Ocean Combat Revamp

Ocean Combat Revamp
effort 4.625 8 quality 4.571428571428571 7 reasonability 4.625 8

Ocean Combat Revamp


Ocean combat is sloppy right now, and it feels boring. It needs to be changed, so here are some changes for it.

TL;DR

Fast swim ability, make t-jumping in water viable, flesh out hunting attachments with abilities and a few changes, improve sea monster AI and counters, decrease stamina consumption underwater (optional), let players use all magics underwater.

  1. Fast Swim Ability

If the player is underwater, then the player can press a button (possibly T) to swim quickly in the direction of the mouse. This would add depth to underwater encounters.

  1. T-Jump Change

T-jumping out of the water should not be nearly impossible. It being this way reduces the depth of underwater encounters.

  1. Hunting Attachments Abilities, Minigames, and Changes

Increase the damage scaling for hunting attachments, right now it’s literally quicker, faster, more fun, and more rewarding to use normal abilities to fight the monsters and then use one or two attachment attacks rather than the designated attachments. Also, if they’re not already, make hunting attachment damage be increased by the power stat.

Throwing harpoons and swivel guns can be imbued with magics and fighting styles. (suggested by @Birbo )

Hunting attachments would display the seconds till firing to a tenth of a second after the player starts to fire them. This would help players to predict their shots better naturally over time and understand what’s happening behind the scenes. I would also recommend applying this to cannons, but that’s not what this suggestion is about.

After landing a hit with a net gun (or any attachment that latches onto the monster), the player gets a little mini game which is made easier by vitality (changing strength to vitality suggested by @ShadowJGaming ) that lets them try to drag the monster to their ship, which would do a lot of damage. It would be harder for farther and better monsters, however for farther monsters it would do more damage.

Each attachment would have a special ability that unlocks at Level 60 (Sailors Lodge), and more to come. Here are some suggestions for them, but I don’t really care what the abilities are as long as they are different from the m1s.

Throwing Harpoons: Forceful (fighting style adjective) Throw
The player throws the harpoon forcefully and imbues it with their fighting style, if any, such that the hitbox is increased by rushing wind. When the sea monster is hit, it is pushed back, and status effects are applied. If the monster is in the middle of an attack, the attack is disrupted. Cooldown should be medium to long, for example, 7s.

Net Gun: Thorn Net
The player fires a net that sinks the sea monster. The thorns on the net do damage once a second (can be changed). Stronger sea monsters will be able to damage and possibly escape from the net, and the net’s durability will depend on the user’s Vitality stat level. Cooldown should be long, for example, 30s.

Swivel Gun: Magic Fire
The player fires a magic blast from the gun. If it hits the sea monster, it will do damage and apply status effects. If it hits the sea, then it will explode, not apply status effects, and do less damage (around 3/4 of the normal damage?). Cooldown should be short to medium, for example, 5s.

Harpoon Gun: Impale
The player fires a harpoon which, if it hits the sea monster, will impale it with a harpoon. The impaled harpoon will do damage once every 5 seconds, and has a chance which will be smaller for higher amounts of strength and bigger for better sea monsters to come out everytime the monster touches a boat or land. The following is optional: If the monster is struck closer to the center, the harpoon has a smaller chance of coming out.

  1. Sea Monster Changes

Sea monsters (except Obolus) should stay mostly on the surface of the water after being aggroed, so the player knows in some way what they are doing. An exception to this is when the sea monster is preparing to ram the ship from below. A part of good combat is knowing what the monster is doing and being given ways to react.

When sea monsters are hit, they will display a hit marker not at the center of the monster, but at where you hit them.

When sea monsters do their bite ability, if you parry or block, you won’t be grabbed, and the sea monster will be stunned for a second or two. If you parry, you will get some stamina back.

Defeating a sea monster gives around 1/3 of your stamina back. Higher level sea monsters give you more stamina back.

  1. Optional or Misc Changes

Decrease underwater stamina consumption (@Tr0xic suggested this). This would let underwater fights feel more natural and less like trying to speed run an enemy for your life. (optional)

  • Yes
  • No

0 voters

Let players use all magics underwater. (suggested by @ppap9999 )

Thanks for reading. Please vote and leave your thoughts in the comments.

1 Like

I like all of these, good suggestion.

I think this should be added, but this doesn’t have to be a thing if you could see a bit of distance below sea just like in real life. This would probably be difficult though, I think an easier way to mimic this would be to add shadows to sea creatures that are underwater. Idk if it’s realistic but it would help.

Or you could reduce stamina consumption underwater.

2 Likes

Yeah, any of those would solve the issue.

That’s probably a better solution, lemme edit the post

1 Like

way too much for me to agree with everything, but most of it is pretty good
dont like when theres 50 suggestions in one cuz voting implies you want literally everything here

2 Likes

Strength being so prevalent in other stat weapons is pretty dumb, but great suggestion overall

I get that but making many smaller suggestions takes a lot more time, and if they are connected then it’s kind of useless

1 Like

True, I’ll change it.

also, monsters should have phases and weak spots, like obulus’s esca should be a weak spot, white eye’s fins/eyes and etc, they glow slightly to indicate you should hit them

Water magic:
Also how exactly will this apply to like half the magics that have their effect canceled out by soaked? (the fish are swimming in the sea, how they gon burn?)
As an addon to this id say if you let us do status effects with swivel guns then let us switch the magics we have on them too so we can get synergies

Fast swim ability…? Does that mean my 40% swimming gems would become obsolete :fr:

Other than that, everything seems fine but I cant agree with the whole thing with hunting attachments, you’re telling me I’ll play a minigame while hunting moving targets…? There’s no need to complicate those man :sob:

also let us shoot heat-based magic (and ice) underwater

Yeah, but that would probably be better as a separate suggestion.

The status effects wouldn’t apply, but they would still be damaged.

Good idea, I’ll add it to the suggestion.

No, it would scale with those and agility.

It’ll be a mini game like the clashing one from AA or the whirlpool one. It would take about 5 secs, so I don’t think your concern would be a problem.

I’ll add that to the suggestion.

make fire magic work underwater

1 Like

Yeah, that’s in the suggestion.

personally i don’t see it that way, part of the suggestion won’t be considered, and part will.

some of it will be reworked if vetex does take notice of it and think its neat

that’s just kinda how things work, yeah?

you get my approval

lol thanks. your suggestions are some of my favorites

i forgot to give you this invitation. feel honoured

thanks

Okay wait who’s voting yes on the poll and not voting the suggestion up, why