IMMMEEEEDIATE feedback on the harpoon gun (and a COMMUNITY BRAINSTORM on an alternate "Tools not Rules" means of balance in the comments.)

  • IMMMEEEEDIATE feedback on the harpoon gun: 1. Alot of places arent obvious that you cant grapple to them, and still it uses up an arrow if you successfully hit them. You should keep your arrow if you hit a surface that you cant hook to. Very clearly this change was last minute. 2. Even then, having a harpoon gun take up a weapon spot is pretty rough, especially with only 5 shots. Im not sure what button you could use but it would be great to have a bayonet melee button or something. Or you could have more than 5 shots. Or have it only use up an arrow in certain cases. Or both.

    NOTE: I strongly feel that limiting what can be grappled goes against the "tools not rules" mindset that Rare held to till now. That principle was really key to why the game has been so fun until this update. That said, if you COULD grapple anything. it would need something to seriously balance it.
    While this post is still relatively new, lets use the comments as a COMMUNITY BRAINSTORM on an alternate means of balance that actually adheres to the "Tools not Rules" doctrine.

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  • Alot of places arent obvious that you cant grapple to them, and still it uses up an arrow if you successfully hit them

    Thing just got released. It a time for trial and error. Learning what is and isn’t.
    So what it breaks, it a powerful tool when used.

  • I wouldn't mind if there was some kind of visual indicator if you were scoped in on something that was non-harpponable. Crosshairs that change colors, or even just some little pop-up on the side of the screen similar to the merfruit timer. Then, a pirate makes the choice to shoot at something they theoretically know will waste a harpoon.

  • @procyon-mage maybe a sound-based thing like when you aim a gun properly with that setting on, but different and not just an option. Visual elements can be immersion-breaking and I think in general Sea of Thieves has done a good job so far in that regard.
    .

  • @procyon-mage It could also be a slight zoom when your aiming at something you CAN hit that quickly zooms out when you're not.

  • The harpoon is just bad, people were so worried about it being over powered that it seems it was nerfed into the ground, it has nearly no range so you cant harpoon some items that is well with in range of ship harpoons, nor pull your self to the island while seemingly in range. And i dont understand the point in nerfing the ability to swap weapons for the sake of locking people in to the harpoon if it is now useless for boarding in most cases.

    When something is changed for the sake of balance and that change is deemed balanced, then why change the other thing so the first change was pointless to begin with? Its just too overly nerfed before it even launched, they should have launched it a bit stronger, and then adjusted it down from launch, not the other way around.

  • @goldsmen you're right. It really does NOT feel good to play. It kind of goes against their tools, not rules mindset as well, which was truly key to how good the game was in general until now. Theres gotta be another way to balance it that isnt so jarring as opposed to limiting what can be grappled. Maybe we can use this forum as a brainstorm on how. Hopefully Rare sees it.

  • I'd be fine if Rare decided to make ships totally immune to the grapple gun, no boarding or pulling in close from the water. In exchange I'd like to see a drastic reduction to these "exclusion zones", a large buff to the harpoon distance, and unlimited ammo.

  • @oolnokk we already have hit markers, player/NPC names, chat boxes, ammo indicators, health indicators, mermaid respawn indicators, prompts with button symbols, and commendation/treasure/rep pop-ups.

    The sniper has crosshairs in the form of a cracked lens. I imagine something similar that would maybe "catch light" and change color when looking at something un-harpoonable.

    From a personal standpoint, I would struggle a lot with zoom changes, although if they weren't extreme it wouldn't be too bad. I struggled a lot with motionsickness when I first started playing and avoid the sniper because the zoom disorients me.

  • While using the grappling gun, I have noticed two things that I would consider problems:

    1. I find myself often trying to harpoon to a surface I think is in range, but actually isnt.
    2. Ammo usage frustrates me often.

    Example: Youre on thieves haven- top of the island. You want to cross to the big stone beam in the middle, solid and clear surface. You shoot your first shot- you lose a harpoon cus its too far away. You aim to a slightly closer rock, or move forward a few steps, harpoon again. You shoot over to it. Your hop wasnt high enough- time to shoot another harpoon making sure its right at the lip, and you vault up. Perfect. Except, you only have two harpoons left, and then youre off to your secondary. AND youve only actually used the harpoon to traverse one area where it is needed, despite using 3 harpoons

    This, of course, is a subjective issue. Some people may be able to gauge the distance needed perfectly, and it all comes with experience using it. And after awhile, you know exactly how the tool works. But its not fun to "learn" in its current state, while trying to traverse an island large enough to warrant using it.

    My solutions to the problem would be:

    1. Remove the ammo limitation entirely, making it infinite ammo.
    2. Every time the harpoon is fired- if it successfully lands on something valid- it operates as intended. If it lands on an invalid surface, it makes a distinct sound that it didnt stick- and leaves you with an empty harpoon.
    3. "Reload" would make your player wind the harpoon back, maybe a 3 second long reload animation of the player cranking it back in like a fishing line. (Think of this harpoon gun more like a spring-loaded, reusable, tool rather than an actual gun loaded with harpoon "rounds")
    4. Increase the range of the harpoon by about 2/3 meters. Right now its simply not taking me to ledges I think it would be designed for.

