Double Gun Nerf and Pvp

  • Hello pirates. It's the 1700s. Gunpowder is now a staple in our society. So let me wield a 5 foot sniper and a 3 foot shotgun. And be able to fast swap. Between them. With no equipment time. Oh and to finish it off. If you swap weapons at the right time! It will auto reload.
    Seriously. The game is dying. PC tryhards aiming while switching while jumping while eating. I have two thumbs. And you just swapped between a huge sniper. And a shotgun. 4 times in 10 seconds. While eating.
    Make a slot 1.
    All the guns.
    Shotty
    Sniper
    Pistol
    Double
    Then make a slot 2
    Sword
    Harpoon
    Knives

    Stop the dumb I weild two guns nonsense.
    Even a pistol sniper is just too overpowered to be fun. It's supposed to be a pirate game. Not who can quick scope and swap faster.

    Side note to finish off.
    Console players want the default setting to be ONLY vs CONSOLE players. You are forcing newbies into PC lobby's. And if I put to only controller. I lose out on anyone who doesn't know to set it vs only controllers. Nobody on Xbox or PS5. Want to play vs someone with 3k hours. And literal 40more buttons to map out. If your computer lobby's need us so desperately. Youd limit the amount of favor they have. The aim assist doesn't track. And we don't have unlimited or even fast enough turn speed like a mouse scroll. So get it together! And limit the seas. Take out the double gunning. Let non pirate legends get seas with non pirate legends!
    Hope all that read this can take a second to understand. Console players are here to have fun. Meet up with buddy's etc. seems the PC people like to talk big and defend the "get good" or "easy ggs" when literally your game would have died without the merger. And the community seems to be all ok with make it a sword and gun game. Limit the snipers capacity? Limit the pistol. Like there's ways to nerf it and keep double guns. But I feel it's best to just limit the slots. So you can't

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  • Seriously. The game is dying.

    Proof?

    PC tryhards aiming while switching while jumping while eating.

    and they bounce with blunderbombs, die slowly with poison, explode with darts, burn with fire. Mmmhmm, such a problem.

    Stop the dumb I weild two guns nonsense.

    Just make weapons have to reload everytime they are switch regardless if they were reloaded before.

    Console players want the default setting to be ONLY vs CONSOLE players.

    Huh?

    You are forcing newbies into PC lobby's.

    Well, No. It players job to read settings and learn about the game. You can switch into Console player only servers, your choice. Besides: It sorta "recommended" you play with all types of players so you encounter players more often :p

    Console players are here to have fun.

    Im having fun, idk about you.

  • Your post screams skill issue and has very subjective opinions instead of arguments. That being said it has been proven time and time again that double gun is unhealthy for the game and shouldn't have been a thing. Due to it's existence PvP in this game shifts from being a back and forth fight with blocking to a fortnite double pump simulator. What's more it constantly breaks the game with people finding new exploits, each time something is added, giving them an extremely unfair advantage with quickswap. Also, it makes cheating way worse and attracts a playerbase with an extremely toxic playstyle. Unfortunately it hasn't been adressed all these years and now it's too late to remove it, since it has grown to be the meta playstyle. I do believe thought that if you are only playing the game because of double gun, you are playing your loadout and not really SoT.

  • okay lets just keep nerfing every weapon. so people can spam food and noone will ever die again.

  • PC tryhards aiming while switching while jumping while eating. I have two thumbs.

    Play on console servers then, problem solved.

  • Controller servers are way sweatier on average during hostile encounters than pc servers. Especially when a lot of people moved over during all the cheating drama over the years. Way more experience on average than pc.

    Pc ends up with a lot of new players in general.

    The good thing about controller preferred is that it's way more organic overall. So it's a lot more enjoyable when adventuring around.

    My main concern is that I think it's a lot more likely these days that they do try to get rid of 2 guns. Decisions/direction in the last year def makes it more likely imo. It's been a lot more shaking it up than baking better combat.

    I'd much prefer more slots to carry than more restrictions/nerfs.

  • @summerlygoat167 You can plug in a keyboard and mouse to xbox, I do it. Do this and all your alleged problems regarding "sweats" and button limits on controller are gone.

  • @summerlygoat167 rather than remove double gunning, it'd be cool if they added a tdm activity so you can consistently practice your combat. You and everyone else without 100s of hours could actually get plenty of experience with the unique hand to hand this game has to offer.

    Either way it's definitely not necessary to remove double gun. It's already been nerfed like 8 times in a row anyways.

  • I honestly think that Rare wants to make this change while at the same time being afraid of doing so and losing a good portion of its players...

    Removing the double gun will probably reduce a lot of the toxicity and cheating on the seas, there are players who use double guns and like SOT but there are also players who just like that aspect of combat and PVP... this second type of player is the one who usually brings problems to the game environment, who modifies game files and who doesn't care about any other aspect of the gameplay.

    Besides removing the double gun would also reduce the existing distortion in SOT regarding difficulty, Rare makes PVE absolutely easy and friendly to everyone while letting PVP be something hardcore for new players... the sword can be a lethal weapon while also being a slower combat and easy for everyone to learn.

