Encourage ship-to-ship combat

  • Ship-to-ship combat is one of the most fun things for me in the game, and I understand it might not be the same for everyone. But the current meta is heavily sided towards boarding rather than ship combat. Boarding is too high reward not to do, making almost every ship battle a boarding fest, and hence reducing ship combat a lot.

    Personally I think ship to ship combat should be more encouraged than it is now, and I think an easy way of doing it:

    Make ship resources easier to get from the start of the game and after a sink (Cannonballs, planks at the very least). I know you can purchase them, but for someone who still has things they want to buy cosmetics wise, its just not great. I know old players dont care about gold, and maybe thats a way for devs to have them waste their gold in...something. But I think its just another of the things that encourages boarding. You need a lot less resources if your primary tool is boarding.

    EDIT:
    Cursed balls used to encourage ship-ship combat more. With them being so rare now that element is pretty much gone, also making it harder for smaller crews, as cursed balls do have a larger effect on bigger ships.

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  • The only thing that truly works is a real competitive environment.

    Before season 8 a lot of pvpers/crews just spammed boards a lot, including streamers, because they got away with it, wasn't much competition in most of those encounters.

    HG was released and competitive fights gave them the choice, lose or stick to the fundamentals of naval and have a higher chance of winning in the competitive fights.

    A lot more naval now and a lot more higher skill naval now. There will always be some form of deck fighting and deck fighters around but this is probably about as good as we will ever truly get for naval fights as the game is designed.

  • Make ship resources easier to get from the start of the game and after a sink (Cannonballs, planks at the very least)

    You can buy them and sunk ships drop any resources they had.

    • Remove double gun
    • Remove flying dash

    With these two things the board would be less frequent, the dash makes it much easier to move quickly in the water in a jump from any direction of the ship, without needing the cannons to launch.

    And double gun players are generally the ones who most desire direct combat instead of naval combat, and some only try this the entire match.

  • I don't think it's a supply issue I think it's an issue of boarding being too easy. It's been suggested a ton of times but a raisable ladder instead of a fixed one may be the better way to encourage naval combat over boarding.

    The ladder could work in such a way that you can shoot or hit a rope to lower it so there is the extra step required to just slightly give the advantage to naval engagements.

  • @lleorb in 1v1 sloop board is best end almost only way to ensure victory when there is no skill gap.

    Normal fights on brigs and galleons (again in HG) needs that outguning of other crew and reckless boarding spam will easly end in disaster.

    There is no need to removing folks tools.

    Edit: same with lader - when other crew is sending boarder you have to has eyes on laders that means you are easer to be outguned.
    Suggestion of making board harder make me think that you are not quite good at naval at all couse it all part of valid tactics.

  • @lleorb said in Encourage ship-to-ship combat:

    • Remove double gun
    • Remove flying dash

    With these two things the board would be less frequent, the dash makes it much easier to move quickly in the water in a jump from any direction of the ship, without needing the cannons to launch.

    And double gun players are generally the ones who most desire direct combat instead of naval combat, and some only try this the entire match.

    As much as I love to sword dash around large islands and stuff I have to agree, it does hinder PvP when people can just lunge from one ship to another without any repercussion, and I will always agree with removing double gunning but think dual wielding pistols (by removing the 2nd slot) is a good idea too.

  • @ghutar In sloppy solo I almost never see boards as the first option, other than double gunners wanting to try to win without naval. Close fights are usually resolved with whoever makes the first mistake and not boards.

    The board is a valid tactic, but the point of the post is that pvp would be better if it were made more difficult, not extinguished, that is, with the two things I mentioned it would be given with the cannons depending on the angle of the ship to be used and double guns would be less safe to clear an entire ship and have to fight hand to hand with a sword.

  • @lleorb

    First option? Not for me too it's too boring, but mean to secure sink - yes with how tanky and easy to keep aflot is sloop it's only way to secure that sink (or realy realy big gap in skill, lucky one ball, and spaming blunder before it's nerf) couse reset is to easy when you at least decent at that.

    But it's only personal experience from grinding in HG, can differ from player to player.

    Duble gunnig ist not issue, but skiping intended time for weapon switch is as it throw balance out of window.

    Still I find no need to "encouraging" more naval in mentioned by you way.

    Fixing swordplay and animation canceling - sure thing.

  • @captain-fob4141 said in Encourage ship-to-ship combat:

    I don't think it's a supply issue I think it's an issue of boarding being too easy. It's been suggested a ton of times but a raisable ladder instead of a fixed one may be the better way to encourage naval combat over boarding.

    The ladder could work in such a way that you can shoot or hit a rope to lower it so there is the extra step required to just slightly give the advantage to naval engagements.

    I agree that "Raising ladders" solution is likely a better option, where a shot somewhere near the ladder knocks it down. I have even suggested that in the past myself :P. However the devs seem not to like that idea, as it has been floating around for a long while.

