1. 1 vote
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    Compass

    There should be a compass system ( similar to God of War) (2018) to lead the player to their quests in chronological order and so they can remember where to go if lost (zoro syndrome)
     
    ravi
    110
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  2. 1 vote
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    Shipped

    Due to current playerbase.

    Hey Greedy here! still pretty new to the game most of the time there isnt much of a player base just food for thought but i think it would be a cool Rep System to have just like the pvp one already in but for mobs them selves example: Marines killing pirate mobs could give a small % of rep per certain amount id like to be able to climb the ranks and im sure others would also but in the current state with very few people around while the game is building its self up its not really possible. Regardless i think this game is a big sleeper and 1 day will bring in people steadly ill be here for the ride!
    Ayyblade
    181
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    1
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  3. 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
    88
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    4
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  4. 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
    67
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    1
    comment

  5. 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
    120
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    4
    comments

  6. 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
    100
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    2
    comments

  7. 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
    views
    0
    comments

  8. 1 vote
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    Please improve the combat system/movement system.

    I believe that the combat system and the movement system would improve by doing this simple thing making it so the player can look which direction the mouse is looking would make it easier to attack with sword/melee also improving the combat would be reducing the attack time having to wait 2 seconds to use your m1 again should be improved to less than a second so you could actually combo.
    Spades
    0
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  9. 0 votes
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    Better NPC nameplates

    I think NPC nameplates should be much bigger in font size and a color that isn't black-- as more often than not it usually blends in with the background. Another suggestion as well for NPCs looking left or right their nameplates seem to be further above their heads. 
     
    A personal suggestion would be to make them gold or some yellow. Though that isn't always a perfect fit. Maybe a bright green? Or perhaps a nameplate behind the name to highlight it regardless of background.

    843morgan
    130
    views
    0
    comments

  10. 0 votes
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    Duplicate

    Cosmetics and bank

    There should be a way to transfer or have your cosmetics given to all your characters being through a cosmetic tab of all the ones youve bought or through the banking system
    lsmugl
    132
    views
    1
    comment

  11. 0 votes
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    Rejected

    35+ SHOULD NOT HAVE PEACE MODE

    Its pretty annoying when 35+ can farm and easily outdamage mobs and bosses and get the drops. Peace mode should be left for the newbies and lower level players who need it, not be used by those who can outdamage lower level players via taking a newer players drops or mobs. It's abused by most higher level players who live on peace mode they use it everytime its off cooldown.
    Spoon
    127
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    1
    comment

  12. 0 votes
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    Blink step is underwhelming

    Targetted ability to move to a target. This just makes you vulnerable.

    maybe gain some dodge or movespeed or attack speed for using it instead of just being in a vulnerable location.
    archadria
    133
    views
    1
    comment

  13. 0 votes
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    Documentation To Help Players See In-Game Content Scaling

    I know that the game is in the early stages, so this might change drastically. However, I think it would benefit the community if everyone had a mob scaling chart available to them so that they could understand where drops occur, how strong monsters are, and help the players make better thought out suggestions for said scaling. I keep seeing people in the community mention how the boss scaling needs work, but the suggestions are lack luster around how to scale them better because we don't really have a great handle on how they are right now.
    tl;dr Some documentation on the monsters (levels, difficulty, experience, drops, maybe drop rates but not necessary)
    xRoot
    145
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    1
    comment

  14. 0 votes
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    Berries use case Scenario

    A  good use case for berries would be adding a feature to trade in berries for another currency (new currency will be used to purchase in-game items; weapons, amour, keys, etc..) this way you need lots of berries to exchange (lets say 1:5 ratio for new currency as an example my point is you need lots of berries and not a little amount as that would be too easy). To make it more difficult add in kill counts; you need lots of berries, new currency and kill counts to receive the in-game store items. Players will try to use irl money to buy berries but they still need to play the game for the kill counts! Making it even more difficult to get would be making the in-game items untradeable so players HAVE to grind berries and kill counts to receive such amazing awards.
    Berries earn a use case 
    New currency for in-game items
    Cant use $USD to buy your way into in-game store items

     
    ISSHO FUJITORA
    187
    views
    2
    comments

  15. 0 votes
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    Fruit reset

    Addition of a fruit reset item in cash shop, make it like 100 diamonds or something, it will be a good way for you guys to make money and add another fruit reset but one that also refunds the fruit for like 300 diamonds or 350.
    Royds
    174
    views
    2
    comments

  16. 0 votes
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    Shipped

  17. 0 votes
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    Shipped

  18. 0 votes
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    Shipped

  19. 0 votes
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    Planned

    Adding 2-factor authentification and....

