1. 0 votes
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    players.

    this game would be so much more fun if it had a bigger community with new players coming in often. Best way to do that is spreading the news on apps like tik Tok and twitter and Instagram. Dev's please this game is too good for only the gated few, all it takes is a little effort in advertising. shoot I'd do it if i was properly compensated. this game has so much potential, and I'd hate to see it go to waste.
    nikobeto
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  2. 1 vote
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    players.

    this game would be so much more fun if it had a bigger community with new players coming in often. Best way to do that is spreading the news on apps like tik Tok and twitter and Instagram. Dev's please this game is too good for only the gated few, all it takes is a little effort in advertising. shoot I'd do it if i was properly compensated. this game has so much potential, and I'd hate to see it go to waste.
    nikobeto
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  3. 2 votes
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    Achievements

    i think they are great and cool way of looking at what you have done but i think it would be cool if that when you hit a milestone like killing a certain amount of a enemies that you do more damage. as a example boars lets say you kill 100 now when facing that boar you do base damage + 1.25* more damage. 
    thepowerofthetwig
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  4. 1 vote
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    More Skills / Variations - Early Game.

    Hey!
    So.. I tried the game again. I can tell, it's already much better than Nin after its over 10 yrs of development.
    But it has flaws that keeps the majority away. 
    Main flaw I noticed in the game is the non-existant combat feeling.

    As a beginner you got a bunch of ways to engage the fight, but you can't really keep it up.
    Wow, I can use my punches and hit until my hp goes down, as I have to tank every single hit. / The dodge roll? is probably the most useless skill I've ever witnessed in a game. (could be the ping tho.)

    Later on if you pick your class, you'd think, now its time, the fun shall begin! yeah.. no.
    Again, you got skills to engage the fight, but you can't keep it up. 
    Fighter, is pretty much just the level 1 experience with kicks.
    Swordsman, is the most idle-game-ish experience I've seen in a game, pokemon battles including text reading is more intense than the swordsman gameplay pre level 20+
    Gunner, is more consistant in contributing but with the common projectile glitches, just as frustrating. You craft/buy your bullets, watch every 3rd bullet fly through the enemy as you slowly... slooowly.. drain down the hp.
    My advice:
    Add more skills to the game, don't lock them behind farming soul-potatoes to unlock them, maybe let people pick paths to adjust their experience.
    Fighter: engage and disengaging skills, so they wont turn into punching bags for monsters and be forced to stay afk until their hp is back up.
    Swordsman: has movement already, but its meaningless if you have to wait 14s to keep going. No level 10 player needs a stun, bleed and teleport skill. The stun is great to avoid the hit trading, but if the skill has a shorter cooldown (equally reduced damage) it's less of an idle-game simulator and more of a combat feeling.
    Sniper: Hard to give an advice there, as the projectile glitches are client based, combined with the blowpipe its actually quite fun but due to the low early damage, it feels less exciting than mining trees in minecraft with bare fists.
    Allow players to decide if they want a more calm experience or a more dynamic experience by giving them more skills. 
    Fighters can be jumpy, having a lunge attack, pounce, rolling or what ever, to engage and disengage the enemies.
    Swordsmen should just have a less overtuned early skill in exchange for lower cooldowns, that way they can actually do more actions per minute instead of just running.
     
    I know I most likely just scratched the surface but, after 10 hours of early game, its fair to say, I'd rather play actual idle games than playing pirate souls at this current state.
    I personally play games to have fun. (who doesn't) - Being forced to run away 56seconds per minute because of overtuned cooldowns, isn't fun.
     