  • @lleorb it's a PvPvE game. The "problematic" PvP player base is essential to how the game plays. Just because you don't like people sinking your ship doesn't make them cheaters, pack users, FoV adjusters, exploiters, etc etc. Removing double gunning would be removing freedom in the sandbox, which is the exactly the opposite of what SoT needs. Double gunning can be very easily balanced in this game (and really already is balanced).

  • @lleorb said in Double Gun Nerf and Pvp:

    I honestly think that Rare wants to make this change while at the same time being afraid of doing so and losing a good portion of its players...

    Removing the double gun will probably reduce a lot of the toxicity and cheating on the seas, there are players who use double guns and like SOT but there are also players who just like that aspect of combat and PVP... this second type of player is the one who usually brings problems to the game environment, who modifies game files and who doesn't care about any other aspect of the gameplay.

    Besides removing the double gun would also reduce the existing distortion in SOT regarding difficulty, Rare makes PVE absolutely easy and friendly to everyone while letting PVP be something hardcore for new players... the sword can be a lethal weapon while also being a slower combat and easy for everyone to learn.

    The large majority of toxicity in SoT has very little to do with the specifics of combat. It's people losing and winning poorly.

    You're talking about a tiny part of a small group.

    Overall toxicity is far more personality clashing and escalation than much else. There is always random toxicity that just pops up when there are a lot of new players and people stopping by to test a game out.

    I've fought/been camped by tdm style pvpers for years in random adventure. Very very rarely were they toxic encounters. Most of it's chill when people don't turn it into some big deal. Regs in general typically are more invested and aren't looking to catching some sort of ban.

  • @fysics3037 I didn't say that PVP players in general are problematic, not even those who only like PVP. I said that within the category of people who use DG there is a considerable portion who ONLY LIKE THIS TYPE OF PVP, that is, they don't care about naval, they don't even care about winning, they want TDM... I don't have data to say but it seems pretty obvious to me that most cheaters are precisely in this category of people. They even created games that copied SOT's Double Gun combat for this audience.

    I played a lot of Hourglass and saw countless secondary account players who didn't even care about winning the match, they wanted to get on my ship to spawnkill, I NEVER saw a sword player doing that.

  • @wolfmanbush

    The large majority of toxicity in SoT has very little to do with the specifics of combat. It's people losing and winning poorly

    It depends on what type of toxicity we are talking about, vocal or text insults are actually present in every category of player, even though this manifests itself mostly in PVP it is something general... however, there are types of toxicity intrinsically linked to PVP such as spawnkill, this usually happens to players who use Double Gun. And within the category of players I mentioned, this type of toxicity is practically unanimous, precisely because these people are not interested in winning, or stealing, or progressing in any aspect of the game, their intention is just to kill using two guns. That's exactly why they use secondary accounts.

    I've fought/been camped by tdm style pvpers for years in random adventure. Very very rarely were they toxic encounters. Most of it's chill when people don't turn it into some big deal. Regs in general typically are more invested and aren't looking to catching some sort of ban

    If their intention is to simply spawnkill until they get tired, that is already toxicity even without saying a word. Whether in the hourglass or in adventure mode, if they jump on your ship and kill you without even trying to make holes, or if they keep removing your water to continue killing you, that is toxicity in itself.

    The question is, if the double gun were removed, would this type of toxicity decrease, I am absolutely convinced that it would. Apart from cheats, which are obviously mostly used by double gun players.

  • @lleorb said in Double Gun Nerf and Pvp:

    If their intention is to simply spawnkill until they get tired, that is already toxicity even without saying a word. Whether in the hourglass or in adventure mode, if they jump on your ship and kill you without even trying to make holes, or if they keep removing your water to continue killing you, that is toxicity in itself.

    **The question is, if the double gun were removed, would this type of toxicity decrease, I am absolutely convinced that it would.**Apart from cheats, which are obviously mostly used by double gun players.

    Bucketing and repairing and all that might be against the rules but literally the way to sink me is to prevent me from recovering. That's why I've never held it against anyone to camp me because that is exactly what one should do to sink me, that's my weakness in SoT combat. Takes me 2 seconds to get away from any situation I wanna get away from and I'm back to sailing. Combat is never that big of a deal, imo. It's the easiest thing to walk away from.

    The reason most of the relevant toxic counters exist is because reaction farming and holier than thou conduct are such a common things in SoT. If the "double gunning is toxic" crowd wants to do the whole -lecture people while playing the game- thing then people are gonna mess with them. Just like that same crowd will go and reaction farm new and casual players they mess with on the seas.

    The combat clashing has never been the real reason regs get involved in all the sot drama. It's because some of the players wanna lecture and talk down to people and some people wanna clip farm that. It happens in a lot more ways than just situations that include double gunning.

    -Be chill and chill stuff happens- works pretty well in SoT, just like it does in most situations.

  • Please avoid engaging in personal arguments and derailing the topic of the thread. It is fine to debate the content of the post, and the viewpoints therein, but disrespecting any of your fellow pirates personally is against the pirate code, and our forum rules.

  • Użytkownik @burnbacon napisał w Double Gun Nerf and Pvp:

    Just make weapons have to reload everytime they are switch regardless if they were reloaded

    I think this is the worst idea I've ever read. It would be horrible even for not double gunners (such as myself) and would make the combat INCREDIBLY clunky.

