Weapon Carry Limit (edited)

  • i think its time we focus on this topic for a little bit. whenever mentioning weapons, usually you will see this topic be brought up. i think it is a topic that deserves more attention.

    on one side, it seems to be unfair considering that some new players will not have more than 3 weapons, thus players with more than three have an advantage. the reason why this is an issue is because Rare is trying to develop a progression system to where every player has generally the same advantage. adding one more weapon in your inventory than other players seems like a fairly noticeable upgrade to your character.

    on the other hand, everyone likes their own little arsenal or the ability to multitask and be prepared for every encounter.

    personally, i would like a 3 weapon carry limit (one sword and two ranged weapons), but what do you guys and gals think? should we have multiple weapons slots or should there be a limit?

    EDIT:

    so a lot of people are supporting a 3 weapon carry limit with at least one sword and any two ranged weapons. it does get annoying when you only have one ranged weapon within your inventory with a lot less ammo than you would have with two.

    however, i must also mention that a lot of people have also support the recently added 2 weapon carry limit, stating that it benefits role-play among a crew and presents more decision making consequences when engaging in combat. i personally liked it because it forced players to draw their swords once they ran out of ammo.

    im willing to give the two weapon carry limit a try, but i still support the 3 weapon carry limit. but here is my only problem with a 3 weapon carry limit and its probably the reason why we carried a limit of 2 in the scale test.

    every new pirate starts with two weapons, and like i mentioned before, having one more weapon to carry with you than a new player kind of goes against the progression system rare is trying to develop. with that said, if most of us support the 3 weapon carry limit, i suggest a new weapon type besides the sniper and blunderbuss be added to the game. then, have all new players start with a sword, a pistol, and whatever that weapon will be. or if most support the 2 weapon carry limit, leave it as is.

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  • @mysticdragon297 3 max. Sword, flintlock pistol, 1 additional.

    I never used anything other than a sword or flintlock, so it matters little to me regardless.

  • Two weapons would work well but I would be ok with sword and two others. Unless they add duel wield. like two pistols, sword/pistol etc.

  • @mysticdragon297 I agree with @canadianmuscle3 2 weapons seems like it would work out well. ;)

  • I like this idea. Then you have to divvy up long range warfare and close quarters combat (sniper and blunderbuss) between the members of your crew.

  • i think that 1 melee weapon , 2 secondary firearms like pistol or some "short" weapon, 1 primary firearm like a rifle, blunderbluss, mortar... and 1 exotic/utility "weapon" like a climbing hook, some type of rope net to thrown at enemies and animals or even a blow stick with poison darts, some sleep darts, maybe traps for players and animals, i imagine some slingers too.

  • @mysticdragon297
    I have metioned this problem before. But no the answer is not to limit slots. The easy and right thing to do is have no locks behind weapons. Rare already said clear as the day on a sunny afternoon. All players start and continue to stay on an even playing feild. If you get in your frist game with your friend that has been playing for a month the only difference between you and him is the way he looks and his skill/experience in the game. To say you have horizontal progression in the game and you start the game to immidatly find vertical progression elements then thats border line false advertising.

  • I saw a discussion quite a while back where someone said the "Sniper Musket" should be in the crows nest with a small box of shot. That way not everyone is running around as a sniper, and single players in a sloop have access to a full weapon arsenal. I thought that was a good idea.

  • 3 weapon limit, but you should be able to carry any three weapons whether that be 3 blunderbusses, 2 flintlocks and 1 sword or etc etc

  • I just don't like cycling through 4 weapons makes finding the one i need difficult. Having a loadout of just 2 makes it easy. Also makes you think about what you are doing and how to prepare.

  • i'm fine with carrying every weapon in the game, we already carry more tools and things than are humanly possible.. my only issue is with (consoles) the weapon switching sucks. a radial would be better.

  • I think having a sword must be a must, you shouldn't be able to change out the sword. Next to that have two other weapons that you can swap and choose between, three weapons is a good number..but always a sword.

  • @fullmetaljakee said in Weapon Carry Limit:

    I think having a sword must be a must, you shouldn't be able to change out the sword. Next to that have two other weapons that you can swap and choose between, three weapons is a good number..but always a sword.

    I tend to see it your way.

    That being said, I also recognize the power of the Bam-Bam.

    The choices are hard.

  • guys the problem with having all weapons at once is:
    switching between weapons dont have a proper animation, with a time to pull a gun and "prepare" the shot, in current fights you just pull a flintpistol or a blunderbuss and shot. the game needs a balance, imagine a guy with 9 firearms switching between firearms and shooting everyone in sight.
    or maybe some guy just use a macro to switch and shot with all weapons in 2.3 sec instant killing anyone in sight

  • I saw a video here somewhere on the forum showing a weapon wheel, and a chest (not a proper chest, the cabinet above the ammos on your ship) where you will have all the weapons that you unlocked so far. Meaby two weapons will be fix (sword and pistol) and the third one can be chosen from the wheel? (sniper, shootgun, ecc)

  • @mysticdragon297 I think that carrying 3 weapons at most would work best since you wouldn't have an unfair advantage over other players, but also wouldn't feel so restricting in the ways of pirate combat.

