List of bugs & issues Sea of Thieves currently struggles with

  • List of problems:

    • Equipment resets - Been a thing for about two months now.
    • Hitboxes - Always been a thing but became a real problem in Shrouded Spoils and it gets even worse every update.
    • Blunderbuss - It's such a strong weapon and annoying to play against due to the knockback, probably the best weapon in the game right now since Flint/EoR is a 50/50 chance to register the shot at all.
    • Lagspikes/lag - With FotD being released, it's not uncommon to get into servers that spikes up to 500 ping at random leading you to be stuck in the air or seeing players "teleport" around.
    • Blackscreens - Became way worse with the crazy lagspikes, most of the time they don't make sense at all and just ruins PvP/PvE moments.
    • Galleons - Always been overpowered and it's really noticeable with FotD. Hard to hit lowerdeck, hard to board, hard to sink and it's generally just annoying to go against.
    • Doubleguns - Shouldn't be a thing but somehow they keep "enabling" it in every patch, mostly through exploits.
    • Swordcombat - Super clunky and way to simple to use since most people just swing in the air until they touch something which is just silly, also a issue where you block their attack and you are supposed to have the chance to counter-attack but 99% of the time they can still keep slashing making block useless
    • Food - Last food item wont show up in your inventory. When you are in a hectic moment and try to eat you wont actually gain any health even if you finished the animation
    • Cannons - Slightly uncommon but sometimes when you use a cannon you don't actually use the cannonball which leads to you un-releoading and have to reload again
    • Skeletons/Bosses - Pretty recent issue since it's only really a problem on FotD, some will be stuck under rocks and stuff making them impossible to kill. Same with Graymarrow making the key stuck/un-useable

    Might have missed something, if so feel free to leave a comment.
    If you need any more context behind a bug or just don't agree with something we can discuss it like civil people!

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  • Overall, I like your list but I disagree with your blunderbuss and galleon entries - IMO, both are relatively balanced for their intended roles.

  • @galactic-geek

    Blunderbuss is OP mostly because the other weapons doesn't work like they should.

    Galleon is just to strong, if the crew is decent it's impossible to board and you can't simply kill them by using cannons. Joe even mentioned it in the most recent dev-update video that they are looking for balance fixes for the Galleon.

  • @itz-majman said in List of bugs & issues Sea of Thieves currently struggles with:

    @galactic-geek

    Blunderbuss is OP mostly because the other weapons doesn't work like they should.

    Galleon is just to strong, if the crew is decent it's impossible to board and you can't simply kill them by using cannons. Joe even mentioned it in the most recent dev-update video that they are looking for balance fixes for the Galleon.

    That sounds like an issue regarding the other firearms and the crew size to me rather than the blunderbuss and galleon - based upon your own words.

  • @itz-majman

    Equipment resets

    Needs solving, not sure how they got it in the first place.

    Hitboxes

    Not so much the hitboxes, which are fine, but the hit registration is the issue. It's something about how the server and platform don't communicate with each other, but instead run separate simulations of what happens.

    Blunderbuss

    It's balanced. Don't get close to it, and it's useless. Also, the cutlass is the most powerful weapon right now, not the blunderbuss, though they're all balanced normally. The cutlass is glitched.

    Lagspikes/lag

    The lag is from the amount of ships, island/terrain props and effects, and AIs around. You're always going to get some lag with that amount of them. As for ping, it's often due to the other players around.

    Blackscreens

    It's an issue with the respawning algorithm, I think. The game spawns you and then tries to spawn you elsewhere but cannot.

    Galleons

    They're balanced. You have superior maneuverability, use it. You have to aim low to hit the lower deck, due to its size its jull goes about twice as deep as the other ships. It's sometimes easy and sometimes difficult to board, depending on the crew. As for sinking, it has more firepower, so stay away from the cannon's firing lines. Boarders help, as two of its crew can prevent it from sinking with every hole filled.

    Doubleguns

    The exploit is a problem, the tactic of simply using two guns is not. It keeps coming back because Rare are trying to make the cooldowns only happen when needed to prevent it.