    And its not a "Supplies issue" But I do think supplies might contribute in a small way to that. Yeah now you can pickup the enemy barrels after you sink them. But to do that you first have to gather resources enough to sink a ship, which can be a fair few if the skill and crew sizes are about the same.

    Besides, who likes spending their first 10-20 minutes of game mindlessly doing the same thing you have done dozens or hundreds of times again by going barrel-to-barrel or shipwreck or fort? What benefit does this brings to gameplay?

    How much does this encourages PVP or PLAY AT ALL for people who have 1-2 hours to play every 2-3 days or once a week before they have IRL stuff to do?

  • @lleorb said in Encourage ship-to-ship combat:

    @ghutar In sloppy solo I almost never see boards as the first option, other than double gunners wanting to try to win without naval. Close fights are usually resolved with whoever makes the first mistake and not boards.

    The board is a valid tactic, but the point of the post is that pvp would be better if it were made more difficult, not extinguished, that is, with the two things I mentioned it would be given with the cannons depending on the angle of the ship to be used and double guns would be less safe to clear an entire ship and have to fight hand to hand with a sword.

    I mean solo sloop is a different beast X). Its quite risky to abandon your ship as a solo. A single hole can mean doom for it. If you dont stop it fully it can easily end up crashing, and even worse in hourglass, as it it can easily go out of bounds.

    And indeed I think boarding is a VERY COOL and integral part of battle. Although it does feel like its a bit too used, relegating ship-ship combat to a far lower and secondary thing.

  • @kakaroto9766 there are several tall tales that give near infinite supplies.

  • Anyone who's fought a ship down to the wire and kept pounding cannonballs knows that as long as you're shooting them in the right places, you're going to easily win the fight. A sloop is not invulnerable, just hardy. That's why people used boarding and then found "Oh, well, now I saved my cannonballs for later!"

    I don't like it either, especially because of the wonky nature of pirate v pirate combat, as well as the time to kill being WAAAAY too quick for a game of this caliber. You know those moments where you feel like you're dead for more of the fight than alive and kicking? Yeaaah...

  • I think the biggest issue with the current meta is how easy it is to shrug off damage. You can be in a death spiral and an enemy ship will fire over a hundred cannon balls into your ship, but if they don't board, you won't go down for a while.

  • @scurvywoof said in Encourage ship-to-ship combat:

    I think the biggest issue with the current meta is how easy it is to shrug off damage. You can be in a death spiral and an enemy ship will fire over a hundred cannon balls into your ship, but if they don't board, you won't go down for a while.

    yeah, "leave server" tends to be the best option as a solo against larger repair/reset crews these days lol

    brigs used to be a lot of fun to fight as a solo win or lose

    now even winning is losing lol

  • @lleorb Remove double gun
    ""Remove flying dash
    With these two things the board would be less frequent, the dash makes it much easier to move quickly in the water in a jump from any direction of the ship, without needing the cannons to launch.

    And double gun players are generally the ones who most desire direct combat instead of naval combat, and some only try this the entire match."

    Agreed but double gunning will never change as long as rare caters to the streamers and yeah seen streamers do the flying dash also, it's a pirate game and sword should be mandatory the pvp has never been fixed in this game since day one and I don't ever see it getting fixed in the future

  • @scurvywoof said in Encourage ship-to-ship combat:

    I think the biggest issue with the current meta is how easy it is to shrug off damage. You can be in a death spiral and an enemy ship will fire over a hundred cannon balls into your ship, but if they don't board, you won't go down for a while.

    I think one of the main problems on that end is reviving. Its way more useful the larger the crew is.
    You can kill enemies if cannonballs hit crewmembers, but they are too easy to revive.

    Another option would be to remove or penalize revive more than it currently does, or outright remove reviving.

    Reviving is way harder with a boarder on top, further encouraging boarding.

  • @kakaroto9766 nah, you are revived with minimal hp allready so when you are under bombardmend it's still high chance to be killed of by splash dmg.

    Not mentioning that your's ship has now 2 players taking care of something else than fight. So revive is still ok in terms of cons.

  • @lleorb said in Encourage ship-to-ship combat:

    • Remove double gun
    • Remove flying dash

    With these two things the board would be less frequent, the dash makes it much easier to move quickly in the water in a jump from any direction of the ship, without needing the cannons to launch.

    And double gun players are generally the ones who most desire direct combat instead of naval combat, and some only try this the entire match.

    *Double gun is by far the most effective way to repel boarders against competent players.

    *you should never be close enough during naval for sword surfing to be an issue. (Unless you're already demasted in which case you're already losing the naval)

  • I think the best way to encourage ship-to-ship is to simply increase the number of crewmembers who need to be aboard to keep the ship safe.

    There is a fine balance here, and some would argue it has already been achieved. I think that there is still room to balance this using new mechanics that expand the teamwork element of the game.

