The Ultimate PvP Solution (at least according to me lol)

  • I am currently still in the first stage of grief over the end of closed beta so here we go with another suggestion post!

    Sword Fighting
    I've been looking over the forms and I've seen a lot of people express opinions about this, and I agree with them. I think it's ridiculous that a sword hit locks another player in position, and the only real way to counter it is with a blunderbuss. Now I wouldn't consider that a big issue, except my play style of using the blunderbuss up close for those head-shot goals leads to me getting in a position where I don't have time to reload, I'll die. I don't have time to shoot them with something else, I'll die first. Hitting them with a sword will have the same effect. The only real solution is to try and block with my sword, but even then there's hardly any time for me to do so. I've noticed this with other people, and it becomes way too easy to get on a ship and slaughter everyone. The simply solution is just disable to locking and auto-aim mechanic. On top of that, one way sword fighting -a huge part of pirate games- could be more dynamic and skill based is with the implementation of directional attacking and blocking. The most relevant example of this is probably "For Honor," except rather than picking a stance and locking on to someone, you move the sword in the direction you want to attack or block. Check out Mount and Blade, that is exactly what I'm talking about.

    Stealth
    Please remove player names for enemies unless they're right in your face. They especially shouldn't be able to see your name if they're under water and you're not, or if they're behind something. This will make sneaking up on unaware players much more fair. They should've had someone keep to the crows nest anyways.

    Death and Spawn-Camping
    First off, if you're someone who spawn-camps because it's fun, and not because you're looting their ship, feel free to hop in a cannon and launch yourself into the red waters of the map border. That being said I have spawn camped myself because my crew and I were looting the ship, but we never hung around in one place pointing our guns where we thought there were going to respawn, we ran around the boat looking for anyone else and always being on the lookout. I love the idea of going on the ghost ship when you die, it gives me something pretty to look at while I calmly lodge my monitor in my ceiling. However, this feature doesn't do much to push for the "pirate legend" promise. I mean, how can you become afraid of someone if you don't even know who they are? There's a way to solve the issue of spawn-camping and this at the same time: ghosts. When you die, you could have a small window of time in which you can walk around invisible and unable to interact with anything. This could last for just a few seconds before you're sent to the deep, but it'll allow you the chance to move your character from a typical spawn place, and let you find out who killed you. Obviously the timer would have to be fairly short to avoid excessive ghosting, but I feel it'd be a good counter to spawn-campers, and even people to play properly wouldn't have the bias of knowing the general area where someone was going to come back. This feature would NOT however, allow you to chose where you spawn right before you spawn as that would be very unfair. It would just allow you to chose within a few seconds from when you died, so you still wouldn't know what you're getting back to. Also, this could be worked to act as an extension of the respawn timer, with the option to skip being a ghost by pressing a button. That way you can avoid delaying your respawn if you don't think there's a need to float around for a little bit.

    Naval Combat
    I'm going to post a more in-depth opinion on ships at a later date, but this will just cover the basics involving big vs small ship combat. To start, anyone who complains about how unfair it is to go against a 4-man group with only 2 people, I feel you, but I disagree with you. If you see a galleon, and you're in a sloop, you do not fight unless 1. You have to 2. You want to or 3. You're a legend. Dainty little boats are not meant to stand a chance against a galleon, even with maneuverability the galleon should logically always win. That's why the sloop has maneuverability, so it can get away. In my eyes the small boats is a ship for fleeing, as un-pirate as that may sound. However, the galleon's faster speed make this a real challenge, even with better steering for the small ship. I understand why many people believe this is balanced with sail-area and what not, but I assure you it's not. I could go into the detailed mathematics of it, but I have a math test tomorrow so I'm saving that side of my brain for the moment. The basic principle is that while the scale of sail:boat may be similar, it would still take more to push the galleon, and I'd even argue that the sails aren't currently proportional. I mean it's got three levels it's a beast! That being said, I do believe a galleon should be able to out-run a small boat when going directly with the wind, and the sails being fully utilized. When going into the wind or at a certain maximum angle from it, that small boat should have an advantage. While this technically isn't accurate with the current small boat sail design, it would be much more accurate if the small boat's sail was similar to that of a modern sail boat, running parallel to the keel and in a triangle shape. This would give the small boat a huge advantage when travelling even moderately against the wind, and it would result in single and duo players having to turn the sails less. If would also make tacking (for those of you who are familiar with sailing) a much more viable tactic, that would let the small boat blow away the galleon when it's crewed by capable pirates. These changes would ideally keep galleon combat between galleons, and sloop combat between sloops. It could also encourage players to team up with a sloop to have them skirt around an enemy galleon, popping shots and distracting them while the main galleon takes the other one out.

