The Skeleton in the Closet: PvP on this game needs an overhaul. Badly.

  • Part of me is saying this out of salt - I will confess - but another part of me is saying this our of fatigue. Fatigued from being killed by a cutlass ape who lag hits way out of what should be the regular sword radius, and/or shooting a player in the head at point-blank with a blunderbuss 2-3 times only to have them rubber band backwards and snipe me with a pistol. Face it, combat in this game is very janky, and those who win are usually the ones with the better connection. I'm not saying make a passive mode; that would go against core gameplay. What I AM saying is that for such a high cost for death, it seems illogical to play a game for a few hours building up emissary rep only to be screwed over by janky mechanics and hit registration that doesn't.. you know... Register? Roast me in the comments for being 'bad' if you'd like, I don't mind. I've deleted this game and I would not recommend it in its current state to any of my friends, especially if it wasn't on game pass.

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  • @ventii8765 Hello, welcome to the Sea of Thieves forum, sword radius is complete fine, so is the damage. It's not like double gunning for example, where player, who knows his double gunning art well, gives you no other chance to win in combat, either than shoot first. Sword is easily countered by another sword, so If you find yourself, struggling, or getting bested often by these* cutlass apes * as you call them, try using it too.

    Its pretty easy to describe weapon system balance in SoT:

    1. Guns beat sword if you can shoot and no hit reg problems occur.
    2. Sword punish guns hard, if you can't shoot. (Which is in my opinion your problem)

    Also, there is no such thing as headshot in SoT, your damage dealt roots from hiting another player with all possible projectiles shot from the weapon. That means, If you truly hit player with all your Blunderbuss projectiles( which is very easy to do if you use aim first and player isn't standing far) the player has 0% chance of survival, unless hit registration plays role. :)

  • @ventii8765 said in The Skeleton in the Closet: PvP on this game needs an overhaul. Badly.:

    Part of me is saying this out of salt

    That is not a good way to start...

    but another part of me is saying this our of fatigue.

    Again, not a good place to start from...

    Fatigued from being killed by a cutlass ape

    Insulting other pirates simply because they choose a specific playstyle? That'll certainly win you points and get you allies in this endeavor...

    who lag hits way out of what should be the regular sword radius,

    While I have heard of this phenomenon, I have never personally experienced it.

    and/or shooting a player in the head at point-blank with a blunderbuss 2-3 times only to have them rubber band backwards and snipe me with a pistol.

    This game does suffer from hit registration issues, that are already being addressed over time with each update by Rare. That said, if pirates are actually teleporting/rubber-banding, that makes me think this has more to do with your own connection than the actual hit-registration issues. Same goes for the above-mentioned alleged sword issue.

    Face it, combat in this game is very janky,

    Actually, not really. Most of the issues you are experiencing have nothing to do with weapon or combat balance - it has everything to do with a known bug (hit reg) and/or potential network issues on your end.

    and those who win are usually the ones with the better connection.

    This is true for virtually ANY video game, but in some cases it may not bode well for them either - just because their connection may be great, the disparity between them and another pirate with a far lesser connection may cause desync issues, so as good as their connection is, it may make it harder for them to hit their opponent as their enemy may appear to be disappearing and reappearing, or teleporting, because the information from the other client hasn't been sent yet.

    I'm not saying make a passive mode; that would go against core gameplay.

    Oh, good! Whew! Dodged a bullet with that one...

    What I AM saying is that for such a high cost for death, it seems illogical to play a game for a few hours building up emissary rep

    If you're experienced and have a good crew, it should only take you just under an hour to get to emmisary level 5 in most cases. Also, I think you're exaggerating the death count, because I only die from other pirates maybe once in every 3-6 hours of sailing. That means that most sessions where I am sailing for 2 hours and 59 minutes or less, I DO NOT DIE FROM OTHER PIRATES. Even if you do run into a plethora of unscrupulous pirates, there's nothing stopping you from scuttling your ship and starting elsewhere, or even switching servers.

    only to be screwed over by janky mechanics

    Again, it's not necessarily the mechanics.

    and hit registration that doesn't.. you know... Register?

    Yeah, that's more on point.

    Roast me in the comments for being 'bad' if you'd like, I don't mind.

    If I were you, I wouldn't be so quick to invite that kind of criticism - it doesn't really help anyone.

    I've deleted this game

    I'm sorry to hear that, because it's getting better every single month. Did you know that there's a new update coming today? I recommend you reinstall it, and give it another go with the new update. If you still don't like it, then read up on next month's update and subsequent updates to look for the specific fixes/changes that you're looking for.

    and I would not recommend it in its current state to any of my friends, especially if it wasn't on game pass.

    Again, I'm sorry to hear that - it is a truly great game most of the time. Don't let others miss out due to your bad experiences; your experiences may not equate to theirs due to setup or connection differences.

  • @galactic-geek
    Combat needs to be overhauled completely.

  • I will have to agree. Combat is janky alot of times. It might have something to do with the connection to their servers. Playing on 60-80 ping most of the times doesnt work 100% of the time. I guess we have to wait for 5g network to get here before it gets smoother. Sword is also a big problem for me, even if i succesfully block i will not always get the next hit in before my opponent hits with the sword again. and this bugs me alot since i like taking on multiple enemies.

  • @theam0g said:

    @galactic-geek
    Combat needs to be overhauled completely.

    Completely? No. Some? Probably.

  • @capt-kanna blocking alone doesn't get you an opening. Blocking, and then dodging, however, does. You can't just stick it to 'em; you gotta stick and move!

  • You mentioned "lag" and "rubber banding" in the same sentence. Wouldn't it be the serves/connection fault and not the combats fault then?

    But this shouldn't be their top priority.. perhaps addressing the ban wave mistake. Because it will stop people coming to SoT sooner or later.

  • I would love nothing more than for more sophisticated hand to hand combat. No, I do not mean sophisticated as in fighting with a sword in one hand and a martini, shaken not stirred in the other. What I mean is more weapons, more movement and just overall more thought. The PvP for ships is fun but I have always felt like the hand to hand or weapon to weapon always just felt like a sloppy after thought because they needed to have something so that is what we got. Just my thoughts. I have listed ideas in other threads to add to the combat PvP but im too lazy to retype it all at the moment here.

    As far as your janky combat issues with lag and rubber banding that seems more like a connection issue more than actual game play issue. Sometimes I will find I rubber band all over the place and other nights I am fine, no rhyme or reason. Sometimes it only will happen in certain area of map then when I go to another area I am fine. Could be unstable servers on Rare's end? I dont know, and I mean I really do not I am somewhat educated gamer but I am no mastermind. My internet is pretty decent.

  • @galactic-geek thanks for clarifying that. Havent really been playing much lately but i could of swore that i read patch notes a while back saying that you could retaliate after a successful block...

  • @capt-kanna said in The Skeleton in the Closet: PvP on this game needs an overhaul. Badly.:

    @galactic-geek thanks for clarifying that. Havent really been playing much lately but i could of swore that i read patch notes a while back saying that you could retaliate after a successful block...

    Just to clarify, while holding block and moving, you can tap your jump button to do a defensive omnidirectional dodge that allows you to pass through your enemy. This means that the moment you successfully block an attack, that you can either dodge away or even behind your opponent - the latter being ideal for a backstab attempt.

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