@a-cranky-eskimo
From a game dev perspective the harpoon isn't a true rope; I think it's a simple line renderer and the physics is more linking two points directly then moving objects to eachother based on object mass (Move ship to rock, move barrel to ship).
The rope can't bend or wrap or knot like true rope... Not many games try this since it's computationally expensive and physics is hard to debug and isn't always "fun". It'd be too taxing for the online nature of this game perhaps...
But there are workarounds. Rope can be approximated as a series of connected beads kinda like how the game "snake pass" does it's snake physics. Climbing can be removing beads and increasing the "reel" of rope, kinda like how Uncharted 4 does it's grapple rope.
In my mind players have the rope item and can carry three. When holding it they can tie the rope to objects by interacting, then press attack / guard buttons to unspool or reel the rope. They can also let go to leave it unspoiled. Players can then interact with the rope like ladders.
Rope over time braids and will snap. More weight more braiding. So to stop exploitation and encourage rope scavaging. Can also cut / shot rope to break it.
Additionally players have a new "anchor" tool. Like the fishing rod bait players can attach rope to it, they can then bola throw the anchor like a grapple hook. Guard detaches the anchor with a yank. Attack does hand over hand climbing / pulling if you walk backwards...
Additionally the anchor could be used as a way to fast dive in water to save on air descending so have more exploration and surfacing breath. With a rope you could have some cool coop diving where pirates on the ship can pull divers up faster...
Like I've said this would open up sooooo many opportunities. Pull Skellies to / away from water / light. Tie up other players. Create traps with gun powder. Swing on masts... Tie rope to rope...
Hope this articulates my vision. I don't want a pirate harpoon gun, I want actual tactile physical rope between my sailor hands! Lol!