entertainment to the player.
    It should not force the player to spend hours trapped inside a quest list.
    Of course, there can be a quest system. There can be event quests. There can be new content. We are not against any of these things.
    The problem is that these systems have now moved ahead of the game itself.
    The Atlantis issue

    Honestly, I also have difficulty understanding this.
    Seafight is a pirate and naval combat game. So what is Atlantis doing in this game?
    In a game built around fighting with pirate ships on the seas, sending players underwater and directing them toward a completely different style of gameplay causes the game to move further and further away from its core identity.
    Adding everything to the game simply for the sake of creating new content is not necessarily the right approach.
    At some point, the following question needs to be asked:
    "Does this really belong in Seafight, or was it added simply because another new system needed to be added to the game?"
    Seafight is no longer playable without events

    Another major problem is the Pay-to-Win system and the endless stream of events that have taken over the game.
    In the past, when an event came once every two months, we would genuinely feel excited about it. When an event arrived, players would become more interested in the game because events were special and anticipated content.
    Now, however, there is almost a new event every week. As soon as one event ends, another one begins.
    This has also eliminated the feeling that events are actually special.
    Instead, it creates the following perception among players:
    "If there is no event, there is no reason to play Seafight."
    It almost seems as if the developers have realized that they cannot keep players engaged through the normal gameplay anymore, so they are constantly trying to keep players in the game by offering new events, new rewards, new sales, and new advantages.
    On top of that, the Pay-to-Win system makes this cycle even stronger.
    As new cannons, packages, and other purchasable content are constantly being released, it becomes increasingly debatable how much of the competition is determined by player skill and how much is determined by the ability to spend money.
    In the past, events added variety and excitement to the game.
    Now, the game itself has become an event.
    Perhaps instead of adding even more events, the following question should be asked:
    "Why don't players want to play Seafight without an event?"
    The merging of servers

    There is also the issue of server mergers.
    The fact that servers are being merged because there are not enough players is actually a clear indication of the point the game has reached.
    In the past, there was intense competition between different servers. Today, however, it can sometimes be difficult for players to even find opponents to fight on the same map.
    Merging servers may make the maps more active in the short term, but it does not solve the underlying problem.
    Because the issue is not simply how many servers there are.
    The real question is why players are leaving the game.
    If constant events, an overwhelming amount of quests, the Pay-to-Win system, and the ever-growing number of new mechanics are gradually pushing players away instead of keeping them engaged, then merging servers is simply an attempt to fix the result rather than the actual cause.
    The developers now need to stop focusing on adding more and more content and start asking why existing players are leaving the game.
    Not more quests, but more players.
    Not more events, but more battles.
    Not more payment advantages, but more competition.
    What Seafight needs is not another new system.
    It needs to remind its players why they loved this game for so many years.
    I know the old days and the old Seafight very well, but at this point, I honestly do not even know how you can bring the game back.
    I hope the developers finally take these criticisms from the players seriously and take steps to bring Seafight closer to the spirit of the old days of naval combat.

    Thank you.
     
    Loki1621 likes this.
  2. Loki1621

    Loki1621 Active Author

    i fully agree with everything you say especially that atlantis should be a separate game.Don't force those of us who don't play atlantis to go there to complete quests or events.
     
  3. Bawdyn

    Bawdyn Commander of the Forum

    Unfortunately, with the pay to win and the bot to win going on the honest players can't compete in a battle. When a ship comes along and sinks you in 3-4 shots while you only do a couple of k damage to them per shot makes me not even bother to 'fight' (other than hope I do enough damage over time to get some season coins). That leaves just the events and quests left to do in this game. Between the events I work on the season (really just a longer event), as the old game play doesn't exist any more. I can't see a way back either. So we either play what the game has become or we leave and find something else to do.