Not another Combat Thread! I want to hear your opinions!

  • Hello fellow pirates. I know this topic has been discussed to death. Whether it be here, Discords, Twitter, MySpace, here or there. But recently I have gotten back into Sea of Thieves, and not just to log on an enjoy the adventure. And after a few PvP encounters, it got me talking in the Sea of Thieves Discord I am in about combat and tweaks or changes that could be made to make it better, while trying to understand the underlining problem different people have with combat. The results were interesting and for the next week I can't stop asking myself these few questions.

    1)What makes the combat what it is?
    2)What changes could be implemented to enhance combat and make it fun, balanced and fare.

    I know we all have our own ideas on what could be done, and it is easy to be a backseat game developer. But I really would like to here what others have to say and maybe spark a more in-depth conversation about practical changes that could be made to combat.

    Before we begin however. I think its important to take into consideration and ask, How much can we change? The combat is built into so many other parts of the game and coding limitations could make a total overhaul unviable. Also, to recognise that Hit Registration is an issue, and has been for a while now. If we take fixed Hit Registration into account we can focus on the combat as a whole. Finally, these are my own thoughts, from playing the game. You do not have to agree with my points, in fact, I would love to hear your thoughts. I am generally interested in hearing what others think would make combat great.

    So, lets begin.

    1. What makes the combat what it is?

    I feel the issue with combat is the system lacks focus. Like a lot of things it feels to me that the team have not quite decided what they want there combat to be. They have the principles of “Freedom” and “Sandbox” allowing players to equip what they want and play how they wish. And having that freedom is great. But I personally don't think it lends itself well to combat.

    Another issue that links to the first is, fluidity. I'm not talking combat speed or mobility. I'm talking the flow of combat as a whole. As it stands, combat seems to revolve around running around, bunny hopping, spinning, spamming and eventually killing or being killed or, the opposite, where it is over with 2 seconds. This to me, just isn't exciting, or fun.

    I feel the combat and its weapons all need a purpose to help with battle apart from, “I do x Damage” and work together with one another.

    2)What changes could be implemented to enhance combat and make it fun, balanced and fare.

    This is where things get a little controversial. In line with fluidity as I mentioned above. I am a Pro one gun one sword kind of person. Now, I know this change has been suggested a lot, and I will not fix the issues unless it is backed up with other changes.

    At it's core Sea of Thieves is a cartoony pirate game. And when I think pirates fighting, I think of either ships shooting cannons, or sword fights.

    The Swords
    The Swords are, in my option, the core of the issue with combat, and a reason why 1Sword 1Gun is not currently viable. And so, Sword combat needs work. I've been brainstorming ideas and these are what I have come up with.

    At the moment, sword fighting feels a lot like either blocking while someone jumps around you like a headless chicken trying to get a hit on you, or two pirates flailing around till one dies. It doesn't feel good. What could fix this?

    Maybe, if two players swing a sword at the same time, its an instant deflect. You here a nice satisfying clang as your swords bounce of each others, but this does not stop the flow of the combo, it classes it as a hit, Now you have pirates locked in a fury of sword slashes, unable to hurt one another. How do you get the advantage in this situation? Simple, block, hitting a blocked opponent results in a short stun for the attacker. This short stun is long enough to allow the blocker to get a free hit (or two) before the stunned player is able to attack again. They can either block and thus, stun the other player or swing to restart the duel, maybe the something different. Along with this, missing a hit in a combo (as in you hit nothing but air) also gives you a short “stun”

    What this allows is for a somewhat complex game of rock, paper, cutlass. When will my opponent block? Will he block after his stun and stun me, should I try and land an extra hit? Should I dodge back, making my opponent break his combo and be proponent to an attack? Do I have time to dodge back and then go in for an attack?

    Now, I know this has its own questions. Can Rare's server handle this type of combat? How does this effect AI combat? I simple don't have the answer to the first, And the second, I'm not to sure. I feel the AI would have to be reprogrammed a tad, but I fear this may fall into “overhaul” territory, which is what I am hoping to avoid as an overhaul is less then likely to happen.

    The Guns
    Adding to the controversial 1Gun 1Sword, I feel guns need to be refocus into utilities. A gun should give an edge and aid combat while serving a set role. The Flintlock should be used in medium to close range to knock health of your opponent before they have a chance to engage in hand to hand combat. A Blunder should be used to give distance between players AND SHOULD NEVER EVER BE A ONE HIT KILL and the Eye of Reach should be used to provide aid/attack from afar. All these are to be used at range or to provide range. Their range is their advantage, if they loose that advantage they should be punished for it. To keep this inline I feel reload and equipping times should be longer.

    I also think that if attacked by a sword, a gun user should be unable to fire or reload, however be able to change to the sword and block.

    These change make it important to land your hits, keep you distance while using guns and if the time comes, be ready to engage in sword play.