    Swordcombat

    It's nice normally, but ever since the penalty for missing was removed it became a game of running forward slashing at people. Not very good there. As for blocking, the attacking player has to hit their third attack of the combo on the block for it to bounce them back, not the first. A good player will never have that happen.

    Food

    That doesn't always happen, just occasionally for a little bit. In combat, both players are often experiencing it. As for not gaining health, the animation has to stop, not the bite to finish.

    Cannons

    I've seen this one a couple times before, it's not game-breaking. The same issue as the hit registration, I believe, though a bit easier to recover from this.

    Skeletons/Bosses

    There's a trick, where your entire crew dies to reset the island, which sometimes brings the key to the surface and will respawn skeleton waves.

  • @ultmateragnarok

    I don't think anyone really cares about the reason it lags/lagspikes, it shouldn't happen since it's gamebreaking.

    Galleon isn't balanced. It's a reason they are gonna nerf them.
    Obviously it depends on the crew but look at Pace, they are not even close to sinking when he plays Gally and he has already said himself it's impossible to die on a Galleon if your crew does what they should.
    They even nerfed the tools to take them down (Ballast & Kegs) and gave them the harpoon so the only weakness they had is gone.

  • @itz-majman

    Yes, the harpoon upset the balance with it. However, it's nigh impossible to sink any ship in the game if the crew knows what they're doing. Sloops never get into the line of fire, but bombard other ships from behind while avoiding rams and boards; brigantines do drive-by attacks and never get hit or caught, as their boarders dropped nearby prevent repairs; galleons never get outplayed, overwhelming other ships with superior crew numbers until the ship makes a mistake and ends up in front of its cannons. Personally, I think the cursed cannonball nerf was completely unneeded. They're meant to change the tide of battle if used properly - a ship distracted from repairing everything would die to a ballastball, a crew drawn near each other on board would fall to a wearyball/jigball, a ship hit by a helmball at the right time would be a sitting duck, a crew overly distracted by other tasks would fall to an anchorball. It's balanced, since at the wrong time, someone would've repaired those holes, stayed away from the rest, straightened the wheel or called everyone to raise the anchor. As for kegs, their hull damage being raised has also been suggested.

  • If I could upvote this 10 times I would my man. I love sea of thieves but this list encapsulates the majority of the problems that it needs to fix. Some seem to me like easy enough fixes, others may be complicated but its holding the game back. Above all by far for me is the 50/50 hit reg that we have. It was always there but now its really really bad like literally 50/50 if your shot connects. Please let them find a way to sort it out. Its the only thing I find that really holds it back above everything else.

  • @itz-majman

    Another problem:

    • Model Glitches - Sometimes player models don't load at all and the players remain skeletons. When picking up pets mid movement they can remain in a strange rotation on your arm.

    A small bug I've come across: When sailing through the shroud on the "Shores of Gold" quest there was yellow debug information at the top of my screen. How did QA miss that?

  • @belyaevfox

    Missed that one for sure, not super common for me but kinda ruins the immersion having a glowing skeleton on your ship at all times!

    Hmm haven't seen that one, is it like a debug text that remains there at all times or?

  • @itz-majman

    Hmm haven't seen that one, is it like a debug text that remains there at all times or?

    Only when you're in the shroud. It displays the distance to different zones within the shroud (those zones seem to control the animation around your ship and the shroudbreaker). It's yellow text in the top left corner.

    Screenshot

  • There’s been a bug from day one with the pocket watch. The first time you pull it out there is no face crystal. When you put it away and pull it out it has the crystal.

    When you change your bucket cosmetic it puts a small amount of water in the hull.

    Sea dog flag went from red to blue?

    All I can think of off the top of my head. Love the game but man it really feels like a paid public Beta.

  • One big thing that might help balance the gally would be to let the sloop and brig cannons go about 20 degrees lower so they can hit bottom better on high waves and close ranges.

  • @knight-regius I dunno. Sounds OP to me.

