Still wondering what's the problem with swordplay

  • Don't know what the problem is...before the updates we couldn't move after a missing slash
    Then there was no consequence at all for missing, and now we have a little delay when missing...but does it really feel that different to the first version? I don't think so...it's even better now, because you can still get away when you missed
    But what do I know?

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  • @schwammlgott said in Still wondering what's the problem with swordplay:

    ...little delay...

    lul

  • @betsill yes...little, less would be useless and not really a consequence for missing

    By the way, since that update I've never been killed by less than 7 skeletons in a swordfight...before that it happened from time to time

  • Since they've messed with it I can't solo 4 athena skulls in less than 30 mins, I've thought about giving up after 2 hours with still 6 chess to dig after that.

  • Swords are now balanced. The fights are more balanced, before you invaded a galleon and killed everyone in the double gun. Now you have a greater difficulty and you have to have more skill and timing to face opponents.

  • @sailorkek sagte in Still wondering what's the problem with swordplay:

    Since they've messed with it I can't solo 4 athena skulls in less than 30 mins, I've thought about giving up after 2 hours with still 6 chess to dig after that.

    Sounds like solo play changed back to hard mode

  • @schwammlgott solo has always been hardmode, even when there just sloops and galleons sailing around empty seas.

    Now it is just ridiculous

  • I've found the sword play so frustrating since they've tweaked it. Skellies are now a right pain for slashing and hacking at.
    It feels really unbalanced now but I never have been much into the PvP side so can't really compare to how it used to be against other players.

  • I have no idea why they would even start to change something that important in a game, ONE YEAR after it was released.
    Yes, they needed to fix the double guns ''one'' hit. But not change all guns and sword combat. They made the game some much worse with this trash combat. Goes to show they have no idea how to balance a game.

    I have no idea why there need to be a reward for hitting with a sword and a punishment for not hitting? The reward for hitting SHOULD be dealing dmg, not getting 2 free hits. The punishment for not hitting should be not dealing dmg, not that you are stunned forever.

  • Sword cool down for misses when fighting skellies is a challenge to say the least.

    The sword cool down for misses needs to only apply to fighting other players, not skellies.

  • @sailorkek sagte in Still wondering what's the problem with swordplay:

    @schwammlgott solo has always been hardmode...

    You don't say?

    When someone tells me, he finished an athena solo in 30 minutes, I think of something else than hard mode

  • @schwammlgott sagte in Still wondering what's the problem with swordplay:

    @sailorkek sagte in Still wondering what's the problem with swordplay:

    @schwammlgott solo has always been hardmode...

    You don't say?

    When someone tells me, he finished an athena solo in 30 minutes, I think of something else than hard mode

    They dont play the game they just tap chests, dont deliver Cargo's etc...

    And about topic, you already know they exagerate about almost everything.

    I'm so bad i didnt even noticed they changed anything 😂
    Ok serious, i did, but honestly if people rage quit over it or talk about all is too easy and there is nothing to do anymore and think it's only about them, the "dedicated" progamer, i cant help, laugh a little and i'm glad i dont have problems like that.
    They remind me a bit of the "Listenheini Beamten" i sometimes have to deal with 😂
    Sorry don't know how to translate that, someone official love doing a list of a list of some lists to have all and everything accurate and optimized.

    Swordplay is fine as it is!
    And it was even ok before.

  • The delay in sword play is a little extensive quite honestly. Whether in PvP or in PvE. The reason behind it was because of people spamming sword attack and once they connect that first hit you are stun locked and can't escape. Rather than adding a delay which can be overcome simply by aiming at the ground a little, they should have removed stun lock. Stun lock on swords never made sense and is what makes swords overpowering to begin with.

  • @schwammlgott 4 athena skeles,
    It used to take 1 hour 30 to 2 hours for a solo player now its 2-3
    How about less sarcasm and more time reading the comments in Your thread.

    You said sound like "solo slopping is hard mode"
    I agreed and then you say "you don't say"
    What are you doing?