  • @lleorb tdm is like 1/1000 of the PvP player base. You're talking about the smaller possible number of people. And furthermore, only like 1/3 tdm people are toxic/cheat so even less.

    Basically, you're fighting a fraction of people in the worst way possible. If you truly wanted to tackle toxicity and cheating in the game you would spend time fixing the anti cheat, not removing double gunning. Double gunning many many many more players than the bad actors enjoy and use. Removing it for them is just giving them a win.

  • @wolfmanbush
    I mentioned some aspects of why removing the double gun is necessary or good, the toxicity I referred to is the spawnkill... you justify that "it's easy to get out of combat" and that in your experience it's not a problem, although I find it a somewhat questionable statement when it comes to the type of players I'm referring to, but I'll assume it's true, it's still something very subjective.

    Since you yourself admit that spawnkilling in that scenario is against the rules, it doesn't really matter if you handle it well, it's still toxicity. The point is that this kind of thing comes mostly from double gunners, it's a playstyle intrinsically linked to spawnkilling, so removing it would absolutely decrease it.

    But as I said, reducing this behavior is just one aspect that would improve the game.

  • @lleorb said in Double Gun Nerf and Pvp:

    @wolfmanbush
    I mentioned some aspects of why removing the double gun is necessary or good, the toxicity I referred to is the spawnkill... you justify that "it's easy to get out of combat" and that in your experience it's not a problem, although I find it a somewhat questionable statement when it comes to the type of players I'm referring to, but I'll assume it's true, it's still something very subjective.

    Since you yourself admit that spawnkilling in that scenario is against the rules, it doesn't really matter if you handle it well, it's still toxicity. The point is that this kind of thing comes mostly from double gunners, it's a playstyle intrinsically linked to spawnkilling, so removing it would absolutely decrease it.

    But as I said, reducing this behavior is just one aspect that would improve the game.

    This is largely just a thing that feedback areas get stuck on and isn't really what happens most of the time during organic encounters/combat.

    People camp with all weapons. It's not like double gunning leads to more camping and it's not like other weapons are used by people that are less likely to camp. The camping that goes against the rules is very rare in random adventure. The rest is just combat where one boat is trying to sink another.

    Every time players try to get Rare to cater to their win conditions they try to attach toxicity to the gameplay as a power move. Every time. It's been effective before but that doesn't make it right.

    Trying to attach toxicity to things that people don't personally enjoy is why this community clashes so often. Some bitterness and resentment is gonna happen no matter what, but a lot of it is avoidable by not trying to play the good person vs bad person thing over gameplay and gameplay preferences.

    There are lots of people in this community that have conducted themselves consistently well over the years that are fair play pvpers that prefer double guns. Trying to take people's valid styles away is always dirty business imo, especially when trying to trying to attach toxicity to it.

  • @fysics3037

    tdm is like 1/1000 of the PvP player base. You're talking about the smaller possible number of people. And furthermore, only like 1/3 tdm people are toxic/cheat so even less.

    These are very questionable numbers, even an exaggeration. But well, You say that the minority of TDMs are cheaters, ok, let's assume that, even so the vast majority of cheaters are TDMs/double gunners, or do you deny that someone who installs an Aimbot will use doublegun and try to spawnkill? It doesn't matter if cheaters within that class of players(tdm) are the minority if among cheaters the majority are in that class of players.

    Therefore, my statement that with the removal of the double gun there would probably be a significant decrease in the use of cheats is true. A good part of them would lose interest in the game without being able to kill quickly with two weapons. A decrease in the number of cheaters leads to a decrease in investment in the creation of such software.

    Now, about those numbers:

    It's pretty safe to say that a significant portion of PVP players or those who have more than a thousand hours of gameplay use Double Gun, even without precise data I would probably say it's almost half, if it's only in PVP, maybe they're the majority... And among the doubleguns there is a significant portion that does TDM, but even those that don't use this combat to spawnkill (although not in a toxic way but only to sink the ship)

    And this gets into the other issue I raised, double gunn is not a friendly combat, it is a play style that clashes with the rest of SOT, PVE is absolutely easy while PVP with the double gun is absurdly challenging. While there may be a level of excellence with the sword, it will always be a slower combat, melee combat is incapable of killing a player as quickly as long-range. It makes no sense with the whole proposal of SOT to maintain hardcore combat based on muscle memory and advanced reflexes, it simply does not fit with the game.

    To sum it all up, removing DG results in a considerable decrease in cheating, decrease in spawnkills, adjusts the PVP difficulty level to something that fits into SOT, gives more importance to naval than board/tdm...

  • @lleorb said in Double Gun Nerf and Pvp:

    And this gets into the other issue I raised, double gunn is not a friendly combat, it is a play style that clashes with the rest of SOT, PVE is absolutely easy while PVP with the double gun is absurdly challenging.

    Not friendly combat?

    It's all the same lol. Pressure is pressure in sot combat. Whether it's naval or deck fighting or island fighting or this or that.

    It's all mindset and approach.

