Skeleton Overhaul Pt.1 - Killing Skeletons doesn’t feel good

  • Something to take up the time while we wait for Shrouded Spoils:

    Skeletons make up a huge part of the SOT experience, and given how often we need to deal with them, they fall short in ways that negatively impact the rest of the game. Feel free to discuss and critique.

    Welcome to part one of my very long take on how to make Skeletons more engaging part of the game, especially in battling them on land.

    In this entry, I’m going to discuss the principle of satisfying impact and feedback, how skeletons fall short, and what can be done to address the issues. While there are many issues, and this one seems small, I think it is fundamental to getting skeletons right.


    TL;DR: Combat should feel good. Skeleton combat doesn't.

    Skeleton health is completely random and indiscernible, making our weapons feel bad.

    Skeleton health should be constant for its type. More skeleton sub-types should be added (weaker and tankier)

    There is little visual or auditory indication that fighting skeletons has any effect on them, or how close they are to death. This also makes our weapons feel bad.

    Add visual and audio indicators that show how much damage each individual skelton is taking.


    I’m not going to focus on the existing combat mechanics in the game, which you can find 20+ threads on.

    I’m interested specifically in how it FEELS to fight the skeletons, regardless of combat mechanics or strategy.

    A large component of satisfying combat is that it feels good to swing a sword or fire a gun, and it feels good to use it on an enemy.

    There are a few principles that contribute to this feeling. I’ll dive into each and discuss how it is handled in SOT.


    The tool does what I expect it to do:
    Everyone has certain expectations on how a gun will behave before they pull the trigger. And weapons in sea of thieves are pretty consistent in behavior and damage. However, players also have an expectation on how a gun will affect its target. When it comes to skeletons, results are across the board. When fighting skeletons, there is no way to tell how close they are to death at any point.

    Skeletons always have an indeterminate amount of health, regardless of “type” or appearance. Sometimes 3 sword swings will be enough to kill a whole group of skeletons, and sometimes each skeleton can absorb 3 EOR shots.

    (This is confused by the different skeleton types. I haven’t been able to detect a pattern in why a skeleton might have more or less health. Of all the varieties (feral, crews, shadow, plant, Gold, Gunpowder), the main differentiator is whether or not they are a captain or Gold, and perhaps the level of your quest. Otherwise, it’s up in the air.)

    This removes any sense of impact and consistency to the weapons. A blunderbuss that one-shot skeletons in one fight might feel like a pea-shooter in the next.

    It results in gameplay that usually consists of firing or slashing at skeletons over and over until they die, then moving onto the next one. This means that there is no “flow” to a battle. They might as well just be a pile of HP that hurts you if you get too close, instead of individual units.

    Solution
    Make health amounts completely consistent between skeleton types and varieties. A skeleton type that dies to 3 sword swings should always die to 3 sword swings. If we feel that that removes any “difficulty”, then more varieties could be introduced into each "type". cracked, clean, or bulky types make it clear how much health each might have.


    I want to see the effects of my actions:
    As a follow up to the previous point, tools / weapons are satisfying if you can tell that they are having an effect. When I use a hammer on a nail I want to see the nail driven into the wood. Sea of thieves has little to none of this with skeletons.

    Right now there are only a few visual indicators that what you are doing is having an effect:

    Flinching / falling back - sure you hit the skeleton, but for all you know, it could have 90% of its HP left.

    Eating a banana - it seems like you’ve hurt it quite a bit, but who knows how much health it has now?!

    Running away - probably pretty close to death, but now you need to chase it across the whole island. Not fun.

    Actually dying - they exploded into a pile of bones, but because I had no idea how close they were to death, this just comes as a surprise. And really just a relief that I don’t have to deal with it anymore. It doesn’t feel like a victory or consequence of my actions.

    Solution
    Add visual and audio indicators to skeletons to show how hurt they are. Cracks in the bones, etc. It should be clear that a skeleton with cracks all over is one hit away from death.


    In my next post I’ll discuss the basic design shortcomings of a skeleton encounter with some solutions.

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  • Plant skeletons and dark skeletons have visual indicators of health.

    Plant skeletons will start looking more brown and withered closer to death. I've noticed this many times since it's recommended to use the cutlass which makes it easy to see up close. However I have also noticed it doesn't do the same if they are standing in water, regardless of if you eventually kill them or not. You just see the sparkles from their healing effect until they die.

    The dark skeletons start looking more grey and ghostly, almost becoming completely transparent before they die. This is more difficult to notice because of their ghostly nature to begin with.

    As far as any of the other skelly types, I don't believe they have a visual indicator of health and it would help if they did.

    Another thing I'm not so sure on, but I believe the health of any and all skeletons are based on active voyage and maybe even number of pirates on the island. Level 50 merchant voyages produce fewer random skeletons than a level 50 good hoarder voyage and they are noticeably weaker. Three cutlass strikes or one shot from an eye of reach will kill them every time during a merchant voyage. This is not the case with skeletons spawned during a level 50 gold hoarder voyage.

    I won't even get into the athena skeletons...

  • @testakleze

    Level 50 merchant voyages produce fewer random skeletons than a level 50 good hoarder voyage and they are noticeably weaker.

    I think this is because if you go to an island to dig up GH chests, the game knows you are there for that purpose – knows that you have a treasure map (or riddle) for that island. On the other hand, if you visit a random island, the game does not know you are there for a purpose; even if that purpose is to collect animals for a MA quest.

    I have not observed well enough how strong the skellies are if you visit an island to collect stuff for a Cargo Run – or drop it off. They may be strong for a pick-up (because the quest is active), but "normal strength" for a drop-off.

  • I feel like there is always a chance for random white skeletons to spawn on any island except outposts and maybe inactive forts. Sometimes they spawn at random times which is what you see during merchant voyages. Other times they are triggered when you dig up chests or solve riddle steps. Merchant voyages don't have triggers due to the fact that you don't have specific targets to find. You can get that gold chicken anywhere gold chickens are found as opposed to digging up this one chest at this one location. Regardless, if you spend enough time standing around on any island with a merchant voyage active, some will spawn, they will be white, and they will be relatively easy to kill.

    During a gold hoarder voyage you can encounter both random spawned skeletons and triggered skeletons and they are always white but I've never noticed if they have the same toughness.
    They do survive a shot from an eye of reach though so they are undoubtedly stronger than the skeletons I encounter during merchant voyages.

    And of course athena skeletons...

    I've even noticed random white skeletons spawning during active forts. It's obvious they are not part of the waves when they are chasing you while you hear the horn for the next wave or you are fighting them alongside other types of skeletons since different skeleton types don't spawn together. I haven't stopped and given thought to what voyage I had down while in the middle of a fort though.

    Since I've always had a voyage on the table, I'm not sure what would happen if you were running around an island without a voyage. Would skeletons still spawn at random times and how strong would they be?

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