    In conclusion, the focus is the sword fighting. In a game of pirates it should always be about the sword fights, the guns, aid the battle and are not the focal point, but used effectively and smartly can change the tide of a fight. My ideas may not be perfect to some, and again, I would love to hear what other people think themselves about the combat and hear your ideas on changes. I would also like you to poke holes in my idea.

    Thank you for reading and I look forward yo hearing your perspective on all things combat.

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  • @twitch-xk90 said in Not another Combat Thread! I want to hear your opinions!:

    Hello fellow pirates. I know this topic has been discussed to death.

    So why not research other discussions instead of making a new 1? ...unless you like dead horses.

    Whether it be here, Discords, Twitter, MySpace, here or there.

    You're here now. There is only 1 here, because if you're not here, then you're there or elsewhere.

    But recently I have gotten back into Sea of Thieves,

    Good for you!

    and not just to log on an enjoy the adventure.

    Why not? Those are fun too!

    And after a few PvP encounters, it got me talking in the Sea of Thieves Discord I am in about combat and tweaks or changes that could be made to make it better, while trying to understand the underlining problem different people have with combat.

    The combat itself is fine; it's the pirates that are not.

    The results were interesting and for the next week I can't stop asking myself these few questions.

    Questions that get answered always lead to more questions - and that's actually a good thing.

    1)What makes the combat what it is?

    Rare.

    2)What changes could be implemented to enhance combat and make it fun, balanced and fare.

    Removal of hit-reg; more weapons/combat options.

    I know we all have our own ideas on what could be done, and it is easy to be a backseat game developer.

    Easy? Ha! No, it's not. To do that, you actually have to have some knowledge/ experience in the field. Otherwise, you'll just most likely be talking out of your derriere.

    But I really would like to here what others have to say

    You sure about that?

    and maybe spark a more in-depth conversation about practical changes that could be made to combat.

    Not going to happen, because dead horse.

    Before we begin however. I think its important to take into consideration and ask, How much can we change?

    Not a lot.

    The combat is built into so many other parts of the game and coding limitations could make a total overhaul unviable.

    Mostly true.

    Also, to recognise that Hit Registration is an issue, and has been for a while now.

    It is.

    If we take fixed Hit Registration into account we can focus on the combat as a whole.

    Wrong. It should be ignored when referring to changes to combat, because it itself is not a combat or weapon-related issue. It's a networking issue, and should be treated as such. While it does affect combat, it is not actually a part of the intended combat system. You need to look at combat independently of the hit-registration issue.

    Finally, these are my own thoughts, from playing the game.

    Everyone has them.

    You do not have to agree with my points,

    As you can see, I don't.

    in fact, I would love to hear your thoughts.

    Again, you may not like the results.

    I am generally interested in hearing what others think would make combat great.

    It's already great, sans hit-registration. Most pirates are just ignorant in how to use it effectively (for example, do you know how to sword dodge, and why it's so useful? If so, then answer the questions) - and I think you fall into the category.

    So, lets begin.

    Ahem!

    1. What makes the combat what it is?

    A video game development company colloquially called Rare.

    I feel the issue with combat is the system lacks focus.

    I heartily disagree.

    Like a lot of things it feels to me that the team have not quite decided what they want there combat to be.

    Their. Also, they absolutely have - their combat suits different roles: versatility and mobility; short-range; mid-range; long-range; jack-of-all-trades; high-risk, high-reward; support; status effect; etc.

    They have the principles of “Freedom” and “Sandbox” allowing players to equip what they want and play how they wish.

    Good for them!

    And having that freedom is great.

    We actually agree on something? Wow!

    But

    Always a but...

    I personally don't think it lends itself well to combat.

    Sorry, but you're wrong. Structure stifles choice and creativity.

    Another issue that links to the first is, fluidity.

    There's water all around you - open your eyes to see.

    I'm not talking combat speed or mobility.

    Aw... Those are the fun bits!

    I'm talking the flow of combat as a whole.

    Okay, but it seems fine to me. It's just a bit measured and slower compared to other horizons, and that's inentional.

    As it stands, combat seems to revolve around running around, bunny hopping, spinning, spamming and eventually killing or being killed or, the opposite, where it is over with 2 seconds.

    Actually no - when you see that, you're looking at an ignorant, and inexperienced, pirate that has taken the easy route, and not actually learned how to be effective in combat. Also, you're completely neglecting ship combat - that's a part of combat too, you know!

    This to me, just isn't exciting, or fun.

    You, to me, aren't exciting or fun... 🥱

    I feel the combat and its weapons all need a purpose to help with battle apart from, “I do x Damage” and work together.

    Don't rely on what you feel. Rely on fact-based evidence. Also, you're oversimplifying.
    Teamwork makes the dream work.

    2)What changes could be implemented to enhance combat and make it fun, balanced and fare.

    Removal of hit-registration issues to start. Can't really have a proper discussion until that happens.

    This is where things get a little controversial.

    You would assume...

    In line with fluidity as I mentioned above. I am a Pro one gun one sword kind of person.

    Me too! Which gun do you primarily use?

    Now, I know this change has been suggested a lot, and I will not fix the issues unless it is backed up with other changes.

