Underwhelming hand to hand combat

  • First of all; I really love Sea of Thieves. Me and my SO have been playing, and it feels like we're on holiday together! Truly, what we need right now; so I'd like to give sincere thanks to the dev team and everyone involved. It's an amazing world you've built.

    That being said. What's up with the combat design? It feels like an afterthought. Compared to the finesse of sailing, or the intense experience of sea combat, swinging your sword is seriously underwhelming.

    How do you feel about it? Is
    the combat system considered to be a finished and complete part of the game; or are there plans for improvement? We feel like Sea of Thieves could seriously benefit from having more exciting hand to hand combat. Pressing R until the skeleton breaks got old very fast.

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  • @yawnymoose

    Combat was a little more polished when the game first came out. A lot more actually. Meelee combat, the ways weapons worked, the way things interacted with each other. Honestly if you go with the game from launch to now, its 2 completely different games with how much its changed.

    So how did we go from that style of combat to this?

    Rare has been trying for the past year and half to fix "double gunning." The term is used in tandem for the exploit of someone using the 2 gun load out to fire both guns almost instantaneously.

    This mechanic was made popular by the streamer "He who whines when he can't use exploits to win" Summit1G. During the time that Summit picked up the game and started streaming, the game gained a huge popularity boost in the gaming community. It was the number 1 popular streamed game at the time. This popularity was helpful and hurtful at the same time.

    Summit used the double gun exploit almost exclusively because he is bad at the game. Everyone who watches his videos then started to play like he did and now we have a influx of new players using an exploit. So now, something that was always there but never used, is now made to be the main meta of combat. Rare didn't like this and neither did the player base.

    Rare loves the ideal of "Tools not Rules". So they wanted to try and find a work around to the double gun exploit. However, with every fix they kind broke the game more and more and more.

    Rare has a habit of trying to implement work arounds to known player grievances.

    The implementation of the "teammate revive" in the next update was because of players complaining about the blunderbuss causing 1 shot KO's. Most companies when dealing with an issue will just nerf something into the ground while over buffing something else. Rare is trying to keep double gun load outs in the game for the players that want to use the load out but this has lead the game to have some huge instabilities with combat. The road to hell is paved with good intentions so to speak. Their hearts are in the right place but sometimes you have to make the hard decisions to make sure everything works, they have failed to do this.

    If you can find a video of the game from back around the time it launched and watch the way combat was conducted, you'll see that it was night and day.

    Other issue is that Rare is making competitive combat changes to the game but they don't have a good source of information to work with. Most companies will use the information from their high level players for combat balances, but Rare seems to be listening to someone else, who I have no idea but someone.

    Again, they love the game and their community. The whole heart in the right place, road to hell paved with good intentions, yada yada.

    Thats my 2 cents on it though. Hope that helps.

  • @xultanis-dragon Thanks, that was very informative. I hope Rare will come to grips with the combat system, and make it a more fun, challenging and involving gaming experience. Right now, it feels like something you'd find in a low budget indie title on Steam.

  • @xultanis-dragon what exactly changed? I keep hearing that combat was better before, but I can't find the relevant patch notes. I wasn't around back then, so I'd love some specifics :)

  • @Xultanis-Dragon While your description was really informative for the OP, I feel as if you missed a big opportunity - you could have taken the time to show him how complex sword combat really is, and you didn't take the time to do that. While I'm taking that opportunity now, I fear he may not come back because he's already read your post and made a decision based on the overall negative response towards the game. Please try to help grow the community by discussing positive aspects rather than negative ones. I appreciate your truthfulness, I do, but you can respond on a more positive, helpful note that helps grow the community rather than potentially scares pirates away.

    @Dashing-Jack434 They removed hit-stun, or reduced it, added a speed boost to movement with the sword, reduced cutlass range, made it so you couldn't combo sword swings when hitting the environment, adjusted EoR damage and hip fire accuracy, removed knockback from flintlock and EoR, reduced knockback range for blunderbuss, increased blunderbuss pellet spread, increased bullet velocity for blunderbuss and EoR, slowed down draw animations for all weapons, added a mandatory 1-second cooldown in between shots preventing 2 shots within a 1-second period, and more...