    I have thousands of hours of more game time than anyone that sinks me. I'm solo so that's a lot of losing, a lot of getting camped, a lot of combat that I don't necessarily enjoy. How come it doesn't bother me? Because I work around it for my win conditions and I view taking L's as an important part of experiencing things, an important part of competition. A necessary part of humility when sharing a sandbox.

    Nobody is doing anything to me. I'm playing a game and I'm finding rewarding ways to play and other people wanna pirate. It really never needs to get deeper than that when actively playing the game.

    I could lose every fight in this game for the rest of the time I play it and not lose a bit of passion for my style in the game. Easy to work around, interesting to strategize about. People aren't toxic for doing their own version of that, even if it clashes with mine. People wanna have fun just like I do, 5 minutes or 10 minutes or 30 minutes of any kind of combat in this game isn't that big of a deal. We share the sandbox, that's a part of sharing it. 2 guns is as valid as everything I do and enjoy in this game.

  • @lleorb I wasn't saying tdmers are a minority of cheaters, rather I said that they are a small portion of the player base with a smaller portion of them cheating. They aren't solely responsible for cheating, and even if they were, removing a massive amount of freedom in the sandbox would be the worst way to go about addressing that. Also you seem to say that most 1000+ hour double gunners spawn camp people, regardless of whether or not they enjoy tdm. Well that's just not true. From experience, of being one of those 1000+ hour double gunners, we might troll someone by camping them for a minute if they were annoying, but not the like 30 minutes that would actually be toxic. True spawn campers that are being bad actors are a way smaller portion of the player base and not even most of us. The people that do it are usually toxic or cheating in some other way, regardless of their interest in TDM or PvP. There's no "stages of a Sotter" where after 1000 hours we morph into spawn camping cheaters lol.

    An argument that a sizable portion (not a majority) of the tdm community are known for toxicity or cheating is fair. There has been plenty of evidence and experience to back that up. The argument that a majority of top level PvP players that double gun are ruining the game by spawn camping and cheating is ridiculous. There is no evidence or basis that the top level players regularly engage in that. You might find more edge cases than normal (like alliance server players or cheaters) if you took a census, but you would not find a majority of any of these distasteful behaviors in the community. 95% of us will set up a tdm through a streamer, AA, or what shalt be named rather than spawn camp some random that can't put up any fight to make it interesting. 95% of us will never cheat and actively call out cheaters in the community if they are caught. Just because there's that 5% doesn't mean all of us are the boogey man.

    And regardless of the actual statistics, it makes absolutely no sense to remove double gunning to address those issues. How you can rationalize removing a key aspect of the games combat and how the entire sandbox works to bandaid solution a problem such as cheating and toxicity, rather than just buff up anti cheat efforts, is beyond me. Just because you don't enjoy double gunning doesn't mean you have a strong argument for why it should go. Your point about how it ruins the combat of SoT is also just not right. Like on release and for the entire existence of SoT, double gunning has been available. I hate to break it to you, THAT IS THE COMBAT OF SOT. You might not like the combat of SoT, but that is what it is. And it is a really well done combat system, overall.

    And having done over 100 levels of hourglass using the sword, it's not even that bad. In fact, it's actually quite good if used properly. You aren't losing matches because they're double gunning and you're using the sword, you're losing matches because you're just generally worse. They could use the sword and still beat you. And if you happen to apparently be a top player at the game where the difference does actually matter and you wish to continue on sword, just play bilge. The role literally uses sword as a requirement.

  • @wolfmanbush

    Not friendly combat? It's all the same lol.
    Pressure is pressure in sot combat. Whether it's naval or deck fighting or island fighting or this or that.

    To say that it is to deny the obvious, it makes no sense to say that a style that fights more frenetic, that requires more reflexes and precision is equally accessible to the casual public when compared to a slower combat. And if it demands more reflexes, precision and speed it is automatically less accessible to the general public, and in SOT the tendency is to be friendly to the casual players. This is not even a matter of opinion, it is an objective fact.

    So, using DG is not accessible to everyone, it is a faster and more frantic combat, and to address another complementary aspect to this discussion, it has an advantage over sword combat.

    With the exception of specific scenarios, such as closed areas and rooms, DG will always have an advantage over sword combat. Many people disagree with this, but it is something quite simple to define: the ability to kill at long/medium range is more advantageous than someone who will only be able to kill at close range or with a surprise dash.

    In 1v1 in most cases between players with more or less the same level of hours played and experience in PVP, the double will win.

  • @lleorb said in Double Gun Nerf and Pvp:

    In 1v1 in most cases between players with more or less the same level of hours played and experience in PVP, the double will win.

    I spent years as sword/sniper and now I'm harpoon/blow dart gun.

    Pretty much everyone I fight is more skilled in tdm style than me but I've got a lot of wins with both.

    How? naval pressure.

    There is a reason that pvpers had to improve their naval and stop spam boarding as much when HG was released. Good naval pressure is more pressure than anything else. That includes for defense.

    People with 2 guns, tdmers, sweats,etc,etc, the way to win against them has always been naval pressure. There is literally years worth of footage showing sword players slicing and dicing successfully against 2 guns.

    And casual players struggle just as much to handle naval pressure as they do tdm pressure. It's just as intense and hectic. It's also more hectic and challenging.

    It's not like it's more fun to get bagged over and over while the boat isn't moving and is filling with water. That's intense for a lot of people as well.

