- #1
Hitmarkers are extremely inconsistent both versus players and skeletons. The best example I can think of is shooting the skeletons in fort cannontowers. You get a hit marker just for hitting somewhere close to the skeleton, be it the wall or the cannon. Also getting a hitmarker when fighting a player when the shot actually did not connect can be very distracting and can completely ruin the way you interpret what the best follow up play is. This is what grinds my gears most about this game currently. Inconsistency when fighting is never fun.
- #2
Chase mechanics. By this I mean chasing enemy ships who are trying their best to escape you. Usually every ship has their advantages and disadvantages, but if the main goal of the enemy ship is to just get away they will usually play to their advantages in such a way that you can never catch them (assuming all players are playing properly). This is especially true in mirror chases (galleon vs galleon etc).
The way this mechanic currently works, the crew being chased has almost all the options for making plays while the chasers only really have cutting the fleeing ship off and gaining minimal advantages from that.
These chases can usually last anywhere from 30 minutes to several hours depending on the crews. The chasing crew usually ending up just playing a ship observing simulator as you adjust sails, watch for boarders/barrels and dont really do much else. Its exciting for maybe 15-20 minutes before the chase just gets extremely boring.
Im sure there are plenty of ways to adress this issue, but I thought of a few suggestions involving a front faced cannon (think Flying Dutchman triple cannons from Pirates of the Caribbean). The front faced cannon could have reduced range compared to the normal cannons so once the chasing ship starts edging closer you have an option to fight against them while the fleeing ship can still attempt boarding your ship / drop barrels.
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A)
Front facing cannon shoots 2 cannonballs (making it resource intensive to attempt) at once that can only connect with the enemy ships masts, breaking it slightly if connecting causing the fleeing ship to slow down. This could be fixed by the fleeing crew repairing the mast with planks (maybe having to raise sails first or something to fix, not sure)
It could also be a special cannonball akin to the cursed balls that you have to find to use. -
B)
The front facing cannon can only shoot harpoons with rope attached. If you hit with the harpoon it stays connected for a certain period of time, pulling on the fleeing ship and slowing it down. It could potentially also be used to climb over to the fleeing ship from the chasing ship. Could work similarly to curse balls that harpoons are found in the world. -
C)
Front facing cannon can only shoot cursed balls. -
D)
Front facing cannon can only be used to shoot crewmates (so both fleeing and chasing ship has an option to attempt boarding eachother) -
E)
Some combination of above examples. -
#3
Skeleton aimbot is not fun to play against. The way they lock to your character and sometimes hit you through walls or through other skeletons when you try to avoid them doesn't feel good. You can jump around corners, jump over the skeletons or hide behind rocks and you still get hit. Leaves a bad taste in your mouth after dying to it.
- #4
Currently when you fight skeleton ships they knock you out of whatever you are interacting with even when you don't take any damage. I believe this is caused by cursed cannonballs hitting your ship. This is a very annoying mechanic to deal with as you can end up getting forcibly removed from the object you are interacting with over and over and over again.
Another annoying feature of the curse balls is there being no diminishing returns on any of them so be it versus skele ships or enemy players you can end up getting hit by the same curse ball for the same duration 3-5 times in a row. If you are on a sloop with your friend and you both get hit by a sleep / grog ball several times in a row and you have any holes you usually sink. Especially when it's combined with getting hit by the sail raising ball or anchorball. Not a fun experience at all.
- #5
Currently you can't rebind Q and E for switching between tabs in barrels. Would be nice to be able to rebind these as well as Tab for opening the resources etc menu.
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#6
The way looting barrels currently works on PC it can be quite wonky to loot efficiently if you prefer using the mouse pointer for it. This is mainly because the mouse pointer stays where you last put it and if you go a while without looting its hard to remember exactly where it was last time. Either having one inventory window always be selected by default when you open a new barrel or having the mouse pointer default to the middle of the screen would be a very welcome change. For the maximum quality of life you could even be able to select which inventory window you want always selected opening a new barrel in options. -
#7
Eye of Reach, Pistol and Blunderbuss sensitivities, even when on the maximum of 10 ingame can feel a bit slow compared to your normal sensitivity running around. It would be very nice if you could raise these sensitivities even higher than 10. -
#8
Some sort of delayed regen mechanic after taking chip damage when your health is above a certain threshold ( 80-90%) so you dont have to waste bananas.