PvP feedback, and a thanks to Rare, also some suggestions.

  • This thread isn't about complaining, instead i'm here to commend rare for making a game where actual skill matters, while other games are making their playerbase ragequit due to broken "heroes" or abilities.

    Coming from a veteran fps player, Sea of thieves PVP granted me the most fun i've had in a LONG time while playing an fps.

    The fact that literally everyone has the same weapons and tools at their diposal from the moment the open the game is just amazing, whoever is more skilled and has the better strategies wins.

    Although, i do agree that some minor changes could make the pvp even more balanced and fun, said things are just minor tweaks to some weapons, i shall name them below.

    The sword
    I see a lot of people asking for the sword to be more relevant in pvp, and even as someone who doesn't enjoy using melee weapons in games, i do have to agree with that, a simple change would make the sword a formidable option in pvp: Remove the slow when you're swinging it, this will allow people to actually chase others with a sword instead of being a standing target, ready to be killed, yes, i'm aware of the block/dodge thing, i just think that removing the slow penalty from it would make it a much more enjoyable and actually viable in high level pvp.

    Also, something that people might not agree, but i belive it would actually be a good idea.
    Allow people to always have a sword with them, along with 2 other guns.

    The Blunderbuss
    Blunderbuss can 1shot someone if they're right next to you, yet it barely tickles you if you're 3 paces away from someone, i wonder if the devs could reduce the spread a bit to make it more usable, but somehow only allow 1shots to be performed at literal point blank range.

    The Sniper (EOR)
    A sniper rifle that doesn't instantly kills, but instead sets you up for a finishing move, it's great, yet i belive the knockback it has is a bit dumb, blunderbuss should be the one pushing people off the boat, not EoR, i belive reducing the knockback would make it perfect (Just don't turn it into a mini stun, doing that would make it too easy for the followup to be performed thus making the weapon overpowered)

    The pistol, (Flintlock)
    Seems to be underused when in fact it's a great finishing tool, my only suggestion would be normalizing the ADS in all of the skins, some flintlocks have terrible ironsights while others are nearly perfect,

    ADS itself
    Well, one of my biggest complaints with SoT is the sensitivity while scoping/aiming down sights, it forces your sensitivity down, both with a controller and a mouse (even you you raise the sensitivity to the max it will still slow it down to a point where it makes aiming unconfortable at low sensitivities)

    If the devs could add an option to keep the sensitivity 1:1 while on ADS it would be perfect.

    Again, thank you rare, for building the most fun pvp experience i've had in a log time, keep it up.

    And to the people out there in the struggle, don't give up, when i first started playing SoT i would complain about galleons being OP and all that, until i actually started upping my pvp game, to the point where i actually go after galleons to sink them on my Sloop, SoT seems like a simple game in the surface, but there are so many crazy things you can to that can turn a fight into your favor, always think like this : Everything my enemy is doing, i can do too, and if i practice hard enough, i can do better.

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  • Agree with everything but the ads sensitivity, I like this game being kept tactically slow paced. Tbh I preferred in the alpha when they didn’t have hip fire at all and you had to fully ads to fire, got my best multikills back then lol.

    The sword change is exactly what they should do, and imo the blunderbuss is good but they should make it have a greater range to cause the knockback rather than increased damage.

    The eor could be the one weapon that has a headshot that one hits people if they removed its hip fire and increased reload time and reattempted their sensitivity cap to balance it for crossplay. Mousepads be damned.

    And finally the flintlock should stay half health but be the only weapon that a player can choose two of the same one, so people can swap for the 2nd shot in semi quick succession for the kill. They would need to make the animation for this work so it isn’t like the double shot players can do now.

  • @a-cranky-eskimo
    SoT is already "slow paced" as there is a large amount of strafe acceleration and almost zero air control, hip firing is great for inside combat.

    The ADS thing is a quality of life change, people can fix that by doing DPI shift in their mice, personally, i'm not a fan of that, i like having my sensitivities to be 1:1 in everything, from the getgo.

    Also, as a pc player, i really hope MS adds full kb/mouse support for xbox.
    I play a lot on a controller, personally i don't have problems hitting people with it as SoT pvp is all about positioning and knowing when to shoot, but giving them the option to also use a mouse will be great.

    Thinking of it, i only use kb/m when im boarding, i do everything else on a controller because aiming canons with the analog sticks is MUCH better.

    I like doubleshotting honestly, it adds depth to the game and helps against banana spammers,

    And about the sword, the more i think about it the more i belive, making the sword a permanent third weapon would be absolutely perfect.

  • @vulgrim1911 well now I disagree with just about everything you just said. Lol
    Except the cqb with mouse is easier and cannons with joystick is easier, that’s spot on.

    My agreement with the first post remains though. Haha

    I don’t want to play with a mouse and I don’t think most consoles players do either, if they add that there will be way more of a call for seperate servers than we have seen since launch. Positioning and timing are huge but players with a mouse can offset any tactical or perceptual advantage with their speed and precision advantage in a lot of situations.

  • @a-cranky-eskimo said in PvP feedback, and a thanks to Rare, also some suggestions.:

    @vulgrim1911 well now I disagree with just about everything you just said. Lol

    My agreement with the first post remains though. Haha

    What exactly is the issue?
    Double gun comboing?

    Sure, you can pick someone out if you can land both shots, but you will also put both guns into reload cooldown, also, let's say you hit the first shot, if they add a delay between gun switching, that is enough time for your enemy to heal back up with a banana, thus making your shot pretty much pointless.