    Skelingtons
    Honestly they just need to be stronger, smarter, and more coordinated. I don't have a whole lot to offer here. A swarm of skeletons trying to take your freshly discovered chest would add a lot more thrill if you weren't able to simply hop around them and get out of there.

    "Safe" Zones
    This is another topic I've seen a lot of people discussing, and with a pretty big array of opinions. I personally am not in favor of non-pvp areas, because that's a huge stickler to the immersion for me. I do however like the idea of social areas for player, and I think outposts are the perfect place for this. So how do you create a safe-social space without making a scripted pvp-area? GUARDS! That's right, neutral guards at outposts would be AMAZING. Here's how they'd work: npcs patrol outposts by walking through the streets, outside shops and taverns, and watch the dock. There could also be a few cannons setup that'd be manned by more neutrals. They would only target ships or people that open fire and actually hit: ships, npcs, or other players. This would cause them to engage that player and attempt to take them down. They would then not engage the attacked player if they fight to defend themselves, even if they hit an attacking player. The key to this is making sure the whole crew is targeted at once, and that the defending players aren't penalized for defending themselves. This would require and improved AI, like how I mentioned with skeletons, so that taking someone out once they get to an outpost isn't impossible, but it certainly isn't as easy. It would also essentially eliminated anyone from camping outpost, since the second you attack someone you'll have to fight through guards to escape with the booty and your ship. Ship targeting should also be specific to the ship that's firing to prevent people exploiting by using someone else's ship. This would encourage players to not enter port with their cannons fully loaded and ready to pop, but rather in a more peaceful manner. I really like this, and it reminds me of the system used in ArcheAge to protect traders. It wasn't a perfect system that offered 100% protection, but it did make it so you'd have to be geared and ready for a fight to take out a player at port. To top it off, if doors and locks were implemented (I also talk about them in my other post), then the helm and anchor could be padlocked, and once it's shot open (attracting the guard's attention), or picked up (which takes more time and could be noticed by guards), you can feel more safe leaving your ship, your resources, and maybe even your loot as you go off to party with your fellow pirates in the inn.

    Anyways those are some of my ideas for basic combat mechanics in the game. If you want to see me discuss wildlife (basically just sharks), then head on over to my previous suggestion thread. As always, thanks for reading and feel free to post any opinions you have below!

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  • i feel as if your suggestion of spawn camping would make boarding other boats too risky. imagine sneaking onto a boat, but unfortunately one of the boats crewmates had recently died and spawned and your cover is blown. also it will basically forgives the crew being attacked for letting their boat be boarded with what is clearly a great advantage.

    my counter suggestions:

    • a limited number of spawns if at least one opposing player is on your boat. when your spawns run out, the boat sinks.
    • just give crews the option to scuttle the ship on the Ship of the Damned.
    • both of the above

    what you are suggesting is the ability to counter-attack even though your ship is in control of opposing players, your loot is probably gone by now, and all of your team is probably dead and still trying to spawn-in. that does not seem fair for the opposing crew, which worked hard to take control of your ship and steal your loot.

  • I like your idea of outposts with guards, however I only think there should be one of these on the map. Purely a social area, not even a place to sell chests. Much like the city of Nassau used to be. Give it pubs and taverns maybe a place to recruit crew members as well. A lot of fun things can be put here.

    Having a single place on the map means it will truly be a social area where everyone can meet each other. Also it won't interfere with people ambushing ships that are trying to sell chests.

    My only concern is that people may camp outside this city, waiting for ships to enter and leave. However if there is enough traffic, I imagine they will be outnumbered.

  • @mysticdragon297 I understand what you're saying. That's why I suggested that the ghost period only happen before you actually leave for the Ship of the Damned. It doesn't give you any real advantage over other players except that now they won't know where you spawn in. I feel that the time spent on the Ship of the Damned is long enough that the boarding crew doesn't have to worry about you knowing exactly where they are and spawning in on you. As for sneaking onto a ship, I'm a little confused what you meant by that. Could you elaborate?

  • @casesugar401098 The reason I think it should be for all outposts is that it's incredibly annoying to have someone camp out and prevent you from selling chests. It also doesn't make much sense considering the factions would realistically want their cargo to be delivered safely, and would move to create some sort of defensive system.

    The purpose of the guards is to add a basic level of safety so that while you feed more capable of going and chatting it up at the nearest tavern, you still will feel the need to glance out the window every now and then to make sure someone hasn't run off with your ship in the middle of the night. To me this adds a level of excitement without taking away a chance to socialize.

    I'm not too fond of the idea of having a single designated social area on the map, because I'd really like to see the outposts with more activity. Also that means it'd be more a situation of actively looking to go just talk to people who are there for the same reason, as opposed to running into other adventurers who may be trying to take shelter from a pursuing galleon, just finished an adventure, or are just taking a quiet break. It feels more immersive and realistic this way to me, but I understand what you're saying as well.

