1. 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
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  2. 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
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  3. 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
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  4. 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
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  5. 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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  6. 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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  7. 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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  8. 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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  9. 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
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  10. 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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  11. 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
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  12. 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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  13. 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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  14. 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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  15. 0 votes
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    Planned

    Techniques Level and Upgrade

    The point of this idea is for players to be able to customize their Techniques to their own specific playstyle adding another level to players build with out overwhelming them at the start of the game.
    At level 40 or 50, players will unlock the Techniques Master trainer.
    The Techniques Master trainer will be the NPC that players go to when they want to unlock their class/fruit Techniques trees.
    Ever Technique in the game will have its own Technique tree unique to the Technique.
    After a Technique have been awaken, every time that Technique is used in battle, it will gain experience and will level up when it gains enough experience.
    All Techniques will have a max level of 10 and when a Technique levels up, that Technique gets it's own passive skill point that the player can use to upgrade that Technique in one(1) or two(2) paths with each path having two passives.
    (example of this using the sniper's cloak Technique)
    Path 1: (passive one) Lower the energy
                 cost of the skill by 2% for ever level 
                 0/5
                 (passive two) when you hit a player
                 when hidden, you deal 3% more
                damage for ever level 0/5

    Path 2: (passive one) Players move 1%
                  faster when hidden 0/5
                  (passive two) players stay hidden 
                 2% longer 0/5
    Players are not limited to any one path, they can mix and match passives but they can only unlock the 2nd passive in a tree by first maxing out the first passive (5/5), meaning that players can not have any points in both paths 2nd passive at the same time.
    When the Technique gets to max level(10/10) It is then considered Mastered which gives the Technique or the player a buff, which means that even if a player don't like the passives of the Technique tree, thy can still work towards maxing out the Technique(10/10) 
    (example of this using the sniper's cloak Technique and fighter's invincible Technique.)
    sniper cloak Technique Master level: The players have a 5% chance when receiving over 20 damage to become invisible for 5 sec and not use the skill cooldown. 
    Fighter Invincible Technique Master level: The players have a 3% chance when receiving damage to become invisible for 2 sec and not use the skill cooldown. 
    Dareem
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  16. 0 votes
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    Planned

    Haki (The next Level)

    Before I start, it should be noted that this is not for players that are under max level nor is it for players that don't like to work hard for their reward.
    Haki wont make you a force to be reckoned with at the start but you will at the end, all of that being said let me give my suggestion on how I think Haki should be Implemented into the game.
    At max level players will be able to choose 1 out of 3 Haki (Conqueror, Armament, or Observation which is the 3 names I will use for this suggestion) also obtaining one may not be as simple as just talking to a NPC (it could be a quest or even a boss drop).
    After choosing a Haki, players will unlock a new leveling system that will be separate from their character level which will be called Haki level. (Example of this is a player can be level 50 character level and level 3 Haki level)
    The same way players leveled their character, that's the same way players will level their Haki with PVP kills giving more exp than mobs.
    Every Haki type will have it's own skill tree that will have passive skills and techniques that correspond the chosen Haki.
    (Example of 1 of the 3 starting passive of a tree)
    Armament
    The player takes .5% less damage from attacks 0/10. 
    Conqueror
    The player have a .5% chance to stunning it's target after hitting them for 1 sec every 20 sec 0/10.
    Observation
    The player have a .5% chance to a dodge incoming attack every 10 sec 0/10.
     
    Every time a player levels their Haki they will gain a Haki point which will be used in the Haki tree.
    For every 10 Haki points used, players will unlock a new set of passives on the skill tree (level 10, 20, 30, 40) but at set levels (10, 25, 50) of the Haki level they will unlock a Haki Technique.
    After saying all of this, I have not even talked about players having multiple Haki which is not unheard of. I do think this should be added also but having two Haki should not be better than just having 1.
    The max Haki level will be 50 but at level 25, the player will have the option to advance the level of their current Haki (which is level 26-50) or to pick another Haki (by doing a quest) but will not be able to level the previous one any longer.
    When a player picks another Haki, the new Haki they pick will start at level 1 but their Haki level will be level 26 which will mean that they will only be able to get to level 25 in the new Haki also.
    It should be noted that until a player picks the advance form of their current Haki, they will not obtain the level 25 Haki technique.
     