  • @fysics3037

    They aren't solely responsible for cheating, and even if they were, removing a massive amount of freedom in the sandbox would be the worst way to go about addressing that.

    I didn't say that the cheating problem should be solved by removing the double gun, I said that the consequence of removing the double gun is a significant decrease in the use of cheats and alteration of game files. But I put this argument forward as one of several reasons for removal.

    Also you seem to say that most 1000+ hour double gunners spawn camp people, regardless of whether or not they enjoy tdm.

    Also no, I said that most of those who do this are double gunners, and I use "most" as a conservative term, since it can be said that it is unanimous, the sword's own limitation prevents an effective spawnkill.

    There's no "stages of a Sotter" where after 1000 hours we morph into spawn camping cheaters

    I mentioned 1000 hours just as a metric to define players who have already acquired some experience in the game, and with that to say that among these players a very considerable portion, perhaps more than half, choose double gun. I used this number just to not mention all players, since among casual players it is practically unanimous to use swords, however they are not significant for the argument since they do not actively participate in PVP.

    An argument that a sizable portion (not a majority) of the tdm community are known for toxicity or cheating is fair.

    The argument is that among cheaters it is practically unanimous that they all use double gun and do TDM. By ending the double gun, a good part of them would stop playing the game because they would lose interest in combat.

    And just to quote my own experience, I only saw 1 cheater using a sword in all these years of SOT, in fact I saw 2 but the first one (2018) was a newbie and didn't know he could equip two weapons, he soon found out and went around killing everyone by piercing objects and killing instantly(the weapon switch was instantaneous). The second one I saw through a video, he was just using a sword for fun, his combat was usually with DG too.

    The argument that a majority of top level PvP players that double gun are ruining the game by spawn camping and cheating is ridiculous. There is no evidence or basis that the top level players regularly engage in that

    I didn't say that, I said it in the same sense as about cheats, the majority of those who do this kind of thing are TDMs, not that most TDMs do it. Therefore, removing the double gun would reduce this. But again, this is not the main point or the only point for me to support the removal of the double gun, there are just two positive consequences of this change.

    And regardless of the actual statistics, it makes absolutely no sense to remove double gunning to address those issues.

    It is not for this purpose alone that I support this change... as I said before.

    Your point about how it ruins the combat of SoT is also just not right. Like on release and for the entire existence of SoT, double gunning has been available.

    That's an interesting point, were you there? Or did you see what it was like? The double gun was released without any kind of balance, it's literally like the developers never tested this style of play.

    It was possible to kill a player INSTANTANEOUSLY, without any delay to switch weapons, it was IMPOSSIBLE to win a fight against a DG by hitting kill... Really, it's as if no one had ever tested the possibility of switching between weapons. In the same way that no one seems to have done the flying dash with the sword. So it's kind of flawed to say that combat has always been like this when it seems like it wasn't even intentional... after they started using this combat there were complaints and they blamed the delay on weapon switching.

    Another interesting fact, the case I mentioned of the cheater using DG in 2018 was my first contact with this style of combat, it's kind of ironic that it was a cheater...

    And having done over 100 levels of hourglass using the sword, it's not even that bad. In fact, it's actually quite good if used properly. You aren't losing matches because they're double gunning and you're using the sword, you're losing matches because you're just generally worse. They could use the sword and still beat you.

    Warning, I am not trying to appeal to more experience to justify my arguments.

    I've been playing this since 2018, over 10k hours of gameplay, currently level 1450 and 1225 in PVP factions with solo sloop, with 100% achievements... I did all this without using DG, just with sword. My conclusion is this:

    DG has a clear advantage over the sword, this is obvious by the very nature of combat (melee vs ranged)

    It doesn't mean that it's impossible for a good swordsman to beat an equally good double gun, but the advantage is always at long/medium range... so those who use melee weapons always need to resort to strategies to achieve victory, whether it's taking them to tight spots, using a surprise dash, or bombing. The DG, on the other hand, just needs to jump around, eat and not get close.

    There is also a distortion that I didn't mention in the arguments of this topic. It is easier for a player with a lot of FPS experience to do well in SOT combat even without having experience or knowledge in the game, just because of that combat, than someone using a sword in the same period of time of play.

    A considerable portion of players who have exceptional aim and easily spawnkill other crews do not know how to play naval, they do not know the game mechanics, they do not have the time to repair/shoot, they are easily sunk, but thanks to DG they have prominence in PVP with board.

  • @lleorb said in Double Gun Nerf and Pvp:

    In 1v1 in most cases between players with more or less the same level of hours played and experience in PVP, the double will win.

    This isn't true though? I mean you yourself have stated that a casual players has an easier time with the sword due to its simpler slower combat. And that double gunning takes a certain amount of practice or skill beyond that of most casual players. So how does it stand to reason that for casual players without the time in game to become good at double gunning, that the double gunner will win?

    You're trying to make this great statement about how the difference between sword and double gunning is some great divide, while also presenting arguments that show it isn't. Sword is only marginally worse than double gunning. That margin is not enough to determine who wins a fight for 99% of players. Only at the highest level where any micro mistake is instantly punished would it make a difference. There are thousands of hours of footage of streamers fighting all levels of players with sword and winning. I've personally spent one of my 2 hg curses using sword, the other using blunderbuss. It made only around a 5% difference in wins. And that's not accounting for the fact I was considerably worse at the game when doing my first curse with the sword.

