Hello fellow pirates. I know this topic has been discussed to death. Whether it be here, Discords, Twitter, MySpace, here or there. But recently I have gotten back into Sea of Thieves, and not just to log on an enjoy the adventure. And after a few PvP encounters, it got me talking in the Sea of Thieves Discord I am in about combat and tweaks or changes that could be made to make it better, while trying to understand the underlining problem different people have with combat. The results were interesting and for the next week I can't stop asking myself these few questions.
1)What makes the combat what it is?
2)What changes could be implemented to enhance combat and make it fun, balanced and fare.
I know we all have our own ideas on what could be done, and it is easy to be a backseat game developer. But I really would like to here what others have to say and maybe spark a more in-depth conversation about practical changes that could be made to combat.
Before we begin however. I think its important to take into consideration and ask, How much can we change? The combat is built into so many other parts of the game and coding limitations could make a total overhaul unviable. Also, to recognise that Hit Registration is an issue, and has been for a while now. If we take fixed Hit Registration into account we can focus on the combat as a whole. Finally, these are my own thoughts, from playing the game. You do not have to agree with my points, in fact, I would love to hear your thoughts. I am generally interested in hearing what others think would make combat great.
So, lets begin.
- What makes the combat what it is?
I feel the issue with combat is the system lacks focus. Like a lot of things it feels to me that the team have not quite decided what they want there combat to be. They have the principles of “Freedom” and “Sandbox” allowing players to equip what they want and play how they wish. And having that freedom is great. But I personally don't think it lends itself well to combat.
Another issue that links to the first is, fluidity. I'm not talking combat speed or mobility. I'm talking the flow of combat as a whole. As it stands, combat seems to revolve around running around, bunny hopping, spinning, spamming and eventually killing or being killed or, the opposite, where it is over with 2 seconds. This to me, just isn't exciting, or fun.
I feel the combat and its weapons all need a purpose to help with battle apart from, “I do x Damage” and work together with one another.
2)What changes could be implemented to enhance combat and make it fun, balanced and fare.
This is where things get a little controversial. In line with fluidity as I mentioned above. I am a Pro one gun one sword kind of person. Now, I know this change has been suggested a lot, and I will not fix the issues unless it is backed up with other changes.
At it's core Sea of Thieves is a cartoony pirate game. And when I think pirates fighting, I think of either ships shooting cannons, or sword fights.
The Swords
The Swords are, in my option, the core of the issue with combat, and a reason why 1Sword 1Gun is not currently viable. And so, Sword combat needs work. I've been brainstorming ideas and these are what I have come up with.
At the moment, sword fighting feels a lot like either blocking while someone jumps around you like a headless chicken trying to get a hit on you, or two pirates flailing around till one dies. It doesn't feel good. What could fix this?
Maybe, if two players swing a sword at the same time, its an instant deflect. You here a nice satisfying clang as your swords bounce of each others, but this does not stop the flow of the combo, it classes it as a hit, Now you have pirates locked in a fury of sword slashes, unable to hurt one another. How do you get the advantage in this situation? Simple, block, hitting a blocked opponent results in a short stun for the attacker. This short stun is long enough to allow the blocker to get a free hit (or two) before the stunned player is able to attack again. They can either block and thus, stun the other player or swing to restart the duel, maybe the something different. Along with this, missing a hit in a combo (as in you hit nothing but air) also gives you a short “stun”
What this allows is for a somewhat complex game of rock, paper, cutlass. When will my opponent block? Will he block after his stun and stun me, should I try and land an extra hit? Should I dodge back, making my opponent break his combo and be proponent to an attack? Do I have time to dodge back and then go in for an attack?
Now, I know this has its own questions. Can Rare's server handle this type of combat? How does this effect AI combat? I simple don't have the answer to the first, And the second, I'm not to sure. I feel the AI would have to be reprogrammed a tad, but I fear this may fall into “overhaul” territory, which is what I am hoping to avoid as an overhaul is less then likely to happen.
The Guns
Adding to the controversial 1Gun 1Sword, I feel guns need to be refocus into utilities. A gun should give an edge and aid combat while serving a set role. The Flintlock should be used in medium to close range to knock health of your opponent before they have a chance to engage in hand to hand combat. A Blunder should be used to give distance between players AND SHOULD NEVER EVER BE A ONE HIT KILL and the Eye of Reach should be used to provide aid/attack from afar. All these are to be used at range or to provide range. Their range is their advantage, if they loose that advantage they should be punished for it. To keep this inline I feel reload and equipping times should be longer.
I also think that if attacked by a sword, a gun user should be unable to fire or reload, however be able to change to the sword and block.
These change make it important to land your hits, keep you distance while using guns and if the time comes, be ready to engage in sword play.
In conclusion, the focus is the sword fighting. In a game of pirates it should always be about the sword fights, the guns, aid the battle and are not the focal point, but used effectively and smartly can change the tide of a fight. My ideas may not be perfect to some, and again, I would love to hear what other people think themselves about the combat and hear your ideas on changes. I would also like you to poke holes in my idea.
Thank you for reading and I look forward yo hearing your perspective on all things combat.