    Get to the point, already! Jeez!

    At it's core Sea of Thieves is a cartoony pirate game.

    Apt, but I prefer pirate fantasy.

    And when I think pirates fighting, I think of either ships shooting cannons, or sword fights.

    I think of a kid playing with toy boats in the bathtub. The way the ships move even lends to that visual. 😅

    The Swords are, in my option, the core of the issue with combat,

    You and every other ignorant pirate. They're actually the best part.

    and a reason why 1Sword 1Gun is not currently viable.

    It is absolutely viable; you just have to know how to use it properly and effectively, and most don't even get to that point before resorting to something far simpler. For example, think of a sword like a pointy stick - you can wave it back and forth and poke with it, and do damage. It's easy! But to be effective, you need to think like a master fencer or duelist.

    And so, Sword combat needs work.

    It does not. Pirates need to be educated.

    I've been brainstorming ideas and these are what I have come up with.

    Okay, here we go...

    At the moment, sword fighting feels a lot like either blocking while someone jumps around you like a headless chicken trying to get a hit on you, or two pirates flailing around till one dies. It doesn't feel good. What could fix this?

    Perhaps getting better at using sword by using other mechanics that are available to it, and you.

    Maybe, if two players swing a sword at the same time, its an instant deflect.

    With the size difference in waves upon the Sea, I highly doubt that will work like you think that it might. Besides, the developers at Rare have already alluded to why we can't really parry - and it's because of the networking!

    You here a nice satisfying clang as your swords bounce of each others, but this does not stop the flow of the combo, it classes it as a hit, Now you have pirates locked in a fury of sword slashes, unable to hurt one another.

    That, to me, is what sounds boring.

    How do you get the advantage in this situation? Simple, block, hitting a blocked opponent results in a short stun for the attacker.

    This is already a thing - after the 3rd blocked attack. And it's not stun; it puts both back into the neutral space. Stun is actually a bad idea in general, as evidenced by past mistakes.

    This short stun is long enough to allow the blocker to get a free hit (or two) before the stunned player is able to attack again.

    Yeah, no. The reward is not getting hit.

    They can either block and thus, stun the other player or swing to restart the duel, maybe the something different.

    With this in place nobody would attack. It'd become a blockapalooza.

    Along with this, missing a hit in a combo (as in you hit nothing but air) also gives you a short “stun”

    Already happens, at least to a degree - if you miss, it takes longer to attack again.

    What this allows is for a somewhat complex game of rock, paper, cutlass.

    Already works that way, but not in the way you think - it's attack, block, and move. Block beats attack, attack beats move, and move beats block.

    When will my opponent block?

    Hopefully when you're attacking and they know you're guaranteed a hit if they don't.

    Will he block after his stun and stun me, should I try and land an extra hit?

    If you're stunned, moving is best because a sword dodge (a part of movement with the sword) negates stun.

    Should I dodge back, making my opponent break his combo and be proponent to an attack?

    That is an option, provided they don't continue to move forward as they press the attack - and most ignorant pirates do. Better to dodge perpendicular to them, or even dodge through them to get behind them (and yes, you can do that).

    I have time to dodge back and then go in for an attack?

    You basically just repeated the same scenario.

    Now, I know this has its own questions.

    Not really - unless you're ignorant to how it works.

    Can Rare's server handle this type of combat?

    No.

    How does this effect AI combat?

    It affects it the same way as any other combat.

    I simple don't have the answer to the first, And the second, I'm not to sure.

    Ignorance is not bliss.

    I feel the AI would have to be reprogrammed a tad, but I fear this may fall into “overhaul” territory, which is what I am hoping to avoid as an overhaul is less then likely to happen.

    The AI is simple-minded, and not overtly complex - thankfully this works for most of the enemies due to their brainless or animalistic natures. Hit-reg and other networking issues are the only thing that really needs to be addressed here.

    Adding to the controversial 1Gun 1Sword, I feel guns need to be refocus into utilities.

    They're weapons; not tools.

    A gun should give an edge and aid combat while serving a set role.

    They do - they're powerful, unblockable, and work at/in various ranges/terrains.

    The Flintlock should be used in medium to close range to knock health of your opponent before they have a chance to engage in hand to hand combat.

    Already a thing.

    A Blunder should be used to give distance between players

    Already does

    AND SHOULD NEVER EVER BE A ONE HIT KILL

    Wrong. It needs it to be considered viable. Without it? Tool.

    and the Eye of Reach should be used to provide aid/attack from afar.

    Already does.

    All these are to be used at range or to provide range.

    Already do.

    Their range is their advantage,

    Duh.

    if they loose that advantage they should be punished for it.

    They are!

    To keep this inline I feel reload and equipping times should be longer.

    No. They're fine - except for the double gun reload exploits, of course.

    I also think that if attacked by a sword, a gun user should be unable to fire or reload, however be able to change to the sword and block.