    You are simply making misleading or misrepresenting facts to create an argument that holds no weight if you take into account all the facts of the case. SoT should not change it's entire combat system because you want slower more casual fights. It's an FPS game, and there's a wide breath of casual PvE content offered. Any player who truly cannot handle PvP can now simply play Safe Seas. There's no reason to make these changes you want, outside of tearing down the parts of the game that you do not enjoy.

  • @lleorb What are the other reasons for removal? I've shown how it isn't a cheating issue, it isn't a toxicity issue, it isn't a balance issue. I mean seriously, what are your other points? You say that double gunning might not have been intentional with your only evidence to back it up being the glitchy state of the game on launch. I mean was Season 7 intentional? What about Season 8? What about any number of updates that have brought glitches and bugs to the game. Were they all unintentional additions? Surely that isn't one of your other reasons for removal. Also you list the fact that players with FPS experience would be better at SoT as a reason for removal. I mean saying that's an issue is an absurd statement. Sorry, but I don't think SoT was ever looking to have all players with the same amount of time in the game be equal in skill despite their gaming backgrounds. I just don't think that was ever a priority for the team. I mean since when was it ground breaking for an FPS game to have FPS players be better at it? When CSGO pros moved to Valorant and easily became pros there, was it a failure of Valorant's dev team? NO! That would simply be absurd. You can't, nor should you, control the skill of a player based on their time in the game. In fact, a central concept of SoT was to allow all players to have access to the same tools and missions regardless of their time on the game. Meaning players never had to keep up with a grind in order to win in fights. Surely that wasn't one of your other reasons for removal.

    Also your attacks on certain aspects of the player base I assume just sunk you one too many times are deplorable "Most spawn campers are using double guns" does nothing to say that most double gunners are spawn campers. So why would that support your argument that double gunners are the root of all of this. You say it removing double gunning would lead to a "significant decrease in the use of cheats" where does that significant come from? Also I will give you a history lesson on the state of cheating within SoT, as someone who has reached the peak of the game and interacted with a great deal of cheaters on a more personal level than being sunk. Cheating, specifically macros, spiked significantly after the removal of QS. A similar change in removing double gunning would most probably push away a lot of the "rule abiding" players that don't cheat, making the concentration of cheaters in modes like hourglass higher. It would likely push many players to stop respecting or following the rules in order to continue playing their game their way. It would really just boost cheater concentration in adventure and Hourglass especially, while also pushing more players to become cheaters. Worse than solving nothing, changes like these agitate the problem more by removing the highest skilled players that might put up a fight against cheaters, stall their matches, or otherwise white knight defend against cheaters, while also bolstering the argument for cheating and the concentration of cheaters. Moving past that little history lesson, the fact that more experienced players double gun still holds absolutely no weight in your argument. That does nothing to further your case that removing double gunning would diminish cheating, rather it bolsters the case I just presented above. Your statement about all cheaters using double gun and being tdm players is just blatantly false. First of all, there are plenty of naval hackers do not worry they are out there in the shadows locking onto your mast. Secondly, there is a very wide range of reasons a cheater might cheat, many of which relate to account selling, alliance servers, ruining streams, revenge hacking, naval cheating for fun or "to make things fair" etc. TDMs are not the only reason people cheat, in fact it is not even that common of a reason to cheat. Most tdm cheaters are at most editing their FoV to make a better looking montage, effectively the jaywalking of SoT. And still, none of this shows that removing double gunning would improve cheating in any significant way.

    Your takes on balance between double gunning and sword are also more example of making mountains out of ant hills. For 99% of players it will never matter, and even in that top 1% there is a clear and defined role for sword players. I don't even know what else to say. And the fact you have to have a unique set of skills and tactics for playing melee versus double gun is like yeah. Obviously using a sword and a gun versus 2 guns is going to require different styles of play. I don't understand how that's a point of contention for you. I read that and go "Yes! That's a good thing. Different and diverse styles of play should be encouraged" Although now saying that, you are arguing for the mass simplification of PvP where only one style of play exists. So I guess that checks out.

    Also if someone is so bad at naval, why don't you just naval them. Don't let them on board and put holes in their boat. It's actually that simple. Dunno how that's a point of contention.

  • @fysics3037

    In 1v1 in most cases between players with more or less the same level of hours played and experience in PVP, the double will win.

    This isn't true though? I mean you yourself have stated that a casual players has an easier time with the sword due to its simpler slower combat. And that double gunning takes a certain amount of practice or skill beyond that of most casual players. So how does it stand to reason that for casual players without the time in game to become good at double gunning, that the double gunner will win?

    A casual player using double gun vs a casual player using sword, I still think DG is more likely to win. But this is not a contradiction with what I stated, since this casual will probably never adapt to hardcore DGs. As for the sword, being slower, even in the hands of someone experienced, it is closer to the casual player than DG.

    That margin is not enough to determine who wins a fight for 99% of players. Only at the highest level where any micro mistake is instantly punished would it make a difference.