    It may seem a bit complex but it's not from a player stand point because it will be based on a combo of systems we already have in the game, for me this system will fix a lot of problems that we are having in the game right now.

    1) Players getting to max level too fast will be fixed by this because they will have more levels to gain after getting to character level 50.
    2) A new system to help player balance out their current build which may have seemingly been lacking in some areas.
    3) Constant updates, this suggestion does not have to be added all at once, the first 10 Haki levels can be added and after some time more and more can be added to keep players coming back as a way of raising the level cap every so often along side adding new passives to trees.
    4) RP is a part of the game and this system will show that in many ways, for example, if a player have the Armament Haki and your fighting them you will naturally see them taking less damage without them even using a technique.
    5) This will also add some more income to the game, not only by players playing the game but also by having two new items in the cash shop in the form of a Haki point rest and the other in a Haki reset which will make player pick a whole new Haki but start at level 1 Haki level.
    Dareem
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  17. 0 votes
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    Conquerors Haki - The Easy Way

    Ability: Conquerors Haki.
    Resource: Conquerors Haki Gauge
    Variables: 0-100

    When CHG is at 100 release a area wide shockwave that does damage based on AIM+AGI+WP/3. And stuns for 0 to 2 seconds based on opponents CHG.
    when your CHG is 0 you will take a 2 second stun. When your chg is 1-25 you will take a 1.5 second stun. when your chg is 26-50 you take a 1 second stun. when your chg is 51-75 take a .5 second stun. when your chg is 76-99 take a .25 second stun. when your chg is 100 and another player uses Conquerors Haki, it will be a aim+agi+wp/3 vs aim+agi+wp/3 and the greater amount will take the stun length of 2 seconds.

    The question becomes when should a player obtain Conquerors Haki!?

    The Answer: After defeating (insert new boss here)
    archadria
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  18. 0 votes
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    Trading Post

    2 functions.
    A: a place to trade coyote furs, eagle feathers, leopard skins, boars teeth, bat wings and the like for random items (different each day) players should be able to see the item they are getting, this could also form a nice way for players to get lotus cactus flowers and sacred leaves for cooking, it could also have cooked meats and soups as trade functions. Example 10 coyote fur gets you 5 cooked meat today. but 3 eagle feathers gets you 3 cooked meat today! wow ones a scam! (RNG) 

    B: a place for players to sell gear into a shop that other players can buy from, with the timezone differences and your broad playerbase (even if they arent on right now) this could be very very very helpful.
     
    archadria
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  19. 0 votes
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    Bounty Hunters

    Every hour 5 to 10 bounty hunters of different levels appear across the world, these should have sauro level AI and be a way for players to collect bounty and reputation and berries only. They could have some good exp bonus to it, but this could help bandage low player count times to help players keep their PVP missions going.
    archadria
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  20. 0 votes
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    More for the medic.

    one of the side effects of medicine is often poison. Medics could gain a 3rd ability to enhance their attacks to do poison damage based on their energy for the damage scaling.
    archadria
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  21. 0 votes
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    Planned

    Weekly/Daily Competition

    Top Player Killer (Daily)
    The player with the most player kills daily will receive 10 diamonds.

    Top Looter (Daily)
    The player with the most items picked up daily will receive 10 event tickets

    Top Grinder (Daily)

    The player with the most experience gained without dying will receive 5 event tickets and 5 diamonds.