    Keep up the great work tho, so maybe.. some day the game can actually keep their players 😄
    Konahri
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  5. 3 votes
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    See who's online/how many players online

    A feature or button to see who's online.
    Seventh
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  6. 1 vote
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    See who's online/how many players online

    A feature or button to see who's online.
    Seventh
    0
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    0
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  7. 3 votes
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    Fast Travel System

    I think something that should be added to make traveling between place to place less mundane is to add a fast travel system to make moving from town to town a more efficient and better.
    Meljin
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  8. 2 votes
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    Haki Introduction

    This is a detailed breakdown on how I think Haki should work in PirateSouls.
    Please feel free to leave feedback in the comments.
      1. Haki Types:
       - Observation Haki: Enhances situational awareness, allowing players to detect hidden enemies, traps, incoming threats, hidden treasures or even secret passageways. (Shows red dots on mini map and increases accuracy)
       - Armament Haki: Increases the player's combat effectiveness, making their attacks more potent and capable of bypassing enemy defenses. Armament Haki users could create a defensive aura that reduces damage from enemy attacks. (Physical Moves cannot miss)
     
     - Conqueror's Haki: Unleashes a powerful force that can intimidate or even control NPCs and certain creatures. High level Conqueror’s users might be able to temporarily stun or disrupt the actions of their opponents, creating openings. (Turns NPCs into temporary allies)

     
     
     
    2. Mastery Tiers:
       - Each Haki type has multiple mastery tiers, from Novice to Grandmaster.
       - Players earn experience and complete quests to advance through these tiers.
       - Advancing through tiers unlocks new abilities and increases the effectiveness of existing ones.

    3. Skill Tree:
       - Players can customize their Haki abilities through a skill tree.
       - Each tier unlocks a new branch in the tree with unique abilities and passive bonuses.
       - For example, in Armament Haki, one branch could focus on strengthening melee attacks, while another enhances ranged attacks.
     
    4. Haki Training Facilities:
       - Players can visit specialized training facilities in different regions of the game world to improve their Haki skills.
       - These facilities offer challenges, puzzles, and duels to enhance specific Haki types.

    5. Haki Gear and Items:
       - Equipable items and gear can augment Haki abilities.
       - Armament Haki-infused weapons deal bonus damage to Devil Fruit users.
       - Observation Haki gear may increase detection range and accuracy.

    6. PvP and PvE Impact:
       - Haki plays a significant role in both player-vs-environment and player-vs-player combat.
       - In PvP battles, skilled Haki users can predict and counter opponents' moves, creating intense strategic gameplay.
       - In PvE, certain enemies may be immune to regular attacks, requiring the use of Armament Haki to damage them.

    7. Haki Challenges:
       - Daily and weekly challenges encourage players to utilize Haki in various scenarios, rewarding them with experience and unique items.

    8. Grandmaster Achievements:
       - Achieving Grandmaster status in a Haki type unlocks prestigious titles, cosmetics, and recognition in the game world.

    9. Haki Events:
       - Special in-game events and tournaments showcase the mastery of Haki, providing opportunities for players to test their skills against others.

    10. Balance and Updates:
        - Regular game updates should include balance adjustments to ensure no Haki type becomes overpowered, promoting diversity in gameplay.

    This Haki Mastery System would add depth and excitement to PirateSouls, offering players the chance to immerse themselves in the rich world of One Piece and develop their characters in unique and strategic ways.
    Son Wukong
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  9. 4 votes
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    Planned

    content ideas

    I have several ideas that can make the game more fun and improve the gameplay to get more involved in the One Piece world:
        1. The idea would be to implement the navigation of individual ships to go from one island to another, the 2 things they prioritize in One Piece is the adventure sailing the seas and this would improve the game in many ways. Ships with which you can do naval battles.
    I mean that your ship, which could be like Ace's or Mihawk's, have a useful life of, for example, 1300 hp and a general damage that does not follow a pattern according to the stats, if not, for example, 98 damage, the bullets would have to be manufactured that it would be the only thing that would vary the damage from your ship. If the ship is destroyed in the sea you end up dead and the ship destroyed. What you would already have 2 ways: repair it or buy another.
    As seen here, a ship construction/repair specialty could be included, which would give the game much more play in the future.


       2. It would be cool to make an Arc that helps to get certain lvls easier, especially from lvl 40 - 50. The truth is that it is hard to be in coyotes from lvl 20/25 to 50. Adding Variations of mobs or the arc would not be bad!
    I suggest an Arc or put mobs that help the lvl on the fortress map it seems a pretty empty map right now and it would make people go to that map more.
        3. I propose a new island for the theme of the ships that could be very good, the Water 7 island from the anime one Piece and there could be new mobs/Arc, stronger ships, etc...

