Variations of enemies

  • As it stands, there are only 8 different enemies in the game and half of those are skeletons. I think we need variant types of encounters.

    Some ideas for this could be:
    Orcas/Whales
    Random Whirlpools as a environmental encounter
    Tigers on large forest islands
    Anaconda encounter on islands (like the meg of snakes)

    Increased variation in what they encounter can make the experience feel more refreshing

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  • @kellymarieclare said in Variations of enemies:

    As it stands, there are only 8 different enemies in the game and half of those are skeletons. I think we need variant types of encounters.

    Some ideas for this could be:
    Orcas/Whales
    Random Whirlpools as a environmental encounter
    Tigers on large forest islands
    Anaconda encounter on islands (like the meg of snakes)

    Increased variation in what they encounter can make the experience feel more refreshing

    Just one main enemy right now and that is skeletons. I look to them like villains as with some other players. The others are environmental hazards, creatures, and monsters. Still more very needed though no matter how we classify them. : )

    I like your ideas. Thought of other monsters before, but not a giant snake that would be cool. Could swallow a player and they either have to hack their way out or crew makes it cough their mate back up.

    The sea absolutely needs more life like whales and dolphins. I often wonder if it is a matter of performance and we will not see them.

    A whirlpool would also be cool. What would happen? Would it pop the ship and crew up in another one across the map?

  • @ant-heuser-kush said in Variations of enemies:

    @kellymarieclare

    @x-crowheart-x said in Variations of enemies:

    @kellymarieclare said in Variations of enemies:

    As it stands, there are only 8 different enemies in the game and half of those are skeletons. I think we need variant types of encounters.

    Some ideas for this could be:
    Orcas/Whales
    Random Whirlpools as a environmental encounter
    Tigers on large forest islands
    Anaconda encounter on islands (like the meg of snakes)

    Increased variation in what they encounter can make the experience feel more refreshing

    Just one main enemy right now and that is skeletons. I look to them like villains as with some other players. The others are environmental hazards, creatures, and monsters. Still more very needed though no matter how we classify them. : )

    I like your ideas. Thought of other monsters before, but not a giant snake that would be cool. Could swallow a player and they either have to hack their way out or crew makes it cough their mate back up.

    The sea absolutely needs more life like whales and dolphins. I often wonder if it is a matter of performance and we will not see them.

    A whirlpool would also be cool. What would happen? Would it pop the ship and crew up in another one across the map?

    Whirlpools, waterspouts, and ghosts. Dolphins, j*******h, crabs, stingrays, etc.

    Funny how jelly fish together is filtered. Happened to me before. They along with crabs and stingrays would be awesome. Did not think about stingrays. These could be around the islands. Would be nice to see one now and then scurrying around as you swim and wade up to shore or in and around shipwrecks. Also need starfish.

    Also big oysters we can pry pearls out of and maybe can get trapped in. Could have barracudas and electric eels waiting to bite and sting pirates instead of just sharks.

    What about a big sea shell you can find on a beach that whispers a clue to a chest in your ear?

    Maybe ghosts will come in the ferryman festival.

  • @kellymarieclare I think it would be better to improve the enemies that already exist then to just add new ones. Right now skeletons are very poorly designed enemies. Giving them weapons or abilities that are more interactive and fun to fight against would be much better for the game in short and long term. Also, f*s can Rare fix the skeletons God aim and ability to shoot through walls?

  • Maybe we could also get a Burning Skeleton festival where everyone can come together under a truce to play music, dance, and get drunk. While we play pirate games gambling, tossing daggers, dueling, etc. Maybe even a challenge of shooting a banana off someone’s head.

    Of course we would have to burn skeletons in a bonfire. ; )

  • @kellymarieclare Don't forget crocs and gaters :D

    @BETSILL Yeah, the skeleton's could use some improvements but I think I remember the devs saying something about performance issues with the AI.

  • @xcalypt0x pretty sure that's BS, but Ai isn't the main problem. The main problem is how they deal and take dmg.

  • @betsill Could you elaborate? The only issue I have with how they deal and take damage is that they can interrupt your combo while being hit and they can walk through you and hit you from inside your body.

  • @xcalypt0x said in Variations of enemies:

    @kellymarieclare Don't forget crocs and gaters :D

    @BETSILL Yeah, the skeleton's could use some improvements but I think I remember the devs saying something about performance issues with the AI.

    Yes cannot forget about crocodiles. Could be the reason some pirates run around with hooks and peg legs. Could also see them in hazards lurking below rickety bridges and ropes we try to cross and can break.

