Make sword a tool bind not weapon?

  • I have tossed an idea throughout my community and have received nothing but positive feedback. What if the sword was made into a tool/separate keybind from weapons so it was always on everbody? My friends that double gun agree here because they are either stuck when met with a sword or miss the ability to sword lunge for a board or block jump through an opponent when trying to get past for things like bucketing. My sword using friends enjoyed this idea just for the flexibility they could have in fights to be able to keep their primary weapons but still easily contribute to boarder deterrence and ranged shots. In order for this to work I believe sword would have to be treated similar to all of the other tools and either have to be accessed through the item radial or have it's own separate hot key (like throwables). Just some food for thought here that could make 2 opposing groups pretty happy at the same time. Sorry for length. Thanks for reading!

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  • Why not make the pistol a tool instead? So you always have a pistol to shoot along with your DG?

  • I like both of these ideas. A pirate without either one just feels like less of a pirate to me.

  • @goldenkeeper943

    That's just the downside for people who use double gun, just like people who use a sword can't use two guns. No need to inconvenience people who equip a sword.

  • I believe sword would have to be treated similar to all of the other tools and either have to be accessed through the item radial or have it's own separate hot key (like throwables)

    Effectively, this would put controller players at a disadvantage again (after them already sorting out the issue with the keybinds for secondary interact and weapon swap).

    Keyboard and mouse players could already select/switch weapons quickly because they were on 1 and 2 (and mouse wheel), but controller players have always had just the one button for two weapons. It's not ideal but it works because there are only the two weapons to switch between.

    If you add the sword to an already crowded radial, then it would have to be on a cardinal direction to make it viable to select quickly. Those are currently food, planks, bucket, and shovel.

    Unless they add more ways to bind (like shift-modifiers, which I have suggested multiple times), this is just a pain for controller players.

    But the core issue here is balance. While, as players, we see it as being an "ideal" to be able to have every single weapon at hand, that's from a one-sided perspective and it's not looking holistically at what it means for the game. Every weapon has its pros and cons, that's by design.

  • Basically same as what @RealStyli said (they posted while I was still writing).

    It's a bit like when people want to have 3 people on a sloop, or 6 people on a galleon, so they can cover all bases at once. The challenge of this game comes from not being able to do everything at once, and having to choose where to spend your time and resources. Keep angle, and fire cannons, and slowly let your boat fill with water, or abandon the wheel to fix a hole, and let your boat drift out of angle, or stop firing to bucket water, and give your opponent time to repair and start shooting back.

    It's the same with weapon loadouts. You have two slots and you have to think carefully about where to spend them. Take a sword, or grapple gun and get extra mobility, but lose the ability to quickly double tap your opponent. Or sacrifice the extra mobility to be more lethal.

    Not to mention this would be one more thing that controller users would have to give up a button for.

  • WHAT?????????????????? NO, NOT AT ALL, WE ARE NOT SUPPORTING THE SWORD LORD'S REGIME CHANGE!!!!!11!!!1!1!

    this is way too overpowered, the sword is already the best weapon in the game, it should be nerfed even. It has been a weapon for the entire lifecycle of the game, and has proven it's a more than effective weapon than others, so it should stay as such.

  • @goldenkeeper943

    I mean, at that point why stop there? Why not have all the weapons at your disposal all the time, so no matter where you are or what you're doing you'll be prepared?

    The answer was given by @EligibleEel6171 when they said you have to make choices with what you want to go with. Everything has its pros and cons. For example the grapple gun will give you an easy board, but at the cost of a weapon slot. You need to make the choice, instead of asking Rare to just give you all the weapons for when you need them.

  • @europa4033 said in Make sword a tool bind not weapon?:

    @goldenkeeper943

    I mean, at that point why stop there? Why not have all the weapons at your disposal all the time, so no matter where you are or what you're doing you'll be prepared?

    The answer was given by @EligibleEel6171 when they said you have to make choices with what you want to go with. Everything has its pros and cons. For example the grapple gun will give you an easy board, but at the cost of a weapon slot. You need to make the choice, instead of asking Rare to just give you all the weapons for when you need them.

    Well, why not though? Why is this a choice, but you have no choice but to be bloated with instruments even if you never play them? Or a fishing pole if you never fish? Those are all potential slots players would find useful if they had a choice in what to put there.

  • "If everyone is super... than no one will be"

    -Syndrome from The Incredibles

    I say give everyone a blade. applying the same logic as everyone getting faster weapon speeds, it will effect everyone equally, and stay balanced.