    @YawnyMoose Sword combat is deeper than you think. Try some of these:

    1. Advanced charge - hold block, then while still holding it, hold attack. This will do a charge attack with faster movement during the hold portion of the charge (allowing for more mobility), and even allows you to jump as you release the charge getting drastically further distance to your charge attack. If timed right, you should be able to jump the entire length of a galleon. Like with the regular charge, if you hit an opponent, the cooldown doesn't apply, so you can immed6keep up the offense.

    2. Sword dodge - hold block, and move in any direction while holding it. While still doing both, jump; you'll do a defensive hop in the direction you were moving. This allows for defensive 360° movement, and can even be used to pass through an opponent (which is normally like a brick wall) - great if they're cornering you, or if you want to stab them in the back!

    3. Running sword slash - performed exactly like the sword dodge, except you tap attack instead of jump (so block+move+tap attack). This gives you a slight speed boost to your movement that increases the length and width of your slash allowing you to perform advancing attacks that better get around your opponent's block, or retreating attacks that counter while keeping you safe. It can even be comboed into like a regular attack, but the subsequent attacks will be at normal speed.

    4. Combo cancel - did you know that at any point, you can cancel your sword swinging? Yep! Mid-swing, you can pull out a firearm, or even a hotkeyed tool - with the former giving your opponent a nice surprise and the latter keeping you alive.

    It's important to remember that guns only shoot forward, but the sword can hit from the sides, so use the sword's mobility to your advantage by getting around your opponent where they can't shoot you, but where you can still cut them. Keep moving!

    Lastly, to anybody reading this, I'd be happy help you practice your pirating skills, combat or otherwise. I know more than most, and I'm here for you, because I choose to be.

  • @galactic-geek alright, thanks!

  • It is pretty basic. They've been tinkering with it since launch and sadly it is no better now than on day 1.

    But every game has it's weak points.

  • @galactic-geek wow, I thanks for the thorough reply! It seems like I've underestimated the combat system a bit, but still.. The techniques you informed me of here seems VERY convoluted, unless there's a players manual I'm not aware of they didn't teach that stuff in kindergarten 😁

  • @galactic-geek

    The current combat is a seriously watered down version of the launch mechanics. Its pretty much garbage in my opinion. It keeps getting worse with every update. All because they want to try and keep double gun load outs.

    The skill involved in the launch combat was significantly higher than now. It was possible to take on full crews easily with the cutlass which is now completely impossible against good crews or even freaking sword monkey's.

    @Dashing-Jack434 @YawnyMoose

    The key difference between the changes was how much skill sword combat required before vs now.

    Current combat - If you catch someone with the sword, they can still move around, eat food, shoot you, and worst part attack you back with the sword. So if you catch them and you are hitting them with the sword they can just sword attack you while you are attacking them. If you have lower health or the game for some reason doesn't catch the hit registration then the enemy wins the exchange even though you started with the advantage.

    Old combat - If you missed your swing, you had a received a penalty that would keep you from continuously swinging yours sword. If you caught someone with the sword they were stunned. If you caught them in the back it was a FULL stun. Lots of players didn't know that there was a difference. How did the stun work though? When a player got stunned by a sword they couldn't move away but they could still turn around. They couldn't attack you, eat anything, or even shoot you. They could switch weapons or items SLOWLY, and if they switched to the sword in time they could bring up the block.

    Now both players have their sword out and its an "En garde" moment. Which would turn into a full on sword fight. Not like the current stuff that is just monkey's flailing around with their swords.

    Next is what happens if you got cornered in the new combat. Easy, you just died. Nothing you could do.