    It's like comparing an individual with a knife and an individual with a revolver 10 meters away, the knife is lethal if it gets close but getting closer is the issue... it's not a literal equivalence, but it illustrates the issue, you can't say that a long-range fight has no advantage over hand-to-hand combat, it doesn't make sense in most cases.

    You are simply making misleading or misrepresenting facts to create an argument that holds no weight if you take into account all the facts of the case. SoT should not change it's entire combat system because you want slower more casual fights. It's an FPS game, and there's a wide breath of casual PvE content offered.

    I could say that SOT shouldn't keep this combat style just because you like it... See, I said that combat being Hardcore doesn't fit with Rare's trend of making the game friendly for everyone, it doesn't make sense to attract new players with an easy PVE if the next moment they can be facing a PVP at the level of competitive FPSs.

    Now, in my opinion, with everything I see Rare doing and from conversations I've had with several players, and some statements from streamers, Rare only tolerates this type of combat out of fear of repercussions or loss of audience, unfortunately these players tend to be very loud in their criticism, I can't give a specific example because of the NDA, but you can be sure that it's not just my wish.

  • @lleorb So you think that a casual with 2 guns is more dangerous than a casual with a sword, despite you also thinking that a casual will find more comfort and success with a sword compared to 2 guns. Glad we didn't have any contradictions there. Also no a sword in the hands of an experienced player will just have the experienced player beating the double gunner, because the double gunner in your scenario is worse at the game. Also you have clearly never shot a revolver because hitting a target from 10m away with one is pretty dang difficult. And therein lies the appeal of the sword, or knife in your scenario. You don't have to aim or worry about ammo, making it much simpler to understand and use. Also the game is specifically designed to be fair, unlike real life. In real life, the sword does not let you fling yourself across a boat or across the sea a stupidly far distance, it does not allow you to automatically block knives, it does not let you jump to side quickly and easily with no effort, and you cannot simply just tank a bullet and eat a pineapple to get your hp back. Comparing SoT to the injustice of a real life knife v gun fight is really rather silly and there is little applicable between the two. SoT is a fictional digital pirate video game, not a one to one representation of our current world. Also you must've never heard that overturning precedent is harder than maintaining it. As people in general we are resistant to change and so you need a much better argument than "we shouldn't keep this because players like it" to overturn said precedent. Also in 99% of scenarios this game does not require playing on the level of competitive fps player and in less than 99% of scenarios it does not play like a competitive fps. The whole idea of the "top 1%" is that they are 1% therefore the likelihood of encountering one is 1% and the likelihood of 2 meeting each other is 1% twice (relevant because that's the only time you'll see pro or competitive level gameplay), or .01%, assuming you're playing adventure where the game isn't actively trying to match these two people together. To put the entire case of your argument on that 1% chance is silly to be honest. And at the end of the day it isn't about what Rare wants, it's about what the players want. Because yeah, people would quit. And also we're in a feedback forum where Rare tries to collect data on the desires of the player base. So it's even less about what Rare wants, really it's about what we, the players, want. So I'm just going to dismiss that point.

  • Good grief this is still a discussion

    Double Gunning as a playstyle is hard to master and isn't ideal for many close combat situations. Those that do well with it have mastered it. If you're bothered by the kinds of players you're encountering doing that, stop talking to them. They feed on your attention and whining. If you don't know of a counter to the double gun playstyle learn to counter it. We have traps, blunderbombs, bone callers, knives, so much new stuff to potentially even the playing field enough that you can increase your skill in using other weapons.

    The keywords are "increase your skill", if you're not proving to be proficient in what you're using, do not be upset someone better than you bested you in combat, and do not show how upset you are when you're bested in combat. None of the weapons need to be nerfed any further, especially when access to the best supplies possible are still completely out of whack, enabling this kind of combat style at such unhealthy rates.

    Also can we not use realistic history as a scapegoat to ban a playstyle you don't like? We shoot out of cannons, eat magical cooked fruit, can run and swim infinitely, carry large and heavy chests for miles, fight skeletons, monsters, and merfolk of all kinds- realism does no matter that much on the Sea of Thieves, and pirates wielding 2 gunpowder weapons is perfectly fine within the confines of the game's world.

  • @fysics3037

    What are the other reasons for removal?

    • It will reduce cheating
    • It will decrease spawnkill (toxic, not to win or sink)
    • It will balance the combat to a more casual level, moving towards what the rest of the game is.
    • It will prevent people from getting ahead in PVP because they have skills in other FPS games, making learning in this area more organic.
    • It will reduce the emphasis on the board and prioritize the naval (although it is subjective, in my opinion a game about piracy should focus on this)

    You say that double gunning might not have been intentional with your only evidence to back it up being the glitchy state of the game on launch. I mean was Season 7 intentional? What about Season 8? What about any number of updates that have brought glitches and bugs to the game.

    The issue was not a glitch, not even an exploit, this was released without anyone realizing that it would be possible to hitkill using two shots, it is something so basic to realize that the only reasonable conclusion is that it was not intentional.

    When CSGO pros moved to Valorant and easily became pros there, was it a failure of Valorant's dev team? NO!