         4. This is rather an improvement for those of animal fruit when we become a hybrid we remain completely naked, the truth is that the character does not look so good like this, I suggest that at least from the waist down the body it stays on.

    kirisame
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  10. 2 votes
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    Planned

    Gear 2nd Power Up?

    We all know gear 2nd it's a pretty know-well power up in the anime, and It would be cool if this will be added in the game.
    My idea is a about a power up that increases the damage of all the techniques from the normal rubber attacks, making them more faster and stronger. Of course this will sound broken, so we can limit it with a "Residual damage" Of using the power up like the anime because:
    "Gear 2 dramatically shortens Luffy's life force, increasing the chance of having a much shorter lifespan due to starving his body." And we can translate that about making the player energy bar go down constantly. 
     

    Markpringels
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  11. 4 votes
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    Planned

    Class Idea: Rogue

    Drawing some inspiration from some very old games, The rogue is both a short range and a long range combatant.

    The character being able to use both weapons from aim and agility classes creates a versatile combatant that would create another way to play. having the stats stressed very difficult between aim and agility means that we don't need to worry about going into a fruit with this class, as that could be detrimental. However it will create opportunity for low wp builds that utilize 1 or 2 skills from the fruit classes. You could see things like Ice and Reindeer seeing some extra love from this class. Even light, rubber could have some fun in this class.

    Like rogue in other games, it will feel like a small mix of ranger and fighter.

    Skills would require both Agility and Aim.

    Skill I: Precision (aim15) 60 second cooldown. Duration 45.
    First skill for the class will be a buff. This buff will increase the damage of sub-weapons (knives, blowgun, handgun) 

    Skill II: Trip (agi 20) 10 second cooldown. duration .5
    second skill for the class would be a small blink snare. range should be 2. the zone should be 1 range around the player.

    Skill III: Guile (aim 30) 60 second colldown. 45 second duration.
    sub weapons will always strike critically. +10 agi +10 aim.

    Skill IV: Backstab (agi 45) 30 second cooldown. duration 3
    blink to a target in range of 5 and deal large amount of damage. then gain a brief invisibility for 3 seconds.

    Skill V: Bullet Roll (aim 50) 20 second cooldown. duration 1.
    perform a movement that allows you to dodge damage. deals small damage to 3 square.

    Skill VI: Knife Barrage (agi 60) 12 second cooldown.
    cast 1: cast time 1 second, creates a handful of knives. (12) Duration 10
    cast 2+: can throw the created knives on cooldown .25
    Archadria3
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  12. 0 votes
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    Juggernaut

    Randomly a player is selected and becomes the juggernaut, their pvp mode is forced on.
    juggernaut has all their stats buffed to 200% of values.
    juggernaut buff transfers to killer on death.
    if the juggernaut kills 20 times, the buff will find a new host.
    if someone gets 10 juggernaut kills they get event tickets reward.
    in the case of idle juggernaut, the pvp being forced on will prevent holding the buff hostage.
    if a player has peace mode it should have an argument to not choose that player.
     
    this could create some chaos and some more fun player interactions. Chances for players to go fight back outnumbered, while keeping their rival group focused on trying to obtain that buff.
    The kill/death counts are a control method to keep the players from just circling a buff amongst friends for too long a time.
    I think the ROleplaying factor here is having players that will feel like they are admiral or emperor level in fights rather than feeling like coby in marine ford war LOL
     
    thanks for reading!
    archadria
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  13. 0 votes
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    Mob spread.

    So we have an interesting proposition here, most mobs are predetermined at a certain level, but we have some areas that they could be put into fairly easily. For example we have 2 bat caverns. one near the pirate base and another near the boken coast. In this case I would say the second bat cave (boken coast) could host a higher level bat. In this example 17. because no mobs exist around level 17, but we have level 15 bandits and level 10 bats. So you could also argue for level 12 bats. Why a higher level of bats? just to generate a little more experience as players are beating them down for achievements or gear.