  • @xdreegan

    When was the last time you were beaten in a fight by a fishing rod or a banjo?

    Regardless of what's on the radial, balance is the key issue here. It's why shooters have loadouts and you're limited on what you can take into a fight.

  • @realstyli said in Make sword a tool bind not weapon?:

    @xdreegan

    When was the last time you were beaten in a fight by a fishing rod or a banjo?

    Regardless of what's on the radial, balance is the key issue here. It's why shooters have loadouts and you're limited on what you can take into a fight.

    Most shooters have a universal melee that you can never unequip. If Sea of Thieves wants to be like most shooters, why deviate from this staple? By that logic the game's been inherently unbalanced since launch.

  • @xdreegan said in Make sword a tool bind not weapon?:

    @europa4033 said in Make sword a tool bind not weapon?:

    @goldenkeeper943

    I mean, at that point why stop there? Why not have all the weapons at your disposal all the time, so no matter where you are or what you're doing you'll be prepared?

    The answer was given by @EligibleEel6171 when they said you have to make choices with what you want to go with. Everything has its pros and cons. For example the grapple gun will give you an easy board, but at the cost of a weapon slot. You need to make the choice, instead of asking Rare to just give you all the weapons for when you need them.

    Well, why not though? Why is this a choice, but you have no choice but to be bloated with instruments even if you never play them? Or a fishing pole if you never fish? Those are all potential slots players would find useful if they had a choice in what to put there.

    There's no "balancing" that comes into play surrounding instruments or fishing, unlike weapons, where each has its pros and cons. That's not by mistake, but to help keep the game balanced. Would it be awesome if I could stay on the cannon and simply have the entire supply of my cannonball barrel at my disposal without stopping to reload after shooting 10? Heck yeah it would. But how balanced would that be, to be able to fire non-stop? We had a player that tried boarding us with a grapple gun, but made the choice of a sword as his second weapon. He could do nothing but hang from our ladder as we shot him off. Combining the grapple and sword wasn't the best choice for his situation, and he had to deal with the consequences of that. Had he had access to everything, his poor choice wouldn't have mattered. As it currently stands now, it most certainly does.

    It used to be that if I made a bad weapon choice, I could use my opponent's armory to switch, but that's since been removed. You're now stuck with what you choose when you board a ship. Giving everyone a free pass at every weapon eliminates the necessity of selecting wisely, and accountability.

  • @xdreegan said in Make sword a tool bind not weapon?:

    @realstyli said in Make sword a tool bind not weapon?:

    @xdreegan

    When was the last time you were beaten in a fight by a fishing rod or a banjo?

    Regardless of what's on the radial, balance is the key issue here. It's why shooters have loadouts and you're limited on what you can take into a fight.

    Most shooters have a universal melee that you can never unequip. If Sea of Thieves wants to be like most shooters, why deviate from this staple? By that logic the game's been inherently unbalanced since launch.

    This is true, however I honestly don't think Sea of Thieves "wants" to be like most shooters, in that this game is in a unique class of it's own. Is it a shooting game or a naval combat game? Yes and no to both.

  • @europa4033 said in Make sword a tool bind not weapon?:

    This is true, however I honestly don't think Sea of Thieves "wants" to be like most shooters, in that this game is in a unique class of it's own. Is it a shooting game or a naval combat game? Yes and no to both.

    Do you think the lack of a universal melee option improves the game? Or provide it with a uniqueness that out-weighs the decision?

    Genuinely asking. From my perspective, it just doesn't make all that much sense why a pirate would choose not to carry a blade of some kind at all.

    As an aside, consider the lore ramifications. Arthur Pendragon as a sword. That means he only has one other slot for weapons. It's no wonder why he's in the Sea of the Dead forever. He chose poorly.

  • @xdreegan said in Make sword a tool bind not weapon?:

    @europa4033 said in Make sword a tool bind not weapon?:

    This is true, however I honestly don't think Sea of Thieves "wants" to be like most shooters, in that this game is in a unique class of it's own. Is it a shooting game or a naval combat game? Yes and no to both.

    Do you think the lack of a universal melee option improves the game? Or provide it with a uniqueness that out-weighs the decision?

    Genuinely asking. From my perspective, it just doesn't make all that much sense why a pirate would choose not to carry a blade of some kind at all.

    As an aside, consider the lore ramifications. Arthur Pendragon as a sword. That means he only has one other slot for weapons. It's no wonder why he's in the Sea of the Dead forever. He chose poorly.

