Why should the game account for poor player choices?
As an experiment, I started a FreePlay as a merchant character. FreePlay starts at level 5, and being a merchant, I rose to level 6 by doing cargo deliveries, which raised my Sailing and Commerce skills but didn't do much for Melee, Cannons or Accuracy. (A pirate or privateer pursuing a more violent career could expect to do better in all three.)
You might start "Elizabeth Shaw's Disappearance" at level 6 but you don't have to finish it at level 6. You have a lot of sailing to do before the finale at Cayman. So, by doing more cargo deliveries, I ended up at level 8, and my Melee had improved to 2 due to defending myself against random thugs. The money I'd raised by cargo missions allowed me to buy some skill-enhancing items. And so, by the time I reached Cayman, this was my status:
As you see, even with item help, I didn't have much Melee skill. I didn't even have a particularly good sword. What I did have, as I said in my earlier post, was the townhall fence. So, although I had to fight 2-3 enemies at once, I wasn't surrounded, and this was the result:
Incidentally, during the quest, you visit Octave Fabre in Guadeloupe Naval Academy, who warns you that Davy Jones is dangerous. There's no time limit on this quest so you can prepare yourself for the final fight. Failure of a player to plan ahead does not constitute poor game design.