    Then double-gunning, or even 1-gunning, wouldn't be viable against a sword, and the sword would become the meta. Just because you find yourself in a desperate situation, it doesn't mean that you shouldn't be able to defend yourself through offense.

    These change make it important to land your hits,

    It's already important to land your hits, because if you don't, it results in a loss of time, damage, and potentially your health.

    keep you distance while using guns and if the time comes, be ready to engage in sword play.

    Common sense, and also already a thing.

    In conclusion,

    You are full of ignorance - I hope I fixed that for you.

    the focus is the sword fighting.

    Nope - it is hit-registration.

    In a game of pirates it should always be about the sword fights, the guns, aid the battle and are not the focal point, but used effectively and smartly can change the tide of a fight.

    What about the ships, boarding, cannons, treasure, comoraderie, ramming, etc.?

    My ideas may not be perfect to some,

    Try not perfect to the facts.

    and again, I would love to hear what other people think themselves about the combat and hear your ideas on changes.

    You have them.

    I would also like you to poke holes in my idea.

    So, so many holes...

    Thank you for reading and I look forward to hearing your perspective on all things combat.

    I'm sure you'll regret it, but hey, at least you'll get something out of it.

  • @galactic-geek

    Can't wait.

  • @mintharp184509

    So you have a very different view point on how guns should be to me. You think they should be faster, easier to use, over my slower and used less approach.

  • @mintharp184509 said in Not another Combat Thread! I want to hear your opinions!:

    I loved reading this. It’s a breath of fresh air on this forum.

    Why, thank you! And I disagree. It's just more of the same - as noted in the thread's title... 🥱

  • @twitch-xk90 said in Not another Combat Thread! I want to hear your opinions!:

    @galactic-geek

    Can't wait.

    Patience is a virtue. And done! 😉

  • @mintharp184509 said in Not another Combat Thread! I want to hear your opinions!:

    I’m guessing his response is the 30+ ways to avoid the one blunder.

    Not today - but I could! 😅

    The whole blocking and jumping through your opponent is absolutely horrible broken gameplay anyway.

    Is not! If you have a sword you can do it to, and start a game of leap-frog!

    One of the core things I hate most about SoT is how sprites disappear when they get to close to your oversized hit box. PvE enemies can be partially inside you invisible and players with a sword can physically jump through you.

    I agree with the PvE aspect, but not the pirate 1...

  • @mintharp184509 said in Not another Combat Thread! I want to hear your opinions!:

    The problem with nerfing the blunderbuss from having the capability of a OHK is that it hurts solo players and smaller crews disproportionately.

    👍

    I think the better solution is to increase the time it takes to reload the weapon just slightly and conversely speed up the time it takes to reload the flintlock to give it a stronger edge over the EoR in close to mid range.

    👍

    I also suggested nerfing the EoR damage to 60 to make it less effective when combined with the blunderbuss and to make pomegranates more effective against being sniped.

    No to the former, and maybe yes to the latter.

  • @mintharp184509 said in Not another Combat Thread! I want to hear your opinions!:

    I also wish they removed sprint canceling the weapon ready animation but also sped up the weapon ready animation considerably as it feels clunky now unless you’re using the sword.

    I agree, but applying both might make it redundant.

    Even speeding up the ready (some people call it the stow) animation for equipment, food and throwables would be a welcomed improvement.

    Sure.

    While we are declunking the combat they could also speed up and smooth the dig animation as well. It’s currently dig, pause, dig, pause, but our pirates can sprint and jump indefinitely lol it should be dig, dig, dig … see the difference? New way much better.

    👍

  • @twitch-xk90 said in Not another Combat Thread! I want to hear your opinions!:

    @mintharp184509

    So you have a very different view point on how guns should be to me. You think they should be faster, easier to use, over my slower and used less approach.

    I think the draw animations could be a tad bit (emphasis on tad) faster to help with the fluidity/clunky feel.

  • @mintharp184509 said in Not another Combat Thread! I want to hear your opinions!:

    @twitch-xk90

    Basically players who excel using the guns typically sprint cancel the weapon ready animation.

    I advocate for removing that entirely.

    💯

    I also advocate for speeding up the clunky ready (stow) animations for the guns, equipment, food, and throwables. They all have a deliberate pause at the end of the animation that could easily be removed.

    👍

    I really really like how you envisioned the sword functioning in that two pirates swinging at roughly the same time will parry and it becomes a game of who will block or block jump away or strafe etc. the problem with the sword is the range is too far, large, great however you want to call it.

    The sword range is actually in a good place (test it against a static object) - it's just hard to tell because networking will always be a factor.

    In addition to the sword range being too far the weapon is too weak in PvP

    Is not!

    it should honestly be 35 damage a swing making a full combo be lethal.

    That would make it too OP.

    And another problem is the game doesn’t do a good job at informing players who landed the first strike when two sword users are fighting and strike each other at roughly the same time.

    That's poor networking for you.

    What happens is someone actually does damage and the other player gets told they did damage clientside from the sound of the sword hit and the ability to continue to swing the sword again yet serverside the person who swung second actually did NO damage and is stunned.