    Enable a two-factor authentification through PS/Discord, allowing people to prove they are a unique individual.

    WHY? - Content promotion. With most smaller based MMORPG's in the 2000's++ we used invites as a way of promoting the game, the invite system has a reward system as part of the marketing. When invitee 1 reaches level 10/25/50, the Inviter, and Invitee get something special as a way of helping grow the game.
    Inviter gets growing rewards from invitee 5/10/15/20 ect.

    I personally think that faction based "drip" would do fine here, as well as some souls and berries. The level 50 could be enough diamonds to do a exp boost.

    WHY2 - you want the users to have unique players behind them, this prevents market flood of the give-away items. Nobody is trying to buy $40 phones and $35 phone cards to get $10 of give-away items.

    How does this grow our community? This will give reason for players to invite players. Word of mouth is the best advertising.
    archadria2
    82
    views
    1
    comment

  20. 0 votes
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    Rebalance for quest system.

    3 quests per day is rough, especially when "note ive been gone a long time" PVP quests are tied into dailies. "disregard if this has been changed"

    Change format, remove the berry content from non-pvp quests. increase daily quests timer reset to 12 hours from 24 hours.

    PVP format change, remove the exp from the pvp quests entirely, have no limit to pvp quests. reduce berry reward for the quest side. keep the current bounty/rep.

     
    archadria2
    82
    views
    1
    comment

  21. 0 votes
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    Daily Missions

    Can we remove the randomness aspect of the missions? Have it be a quest-board that pops up when interacting with the NPC where I can choose the mission I want, or at the very least let me be able to abandon missions and not have them count towards my daily cap of 3 missions. I see no point in having an abandoned mission taking a slot off of these 3 missions.
    I get it, you are trying to punish ppl for failing, but it legit serves no purpose.
    Noun
    68
    views
    1
    comment

  22. 0 votes
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    You want some berry? 😀 IDEA

    Hello, are you enjoying pirate souls?
    did you know you can get free daily berry and soul energy by posting and sharing something nice about piratesouls.org on your Facebook/instagram.
     
    click here to get your free daily stuff
     
    step 1: like and follow pirate souls on Facebook/instagram
    step 2: share a post about piratesouls.org
    step 3: get your xBerry and 1 event ticket!
    archadria
    118
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    1
    comment

  23. 0 votes
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    Planned

    New Craftables.

    Cook/Chef
    Grilled Bat Wing. Restores 35 health. 60 second cooldown. 8 bat wings, these dont look like chicken wings.

    Leopard Rinds. Restores 40 health. 60 second cooldown. 5 leopard skins, reminds you of pork rinds.

    Coyote Rinds. Restores 50 health. 60 second cooldown. 5 coyote skins, like pork rinds but bad.

    Blacksmith/Crafter
    Rock Throwing Knife. 2 Brown rocks AND 2 gray rocks. makes 1 knife. 

    Hidden Blade. allows you to unleash a hidden blade and strike foes quickly. Requires basic sword, 50 coyote skins 50 feathers 50 leopard skins. 1000 berry.
    (like a pocket gun but short range, scale off agi like the blowgun/pocket gun)

    Medic Skill
    Link Spirit: allows you to connect to an ally and while you charge, restore their energy by your energy charge rate.
    archadria2
    67
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    1
    comment

  24. 0 votes
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    Planned

    Weapons of the future.?.?

    Slashing swords/axes: think like Mihawk. thats a big ass sword. they could have a 2 forward and hit to both sides range. they could have a slow attack rate 3000ms.

    Spears: you could go several routes here, throwing spears/javelins. you could have a forward lunge attack. rate would probably be around 2500-3000ms

    cannon/blunder bust: short range wide ranged weapons. shoots 3x3 in front of you or something. needs time to reload 3000ms attack speeds.

    thanks for reading!
    archadria
    57
    views
    1
    comment

  25. 0 votes
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    Planned

    New Class - Hunter

    I don't know how big of an update this would be, but we haven't seen anything new gameplay-wise. I do appreciate the small updates, the equipment and fixing bugs, but this is an idea that can add more flavor to the game. 
     