    LOL indeed he did (sorry Pendragon!). I've played other games that have given you ways of fighting back without an actual weapon, one game actually gave you throwing knives to use as a level 1 ability. It's a unique decision the developers made where if you're out of bullets and don't have throwables, there's no way for you to kill the skeleton chasing you. Whether this is positive or negative depends on the situation. If I'm using a sword and my double-gun opponent has run out of bullets on this island, I have the advantage.

    In that other game, using throwing knives as a level 1 didn't do enough damage to be a viable choice against other players (yet it was fine for pve). I've never played Rust, but I've seen videos of other players using a rock to hit other players over and over a dozen times. If everyone in this game was able to use a sword, it would need to cause so little damage (similar to the rock) in order not to upset the balance, it wouldn't be viable in PvP. Every weapon in this game causes considerable damage and can be your primary weapon, unlike the rock. Your weapon loadout matters. It can mean success, or heading back to your ship via the ferry to change it.

  • This post is in the same category as those that play FPS and try to crowbar elements of said games in SOT. This is a sandbox pirate fantasy game, not COD, not Fortnite or GTA online.

    In SOT double gunners trade the sword for firepower, knowing very well the consequences of their actions.

  • As for swords being treated as tools (rather than as weapon slots), I’m against that. However, throwing knives – I’d be all for those. – I’m actually surprised they haven’t thought of it, as it seems logical to me.

  • @europa4033 said in Make sword a tool bind not weapon?:

    @xdreegan said in Make sword a tool bind not weapon?:

    @europa4033 said in Make sword a tool bind not weapon?:

    This is true, however I honestly don't think Sea of Thieves "wants" to be like most shooters, in that this game is in a unique class of it's own. Is it a shooting game or a naval combat game? Yes and no to both.

    Do you think the lack of a universal melee option improves the game? Or provide it with a uniqueness that out-weighs the decision?

    Genuinely asking. From my perspective, it just doesn't make all that much sense why a pirate would choose not to carry a blade of some kind at all.

    As an aside, consider the lore ramifications. Arthur Pendragon as a sword. That means he only has one other slot for weapons. It's no wonder why he's in the Sea of the Dead forever. He chose poorly.

    LOL indeed he did (sorry Pendragon!). I've played other games that have given you ways of fighting back without an actual weapon, one game actually gave you throwing knives to use as a level 1 ability. It's a unique decision the developers made where if you're out of bullets and don't have throwables, there's no way for you to kill the skeleton chasing you. Whether this is positive or negative depends on the situation. If I'm using a sword and my double-gun opponent has run out of bullets on this island, I have the advantage.

    In that other game, using throwing knives as a level 1 didn't do enough damage to be a viable choice against other players (yet it was fine for pve). I've never played Rust, but I've seen videos of other players using a rock to hit other players over and over a dozen times. If everyone in this game was able to use a sword, it would need to cause so little damage (similar to the rock) in order not to upset the balance, it wouldn't be viable in PvP. Every weapon in this game causes considerable damage and can be your primary weapon, unlike the rock. Your weapon loadout matters. It can mean success, or heading back to your ship via the ferry to change it.

    Well, it's kinda hard to talk about mechanics for a game neither of us have played, and also doesn't share a genre with Sea of Thieves, so I'm gonna put the Rust stuff in a box and bury it for now. But, without trying to be rude, you still haven't really answered my questions.

    Lacking a sword or having one CAN provide some disadvantage/advantages depending on the world environment and your lack of a bullet box. But the purpose of my question was to simply ask, "Is this really worth the limitation?" Has this idea been executing itself above and beyond what other options could potentially provide to the players?

    As another aside, since it was brought up...

    @metal-ravage said in Make sword a tool bind not weapon?:

    This post is in the same category as those that play FPS and try to crowbar elements of said games in SOT. This is a sandbox pirate fantasy game, not COD, not Fortnite or GTA online.

    You see, I actually agree with Metal here on principle. Keywords. Pirate. Sandbox. Fantasy. And yet Sea of Thieves disregards a staple (universal melee), while implementing another (2 weapon loadouts). So it crowbars in one aspect, but not the other that balances it out.

    I would rather the Pirate and Sandbox and Fantasy be above the Shooter genre part of this game, and I see this strange design decision as a crack in the game's foundation since launch. Obviously not enough to sink a ship, but to always keep your boots wet. A permanent little "weirdness", you know?

    Two weapon loadouts don't make me feel MORE like a Pirate. Two weapon loadouts don't make me feel FREE in a Sandbox. And two weapon loadouts don't fit any kind of Fantasy.

    Replace "Two weapon loadouts" with "Being without a sword" and you get the same effect.

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