1. 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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    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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    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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    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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    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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  6. 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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    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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    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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    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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  10. 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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  11. -1 votes
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    Transportation abilities for Logia users. An idea for the future.

    So yeah, remember when all Logia users had it easier to move around with some basic abilities of their fruits? That's what I think could be added in game one day! The whole idea is to give all elemental/elemental-like fruits one move that'd allow them to travel through bigger distances easier and quicker. Let's give it an example, a Light user would be able to turn itself into a light ray and would get the fastest transportation speed in the game, but with its one big drawback; the inability to change directions during the travel time. About Fire, the user would turn their legs into a jet-like fire pillar which would allow them to "levitate" (perhaps ignore collisons with walls to get atop things easier) and give them a small boost of speed. About Ice, we could give them an actual bike made out of ice that they cycle on and leave a trail behind. You get the idea, anything like this would work. More over, I think that it'd be really important to make it so that those moves would be either limited or unusable during a fight; considering that it'd be frustrating if someone decided to abused them. Such a tiny idea but I think it'd make a significant change too. If you like it or would like to add something to it, anything really, then do so in a comment!
    Kedjian
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  12. -1 votes
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    Rejected

    Suggestion on boss drops

    With how low the chance items are to drop and with the new included "most damage gets the loot" drop chance it seems pretty unfair to anyone who isn't the most powerful character. An idea could be to give everyone who hit the boss the ability to get a drop ( everyone has a roll on the loot rather than only 1 person getting a chance at loot) And based on how much damage is dealt their chance for an item to drops increases. 
    Example :
    Player A and Player B arrive to a boss, they both contribute to fighting and killing the boss.
    *Lets say the default drop rate for a boss to drop an item is 10% and this 10% is given to all players who attack the boss atleast once. 
    Player A is very weak compared to Player B so he only does about 20% of the bosses health, while Player B does the remaining 80%. Because Player A did 20% of the bosses health in damage he gets an extra 5% chance for an item to drop for a total of 15%. Player B however, does 80% of the bosses health so he gets an additional 10% for a total of 20% chance for an item to drop. 
    *Percentages used are not accurate and are just examples
    I think this would address all the current unfairness around boss drops and powerful players ( Inlcuding myself ) going around killing lowlevel bosses / all bosses because of their drops and PROMOTE group play more as everyone has an equal chance to get a drop as well as GIVE BENEFITS to those who have spent the time in the game to become strong and clear content easier. 
    Merp
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    Augmenting basic attacks.

    Whether through some new fruit, some Haki, or a new technique at skill shop.
    swords: arcing attacks one up and down from direction.
    swords2: piercing attack thrust forward an additional square.
    fists: spinning attack that hits all adjacent grid positions.
    fists2: a forward dashing kick, repositions lightly.
    bullets1: a short range cone dumps extra ammo.
    bullets2: a fast long range shot that repositions the player backwards slightly
    thabks for reading!
    archadria
    129
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  14. -1 votes
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    Losable Quest Items

    Some quests have an item that is lost on death.

    We should be able to trade it back to the player. OR #PIRATE ransom it.
    thanks for reading!
    archadria
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  15. -3 votes
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    Boss Instance Lock To Player

    Add a cooldown to the player if they have recently killed an instanced boss, instead of allowing the same players to hop between instances and kill the boss multiple times.
    xRoot
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  16. -6 votes
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    Dash should reset regen timer.

    Hey guys, as the title says, I think that the ability to dash should reset your regeneration timer. Right now people dash away from fights which is perfectly fine. Regening while being chased is MEHH..
    landpute
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