  • @galactic-geek
    Think it would help with the problem that you can't damage the galleons bottom deck up close.

    I play on the galleon and I must say I love the galleon.
    But I know many others who hate fighting it because of its durability and turtling potential.

  • @itz-majman

    Blunderbuss - It's such a strong weapon and annoying to play against due to the knockback, probably the best weapon in the game right now since Flint/EoR is a 50/50 chance to register the shot at all.

    It's the same for each individual blunderbuss pellet, so... the BB still isn't that good. :P

    Galleons - Always been overpowered and it's really noticeable with FotD. Hard to hit lowerdeck, hard to board, hard to sink and it's generally just annoying to go against.

    ... It's literally the biggest target in the game, how is it hard to hit the lower deck? Just aim lower than the upper deck.
    Cannonballs still persist underwater, you can shoot through a wave and hit ships on the other side of it. :P

    They'r not necessarily harder to board either, you just have to aim higher to actually see the ladder.

    And they've never been Overpowered, they simply have strengths that the other ships don't have... They also have weaknesses that the other ships don't have.

    Doubleguns - Shouldn't be a thing but somehow they keep "enabling" it in every patch, mostly through exploits.

    I'm reasonably certain you don't know what the term "doublegun" actually means... It's meaning isn't literal, it is a reference to an exploit that used to exist long ago.

    You could have 2 guns equipped, pistol and EoR for example, when you fired one you could insta-swap to the other and insta-fire the second one to instantly kill players... You could do this so fast you basically only heard one gun-shot and suddenly you insta-die.

    They fixed that, and because the exploit was called "doublegunning" the newbies who later heard the term misunderstood its meaning, and have now made it a habit of complaining about people using 2 guns... Except, the exploit doesn't exist anymore, so you can't instakill people anymore using double-gun strats.

    According to Rare, you are supposed to be able to choose any 2 weapon you want to use in the game... Whether that be 2 guns, or a sword and a gun, is entirely up to the player, and is not unfair in any way... Nor is it an exploit, it is a feature.

    where you block their attack and you are supposed to have the chance to counter-attack but 99% of the time they can still keep slashing making block useless

    What do you mean? Do you not get a chance to slash back after the enemy is finished with their 3-slash combo? I literally have a youtube video proving this. :P

    The trick is to time your attacks wisely, so that they land before the enemy restarts their combo again.

    Aside from these points, i agree with your list.

  • @knight-regius said in List of bugs & issues Sea of Thieves currently struggles with:

    @galactic-geek
    Think it would help with the problem that you can't damage the galleons bottom deck up close.

    I play on the galleon and I must say I love the galleon.
    But I know many others who hate fighting it because of its durability and turtling potential.

    In which case, you would be too close, which is your fault, not the games fault. :o

  • @sweltering-nick

    Blunderbuss is still good, the pellets seems to register everytime compared to the Flint/EoR and even if one or two pellets doesn't count it still alot of damage compared to a single shot weapon that will nullify all the damage.

    In best case scenario where theres ZERO waves and you have a clear shot it's not hard but 90% of the time you are either moving around them with waves and/or they are moving around making it harder to hit them and get a perfect shot at lower deck- Let's say you get a lower-hit shot, what are you gonna do now, board them? too bad theres two guys defending the ladder while someone is repairing the single hole you just did.
    Please tell me about these weaknesses they have, before you couldn't make sharp turns but after they added the harpoon that weakness is simply gone.

    Dude, i know everything that you need to know about the game so don't tell me i don't know the meaning of doubleguns or anything else i post. Doubleguns is still a thing. Haven't you touched the game at all the recent month or two? after firing one gun you can tap the sprint button while swapping weapon to avoid the delay.

    Please play the game before even bothering to give feedback on the thread since most of the things you said are just silly

  • @itz-majman

    Let's say you get a lower-hit shot, what are you gonna do now, board them?

    uhm... no, i'm gonna shoot it again, at a different place, and then when i do that, i will shot it again at a different place, cycle and repeat, meanwhilst a crewmate would be boarding them, killing them and making sure they can't repair... Until they've sunk.