    Again, networking issue; not combat issue.

    Sword combat can come down to ms ie your ping to the server which is why the most skilled pirates typically prefer to equip two guns when they PvP (on PC only).

    True enough.

    If you’re an Xbox player and you play on PC servers prepare to be destroyed in cqc if anyone remotely talented encounters you.

    This is true.

  • @mintharp184509 said in Not another Combat Thread! I want to hear your opinions!:

    One more thing I thought needed mentioning is cannonball splash damage and direct image damage to players through the hull of a ship.

    I know this thread has so far mainly focused on the cqc aspect of combat in SoT but this particular topic needs to be addressed so bad.

    The number one reason why pirates can often not sink competent crews with naval alone is because cannonball splash damage and direct image damage to players through the hull of a ship

    IS TOO LOW!

    If you happen to fire at the exact spot a player is standing at an existing tier 3 hole I think that player should die. If it’s a tier 2 hole I think the player should lose 50% of their hp. Splash damage to pirates from cannonballs should take away up to 10-30% of their hp depending on proximity to impact location. Obviously, the larger the ship the larger the splash damage effect should be.

    Make some changes in this area and naval combat becomes way more viable all on its own which wouldn’t necessarily be a bad thing.

    Interesting... 🤔

    Next to hull when hit = 100% damage (death); middle of ship = 50% damage; far hull = no damage. Much simpler and supports positioning strategies.

  • @galactic-geek Yeah, but what can we do. I just had some thoughts I wanted to share and talk over.

  • @twitch-xk90 said in Not another Combat Thread! I want to hear your opinions!:

    @galactic-geek Yeah, but what can we do. I just had some thoughts I wanted to share and talk over.

    To your benefit, I am actually enjoying the discussion. 😅

    We can get minor fixes over time, at best, and fix hit-reg. After that, we can then get major changes such as new weapons, mechanics, etc.

    BTW, there really is 30+ ways to avoid being 1-shot by a blunderbuss. 😉

  • @galactic-geek

    You will have to share. But Im glad you are enjoying the discussion. As I said, with so many of us playing we all have different ideas about what is good for the game. It is interesting to see other sides of the same topic.

    As for changes and things down the line. I have always felt like changes to combat can never truly be tested outside of Rare them selves. Insiders doesn't lend itself to testing such thing when you may never find another player willing to actually test. When combat changes are to be tested they should make a smaller server.

    Also, I feel combat changes are rather hard to envision mentaly, the only way to truly know if an idea works is to test it.

    For sword combat I have always wondered how a poise system would work in this game myself-

  • Blunder 1 hit kill is op, this can be clearly seen by how everyone is using it at all times. I cant rememeber the last time I saw a competent player not using blunder.

    I do agree it has to be nerfed, I think it should be used as a "knock backer" rather than "insta killer". So a player guarding ladder with the blunder should be able to reliably shoot someone off the ladder without them grabbing it again.

    I also agree that it is almost impossible to sink a competent crew with naval only. I feel like cannon knockback on the deck should be lower, but damage higher, as well as more damage below deck to players repairing. A good gally crew playing "turret" is an incredibly boring and unfun fight and almost impossible for a smaller similarly skilled crew to sink as long as they have the supplies. They can out turn your circle around and keep broadside to you at all times, while killing the bilge players with naval only is really uncertain.

    These changes would need to come with the fix to the awful hit detection issues. They make all other weapons really unreliable and thats the biggest reason blunder is used so much. Its simply the most reliable way to kill players without hitreg eating 100% of your damage.

  • @twitch-xk90

    I don't pvp.
    Combat in pve is fine.
    Don't let pvp whining break pve.

  • @pithyrumble

    That's another point. Any changes to combat to better fix PvP will have to also carry over to PvE, which at this point is a very difficult task, maybe we need and even less dramatic change? If you had to change the sword, as guns in PvE are not really an issue at all. What would you like to see?

  • @i-jusa-i

    I think we can all agree on HitReg Fix. You make a good point about it being the go to gun because it doesn't rely so much on HitReg.

  • What do you mean sword is obsolete? I sink entire galleons of sweats with sword-sniper all the time!

  • I cant find anywhere else to post this but "X" needs to be able to be changed to literally anything else. Its a quick fix that has been asked by many a long time ago. Yet ....... crickets.
    This change would literally take 10 to 15 minutes.
    On your topic it would help combat to not get killed while in a barrel trying to push the most annoying button on the keyboard.
    Who thought of that?
    Please get it changed as it is used all of the time.

  • Very interesting discussion. Let me just throw my 5 cents in here about the sword. We would have very different opinions about it if it would work properly. Lets fix that in the first place.

    Here is why the sword is broken presented in a simple way:

  • @i-jusa-i said in Not another Combat Thread! I want to hear your opinions!:

    Blunder 1 hit kill is op, this can be clearly seen by how everyone is using it at all times.

    Blanket erroneous statement.

    I cant rememeber the last time I saw a competent player not using blunder.