    High level Pirates/Marines mobs. These could fit in on the sides of Marine Fort to help defend the flags. furthermore when the rocks are attacked, mobs could spawn to help keep players away from the rocks. groups of 5-6 Pirates/Marines at a time.

    The invasion event mobs could also be reflected in a similar manner, they have an experience boost they could also have more of their own experience.

    Leopards could be prowling the Boken Coast between the two ledges at a higher level too.

    P.S. Please consider Taco/Tuco Tuesday, where tuco has a twin with him all day (only one of them have a chest!)
    archadria2
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  14. 0 votes
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    Event: Boss Berserk

    Once in an X amount period a random boss is powered up exponentially. (level 100!?!?!?!?)
    The side effects would be a 2nd chest dropping from the boss.
    These bosses should be absolutely insane, they should have cooldown on their abilities, do more damage, have way more health. Maybe even calling for help from some nearby berserk monsters!
    archadria
    35
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  15. 0 votes
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    Planned

    An Small Keys Optimization Idea

    Is not surprise for the people that moves with the arrows like me, we use similar hotkeys to games like dota/league of legends QWER. Usually the best keys are among the left area for your left hand they are 123QWERTASDFZXCV, however it comes to my notice that in Pirate Souls 2 of these keys will be occupied for features that can be set on one, this may seem like a small difference, but in the future when more techniques are added this will be huge.

    With this said please make the charging energy key the same as picking up items, this will  slightly help players optimize their gameplay.

    Charge Energy=hold key
    Pick Items=tap the key

    PD: I am not well aware of what this change may entitle there may be some difficulties that I am unaware of in programing this suggestion, if this is something that is too hard to achieve then yes by all means no need to do it, this just a small change I thought would be worth it, in the case it does not require much work to implement. 
    Esty
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  16. 2 votes
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    Planned

    Marketing idea

    In order to get more players we have to think more about the Digital Marketing that is done for this game. My ideas are these: 1. create an instagram of the game with the content creator option and upload certain videos and images and pay for advertising aids, instagram is a worldwide platform so you could get a lot of new players. 2. access google advertising aids pay so that the game appears in searches related to pirates/marines/one piece etc. one piece, which is where the gameplay of the game comes from, has an expectation of millions of people since it is one of the most watched animes in the world. It would also win many players. 3. Contact professional YouTubers who test the game and make videos on their channels. It is also one of the platforms worldwide, so it would also be a great possibility to get players. many youtubers look for projects like this to help them get more players. I have more ideas but these are the most economical and effective within the low price
    kirisame
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  17. 1 vote
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    Planned

    Beast Tamer Profession.

    This idea is comes from another suggestion but I think its a better fit as a profession than a class and I will try and explain how I think a tamer profession can fit into the game and how it could benefit all players and reward the ones that actually picks the profession over players that have not.
    1. A player that picks the beast tamer profession would gain the ability to tame all the beast in the game including bosses.
    2. A beast tamer would be able to use any tamed beast to fight alongside them.
    3. Beast tamers would be giving a skill to tame beast which would scale with their energy stat, the higher their energy and profession level the greater the chance of a successful tame.
    4. Non tamers would also be able to use tamed beast but not the tamable bosses. (bosses would be beast tamer only tames)
    5. All tames would have a base stat number with bosses having slightly better stats than their normal version. (20% or so better stats)
    6. Apart from all tames having their base stats, each stat would have a 1-10% random generated stat buff to make no two tames the exact same.
    (Optional) Tames can also have a very rare (1/500) varying version from normal that have a 5-15% stat buff to make players that want to farm them over and over feel rewarded for doing so.
    7. In order to balance out this system, all tames would have an energy stat requirement in order to use them. (example 10 energy for a boar and 50 for an eagle)
    8. All Summoning skills would go on cooldown only when the tame is recalled or dies.
    (Optional) When a player have a tame out, they have an energy reduction debuff which can be 20% of the tames stat requirement.
    Potential Skills(Optional)
    Buff tame: tamer puts a buff on their tame for a short time.
    Sacrifice tame: the tamer kills their tame to buff themselves.
    Share pain: The tame take some of the damage that the timer would have taken.
    As you can see I tryed to give the base idea without over complicating it but at the same time I tryed to fix all the potential problems I can see that would off balance the profession from the others but at the same time keeping it relevant as a profession to use as a main character and not just an alt slave.
    We only have two beast that are bosses right now but more may be coming in the future to make tamers main more versatile in combat and at the same time maintaining a balance build and not being overpowered.
     