  • @bugaboo-bill I tap the chest cause I don't need them, just working on cargo, animals and skulls. I'd call that 'grinding with shortcuts' over 'not playing the game'

    There's definitely too many people asking for the game to be easier and I dont really want that.
    I just want to be able to stay alive for more than 5 seconds on a small athena skull island.

  • @sailorkek i said: "sounds like solo play CHANGED BACK TO hard mode"
    So what are you doing?

  • @bugaboo-bill I know how they play, but anyway, even with just tapping the chests, this shouldn't be called hard mode...now this title fits better

  • @schwammlgott what's the difference?

    You; solo sloop is back to hard mode.
    Me; solo sloop has always been hard mode
    You; you don't say

    Are you just fishing for conversation or do you really not see what I'm getting at.

    You agreed with a snarky remark, why not just agree that solo sloop Is, has, always will be hard mode.

  • @sailorkek you just didn't get my sarcastic reply...so let's leave it like that

  • @friedwilly @Lottyloo91 As long as you don't just spam sword and use timing and spacing you should be able to deal with the skellies the same as always.

    Try to get them grouped up in choke points like doorways and cave entrances. It's harder in the open so try to break line of sight with boulders. Use the terrain

    A lot of time ill stay out of slashing range and charge the sword lunge at the group and hit them. This causes knock back on them and you can move after sword lunge as long as you don't miss.

  • @unhandythreax Is it me or has the damage inflicted against skellies by a sword lunge decreased? I feel like I'm having to do more of them than I have in previous updates.

  • I have no idea why there need to be a reward for hitting with a sword and a punishment for not hitting? The reward for hitting SHOULD be dealing dmg, not getting 2 free hits. The punishment for not hitting should be not dealing dmg, not that you are stunned forever.

    I agree with this sentiment. It's simple. IMO, stun-lock on hit is unnecessary; a sword delay on a miss is unnecessary; the speed-boost is unnecessary. However, the running sword slash (sword block+move+tap attack) and the firearm quickdraw (sword block+change weapon) that were removed as a result of previous changes is necessary and should not only be brought back, but placed in the limelight. The former allowed you to dance with the sword in a smart way rather than a dumb way like we have now, and the latter was essentially a balanced pirate's version of a counter-attack, or riposte, which many players have requested without ever realizing that it was already there.

  • @sailorkek sagte in Still wondering what's the problem with swordplay:

    @bugaboo-bill I tap the chest cause I don't need them, just working on cargo, animals and skulls. I'd call that 'grinding with shortcuts' over 'not playing the game'

    There's definitely too many people asking for the game to be easier and I dont really want that.
    I just want to be able to stay alive for more than 5 seconds on a small athena skull island.

    Understnadable, i'd do them either because it's fun.
    I need nothing, not even Athena do i need , although i'm A7 not finished, bit i dont feel to need them to do. If we do i'm fine and the progress happens by the way.
    I always say lets do all and play the full game not matter if its "worth" it, i just do it because it's fun to do it and try to make it like it is intended.
    Never grind, bit i dont want to judge about it. Many people grind and work it off. I just dont and never did, cause it always distracted me from having fun.
    Therefore i'm glad i can approach the game like this.
    But as i said, Crews i'm sailing with do it also here and there, but not excessively and i'm completely ok with it and do jokes about it. They fear some Devils Plants and too have too much Grog on the ship because they cannot withstand :-)
    We have a saying in germany it's something like
    Look after the pennies and the pounds will look after themselves.
    But in german to me it's sounds more like: If you dont care for every penny you arent worth to have a pound.

    Although i feel rich with more than a Million - bit it has become so easy to make money if we think of last year before antumn - i take every penny i can get :-)
    I know some are multi millionaires or even more for sure.

    I agree, game need not to be easier, progress adjustments were good imho.
    And the decay as we have it now is a good compromise imo and is also to make the game not easier, but swordplay a little more "complex".
    I have to say that complex is used with heavy caution here XD
    I very much like the combat of Chivalry.
    This swordplay would be awesome to have and a real good pvp swordfighting system.