    A falsity.

    I do agree it has to be nerfed, I think it should be used as a "knock backer" rather than "insta killer".

    As I said in my earlier post, that would nerf it to such an extent as to no longer be considered a viable weapon; it would be made into a tool. There are 30+ different ways to avoid getting 1-shot by blunderbuss. Learn them.

    So a player guarding ladder with the blunder should be able to reliably shoot someone off the ladder without them grabbing it again.

    Depends entirely on whether or not the pirate survived the blast by baiting it.

    I also agree that it is almost impossible to sink a competent crew with naval only.

    More untruths.

    I feel like cannon knockback on the deck should be lower, but damage higher, as well as more damage below deck to players repairing.

    Nah.

    A good gally crew playing "turret" is an incredibly boring and unfun fight and almost impossible for a smaller similarly skilled crew to sink as long as they have the supplies.

    Why are you lying to yourself and others? I want galleons to do that! It makes them a big, easy target. The holes I put into them will be spread out. I can time my shots to hit their cannons as they turn into my line of fire. I can also avoid their firing line simply by speeding up, slowing down, or performing a harpoon/anchor turn and forcing them to oversteer in the process.

    They can out turn your circle around and keep broadside to you at all times,

    So. Many. Lies.

    while killing the bilge players with naval only is really uncertain.

    Only uncertain if you don't know what's going on and how to deal with it effectively.

    These changes would need to come with the fix to the awful hit detection issues.

    No, they don't. Hit detection 1st, then we'll see how everything pans out before addressing combat balance.

    They make all other weapons really unreliable and thats the biggest reason blunder is used so much.

    Unreliable? Sword is great for mobility; flintlock for its versatility, especially on islands; EoR for its range and damage, especially under the waves. Blunderbuss is only used so much because of its effectiveness in close quarters, particularly on ships where most combat takes place. It's not because it's all-powerful; it's just being used for its intended role - a high-risk, high-reward close-range weapon.

    Its simply the most reliable way to kill players without hitreg eating 100% of your damage.

    You are a gluttony of misinformation and blanket statements that have no fact-based evidence to back them up.

    Hit-reg works or fails because of network timing, and since a blunderbuss attack occurs simultaneously all at once, all pellets will be affected by hit-reg or none will be. There is no in-between.

  • @hegemon3 said in Not another Combat Thread! I want to hear your opinions!:

    Very interesting discussion. Let me just throw my 5 cents in here about the sword. We would have very different opinions about it if it would work properly. Lets fix that in the first place.

    Here is why the sword is broken presented in a simple way:

    The only thing wrong with the 2nd portion of that clip is that the pirate in 1st-person perspective forgot to block during their opponent's counter-attack. That is a user-error; not a fault of the sword's mechanics, balance, or gameplay.

  • @twitch-xk90 said in Not another Combat Thread! I want to hear your opinions!:

    @i-jusa-i

    I think we can all agree on HitReg Fix. You make a good point about it being the go to gun because it doesn't rely so much on HitReg.

    EVERYTHING is affected by hit-reg. EVERYTHING.

  • @galactic-geek said in Not another Combat Thread! I want to hear your opinions!:

    The only thing wrong with the 2nd portion of that clip is that the pirate in 1st-person perspective forgot to block during their opponent's counter-attack. That is a user-error; not a fault of the sword's mechanics, balance, or gameplay.

    Sorry, but you're wrong. 2nd part is: opponents combo (blocked), his combo (interrupted). That what the issue is. Opponent should not be able to attack during his combo.

  • I like some of your suggestions regarding the sword, the only problem is hit reg will just ruin that if it was implemented. The old sword mechanics were far better than what we have now.

    Regarding weapon balancing in general, I've been doing quite abit of testing using different loadouts lately just to see what the balance really is like. As a sword/pistol user only pirate for most of my playtime I had my opinions on weapon loadouts but they weren't always correct due to me having little experience with them.

    I've actually found all the weapons individually are quite well balanced against each other, especially if you run sword + gun. Each weapon gives you a role as such, blunder is for bilge, pistol for the all rounder and EoR for aggressive players.

    It wasn't till I started double gunning when you see the balance favour on the side of guns once you start timing the animation cancel right and landing your shots effectively. The best solution would be to force the cutlass however, I understand many people like to double gun now and I doubt it will be removed at this point. The on hit blunder is a tad OP but also counter-able if you're expecting it, it's the follow up EoR shot that does the damage.

    My suggestion for balance purposes without changing any weapon damages or animation cancels etc would be this :
    Slot 1 is for 2 handed weapons (primary weapons) and 1 handed weapons, slot 2 is for single handed weapons (secondary weapons).
    You can only use the EoR and blunder in slot 1. You can use the sword and pistol in slot 1 or slot 2.
    This effectively removes the highly OP blunder+EoR loadout. However double gunning is still viable, you get the balanced blunder/pistol and the highly effective and skill dependant EoR+pistol. No sword + gun loadout is affected by this.