    What happens if you got cornered in the old combat? If you were cornered by multiple enemies with swords, you could block their attacks, after blocking their attacks they would get knocked back which you could now counter attack. When you counter attack you are hitting them and they are stunned which means they can't hit you back. If you press your advantage because most players when being attacked with the sword will just mash the attack button, so after your 3 hit combo, just block again and then kill them after the combo.

    In the new combat everyone just hits you through your attack. No one even bothers trying to block anymore.

    Seriously look for old videos around launch and check out how different sword combat was to now.

    Sorry @Galactic-Geek I know you want players to know about the good stuff, but there really isn't. Almost every change they made to combat has just been a work around for double gunning. Thats it and it still doesn't work. Now they implemented teammate revives which is going to be the worst thing ever. They really want to push this game to be an esports game.

    One of the good changes - can't continue your swing by hitting objects. This is a good mechanic. However now when you hit an enemy player the game doesn't recognize it. It didn't used to do that. So one fix equals something else is broken.

    EoR - Hip fire nerf. That was a good one, but even when POINT BLANK you can't hit someone with the eye of reach which means quick scoping is now a meta. One fix, one break.

    Its honestly just bad. I'm wondering if asked Rare would release a classic version of the game for players to play to test out how different the game was back then. Honestly I miss the old game A LOT.

  • double gun exploit temporary fix = remove the ability to carry two guns until rare actually fixes it

  • @xultanis-dragon In the old combat, if you got cornered, you could still sword dodge through your opponent - aside from right after the Anniversary update for a few months where they broke it and later fixed it, I've been stabbing others in the back since Day 1.

    Generally speaking, though, you can't please everyone. I'm sorry to see that you appear to be 1 of them...

  • @jollyolsteamed said in Underwhelming hand to hand combat:

    double gun exploit temporary fix = remove the ability to carry two guns until rare actually fixes it

    That removes legitimate gameplay options that are perfectly balanced, and although it fixes the issue of the exploit, it's an unnecessarily extreme measure - it's like cutting the arm off when your cut finger needs a band-aid. 🤕

  • @galactic-geek said in Underwhelming hand to hand combat:

    @xultanis-dragon In the old combat, if you got cornered, you could still sword dodge through your opponent - aside from right after the Anniversary update for a few months where they broke it and later fixed it, I've been stabbing others in the back since Day 1.

    Generally speaking, though, you can't please everyone. I'm sorry to see that you appear to be 1 of them...

    Eh, I never liked the changes they did with combat from day one. Honestly they should just make sword mandatory already. Having 2 gun load outs isn't really a viable reason to keep messing with combat.

    You call it a drastic measure to fix a minor problem but its not a drastic change, this part we will probably never agree with. You like the double gun load outs. I would too if they weren't so gung-ho about not fixing the issue but unfortunately the problem that they have been trying to fix has been going on for 2 years and with every change they ruin combat even more.

    It would have just been better for the them to make sword mandatory instead of putting the player base through 2 years of hell.

  • After all these replies from you guys that clearly know a lot about this game that I don't, I must say; the combat system still feels horrible lol and I think it sucks to be honest.

  • @xultanis-dragon I used to agree with that, but now I actually for some reason prefer the current combat.

    The weapon fixes and updates weren't really that big of a change. Sure the double gunning and switch delays yes, but it is pretty decent now.

    It's more like the sword is for pve and guns are for pvp.

    We just have to give feedback and adapt..

  • @galactic-geek said in Underwhelming hand to hand combat:

    @jollyolsteamed said in Underwhelming hand to hand combat:
    That removes legitimate gameplay options that are perfectly balanced, and although it fixes the issue of the exploit, it's an unnecessarily extreme measure - it's like cutting the arm off when your cut finger needs a band-aid. 🤕

    i know its an extreme measure although it wouldn't permanently remove those options only until the garbage has been effectively removed all you got to do is weigh which issue is the worst to deal with? a meta that has been brought by one of the most annoying people on earth or just being able to carry one gun and may i add its dealable carrying one gun whilst the exploit is cheap and will most likely kill you everytime

  • @jollyolsteamed There is, and has been, nothing wrong with using 2 guns. The only problem was the exploit, which has, by and large, been fixed. So, no this forced cutlass change you're suggesting isn't worth doing at this point. Maybe before, but now? No.