    p.s Their may be some things that I would have missed out but I  hope I made it clear for all to understand what i have included also this is just an add-on suggestion and not a must have or need to be added right away to.
    Dareem
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  18. 0 votes
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    Planned

    Pirate Souls Suggestions

    I've got a ton of ideas so lets just get straight to it. See the file below.
    Pirate Souls Suggestions.pdf
    Farukon Ronbarudi
    92
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  19. 0 votes
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    Planned

    The leveling experience.

    Was thumbing around with the idea of how to get players to level 50 and make the experience of the grind a little less of a struggle.
    Key takeaway: Knives and Blowgun/Handgun helps fill a void of lack of skills at low level.
    Key takeaway2: a few more classless consumables may help push players to end game.

    I would like to suggest a nerve gas smoke bomb or something to help players get out of a sticky situation faster.
    They could be a little more expensive around 10 berry each, the stun could be micro (0.5)

    Torch. puts a burn debuff on an enemy, minor throwing range straigh line 5. 5 berry each. last 5 seconds deals 5 damaeg/tick damage (+wp/5?)

    Caltrops, little pointy mines that deal some damage when another runs them over. flat damage no stat bonus. last 60 seconds. 10 second cooldown.

    Much later? Sea prism shackles, throw a pair of sea prism shackles that silence for 1 second? range 5?

    Thanks for reading again.
     
    archadria2
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  20. 0 votes
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    Planned

    Years of Experience (Profession Reword)

    This suggestion is to re-work how the profession system is right now, it goes without saying that its very basic and needs lots of improvements which will impact the game and players experience. It should be noted that this may be long because I want to make it is as detailed as possible.
    The first thing would be to give all professions a leveling system (1-25) and set it in a way that its independent of normal leveling but at the same time each level give you character experience. 
    The second is to make all professions work together with one another or independent if needed but it will be more beneficial to work with other players but can still buy items needed from NPC.
    The third is to put professions work stations in the main town on every island and it comes with a cost to use them, it will be less if your faction have control of that island.
    The forth is to give all professions its own story quest that will unlock the ability to gain more levels and options like skills and recipes, this is so players will feel like they are really doing a profession and to prevent profession slaves like alts.
    The fifth is to add lots of new items for every profession that drops from mobs or bosses which will add to what we have that comes from objects like trees.

    As i said in the start this is a re-work so i will go into detail on how I think each profession can be changed using the system rules I just gave. Lots of things would be changed and two of them would be renames like Crafter, because every profession would be crafting something or the other I think this needs a name change to a Smith, Doctor will also get a name change to a Medic because they will be doing lots of other things also but Cook will stay as it is.
     
    Smith
    The main function of a Smith would be to create weapons and gear with varying stats using the the weapon system I suggested and the gear system we have now with each level unlocking better recipes, also it will have a dismantling system. The level will also improve the success rate and its maximum stats it can give (with a limit), this will be added to what we have with the profession right now.
    New Items that will be needed for this class would be weapon parts and gear parts that can drop from bosses or mobs.
    Example on how levels can work also every action will give profession experience also note i will not add everything in this example.
    Level O quest to become a Smith
    Level 1 weapons and gear level 1-10
    Level 3 Cooking Pot and Syringe
    Level 5 first story quest
    Level 6 weapons and gear level 11-20
    Level 8 Cooking Pot II and Syringe II
    Level 10 second story quest upgrade weapons using notes
    Level 11 weapons and gear level 21-30 and dismantling gear and weapons
    Level 13 Cooking Pot III and Syringe III
    Level 15 third story quest
    Level 16 weapons and gear level 30-40
    Level 18 Knife and darts 
    Level 20 final story quest
    Level 21 weapons and gear level 41-50
    Level 22 Knife II and picket pistol 
    Level 25 Siege weapons and Ship weapons 
    The Cooking Pot and Syringe would be items for Cooks and Medics to use to crafter items.
    The dismantling system will be used as a way for Smiths to get back some parts (if successful) from unwanted gear and weapons they find, buy or craft.
     