    I think this would be a much more balanced approached, it lowers the overall DPS of the common blunder+gun but still retains the same mechanics and highly skilled EoR/pistol loadout + all the usual sword + gun combos.

  • @titaniumnuts875

    Ive always thought the keybinding/HUD is got awful on Keyboard. Since the game started we have had the addition of so much stuff that controller recital menus don't gel with. Take the emote wheel for the biggest offender, what a mess. Also, remeber when the "Pirate Chat" butting automatically commented on what your pirate was doing? For some reason they changed that and I never use it. That or its still there but they never really explained the change very well.

  • @hegemon3

    This is what Im talking about, there is no punishment for failing your attack. In this clip you can clearly see a stun on the attacker that allows for the defender to take the indicative. I would say that the stun in this clip seems a tad long, maybe only allowing 2 hits, then allowing the player to attack/block would be interesting.

  • @a10dr4651 said in Not another Combat Thread! I want to hear your opinions!:

    My suggestion for balance purposes without changing any weapon damages or animation cancels etc would be this :
    Slot 1 is for 2 handed weapons (primary weapons) and 1 handed weapons, slot 2 is for single handed weapons (secondary weapons).
    You can only use the EoR and blunder in slot 1. You can use the sword and pistol in slot 1 or slot 2.

    I like this idea. It's an easy to implant balance that doesn't have a huge knock on effect to PvE and is an option I never even thought about.

  • 1)What makes the combat what it is?

    The game engine, available weapons, balancing, hit registration, movement mechanics.

    This game is not a WW2 simulator for example, but very cartoony instead. So the way people bunny hop whilst double gunning can be justified. Whether you are using a sword or blunderbuss, the quicker you move around the less chance you have of being hit and the game serves no punishment for this. So anyone who is good at combat, will be moving around very quickly and also jumping everywhere.

    2)What changes could be implemented to enhance combat and make it fun, balanced and fair.

    It really depends what we find to be problematic. Some people might not like the cartoony combat. To address this movement should impact aim.

    In my opinion the biggest problem is forced meta, which is blunderbuss. There is really no reason to use any other gun in a duel.

    To balance a gun play, people's skill should do the talking and not the power of a weapon. Someone with good aim should not loose a duel using a pistol against a blunderbuss, just because the other does more damage. However, without headshots or even damage this is impossible to balance atm.

    Take any shooter game. A skilled player with a starter pistol can kill any noob who does 'spray and pray' with an automatic weapon with hundreds of bullets.

    Without changing the current damage meta. The only way to balance this is to allow us to carry 1 more extra weapon or all of them at the same time and remove the armory from the game altogether. It really adds nothing and only limits the gameplay. I would personally like to have an extra weapon on me at all times.

    Why would this be better? It would feel more organic and even.

    Double gunners would now also carry a sword. So you would not have the current split between double gunners vs sword and blunder/eor/pistol.

    The community would then be split into two groups Sword/blunder/EOR and Sword/blunder/pistol.

  • @hegemon3 said in Not another Combat Thread! I want to hear your opinions!:

    @galactic-geek said in Not another Combat Thread! I want to hear your opinions!:

    The only thing wrong with the 2nd portion of that clip is that the pirate in 1st-person perspective forgot to block during their opponent's counter-attack. That is a user-error; not a fault of the sword's mechanics, balance, or gameplay.

    Sorry, but you're wrong. 2nd part is: opponents combo (blocked), his combo (interrupted). That what the issue is. Opponent should not be able to attack during his combo.

    And why not? Not allowing it makes combat a boring back and fourth slugfest. But allowing it, all of a sudden both pirates have to take more consideration into the moment. "

    Oh, 💩!" He's trying to attack when I thought he'd block!? Maybe I should block instead!"

    Sadly most pirates never get to that last statement. They rarely ever get past the 2nd 1...

    It makes for more dynamic and unpredictable fights.

    For example by attacking you mid-attack, it will do 1 of 2 things - it will either 1) force you to stop attacking yourself, so you take significantly less damage and can recompose your strategy, giving them an opportunity to stay alive; or 2) you will keep attacking and likely win (because you attacked 1st), but because of their persistent aggression, you are now far weaker and are more easily picked off by another member of their crew.

  • @twitch-xk90 said in Not another Combat Thread! I want to hear your opinions!:

    @a10dr4651 said in Not another Combat Thread! I want to hear your opinions!:

    My suggestion for balance purposes without changing any weapon damages or animation cancels etc would be this :
    Slot 1 is for 2 handed weapons (primary weapons) and 1 handed weapons, slot 2 is for single handed weapons (secondary weapons).
    You can only use the EoR and blunder in slot 1. You can use the sword and pistol in slot 1 or slot 2.

    I like this idea. It's an easy to implant balance that doesn't have a huge knock on effect to PvE and is an option I never even thought about.

    It's broken because it allows you to use all 4 weapons at the press of only a button (maybe 2). There's a reason you can't do that - with the way weapon selection is now, it forces you to choose a weakness.