    Technically, you can never really truly fix the phenomenon. Even if it was patched into oblivion; even if you forced sword. Why? Because you will still have crews that will coordinate their shots. Just yesterday, my crewmates and I were all running only 1 gun, yet we were double-tapping enemies left and right between each other so fast that there was no escape for our opponents - must've defeated well over 6 crews yesterday while using this method. Teamwork, yo!

  • @galactic-geek said in Underwhelming hand to hand combat:

    @jollyolsteamed There is, and has been, nothing wrong with using 2 guns.

    never said using 2 guns was an issue

    the only problem was the exploit, which has, by and large, been fixed. So, no this forced cutlass change you're suggesting isn't worth doing at this point. Maybe before, but now? No.

    just a suggestion to solving the double gunning exploit temporarily until its been removed completly

  • @jollyolsteamed That removes other vital and/or useful gameplay mechanics in the process. Rare made that mistake before, and I don't want to see it happen again.

  • Extremely underwhelming. I do like the additions of the little bombs that can be thrown but other than that it is basic, basic and more basic.

    Somethings that would make me happy;

    more than five bullets
    more than three guns
    the ability to carry more than two weapons
    Ability to duel pistol
    Hand to hand combat- punching, kicking
    Prone position when using sniper
    Woodplanks-good for patching good for head bashing

    Now I know some of these suggestions are out there so I am not saying Rare should add all them to game, its just what I would enjoy.

  • @combatxkitty Why wooden planks for bashing? Shovel would work even better. 😋

  • @yawnymoose said in Underwhelming hand to hand combat:

    First of all; I really love Sea of Thieves. Me and my SO have been playing, and it feels like we're on holiday together! Truly, what we need right now; so I'd like to give sincere thanks to the dev team and everyone involved. It's an amazing world you've built.

    That being said. What's up with the combat design? It feels like an afterthought. Compared to the finesse of sailing, or the intense experience of sea combat, swinging your sword is seriously underwhelming.

    How do you feel about it? Is
    the combat system considered to be a finished and complete part of the game; or are there plans for improvement? We feel like Sea of Thieves could seriously benefit from having more exciting hand to hand combat. Pressing R until the skeleton breaks got old very fast.

    It wasn't always like this, Close Quarters Combat (CQC for short) used to be very well thought out, with lots of hidden mechanics you could only learn through experimentation and experience, but perfunctory changes and tweaks just gradually turned it into what it is now.

    It's a feature that has been pruned and trimmed to a hollow shell of its former self... I mean it still works, but, it was better before all these perfunctory changes, tbvh. : /

  • @jollyolsteamed The double gun exploit has been removed so there is literally no reason to force sword. They patched it two or three months ago. All you can do now is ADS your 2nd gun faster if you sprint cancel, you can no longer shoot any faster through any form of exploit (as @Galactic-Geek pointed out they added in a 1sec delay between shots that can't be bypassed). This instant ADS is kinda nice, and I still find myself using the sprint cancel out of habit just to be able to pre-aim easier, but it hardly seems like a noteworthy issue--certainly not a big enough issue to remove an entire playstyle. You just don't realize how quickly you can/have always been able to shoot/swap/shoot without any exploit.

  • @galactic-geek said in Underwhelming hand to hand combat:

    @combatxkit ty Why wooden planks for bashing? Shovel would work even better. 😋

    Great point. Shovel beatings as well should be added. Would work great for PvE. Digging up a chest, old bag of bones pops out of sand, just whack them over the head and watch the bones fly.

