Some of the most common threads, outside of the private server/better safer seas requests, can be reduced down to "somthing is wrong with the game's meta". Whether it's an HG post or a please stop the spawn camping post it comes down to a failure to balance hand to hand combat with Naval combat. It makes sense. from a fundamental perspective, if you can board the enemy you can counter their Naval combat plays, but no Naval play allows a single crew member to counter boarding. you fight Naval with Boarding and Boarding with boarding... so the game ultimately devolves into which crew is better in hand to hand and which crew makes the first big mistake.
From here we have two options:
1 rebalance Boarding so it's riskier/harder
2 rebalance Naval so it's more rewarding
With 1, Boarding should be risky but with mermaids popping up as fast as they do and with minimal resource commitments beyond food (if you get knocked off the ladder) it is very low risk to constantly send boarders out, simply put the ships barely need 1 person to manage the repairs. One potential solution to this is making the mermaids spawn based on time spent in water instead of distance from your ship. With the addition of merfruit we have an opportunity to rework mermaids spawns so that the merfruit summons the mermaid. Now if you fail a board you need to balance your enchanted fruit supply against time, how long can you spend off the ship before you come back? You get the benefit of boards that are harder to spot with the drawback of having to spend resources if you're needed back immediately. In contrast, merfruit as is is absolutely useless in pvp. No one will use it for the stealthier board, either they're in line and watching from close range or you fire out of a cannon and give yourself away anyway. This change would make merfruit critical to teams that rely on Boarding.
With 2, against a good crew there is no way to sink a ship with just cannons, scattershot, and chainshot. It's just too easy to stay on top of the repairs. One solution for this would be making damage matter more, instead of the plank fixing the location back to "zero" regardless of the origional damage, it should just stop the leak. Instead they could introduce a new repair item either tar or pitch that would fully repair the damage but takes longer to apply than a plank. The end result would be using planks to stay in the fight and having to balance your tar usage against how many tier three damage locations you are willing to allow. This would mean that a crew that saves their tar for after the fight (perhaps because they are all Boarding the enemy) would be especially suseptible to scattershot opening up 4 tier three holes in a single shot, up to 20 if the cannonier gets the full volley off, allowing for a single crew member to counter a strong Boarding play with a Naval play.
No matter what, somthing needs to change in the meta to help make more play styles viable. Having to scuttle due to hand to hand or forcing the scuttle with hand to hand is fundamentally a disgusting part of the game and there should be changes to prevent it from happening as frequently as it does. I genuinely believe that both solutions would go a long way to opening up the meta and making the game more enjoyable.