  • @zig-zag-ltu said in Not another Combat Thread! I want to hear your opinions!:

    1)What makes the combat what it is?

    The game engine, available weapons, balancing, hit registration, movement mechanics.

    This game is not a WW2 simulator for example, but very cartoony instead. So the way people bunny hop whilst double gunning can be justified. Whether you are using a sword or blunderbuss, the quicker you move around the less chance you have of being hit and the game serves no punishment for this. So anyone who is good at combat, will be moving around very quickly and also jumping everywhere.

    This is true in real life - a moving target is a much harder target to shoot.

    2)What changes could be implemented to enhance combat and make it fun, balanced and fair.

    🤔

    It really depends what we find to be problematic. Some people might not like the cartoony combat. To address this movement should impact aim.

    Just because they don't like cartoony combat doesn't warrant change or a fix that's not needed.

    In my opinion the biggest problem is forced meta, which is blunderbuss. There is really no reason to use any other gun in a duel.

    Depends on the range of the duel.

    To balance a gun play, people's skill should do the talking and not the power of a weapon.

    That's typically how it already works, sans hit-reg issues, of course.

    Someone with good aim should not loose a duel using a pistol against a blunderbuss, just because the other does more damage.

    Again, range is a factor that you're, for whatever reason, ignoring.

    However, without headshots or even damage this is impossible to balance atm.

    Not true. The further away you are, the smaller of a target you are, and the harder you will be to hit. Interestingly enough, that's what makes the EoR so effective at longer ranges - it makes you a bigger target (at the cost of mobility).

    Take any shooter game.

    This is not a shooter game, just FYI.

    A skilled player with a starter pistol can kill any noob who does 'spray and pray' with an automatic weapon with hundreds of bullets.

    It really depends on the effectiveness of both weapons. For example, if the pistol can only kill in 6 shots, but has a 15 bullet magazine, while the automatic has 30 and can kill in 3 or 4... And that doesn't even account for bullet spread/recoil or distance.

    Without changing the current damage meta. The only way to balance this is to allow us to carry 1 more extra weapon or all of them at the same time and remove the armory from the game altogether.

    Bad choice. That would mean you would have no weaknesses for your enemy to exploit, or you them. Try putting some thought into your role in any given particular situation and prepare for it accordingly.

    It really adds nothing and only limits the gameplay. I would personally like to have an extra weapon on me at all times.

    I'm sure anyone would like to become OP and have more freedom of choice, but that's not the point or goal that the devs had in mind here.

    Why would this be better? It would feel more organic and even.

    Maybe. But giving everyone Rocket launchers just leaves a bunch of craters (and nothing else) behind...

    Double gunners would now also carry a sword. So you would not have the current split between double gunners vs sword and blunder/eor/pistol.

    False - pirates have preferences, and they would still use them. Access does not necessarily guarantee increase in usage.

    The community would then be split into two groups Sword/blunder/EOR and Sword/blunder/pistol.

    Or we can have:
    Cutlass/Flintlock
    Cutlass/Blunderbuss
    Cutlass/Eye of Reach
    Flintlock/Blunderbuss
    Flintlock/Eye of Reach
    Blunderbuss/Eye of Reach

    ...which makes for far more varied Combat, and forces pirates to make more choices on the fly, lest they want to be at a disadvantage (which in of itself can be a personal challenge). And that doesn't even take into account throwables and the balance between firebombs versus blunderbombs that's also a factor.

  • @mintharp184509 said in Not another Combat Thread! I want to hear your opinions!:

    @galactic-geek said in Not another Combat Thread! I want to hear your opinions!:

    @twitch-xk90 said in Not another Combat Thread! I want to hear your opinions!:

    @i-jusa-i

    I think we can all agree on HitReg Fix. You make a good point about it being the go to gun because it doesn't rely so much on HitReg.

    EVERYTHING is affected by hit-reg. EVERYTHING.

    EVERYTHING is affected by the fact that the server has total authority. The SERVER tracks ships, players, PvE, objects, everything. What you see happening on your screen has already occurred on the server the delay is equivalent to your ping. This is why cannons seems to erroneously shoot high and low. This is why hit registration problems exist. This is why if you want to one ball someone you need to aim about a players width in front of where they appear to be client side. This is why desync is so noticeable.

    Players upload their position and movement to the server and thus receiving those updates takes the players ping to the server PLUS your ping to the server to receive.

    In all games like this, constantly moving, being highly aggressive, and mastering the ability to aim quickly and accurately while moving will always have a significant advantage over someone who doesn’t and that’s because the person pushing aggressively gets a small window of time to see and attack the non moving person first because of how networking and online games function.

    Every online game has client/server synchronization problems BUT some developers tune their lag compensation systems way better so that from the players perspective hit registration seems reliable.

    Hit-reg is a factor in the overall networking process, so I wasn't wrong.

    Good reply, BTW...

    Just keep in mind what the developers at Rare have always said - they have a lot more to track than most games, and they use the servers for that, so that our setups don't have to. If it did, it would be far, far worse than it is.

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