Let's get some balance going here.
Point system. We have a insanely bad issue with rng. Let's break it down.
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You award points for digging up chest, why?
I see absolutely no reason to be awarding points just for hitting a chest with a shovel. -
You give an absurd amount of points for turning them in. Why not half that value? Due to various problems this does not work out well.
On one hand you have the running team, who all they want is chest so all they do is go get chest, and never actually want to fight anyone.
The other hand, you have ships with 1 or 2 people on them that will never catch up.
Add the wind, and location of spawning into the factor and you literal are giving the lead to some ships from the get go. -
Kills should be worth alot more than 5 points
You don't get as much opportunity to make kills as you do to shoot a canon ball into a ship
What makes this worse is it don't feel like a competition when you get more points for just tapping a chest than you do for actually taking other players out. You also shouldn't build most of your accommodations around fighting if your fighting isn't being rewarded and makes players go chase the pve side of the game for win. -
All of the above helps leave gaps in the point system that allows particular ships to get leads in point that are not being able to be caught up with.
If I have 10k points and the next ship has 5k, why would I care what happens anymore inside the arena? I wouldn't. I am so far ahead that you won't catch up anyway, and at that moment I know there is a very limited time left, and most of your ships are understaffed so I don't feel threatened by no one.
Different weapons different points per kill.
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Blunder buss, requires absolutely 0 thinking behind it. A kill with it should be at the bottom of the totem poll.
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Cutlass kills, I'd give this the most points if you removed the stifle, but because of the stifle I would give it the second to least points as it is a brainless weapon also. There is so many loop holes in this weapon that need to be looked over it is insane. If it isn't the constant jump, block never run out of stamina swinging, then someone is using the swing, X, X, rapid motion to bring it back to swing more. This weapon can infinitely be used, has along range charge attack, interrupts players, slows them down, and any fix you have put in place to stop rapid swinging has a exploit around it.
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Pistol, I would make this the second highest on the point system, as it is smaller an requires knowing your range and taps. While I don't understand why mid range head shots do not one shot, that makes that gives this weapon even more reason to be up on the point system.
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Eye of reach, it is beyond me how you have a rifle that at long range and mid range will not one shot even at someones head. That said, this weapon should get the most points, as if you choose it, the hip fire won't protect you at short range, and it doesn't one shot, and you need to be able to accurately shoot it, thus requiring more skill than any of the other weapons.
So why do I think weapons need a point system of their own? I believe skill should be rewarded, not luck and exploiting. This will make people think before they grab any weapon.
Pings
You guys did great with the little bit better hit reg, but what you have not done is put people in regions. Why are Eu and American servers forced to play together?
- Putting people in regions will fill ships faster.
- Putting people in regions will make combat a lot more accurate.
- It should be a choice not a mandatory idea that you can play with others across the world out of your region.
Put a limit on matchmaking time.
- Place a system in that forces the Arena to launch
- Place a system in that puts players that were all over the place on diff ships by themselves or not full into all the other ships that don't have full crews when the arena is about to launch. That way, you have a lot more full ships, and no waiting periods.
Maps
- Put the same amount of chest on each island.
- Make the distanced traveled the same for each ship.
- Use less maps.
- Time limit the maps, make them automatically swap.
This comes into one whole picture. Less islands, same amount of chest, and the same travel times, requires the players to have to be strategic. There will be more competition knowing you are fighting your way to get here, and the one that comes out on top actually deserves to be there. You won't have runner ships, who avoid every aspect of combat, and you won't be wasting the time limit to get people actually involved in the action. No one will be looking at the maps thinking well this place has 2 chest, that one has 8, and this one has 4. Placing a time limit to clear the maps of chest will stop the leave one chest behind strategy. This also gives time for people to play catch up after being sunk.