  • @imcreepingdeath said in Underwhelming hand to hand combat:

    @jollyolsteamed The double gun exploit has been removed so there is literally no reason to force sword. They patched it two or three months ago. All you can do now is ADS your 2nd gun faster if you sprint cancel, you can no longer shoot any faster through any form of exploit (as @Galactic-Geek pointed out

    sorry im derailing the topic but if someone already said something why would you point it out a second time? if a point has been dragged across already why would you drag it on further im really sorry for derailing the topic but it just don't get why you'd say "as he pointed out" and go on and repeat the message i don't need to read it a second time while you also already acknowledged the fact someone already stated something sorry but i may seem slow but im really not and im really not trying to be hostile but i just find your comment funny

  • Another point I'd like to add, and I'm sure I'm not the first or last to say this; WHY THE HECK AREN'T THERE MORE ENEMY TYPES? Skeleton with sword, skeleton with explosive barrel, skeleton with hat, skeleton with black bones, skeleton with glowing mushrooms...

    Come on!

  • @yawnymoose aye, there isn't much to sword play anymore there used to be mechanics and techniques which were yes techincally exploits (should have been adopted as a feature) but they added a lot of depth and color to the sword combat over all. Sadly The sword has seen ongoing nerfs and an overhaul which was coded with very sticky and unresponsive inputs. This is what we used to have:

    Comparatively it is pretty much a night and day difference. I truly hope they have not stopped working on sword improvements as that would make me sad... I saw my favorite weapon and playstyle get pushed into the ground which forced me to DG primarily in a more Competitive ssense... anyways I will remain optimistic that RARE will pull through !

  • @jollyolsteamed Because he had already mentioned my point briefly and you ignored him and tried to make a related, invalid argument without acknowledging his point. I went into more detail on the matter to see if you would understand the point and acknowledge the flaw in calling for mandatory sword, but still you fail to respond to the fact that DGE is gone.

  • @imcreepingdeath no i acknowledged his point just fine which is why i said "it was just a suggestion" and left it at that at this point i don't know what you are on about why go into detail when i understood just fine before? and your just throwing assumptions about me at me which is not a very good discussion infact not a discussion at all its just you throwing assumptions but whatever floats your boat buddy

  • @eridorr Everything the pirate shows in those clips is still possible - I know because I still do it. Even if you can't lock them down anymore, the victim's confusion remains.

    Rare is still actively working on combat. To believe otherwise is foolhardy. Have patience!

  • @galactic-geek hah those are my clips, you can technically do a bit of it still yes but with the stun nerf it makes it pretty hard to actually lock someone down anymore especially good players. I sure hope you are right, I would love to see more love for the sword and not just a raw damage boost. I want it to feel good again feel fun and rewarding. We may not see it the same way but I don't have fun with this version of the sword...

  • @jollyolsteamed All of your posts are based off double gun exploit still being a thing. You said it was "just a suggestion to solving the double gunning exploit temporarily until its been removed completly" in response to him. That shows that you failed to understand his point, his point being that DGE is already solved. I therefore went into more detail regarding his point on how DGE is already solved and why your suggestion makes no sense, as it is a "solution" to a nonexistent problem.

    Let's get one thing here very clear; double gun exploit (DGE) hasn't been in the game for several months now. Your insistence that a nonexistent exploit is still an issue and suggestion for fixing said non-issue is the real problem at hand here. Calling for sweeping combat changes (such as mandatory sword) in a flawed attempt to solve an already patched exploit—that's the problem.

  • @imcreepingdeath jesus man you sound like a broken record i understood that fact already damn one more repeat and im putting you on ice

  • @jollyolsteamed You say you understand but your suggestion/other posts say otherwise...call me crazy. I'm just sick of people complaining about DGE/basing suggestions around it in general since it's been gone for a while, it's not just you. Get the ice ready I guess!

  • @eridorr I... don't see the difference..

    Anyways, so what people say they want to return is the stunlocking? That sounds horrible tbh. I keep hearing people say that sword combat requires less skill than ever, but then the same people, in the same post, turn right around and complain that it's too hard to fight good people with the sword... is there something I'm not getting here?

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