    Hunter class would be a summoner of sort, one that can fight alongside the monsters caught. (Mainly the animal NPCS - Boar/Bats/Coyotes/Leopards/Birds) I don't know how the stats would differ, or whether having different stats between the animals would matter; if this were to be implemented I'm leaving the numbers for you. The tamed monsters should be at a good balance between dmg and oppression. 
    With this class introduced two new weapons can be introduced;
    Bow/Arrow: Bow is pretty much a gun that requires arrows to shoot. This weapon can be approached many ways. Be able to have different kind of arrows like this;
    1: Light arrows: Very light arrows to use deal small amount of dmg but travels fast.
    2: Medium arrows: Arrows that balances between speed and dmg.
    3: Heavy arrows: Heavy arrows focus more on dmg and travel slowly.
    You can also apply poison to the arrows giving you DOT dmg. ( If this were to be added, another status effect would have to be added which would be poisoned.)
    This way Bow/Arrow aren't just a rip off of guns and are their own unique weapon, not just a reskin of guns. The dmg should be between swords/guns.
    The second weapon would be;

    Dagger: A small knife that prioritize speed over dmg. Can be dual wielded ( Making you attack twice at once. ) Dmg should be between fists and swords, not that high nor as low as fighters. Poison can also be applied, so dmg shouldn't be that high as u can attack twice and apply poison. There can be two types of daggers.

    Jagged Daggers: As the name implies, these daggers and crafted in a way that makes cutting flesh efficient, leaving behind deep cuts. (Applies bleed every 4 attacks or so)(Can't have poison applied.)
    Normal Daggers: Normal daggers that can have poison applied.
    These weapons can be dual wielded, so each hand can have one of the two types; effectively making you capable of poisoning and causing you target to bleed.
     
    (Again, I really don't know about the numbers, so yeah. )
    Weapons aside, monsters should have their own levels so that you can train them. Monsters should start at lvl 1 after successfully taming them. They will lose all their skills. Skills will be unlocked as they level. ( This would make the class more engaging, and would prevent ppl from hunting stronger monsters to deal more dmg.) Needless to say, monsters can be killed to prevent them from being used. One minute cool down should be applied on each monster after being killed, to prevent people from summoning them back immediately.
     
     
    Lvl 10 Skill - Tame: As the name suggest, you tame a monster. This can be either done through beating the monster and weakening them, then using the skill on them. Or it can be through fear, if you are higher level than the monster you get to have it, or the friendly way, you have to gather a specific set of items and offering them to the monster to gain it's affection, whichever route taken it shouldn't matter, the end goal is the same; using the monster. ( only 1 monster can be tamed. ) (Max monster level 25)
    Lvl 15 Skill - Monster summon: A skill were the hunter calls his trusty monster companion to help him throughout the battle.
    Lvl 20 Skill - Trap: You set down a trap, dealing a little bit of damage as well as stunning whoever stepped on the trap in place for a while.
    Lvl 25 Skill - Multiple Shot/Strike: You take a focused stance where you shoot/strike three consecutive shots/hits at whatever target you are aiming at.
    Lvl 30 Skill - Monster understanding: Allows you to tame and use another monster. (Making your max summon-able monsters 2)(Max monster level 50)
    Lvl 35 Skill - Hunter senses: Due to being an experienced hunter, and due to being in tune with nature; your senses are heightened in this state you utilize your hearing and agility to dodge any three incoming attacks.
    Lvl 40 Skill - Monster Command: You command your monsters to attack, as they hear your command they dash forward to complete whatever order given to them and gain your approval! (I'm thinking of having this skill with 2 effects? Like you can either set it to have the monsters attack dealing more dmg than usual, or a stun, where they go bite deal smool dmg and stun for a period of time.)
     
    That's about it. Should add more flavor to the game, and a whole different playstyle. Needless to say, this is an agility class. 
    I understand, there are many things to digest, and adding such class with such description would require a lot of work, and I also understand that there is many ways to deal dmg with such build. I'm sorry, I'm not good with numbers, so balancing the dmg is up to yall if this were to be implemented. The dmg output should be between you, your passives and the dmg done by the summoned monster. 
    Noun
    127
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