    Always have the sword on you?
    Well, i admit, that might be a bit overboard, but hey, everyone would have it, so it's fine, having more mobility and options is never bad in my books.

    The ADS is well, as i said, quality of life, it won't hurt anyone, at all.

  • @vulgrim1911 doubleshotting as is, is much to fast, and like I said the eor shouldnt even have hip fire imo.

    I also am completely against a 3rd melee weapon slot, atleast until they add in like 4-5 more projectile weapons and atleast 2 more melee weapon types. Then the variety would be better. As is this would mean everyone would only not have one of the 3 gun types. I want specific situational utility based on your loadout rather than everyone having everything. Everyone has the potential to choose from everything, but It should be about knowing when to use what weapon and coming prepared.

    Having weapons visible in holsters as a visual cue would be a good addition to this.

  • @a-cranky-eskimo said in PvP feedback, and a thanks to Rare, also some suggestions.:

    @vulgrim1911 doubleshotting as is, is much to fast, and like I said the eor shouldnt even have hip fire imo.

    I also am completely against a 3rd melee weapon slot, atleast until they add in like 4-5 more projectile weapons and atleast 2 more melee weapon types. Then the variety would be better. As is this would mean everyone would only not have one of the 3 gun types. I want specific situational utility based on your loadout rather than everyone having everything. It should be about knowing when to use what weapon and coming prepared.

    Eor not having hip fire would pretty much render it useless, hitting someone from afar? dude will just eat a banana and act like nothing happened, the core mechanics should stay at it is, just minor tweaks have to be done.

    Imagine seeing a dude charging at you when you have a sniper irl, would you scope or just hip fire him?

    The 3 gun thing yes, i agree with people not wanting it.
    Removing the slow from the sword tho, rare pls.

  • @vulgrim1911 the eor headshot thing I said would fix that, and if they don’t do it I still prefer that, it already does 3/4 damage, leaving them weak or killing them if anyone else has hit them for almost any damage, it should be a ranged weapon that is used to help supplement your team and rarely used solo except maybe for sniping barrels. The headshot would make it more viable solo. But the reload time
    Would have to be like double.

    This isn’t about me sniping a charging pirate irl though, just game balance, and I would say that’s when having chosen sword or blunderbuss as your other weapon would have been a wise decision.

  • @a-cranky-eskimo said in PvP feedback, and a thanks to Rare, also some suggestions.:

    @vulgrim1911 the eor headshot thing I said would fix that, and if they don’t do it I still prefer that, it should be a ranged weapon that is used to help supplement your team and rarely used solo except maybe for sniping barrels. The headshot would make it more viable solo. But the reload time
    Would have to be like double.

    This is coming from someone who played sniper on tf2 at a high level for 10 years.
    SOT is fine w/o headshotting, belive me, 1shots from far away would just p**s people off and encourage people to start aimbotting (Yes, i'm not kidding)

    Just remember, you can also double gun people.

    EoR already has a massive reload animation that resets if you do pretty much anything, so if you strafe and make your target miss his noscope you can just punish him instantly.

  • @vulgrim1911 yeah I can see why it might be a bad idea but still would be cool, maybe reduce the ammo to 3 shots and super long reload, hitting a moving target in the head would take skill if they balanced the weapon right. But I see your point might be better to leave that one as is but I still think removing it’s hip fire might be a good idea. Would remove the double shot and balance the weapon better from a crossplay standpoint.

  • @a-cranky-eskimo said in PvP feedback, and a thanks to Rare, also some suggestions.:

    @vulgrim1911 yeah I can see why it might be a bad idea but still would be cool, maybe reduce the ammo to 3 shots and super long reload, hitting a moving target in the head would take skill if they balanced the weapon right. But I see your point might be better to leave that one as is but I still think removing it’s hip fire might be a good idea. Would remove the double shot and balance the weapon better from a crossplay standpoint.

    Don't use crossplay as a balancing point.
    Ask rare to give xbox players the option to use a KB/mouse too.

    And as i stated i can play just fine with my controller, it's all about positioning and knowing when to shoot.

  • @vulgrim1911 said in PvP feedback, and a thanks to Rare, also some suggestions.:

    @a-cranky-eskimo said in PvP feedback, and a thanks to Rare, also some suggestions.:

    @vulgrim1911 yeah I can see why it might be a bad idea but still would be cool, maybe reduce the ammo to 3 shots and super long reload, hitting a moving target in the head would take skill if they balanced the weapon right. But I see your point might be better to leave that one as is but I still think removing it’s hip fire might be a good idea. Would remove the double shot and balance the weapon better from a crossplay standpoint.

    Don't use crossplay as a balancing point.
    Ask rare to give xbox players the option to use a KB/mouse too.

    And as i stated i can play just fine with my controller, it's all about positioning and knowing when to shoot.

    We have had this discussion before and writing off myself and others opinions on the matter by saying forcing the use of a mouse and keyboard is really an option for competitive players, or giving anecdotal evidence that you don’t see an issue when you play with controller dosnt help anyone. I’m not going to use a mouse and keyboard on my console, even though Mouse and keyboard has an undeniable advantage in any game ever made with the need to aim anything to kill other players.

    I’m not the only one who feels strongly about this and taking crossplay into account when balancing these weapons is absolutely something that should be considered when making any change.

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