    Medic
     
    Medics will deal with all thing that have to do with a players Health, physicals or mental, it can be by healing them directly with a skill, making potions that heal HP or remove de-buffs. The healing skill will play a big part in this as it will be leveling with the profession and players will be able to improve it how they want.
    An example on how this leveling system can work also not everything will be placed here.
    Level O quest to become a Medic
    Level 1 Get healing skill
    Level 3 Use Syringe and Cook item to make Healing potions and de-buff remover
    Level 5 first story quest
    Level 6 Healing skill improve better heal I or remove de-buff I
    Level 8 Use Syringe II and Cook item II item to make Healing potions II de-buff remover II
    Level 10 second story quest
    Level 11 Healing skill improve better heal II or remove de-buff II
    Level 12 Health Regen potion
    Level 13 Use Syringe III and Cook item III item to make Healing potions III
    Level 15 third story quest and learn revive skill
    Level 16 Healing skill improve better heal III or remove de-buff III
    Level 17 Mental potion, for 1 min the player cant fail in crafting
    Level 20 final story quest
    Level 21 revive skill improve
    Level 22 Life potion for 3 sec the player takes no damage
    Level 25 Immune Potion (for 1 min a player cant be de-buffed)
    remove de-buff I is  (stun, silence and sleep), de-buff II is (bleed, fire), de-buff III is (food de-buff and any long lasting one that's not battle injury).
     
    Cook
    Cook will make all things that deals with buff, each level of Cook will improve the crafting skill, with each level unlocking better recipes and having a chance for a critical success giving your food a 50% improvement.
    Level O quest to become a Medic
    Level 1 Cook Meat I (buff defense a bit)
    Level 3 Food buffs I each stat will have its on form of this (+4% to a stat -2% to a stat) and item for medic I
    Level 5 first story quest
    Level 6 Cook Meat II (buff defense a bit more)
    Level 8 Food buffs II (+6% to a stat -3% to a stat) and item for medic II
    Level 10 second story quest
    Level 11 Cook Meat III (buff defense a good amount)
    Level 12 Fattening Food (Player moves slower and cant roll but buff HP by 20% for 3 mins)
    Level 13 Food buffs III (+10% to a stat -5% to a stat) and item for medic III
    Level 15 third story quest
    Level 16 Brain Food (Buffs all professions by 5 levels for 1 min)
    Level 17 Spicy Food (sets the user on fire and buff damage by 10% for 1 min)
    Level 20 final story quest Stack buff
    Level 21 Cool food (The user becomes frozen for 10 secs, they cant move or take damage)
    Level 25 Last meal (Buff all stats by +50% for 1 min but Dies when it ends and cant be rez by a medic)
    The pot that the Smith makes can be used by only by a cook in their bag which will make them able to cook food from anywhere but if they die it have a chance to break, it does not give crafting experience and also the player cant use it to cook food over level 15 but it is a good way for a cooks to craft low level food for free  also at lvl 20 the cook can stack buffs by eating 2 cooked meals at the same time
     
    There is a lot more things I want to add but don't want to make this any longer than it is also the examples I used it not really how item will work but to give an idea on how it can work.
     