  • @schwammlgott said in Still wondering what's the problem with swordplay:

    Don't know what the problem is...before the updates we couldn't move after a missing slash
    Then there was no consequence at all for missing, and now we have a little delay when missing...but does it really feel that different to the first version? I don't think so...it's even better now, because you can still get away when you missed
    But what do I know?

    The only thing sword play needed was not to die instantly while charging someone, now that it's fix swords feel like where they should be, I do believe the miss delay is a valid thing to have.

  • @guldlasse I'm not sure removing the hit-stun is a good idea. If 2 players get into a sword fight, and swing away with no delay and no hit stun, they will hit each other until one of them dies.

    Since the swords swing at the same speed it will come down to who started swinging a fraction of a second before the other. Ideally, but this is an online game with some latency so it'll really come down to who has the better connection.

    It makes the sword play feel very one dimensional to me. You could run away as soon as you get sword swiped though and in that case the sword is nearly useless.
    You can just use the BB to shoot them run away calmly while reloading and shoot them again since there is nothing they can do to stop you with their sword.

    Except kill you which takes 5 swipes. I feel like that would reduce the viability of the sword thus reducing the amount of viable options to use in combat. Which would push everyone to only using "viable" options.

    Lo' and behold everyone will be using the exact same load out. At least right now I feel like I can make a weapon choice based on style/what i want. As opposed to "I have to pick this weapon only or i'll get rick-rolled."

  • @bran-the-ent I think you may have ranked up your OOS so those skellies get more health. I've tested on the fort skellies and the dmg out-put there is the same. I'm confident the fort skelly health is static and does not change. So base OOS was like 1 lunge, or 3 swipes, but at legend voyages OOS it's a full 9 swipes, or 3 combos I think. Which is like 3 lunges

  • @unhandythreax While it may only be perception, I'm not talking about the difference between base and higher level, I'm talking about on the same level. I'm talking about recent updates. With the recent updates, it feels like it takes longer with a sword lunge.

  • @bran-the-ent gotcha! in that case I have not noticed a change. The plant skeletons on the forts have taken 1 lunge and one swipe to kill (or 4 swipes) since my first fort which was launch week.
    Last fort was this passed weekend on Sunday and it still took 1 lunge and one swipe to kill the plants.

    Granted they could have changed the health of the other skeleton types and left the plants the same.
    Though the only toughness increase i've noticed with the skellies is they have slightly better pathing and better at surrounding me.

    completely forgot, also the inclusion of sniper skellies and gunpowder skellies. They weren't part of the game at launch and have definitely caused me to visit the ferry more often than before.

  • @unhandythreax said in Still wondering what's the problem with swordplay:

    @guldlasse I'm not sure removing the hit-stun is a good idea. If 2 players get into a sword fight, and swing away with no delay and no hit stun, they will hit each other until one of them dies.

    Since the swords swing at the same speed it will come down to who started swinging a fraction of a second before the other. Ideally, but this is an online game with some latency so it'll really come down to who has the better connection.

    It makes the sword play feel very one dimensional to me. You could run away as soon as you get sword swiped though and in that case the sword is nearly useless.

    This is why instead of a stun/root games use a flinch/interrupt. This should be the case for both guns and the sword. If someone hit's first, the person hit will be interrupted. This makes it important to time your attacks and/or wait for openings. Instead of spamming, it would be much better to block first to interrupt and then attack when they get staggered.

  • Im inclined to agree with the majority, sword needs to go back to the exact point where it was before they "buffed it", not a single change added.

  • @silenius-x sagte in Still wondering what's the problem with swordplay:

    Im inclined to agree with the majority, sword needs to go back to the exact point where it was before they "buffed it", not a single change added.

    I would say, leave it like it is now...
    But to stop the big cry let's go back to where it was in the beginning, just the sword, the guns can stay that way

  • @betsill I would be good with that, a flinch or interrupt.

  • @unhandythreax Me too.

    I like the idea of finding a middle ground from where we were before and where we are now.

  • @Schwammlgott sarcasm, online? Ok I guess

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