    I never have problems taking down ships, of ANY size, when i need to. : /

    And i always play duo sloop with my good friend. :3

    too bad theres two guys defending the ladder while someone is repairing the single hole you just did.

    If my crewmate needs help getting up the ladder, i simply shoot a cannonball towards said ladder, giving my crewmate the opening he needs to commence epic swashbucklery. :P

    Once he's up, i resume shooting their ship's lower deck, only OCCASIONALLY missing it. ._.

    Please tell me about these weaknesses they have, before you couldn't make sharp turns but after they added the harpoon that weakness is simply gone.

    Rofl, the harpoon has limited range, its quite easy to stay out of its range, then you simply sail around them, galleon can't turn fast enough to keep up with you.

    And, even if they manage to harpoon you, you can just wait until they are close enough to board, kill them, drop their anchor, and move on to blast them to davy jones' locker. :3

    Dude, i know everything that you need to know about the game so don't tell me i don't know the meaning of doubleguns or anything else i post.

    If you say so...

    Haven't you touched the game at all the recent month or two? after firing one gun you can tap the sprint button while swapping weapon to avoid the delay.

    That just sounds to me like you're using the sprint button to REPLACE the delay not remove it, seeing as sprint needs a small charge-up time and a small cancel-time, and i've been playing the game quite a bit in this FOTD update, haven't seen anyone use it, and i've sunk a total of like 5 sloops, 3 brigs and 4 galleons since the FOTD update (which is every ship we encountered during all our sessions combined, lol)... So it can't be that big of a problem.

    I'll give it a try next time i play, but i honestly doubt it's a doublegun exploit. :P

    If you happen to have a video demonstrating it, that would be great.

    Please play the game before even bothering to give feedback on the thread since most of the things you said are just silly

  • @sweltering-nick

    Hes right you know, double gunning is still a thing.

    [mod edit]

  • @chonky-lemon You remind me of someone, you know. :o

  • @sweltering-nick

    No need to get personal, even less when youre wrong. :)

  • @sweltering-nick About doublegunning: Summit's most recent 'return to SoT' vid opens with Pace teaching him the new fire/sprint-switch/fire exploit for the first 4 min or so. I'll try to locate the vid when I get off of work, as it's not something I can easily link from my phone while at work

  • @bactatankbill u da man. :3

  • @chonky-lemon I never said i was right about anything.

    I was simply expressing my doubts, and the reasons for my doubts. ;)

  • found it! And while still at work too... SHHHH!
    video link

    he tries it throughout the beginning, but asks for Pace to mentor him ~1:21

  • @BactaTankBill As the embedded video contains inappropriate language, we have changed it to a link. Please be sure that if you post content that has any language in violation of the Forum Rules, that it's posted as an external link.

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  • @triheadedmonkey my apologies

  • @bactatankbill Thanks man, you took one for the team! ;D

  • @sweltering-nick No one can fool all three heads of the monkey.... not sure why I even tried 😂

  • @bactatankbill That guy is a machine! Nothing gets past him!

  • Lag issues are a disaster. A crewmate exploded on our deck with a strongold keg... You can't even fight or got killed by a sword when you have the iniciative with the block/swing.
    I will add one more:

    Cannonballs: sometimes, the cannonballs fired go slightly up than expected.

  • @itz-majman Okay, i did some research with the help of BactaTankBill, and using what he provided, managed to recreate it using my own video.

    Feel free to use it in your post, if you want, as a demonstration/proof.

    https://www.youtube.com/watch?v=ALIGgPnEzsA&t=4s

    Video will eventually update to 1440p quality, it's just taking some time to update itself. ;)

    Anyways, this exploit can be perma-fixed, if Rare limits equips by forcing one of your weapons to always be cutlass, and the other weapon to be gun-of-choice.

    Perhaps this can be extended to 1 melee weapon of choice, and 1 gun of choice in the future, if Rare adds more melee weapons.

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