    Examples:

    1. Mast raising on brig and galleon: make it require two people to raise a fallen mast if there are at least 2 or more players in that crew, but still allow 1 player to "catch" a falling mast but is unable to raise themselves. This would allow sloops trading blows with larger ships to actually inflict some lasting damage that takes enemies off of their cannons if they want to maintain their speed, and would punish them for sending boarders too soon. I would not have the 2 player mast requirement effect sloops simply because they only have one mast (even if it already takes two shots). The effect this would have is obvious, reward well placed cannonball shots by forcing players off their cannons, thereby allowing you to capitalize with even more cannonballs which you can now target to either side of the fallen mast because you know there has to be two players raising. It also would keep ships immobilized for longer, which would reduce the necessity to board and anchor. Forcing two players to raise will make it easier for boarders to board, but I would argue that isn't a huge deal given that the goal is to get players to stay on their own ships for more of the fight which means more total crew members on board who can defend ladders as well.

    2. Holes & burn damage: I've suggested before having a kind of "brittleness" mechanic after sustained damage that permanently weakens the hull of the ship and makes any patched holes in that area continue to leak water even when patched. This brittleness will persist until that area of the ship stops receiving fire and cannonball damage for some time period. This forces ships to keep more people aboard as well to bail water when the action starts getting intense, and rewards players for sustained cannonball fire, not just boarding. One challenge here would be how to allow sloops to inflict brittleness on larger ships when they only have one cannon, and all I can think of is to have the source of the cannonball be taken into account in which shots from sloops can inflict a bit more toward this status effect versus shots from a brig or gally.

    3. Change the Anchor: Maybe lowering the anchor is no longer just a matter of holding one button. Maybe there needs to be some kind of rope you cut / shoot through to release the anchor, unless you hit it with well placed cannon shots before hand. Captains of the ship can designate who has access to the anchor on their own crew, in which the functionality operates the same as current. But boarders don't get instant access to the anchor and can't silently drop it.

    4. Add slowing cannonballs / make fire burn the sails and reduce their ability to catch wind: This would have the effect of reducing running / resetting the fight which tends to lead to people sending boarders.

  • @amendelwyr i like slowing cannonball but just to think about outcry on this forum.

  • @calicorsaircat

    I like the idea of the mast needing more people to raise in larger ships. Its still as fast as it is now with 2 people, but a single one just cannot do it.

    Leaky holes...I am not that sure about this one. But it sounds....interesting.

    The other 2 ideas I dont like and I dont see much benefit to them.

    One thing you reminded me of is magic cannonballs. I dont get why they made them so scarce. That certainly further encouraged boarding over ship battle.

  • When some TDM boarding specialist asks for a boarding axe Swiss cheese the idea is a good start.

    Boarding should be the kill, not the entire strat.

  • @kakaroto9766
    Rare's quote-on-quote "Reason" for removing curseballs from being so common (which wasn't true they weren't 'common') was that it could significantly diverge a fight's fairness when one team stocked up on curseballs.

    That's the most stupid reason I've ever heard too, because whomever advised that is a serious wimp. IF someone is getting lots of supplies, they'll be supplied. If you don't supply, you won't be supplied. Curse cannonballs, as well as firebombs and blunderbombs were THE REASON to stay on cannons after getting some holes in your enemy. It's your naval end-game!

    When's the last time you found a Ballastball and were able to remember to use it? -__-
    Me: scratches head - "Honestly, since that change. I never did. Curseballs were so rare, I just kept shooting normal cannonballs, maybe the odd firebomb/blunderbomb depending. Just holding 5 curseballs, and their rarity made them so useless because missing was 'serious' mistakes now. So, just use the common and ubiquitous cannonball. Great. But, my end-game for naval is gone. Well, guess I need to board."

  • Boarding is easier for people who came from Tarkov, Fortnite, and Call of Duty... handing ship to ship combat requires a different skill set.

    Best thing to do is understand how to repel boarders.

  • @amendelwyr

    I think there was an issue where you could (maybe still can) board a skelly ship which uses cool cursed balls, and unload them from the cannon before they fire.

    THAT would be an abusable way of getting too many.

    If they didnt fix that but they made them so less rare then...that'd be dumb X)

  • @kakaroto9766
    Yes the "drop rate" for curseballs is many-times fewer. You're lucky to get 1 on your Outpost supplying.

    You can still get curseballs from skeleton ships; but that's random too and rather annoying.

  • @amendelwyr It might be random. But if you see 1 skelly ship with a good cursed ball you can potentially get a lot of them.
    Thats a lot worse stocking up than you could ever get in any other form of stocking up. Even before they made them so rare.

    Also a skelly fleet has at least 4-5 ships. Pretty good chances you get at least 1 of them with a cool cursedball of your choice.

    I also feel they benefitted galleons by reducing cursed balls. Most cursed balls had a larger effect on a galleon than on a sloop or brigandine. Drop the anchor for example. Poison all the crew, slow down all the crew. Cursed cannonballs REALLY levelled play on sloop vs galleon. Not anymore

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