  • @scheefinator That's one of my main appeals for having social areas though, is I think they should still be connected to the game world. That way you can have a little time to escape and get drunk, but before long the outpost might start getting attacked by a hostile crew who wants to raid the docked ships, so everyone in the tavern immediately jumps to their feet to defend their hard earned loot.

  • @scheefinator they're talking like they won't read anything. Just their thoughts are valuable and if they had some IDEA people will play just like they came up with.

    Guys there are team of a people thinking about pros/cons to every aspect in the game and you are coming here and just "GIVE US A SAFE ZONE because i WANT TO FEEL SAFE period"

  • @seniorwaffle14

    Actually im on board with everything you have said except for the ghosts part. Everything else im game for implementing but the ghosts perhaps i dont understand your point enough because im not seeing how it helps really

  • @shdwofthestatue The main premise of the ghosts is to give you a chance to randomize where you spawn in, and be able to see the name of the player who killed you. Every aspect of them would pretty much go to helping that.

  • @scheefinator Again that’s why outposts should all have guards. It gives you some extra protection once you make it to port, and then it allows every place outpost to be a “social area.” I feel that if the game had one sole place for socializing it would be camped like h***, but spreading it out across the map would at least make it so less people, if any, would be there waiting. Also since they wouldn’t want to risk attracting the guards by firing on you while you’re near the port, you have the chance to scout out where they are, and plan a strategy for slipping away.

    I really do think that these areas should be a part of the world. Since the whole game is supposed to be fun and goofy, then those tavern experiences shouldn’t be restricted to a removed area of the game. Being able to sail up and dock and then go hang out, and maybe go on an adventure with a new friend is far more appealing to me than teleporting to a different map where the only thing to do is treat it like a lobby. It would effecticely separate the game into people who want to treasure hunt and fight, and people who want to hang out and build relationships, and I don’t think that’s what this game should be about.

  • @seniorwaffle14 There should also be a un-safe outpost where there is no safe zone and has bad NPC you could trade with, they would have different items than say the good outpost with defense, kinda like a black market outpost with different quests.

  • @el-soter Thieve's Haven would probably be a great place for that, as it already has an infrastructure!

  • @seniorwaffle14 I agree with most of the stuff in your post, however I tend to disagree on the topic on respawns. There should either be longer respawns , or some way to stop the enemies from respawing. For example sinking their ship shouldn't let them respawn in the closeby waters, as that makes it possible to grief in a way. If you sink the other ship and take their chests, they shouldn't be able to just respawn and get on your ship over and over and over again. Since that's just basically a pointless battle and is just annoying and not rewarding for either side. The players respawning don't gain anything other than the chance to be annoying to the players that defeated them ( Which alot of salty players will abuse like crazy ). Summary : I don't see any point in letting the players continuesly respawn when there's not longer a point for them to be there other than griefing the ship that has already won the battle. They can get their chests back and basically just hide them so no one gets them ( since you can't respawn to their ship with the chest in your hands ) . Personally I think this just spawns alot of saltiness in this game's future. And I hope they make a decision about actually ending a fight. Since when you've sunken the enemy you need to wait quite a while before the chests float up to the surface, which leads to atleast 3 or 4 fights more than it should.

  • @seniorwaffle14 Since it already has a infrastructure it probably already has a purpose, it's most likely home to some quest boss for the skull wendor. I think they'd have to add a new location for that.

  • @harmonic-evil Personally I haven't put much thought into the mechanics of respawning once you've officially lost. I've only really looked into what happens when you die, before you respawn. I do agree that this mechanic needs to be looked at, and I like what you're saying. Maybe instead they immediately respawn at the nearest outpost?

  • @seniorwaffle14 Yes, I do like the sound of that, really anything to just keep them from respawning endlessly and get you some time to gather yourself and the enemies loot after the intense battle. The fight needs to end at some point for the health of the game, it will just spawn negativity otherwise. But ye, outpost respawns could be a good option.

  • @harmonic-evil Later I'm going to post an in-depth look into ship improvements, and I'll be talking about respawns requiring maybe a bed or something in the ship. That way, if the bed is broken the player respawns at the nearest outpost instead. Obviously this would have to be balanced by adding some kind of protection around the bed, but that way it would be handled similar to many other games.

  • @scheefinator I’d certainly like to see gamertags less visible at medium range and under water at the very least. And a simple solution is in the menu have an “activity log” which tracks the chests you handed in, players you killed, players who killed you, etc. Not only would this keep track of the gamertags, but you’d have a record that you could screenshot of “joeaveragegamer” spawn killing you 5 times in 5 minutes. And then gamertags being in your face during what is otherwise immersive gameplay would be a non-issue.

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