  • I have to say that in my own subjective perspective, the more I play the game, the more that I find "horizontal" progression to hinder the game play value. In a limited extent it works great but when your focused on that type of progression above all else, I feel it ends up falling short. An example of this is with the weapon lock that they've added in this test build, I can't help but find it boring. Usually pirates always have a sword on them along with 1-3 guns (1-2 holstered around their bucklers and/or a rifle carried on their back). I think part of the entertainment is player choice, but to force players to choose 2 weapons by limiting the carrying load out amount isn't fun, it's not even really choosing anymore, is just an illusion of choice brought by restrictions (Limitations really never provide player choice). Now I'm not saying add infinite weapon selections, but limit it to a reasonable 3- 4 weapon selections (With sword as a concurrent and locked in load out option: After all what's a pirate without a sword... or a sword less pirate with 2 guns but no bullets?). 3-4 weapons isn't too much, it's just that weapon choices are limited (No aesthetics don't count in this case)

  • @red0demon0 On the other hand, this could enhance co op experiences via specialization.

    Also makes violent encounters more variedb and emphasises care re: ammo conservation.

  • I like the two weapon limit however a variety of meele weapons should be included to adapt for playstyle.

    In my mind you have three options for range, you should have the same for meele.

    Stick with one of each tho as this forces decisions which will shape your adventures

  • Their are better ways of adding "specializations" Increasing weapon types, and weapon versatility is one of them. Add in multi use grenades and a hook/rope tether/ climbing weapon. Have the players choose between the grenade type, and the hook/rope weapon. From my experience, violent encounters were not more varied. Everyone had a sword and shot gun on them. On some rare occasions they would switch to the rifle but only during peaceful moments. Gameplay on skills also felt diminished, before you had to cycle through each weapon on the fly while avoiding counter fire. Ammo conservation is great for a survival game type but reduces the violent encounter's variety/ versatility levels/ waters it down. As a result, I must respectfully disagree with you, @RedSparrows
    I feel like it diminishes co op experience via restrictions and not specializations as you had suggested. Even ship to ship battles have more frequent cycle time (Time spent reloading weapons/ no firing/ no action happening during certain time frames) which decrease the excitement of battles across the seas. The only time I feel this truly shines is on pve elements when fighting skellies as gameplay takes a more "survival" and "conservation" approach to playing as death might happen more frequently and the action is always in your face. (But like I said, there are better ways of doing this, more skely types: kamikaze fast running skellies, bomber skellies, Giant brute like skellies, etc)

  • I'm with you on 3 weapon limit.
    The new layout felt too limiting, I'm not a fan of it.

    To be honest, I think sword should be mandatory.

  • @doffen I agree without 3 weapons it feels too limiting.

  • The only two weapons allowed load out limit is fine, it forces choice and many games have these kind of limitations. Pirates may have carried several flint lock pistols with them, but that's simply because they were not reloaded during close quarter engagements and often dropped along the way to pull another pistol if required. We have a friendly quick reload animation, so I'm not really complaining, for reloading these type of weapons typically took a lot longer.

    The less weapons you can carry the more you are limited to a certain role and engagement range and with only 5 weapon reloads per range weapon, going dual fire arms is risky gamble. A third weapon slot removes many of those choices and limitations.

  • Having played the closed beta with the 3 weapons and the scale test closed beta with the 2 weapon limit, I very very much prefer playing with a 3 weapon option. I rarely used my third weapon(sniper) during pvp battles, it was mostly on npcs. Im hoping Rare gives us the third weapon slot.

  • Personally, I'd vote for 3 weapon slots. The first two slots would be the current defaults, a sword and a flintlock. Third slot would be your choice of blunderbuss, eye of reach or anything else they have planned.

  • Hi there, i also think we should have 3 weapons, one must be a sword kind, and the other two chosen by the players.

  • I feel limited by the 2 weapon slots as well. I much prefer the 3 slots we were allowed during the previous beta. Otherwise I see no point in the sniper due to the pistol or blunderbuss being better in PVP. However, I like having being able to use sword, sniper and blunderbuss. It covers all angles.

  • 3 as a limit on weapons is crazy, everyone knows a good pirate had at lest one for each limb, and some times it was the limb.

  • I would prefer if we had 4 weapon slots but bigger weapons like blunderbuss and sniper take 2 slots

  • @mysticdragon297 i concur 2 guns and a sword!! Aye aye! This system seems silly because being a pirate with no sword to resort too is incredibly lame

  • @mysticdragon297 Yes please, a Sword and two additional weapons sounds good to me as well.

  • @mysticdragon297 said in Weapon Carry Limit:

    personally, i would like a 3 weapon carry limit (one sword and two ranged weapons),

    I completely agree, I felt like 2 in the stress test was too little and I felt like I was going back to my ship to reload too often. So 3 seems like it would be perfect.

  • I’d like to be able to reload from powder kegs or something you can carry. It would certainly help with taking down skelly forts so you don’t have to go back to your ship to reload.

  • I think if you can carry two guns , fists need to be a default weapon for when you run out of bullets.

  • I think 2 weapons is the best solution.
    This can spice up the fighting and having to select the one we use.
    3 weapons would bring no challenge against another player with the same equipment as you challenge him with 2 weapons, it is that we will not be able to expect against the enemy enface.

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