  • @kellymarieclare i think it would be cool to be attacked by A.I pirates which would try to run away with you loot, so you have to chase them around the island to get it back but also not die to them at the same time.

  • @xcalypt0x Guns deal dmg to you instantaneously without meaningful counter-play(especially when they can shoot through walls). This is a very big problem in a game with manual, resource based HP re-gen. The way they take dmg is rediculously mundane with the only interactions being provided in the form of shallow differences in skeleton types(throw water on brass skeletons, light for ghosts, etc). These interactions are overall very nice, but the way hey play out in practice needs some work. For instance, fighting brass skeletons in the middle of a large island turns the water mechanic from fun to obnoxious, using a lamp to make ghost skeletons vulnerable is cool at first, but after you menu swap the 100th time between weapon and lamp(not to mention how much of a mess it is to find out which skeletons are vulnerable and which ones aren't AND how much longer they are vulnerable for), it loses its "shine". There is no headshot mult so there is no reward for accuracy; you just shoot slow moving enemies anywhere to do the same effect and deal the exact same amount of dmg regardless(bomb skeletons provide some relief in this regard, but they have their own set of problems). Walking up to a skeleton and repeatedly pressing RT to stun lock enemies to death, is probably the most boring and lazy combat i've seen in a game. There is no excuse for how bad it is with just the few tools available in the SoT world. So many games do FAR more with FAR less, Crash bandicoot, Mario, spyro, old time FPS, etc, etc.

  • @betsill said in Variations of enemies:

    @xcalypt0x Guns deal dmg to you instantaneously without meaningful counter-play(especially when they can shoot through walls). This is a very big problem in a game with manual, resource based HP re-gen.

    Yeah the shooting through walls thing is dumb but I'm not sure how bullet damage is suppose to be not instantaneous? There definitely could be some more mechanics though. Line of sight for one. Currently they can see you through bushes. Add line of sight and then we can have smoke bombs and such. Also perhaps shooting their weapon disarms them and they have to pick it back up?

    The way they take dmg is rediculously mundane with the only interactions being provided in the form of shallow differences in skeleton types(throw water on brass skeletons, light for ghosts, etc). These interactions are overall very nice, but the way hey play out in practice needs some work. For instance, fighting brass skeletons in the middle of a large island turns the water mechanic from fun to obnoxious, using a lamp to make ghost skeletons vulnerable is cool at first, but after you menu swap the 100th time between weapon and lamp(not to mention how much of a mess it is to find out which skeletons are vulnerable and which ones aren't AND how much longer they are vulnerable for), it loses its "shine".

    I think it's fine currently but that's just my opinion. Wouldn't mind some new skeleton types though.

    There is no headshot mult so there is no reward for accuracy; you just shoot slow moving enemies anywhere to do the same effect and deal the exact same amount of dmg regardless(bomb skeletons provide some relief in this regard, but they have their own set of problems).

    Yeah a headshot multiplayer for PvE would be nice. I would have to think about it more for PvP though.

    Walking up to a skeleton and repeatedly pressing RT to stun lock enemies to death, is probably the most boring and lazy combat i've seen in a game. There is no excuse for how bad it is with just the few tools available in the SoT world. So many games do FAR more with FAR less, Crash bandicoot, Mario, spyro, old time FPS, etc, etc.

    True, it's boring. Sword lunging helps break up the monotony a little though. Really wish we had some "boss" skeletons with actual fight mechanic (I have a post from way back about a ghost ship raid where I suggested some).

  • @xcalypt0x Yeah the shooting through walls thing is dumb but I'm not sure how bullet damage is suppose to be not instantaneous? There definitely could be some more mechanics though. Line of sight for one. Currently they can see you through bushes. Add line of sight and then we can have smoke bombs and such. Also perhaps shooting their weapon disarms them and they have to pick it back up?

    The only solution I see is taking their guns away. They just don't work with how this game is designed. The only way that unavoidable dmg works in games is if you have Hp regen(like cod, halo, mass effect, etc.), or you have a party system that contains a dedicated sup class(these almost always still have a low amount of HP regen to lessen the burden on sup calsses). Since neither of these are valid options for SoT we are left with the only option of making the dmg avoidable(slow projectile speed weapons, wind up animations, etc).

  • Honestly I wouldn't mind more hostile animals.
    But for the love of the sea.
    Add Great White Sharks!
    https://cdn.discordapp.com/attachments/429351106817294338/502589708119965696/Carcharodon_carcharias.jpg

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