    I think this version of the harpoon gun would be a lot more in-line with the traversal identity that Rare have stated they envision for it. It truly would be swapping a weapon out for a tool when you think youll need it.

    I also think this iteration of the harpoon gun would be much more fun to use as a new player, or even a seasoned one. You would take more shoots, and be excited to actually use the tool to get around, instead of a sad walk back to your boats ammo box when you ran out of harpoon ammo in the middle of exploring something interesting.

  • @goldsmen integrity in making changes or adding features is not something we see in SoT.

  • They shouldn't have added it. No one was asking for it. The way it was (when they initially advertised it) would've created balancing issues. To counter these balancing issues, they locked the armory. Then they nerfed the gun anyway, but kept the armory locked.

    Creating their own problems and then failing to solve them prior to launching the update. Nothing surprising.

    I remember when the game was new(er), players were asking for a boarding axe. This could've been a fun alternative melee weapon; would have given boarders other options than grabbing ladders (climb up the hull), but could have been slow and obvious enough to be countered by crews that pay attention. Some folks suggested using it to break repair-planks, giving it even more utility.

    The knives make sense. Double barrel flintlock makes sense. Boarding axe would've fit right in...

    Instead, they spent however much dev time on a grapple gun that doesn't work as previously advertised, and barely works as it should.

  • It's a grappling hook.
    It should not have ammo, it should not need reloading, and it should work whenever it hits anything.

    Shoot, retract, shoot again.
    No ammo, no reload, and always pull or get pulled no matter what it hit.

  • @theblackbellamy suken cost fallacy at it finest. They need to learn when idea is scrap worthing.

  • Honestly, the idea of making the harpoon ammo infinite while giving it an increased reload specially if it fails sounds like a good balance strategy, for example if you hit and get reeled or reel back it would take the reload time it now normally takes otherwise it would require you to manually reel for 10 secs as an example if it failed.
    It would be less punishing when traveling across an island but more punishing if you failed your window to board.
    As it stands right now I'm looking at it as an ammo crate emptier during vaults.

  • @NinetyNineHB I like your idea about the reload being a reel back animation, and I agree about the ammo being obnoxious.
    @eastthread51441 I think you're on to something with range reduction, but Im conflicted because as @NinetyNineHB states, its already hard to use it decently to get around huge islands.

    What about this? Instead of being shortened, its made longer but now after flying only a few feet it starts to quickly arc downward, like a cannonball. Without the power and inertia of a heavy, ship-mounted harpoon gun, this makes sense. You allow grappling to ships again, but now it takes incredible skill and a bit of luck to successfully grapple to another ship. When using it to traverse islands however, its much easier to use because your target isnt moving.

  • Either Infinite ammo high range and armory changes revert. or being able to grapple ships but armory is still locked

  • @sharkfire75 said in IMMMEEEEDIATE feedback on the harpoon gun (and a COMMUNITY BRAINSTORM on an alternate "Tools not Rules" means of balance in the comments.):

    Either Infinite ammo high range and armory changes revert. or being able to grapple ships but armory is still locked

    They definitely need to do something to make up for it if all of the nerfs for it were made specifically for boarding balance, only to make it pointless for boarding. If they dont want it to be any use in boarding, they need to make it much more versatile everywhere else and revert the other boarding aspects that were nerfed so the harpoon would not be too strong.

    A big issue i have as well is the simple claim that the only ship they allow to be boarded directly with the grapple is the galleon while claiming it would be too strong on other ships. But at the same time the sloop is single handedly the tankiest ship with the brig being second in that line, while the galleon is already the most easily overwhelmed ship in the game. Throw a little fire, punch a couple holes and then use a curse, the sloop will recover in moments, while the galleon is going to spend quite some time with all hands trying to recover.

  • Heres another spitball on an alternate way to balance it:
    -Still disallow it to be used while shot from a cannon
    -Allow it to be used from the water and to attach to any part of any ship
    -Make it so if you're shooting from the water it won't instantly pull you aboard. You have to reel it in like how you can use the mounted harpoons to move the ship. During this time, the reeling is super loud and the crew has time to get ready.

  • I just got around to actually try the harpoon today and thanks to it I finally got the "hold my grog" achievement.
    My opinions on the grapple is that it's a ton of fun but it requires a ton of learning.
    If devs want it to be a good traversal tool for islands they either have to increase it's range or increase the number of ammo boxes on the island.
    I have tried it mostly on my sloop and skeleton ships and figured out that all deck surface can be hit if you got the proper angle (fly over it) or the hull below the cannon line.
    The ladder could probably have an auto grab I know that I failed several harpoon ladder grabs due to lag.

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