    Top Player Killer (Weekly)
    The player with the most kills in a week will receive a "Apex Predator" Title

    Top Looter (Weekly)
    The player with the most loots in a week will receive a "World's Sneakiest"

    Top Grinder (Weekly)
    The player with the most experience gained without dying will receive "World's Strongest" Title.

    Top bosskiller (Monthly)
    The player with the most boss kills monthy will receive "Unworldly Monster" Title

    Weekly Competition (Crew)
    The crew with the highest amount of kills per week will receive "Crew only fruit chest" per crewmate.

    Monthly Competition (Alliance)
    The Alliance with the highest amount of kills per month will reveive "Alliance only fruit chest"

    Top Sauro Competition (Monthly)
    Whichever crew has the most Sauro kills in a month will receive "1 random diamond box" per crewmate.
    archadria2
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  22. 0 votes
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    Dash/Flicker stun combat is really boring.

    sniper isn't played much because it does not have a flash stun. honestly every pvp with this kind of combat is pretty damn stupid. Health per investment should go up, defense for energy/health could go up. Quick combat shouldn't come down to a fighter dash bonebreaker into a 180wp ice trap ice spikes or a 150 wp 10 flame shots and 3 flame throwers or laser kick light kick light rays with every melee class having an execution ability available and 2 fruits. 

    the classes that wouldn't do this combat have issues losing projectiles and cast's cancelling eachother.
    archadria2
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  23. 0 votes
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    Cook Meat Food Rework

    70 hp is cool but the cooldown is very high.

    Idea 1: Random Healing 100-200

    Idea 2: Random Cooldown

    Idea 3: Heals more with missing health example: below 50% it heals 100, below 25% it heals 150

    I think the medic could use Idea 3 as well if it goes through for cook
    archadria2
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  24. 0 votes
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    Sustain Buffs

    This is a suggestion to adjust the buffs in the game and move them from being a 2 sec cast with a only for 45-60 sec to be permanently active buff with the cost of a percent of the players maximum Energy. It also removes the Energy cost of buff and replace it with this system.
    Their can be one ways for the player to lose the buffs and that is by run out of Energy.
    Let me give an example on how it will work.
    The player use a buff that raise their defense by 20%.
    The buff will now have a Energy cost of 15% meaning that at a max 300 Energy that player will only have 255 Energy to use from as long as the buff is active.
    At first glance it will seem like players are just trading one stat for another but when using multiple buffs is where this feature really makes a difference.
    Let add a Haki buff to the mix
    The player gets 45 willpower and 45 agility.
    This buff cost 25% Energy which make 300 max Energy become 180.
    This can give more options for Haki (meaning that haki passives can now be tied to the buffs and only work if the buff is active.)
    Cons
    1) The more buffs that's actives is the less Energy players have for skills.
    2) Managing Energy becomes harder.
    3) Players will have to put more points into the Energy stat.
    4) Some buffs in the game now will have to be changed. (I have ideas on how some can change)
    5) Plays may need to reset their stats to make their build more welcoming to this change.
    Pros
    1) Puts balance to the game with hybrids vs non hybrids.
    2) Removes all the constant stopping in battle to rebuffs and keeps the combat flowing.
    3) No Energy cost on casting buffs means players wont have to take 10 secs to refill their Energy after using all their buffs at the start of a fight.
    4 )The Energy stat becomes way more important than it have ever been.
    5) This is similar to how food works and can make cooks even more useful.
     
    P.S. This is not something new to games and I think that it will work very well with this game's fast combat system by removing a big part of what makes combat slow down and that casting of buffs and the charging of Energy after. I also think this will work well with the Haki's buff and that's why I waited to see how Haki would be added to the game before posting this.
    Dareem
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  25. 0 votes
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    We need the ability to be able to interact with text bubbles with keyboard

    Putting aside the fact that if you have the mouse where the button it you need to move it to be able to press it, it is annoying to not be able to use a button to accept prompts. Please, I beg.
    Allalilacias
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