@galactic-geek
"No, it'll encourage camping on the outside of the safe zone for easy kills/steals."
People already camp in the outposts and hang around on ships. Waiting outside a safe zone seems impractical at best and unrealistic at worse.
"Spawn in with teammates to increase your odds." This doesn't address the problem of people camping behind spawn points to kill you. I can't arrange the respawn mechanic to respawn with teammates, nobody can. Please be realistic. Having a cooldown period after spawning where you cannot damage other players and cannot be damaged would give you time to get your bearings, allow you to prepare for combat and puts both players at an even advantage.
"It's already got a massive spread when hipfired and slowing your movement speed would be counter it's ability to get closer."
It's already a close range weapon, especially on ships which most players use it on. If we're talking arena nobody is using a blunderbuss from a distance, and when you're below deck it's almost impossible to dodge.
"Who said it was a heavy weapon? It's not; a gunpowder barrel is a heavy weapon... Have an issue with jumping? Hit them as they land, or don't chase them - just blunderbomb them."
A shotgun isn't a heavy weapon? Also you're at a distinct disadvantage if they're a PC player with a blunderbuss.
"The EoR has a crosshair; it's in the scope. Harpoons don't have the range to warrant a scope and are easy to learn with a small bit of practice." I was using the Parrot Eye of Reach and it just has a broken glass optic. There is no crosshair on it.
"Again, this is already the case! It only takes 1 or 2x for the fish to tire in order to reel it in."
Distance based.
"The ability to choose whether you attack 1, 2, or 3x with your combo and the ability to cancel it at any time is what allows for versatility in your attacks."
Not quite, if your swing doesn't connect you have to wait before swinging again, not only that but blocking doesn't stop players from swinging, which it should.
"Timing your blocks is incredibly difficult as is with network and hit reg issues, so adding a parry will be harder than you think"
Wouldn't having a perfect block register as a parry mitigate this issue? How are you supposed to cutlass when two players are on your case? Increasing the angle of the block and having it wear down after taking a certain amount of attacks would be much better than keeping it how it is.
"Did you kno that you can use a sword block to pass through your opponent allowing you to stab him in the back? It's true!"
This doesn't respond to what I've said.
"Want to find them? Try using your eyes, spyglass, and ears."
You're stating the obvious.
"How do you propose to do this when there is no real metric for comparing skill?"
Not what I'm suggesting. I'm saying if there's 4 teams in the lobby, two have 4 players, 1 has three and the last one only has 1 player, merging the 3 and 1 would create a complete team. Sea of Thieves has no levelling system or special items for this specific purpose, so measuring metric of skill would have no bearing on this and it appears to already not be so.
"Unnecessary. You have 10 seconds to get revived with 25% health; longer in Arena. If you go to the Ferry, it's 30 seconds, but you respawn with full health."
The timer GUI is unnecessary? Or the button? I think it would help players communicate to one another when they're going to respawn.