    These are two competitive FPS games, it is expected and normal that players who have previous skill in games of the same category do well in others, what is not normal is a game with horizontal progression where everyone should be equal in principle, differing only in their level of knowledge about the game, having a good advantage in combat due to a characteristic that does not involve learning how to play.

    Cheating, specifically macros, spiked significantly after the removal of QS.

    This is pretty obvious, these players want to use the double gun while continuing to take advantage of the exploit that has always been present in this type of combat. That's why I'm proposing to remove it altogether and not nerf it.

    I also doubt that cheaters would continue to play once the gameplay stops being interesting... even so, it is certain that the number of these people would decrease.

    So you think that a casual with 2 guns is more dangerous than a casual with a sword, despite you also thinking that a casual will find more comfort and success with a sword compared to 2 guns. Glad we didn't have any contradictions there

    What is the contradiction with everything I said? He will probably beat someone of the same level of experience as him because of the advantage of long-range combat. As I said, hitting shots is not something exclusive to SOT, when dealing with two casual players it is quite reasonable that he kills the opponent before the other even gets close.

    At the same time, this casual player with DG will never reach the level of an experienced player who uses this same combat style... while the one who uses a sword, even if he has not become a "sword lord", will still have a smaller gap separating them in the ability to beat an experienced opponent precisely because the combat style is slower and easier to become good at.

    Also you have clearly never shot a revolver because hitting a target from 10m away with one is pretty dang difficult.
    ...
    Also the game is specifically designed to be fair, unlike real life. In real life, the sword does not let you fling yourself across a boat or across the sea a stupidly far distance...

    I said it wasn't an example with literal equivalence, it was just to illustrate the advantage of long range when your enemy can only kill you at close range.

    The flying dash can be cancelled by damage, has a delay before it actually hits someone and if it misses you are still paralyzed, and worse, the damage is only 65%... it is the attack with the highest degree of miss punishment in the entire game. This is the only attack that can raise the sword to a medium range level to match the advantage of firearms.

    There is no balance in this, denying the advantage of long distance makes no sense at all.

    Also in 99% of scenarios this game does not require playing on the level of competitive fps player and in less than 99% of scenarios it does not play like a competitive fps. The whole idea of the "top 1%" is that they are 1% therefore the likelihood of encountering one is 1% and the likelihood of 2 meeting each other is 1% twice

    I didn't refer to the top 1% or make reference to a professional skill level, I classify the combat itself as hardcore, more frenetic depending on each person's skill level, but an average/good/experienced/top player in any of these degrees is already a level equivalent to any competitive FPS like COD, BF, Valorant, CS...

    And at the end of the day it isn't about what Rare wants, it's about what the players want. Because yeah, people would quit. And also we're in a feedback forum where Rare tries to collect data on the desires of the player base. So it's even less about what Rare wants, really it's about what we, the players, want. So I'm just going to dismiss that point.

    That's not true, the will of both has a weight in the decision... The entire audience can ask for a crossover, a new mechanic or anything else, it will only be done if it is convenient for Rare. If they decide that removing aspects of PVP or changing them will be positive for their strategy for the game, that's what will happen.

    Well, I've said it all, I'll stop here because I don't intend to stay in this discussion forever.

  • @lleorb every point you presented was already refuted with the exception of the last one, in which you said it was subjective. I will simply add that SoT is a game balanced around both naval and boarding, neither one is meant to be the exclusive option. That's why harpoon gun was nerfed before release. And that's also why tilting the scales more towards naval wouldn't make sense unless boarding was overpowered. But nothing about boarding makes it an instant win so... that probably isn't it.

    All your other responses just kinda write off logic in the name of saying you didn't lose your case. Like you just dismiss the contradiction in your casual v casual argument by saying it's not there, with no proof to back it up. Or don't even consider the possibility the devs could do basic math or considered game balance before the game came out. Completely ignored the fact SoT is an FPS game like CS, Val, Apex, OW, TF2, etc etc. It seems like you didn't even read what I said when it came to the "history lesson" part of my message, because you just kinda didn't acknowledge the point in your response at all. You failed to mention (or maybe recognize) the other movement options sword provides or the styles of gameplay that can be used, instead cherry picking the obvious flaw. I mean you clearly didn't remember the whole reason the top 1% was even discussed, for your knowledge, I argued that it was the only area where the difference between sword and double gun mattered. And you just kinda ignore the whole part about this being a feedback forum and therefore the whole point of feedback is for Rare to get the player bases take, not what the player base thinks Rare thinks.

    Some of what you said was true, but it wasn't relevant. Some of what you said took massive assumptions about things the player base would have no idea about. Most of what you said had obvious logical errors that couldn't be explained by a difference in experience or knowledge. I mean pretty much everything you said was a textbook logical fallacy. I'm gonna call it a wrap with that. Based on your last message it's clear there are no further arguments or points you have to defend your belief.

  • When they nerf of removed Double gun than the Game is dead, Rare should nerf the Sword stun.

  • Calm down your just mad you got destroyed by a double gunner its not that deep also console players can be very good at double gunning look up shwocka on yt he plays only controller and rolls most PC players while using pistol snipe also irl pirates had more than one gun on them plus a sword so if rare wanted to be realistic they would let us have more than two weapons.

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