
That one crew that sinks a fresh spawn just for a couple extra cannonballs and wood - that one crew that chases down a Tall Tale solo sloop, passing up a Grade 5 Gold Hoarders Emissary with about two vaults worth of loot on board, purely because that sloop seems like an easy target - that one crew that camps at an Outpost to kill any new spawns there. What I Don't Agree With - "Leave that Fresh Spawn Alone for Gods Sakes!" I feel these kinds of people are the true reason people want PVE exclusive servers. If you remove that satisfaction of winning, that satisfaction of succeeding against all odds, then what's the point of trying to succeed when you were going to succeed without even trying anyways? There's always a feeling of relief and victory after those moments, and they have a presence in arguably any game. You move in a way, fight in a way, or flee in a way that leaves your aggressors with nothing, after they desperately try to take you down. Now imagine you really outsmart your foes. There very much is a learning curve, but improvement always feels good. You've shown the attackers who's boss, and kept all your loot to boot - with that sense of karma biting them where the sun don't shine. Sometimes you'll sink with all your loot on board, but what happens when you overcome someone who thought it'd be a good idea to attack you? Winning a fight you didn't start always feels good. Satisfaction of the Underdog - Overcoming your Aggressors Now, eventually, due to the state of the game, you'll have to at least be decent at PVP. That's where I believe the threat of Players come in to add that feeling of the stereotypical Pirate. Obviously this wouldn't kill the game immediately, but it would significantly lessen its lifespan, as the more you'd grind in a PVE server, the less you'll have to do other than to grind - for what exactly? You'll hit a certain point where the gold doesn't matter anymore - the excitement of being a swashbuckling pirate is. If you take a meaningless grind, which only grants you cosmetics, and remove all the risk involved, it just becomes even more meaningless. The grind is technically already meaningless aside from getting gold for cosmetics - and that's it. Loot in, but on your way there, what happens? Not much. Sure, you're about to turn in five gold vaults worth of Removing the main risk of having loot on board eliminates any sense of accomplishment and excitement from getting loot.

So what's the real risk here? Other Players. The Kraken, while rarer than Megs, are also easy to deal with when you have a good crew. Sure, a Megalodon may be a bit more troublesome, but not by much. Now, Skeleton Ships and Ghost ships tend to be easy to deal with, since a good crew can usually shoot a Skelly Galleon and repair any damage more easily since the AI acts in a certain way, so that's not the largest threat here. And what are your risks when you have that loot, and are heading out to sell to an Outpost?

How you get that loot doesn't really matter. Now, with these two games, you could argue that you can 100% play in this way and still get loads of fun - and you'd be right, but neither Skyrim or Minecraft are built as a Sandbox PVPVE game from the ground up, like how Sea of Thieves was originally built as, and named after. You remove the risk from the reward and now it's less exciting. Sure, you can have fun building the build of your dreams, but to play Minecraft normally with Peaceful on? There are no mobs, so threats other than environmental hazards. When you play Minecraft and set it on Peaceful so you may mine and build in peace, that's fine. You remove the risk from the reward, and now it's less exciting. You repeat this process, and continuing to repeat when you're overly powerful again. Quicksaving and Reloading to kill an entire city only does so much. You KNOW you can't die, you KNOW you'll always win. Risk and Reward - No Risk isn't Fun When you boot up Skyrim and make an absolutely insane build, you eventually get tired of it.