     
     
    Dareem
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  21. 1 vote
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    Planned

    Item Influx Situation

    I just want to get this out the way before more and more items arrive

    The whole change of direction from full Cosmetics to item Stats is a great change and that's a fact
    but now we need to get ahead of the situation that will definitely arise in the upcoming weeks...

    which is Item Influx... It's no doubt that it's great to farm for Items over and over until you get the Prefix that you want
    but as it is we have no way of removing these items from the player's hands

    as there are 0 systems that removes these items... and sooner or later the complaints of "I have too much of these useless items"
    will surely appear

    okay now that's out of the way... let's actually think of solutions to this problem
    from the messages I've read there's still some "downtime" between the artists producing said items
    so it would definitely be do able to produce these countermeasures

    i.e Salvage Items to Scraps to be sold for the Shop /
    Dismantle Items for GENERAL used CRAFTING MATERIAL /
    RNG Systems like  [Enhance and Refine systems (+1 to +10 ) with Item break chance at +6 above]

    but ye.. it's great to be prepared for these things now rather than get caught off guard by them later
     
    kizumix2
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  22. 0 votes
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    Item Influx Situation

    I just want to get this out the way before more and more items arrive

    The whole change of direction from full Cosmetics to item Stats is a great change and that's a fact
    but now we need to get ahead of the situation that will definitely arise in the upcoming weeks...

    which is Item Influx... It's no doubt that it's great to farm for Items over and over until you get the Prefix that you want
    but as it is we have no way of removing these items from the player's hands

    as there are 0 systems that removes these items... and sooner or later the complaints of "I have too much of these useless items"
    will surely appear

    okay now that's out of the way... let's actually think of solutions to this problem
    from the messages I've read there's still some "downtime" between the artists producing said items
    so it would definitely be do able to produce these countermeasures

    i.e Salvage Items to Scraps to be sold for the Shop /
    Dismantle Items for GENERAL used CRAFTING MATERIAL /
    RNG Systems like  [Enhance and Refine systems (+1 to +10 ) with Item break chance at +6 above]

    but ye.. it's great to be prepared for these things now rather than get caught off guard by them later
     
    kizumix2
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  23. 1 vote
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    Planned

    Mid Level Bosses.

    Pirate Captain
    Marine Captain
    Giant Eagle
    Rabid Coyote
    Enraged Leopard

    similar to how the mountian bandit leader exists, these could all exist. They could be just enlarged versions of the normal sprite. more HP and removed indicators in the likeness of the green eagle/coyote. Since currently bosses that blink do not have tells.
    archadria2
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  24. 0 votes
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    Level 50 Quests

    Third NPC: Level 50 quests. Hajiwari Bar or Rhum Island Bar? New bar?

    Purpose: use this quest npc to help push players towards achievements. these quests don't need to be a daily but could be a daily. checks for players achievements, picks one randomly and assigns the task with a berry amount.
    archadria
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  25. 1 vote
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    Planned

    Artifacts/Feats/Event only items.

    Artifacts/Feats/Items that change the way certain mechanics act.

    example 1: Pirate King's Blood. Your health now affects your damage instead of your aim/agility, your willpower now determines your energy instead of the energy stat.

    example 2: Soul-eater's pact. When less than half of your maximum energy, reduce the cost of energy use by 50%. the other 50% will instead be removed from your healthbar. gain 10% lifesteal while below 50% health.

    example 3: The Big Armed Marine. Your abilities cost 50% MORE energy. Your energy max is 50% of normal. Every second you do not use an attack or ability, build up fury. Fury increases your next damaging ability or attack by 50% per fury. max of 5 fury.

    example 4: The Grand Chef. When you eat food, your party members benefit from the food that was eaten. any negative effects will not effect party members. stat penalties from foods on The Grand Chef will be doubled.

    example 5: Combat Medic. Your cast time for Roseo Heal and Roseo gift are much faster, however your cooldown for these abilities is greatly increased. whenever you heal an ally, some of your energy is restored over 5 seconds.

    example 6: Awkward Destiny. You have a 33% chance to avoid damage. You take 33% increased damage.

    example 7: Sniper Islands Blessing. You have a 50% chance to not consume ammo when firing a slingshot or gun, when you do consume ammo deal an additional 10% damage, critical strikes deal an additional 10% MORE damage.

    example 8: the candle that burns twice as bright. Your abilities have 50% cooldown reduction, your abilities do 50% less damage.

    example 9: twice upon a wish. there is a small chance your abilities will not go on cooldown after use, critical strikes deal slightly less damage. ignore the stat requirements for weapons and abilities. (level requirements still enforced)
    archadria
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