Features
115 ideas
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0 votesPlanned
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.
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0 votes
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.
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0 votes
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.
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0 votes
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.
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0 votes
post level 50 skill tree.
This would be used in place of leveling up, and in the future if you were to level up this could be a way to drain experience. 1 Million exp per point. then have a tree with the attached skill points. in a tree requiring a previous point to move up the rungs. (except the white tree, you only get 2 of the white tree.)
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0 votes
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)
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0 votesPlanned
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.
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1 vote
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.
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3 votes
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.
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2 votes
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 😄
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3 votes
See who's online/how many players online
A feature or button to see who's online.
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1 vote
See who's online/how many players online
A feature or button to see who's online.
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2 votes
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3 votesPlanned
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.
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0 votes
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!
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0 votes
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!
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0 votesPlanned
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.
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0 votesPlanned
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
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0 votesPlanned
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.
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0 votesPlanned
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.
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2 votesPlanned
More than just an Outfit (Gear Revamp)
This suggestion is an addon to the Revamp of Rarity and Key System idea, I suggest that all gear except for key chest and item shops in the game have random stats added to them on pickup and that all mobs in the game have some form of gear added to their drop pool.
The gear will have random stats on them using the same Prefix and Suffix systems we have in blacksmithing to add the stats which are only from the main stats of the game being Health, Energy, Willpower, Agility and Aim. The stat number will determine the rarity of the item that you have, for example.
Common: 0-2 stats
Uncommon: 3-4 stats
Rare: 5-6 stats
Epic: 7-8 stats
Legendary: 9-10 stats
The Prefix and Suffix system will have a max number of 5 stats each for this example.
Gear name: Black Sleeveless Shirt
Prefix for Health: Sturdy
Suffix for Health: of the Bull
So when a Black Sleeveless Shirt drops it gets a prefix, suffix or both and the stat bonus it give will determine the rarity, so lets say the stat bonus of the two is 3, the stat buff will be 6 Health and it will have its name changed form Black Sleeveless Shirt to "Sturdy Black Sleeveless Shirt of the Bull".
Mob drops will not be the only way to obtain gear because not every player likes to farm mobs so their are lots of other ways players can get gear with random stats or set stats.
1) Trading PvP reputation for gear boxes, a limited a number a week because players will kill their friends to farm it.
2) Main or Side quest which can give players a starting set, or a Daily quest that give players an item that they can use to trade in for a gear box and the more they trade the better the rarity can be.
3) Blacksmithing where players can craft gear and use a set item to raise the rarity of the gear they craft.
4) Boss battles because bosses already drop boxes so opening them can give gear that have a minimum rarity of Rare for high level bosses so its a good way to get better gear.
5) Trade Event tickets for gear boxes/or gear itself, the more you trade the better the chance to get a higher rarity so saving it would be meaningful.
Every mob as I said will have gear drops but not all of them will go up to the best rarity, they will have a max limit to Common or Uncommon for low level mobs and Rare to higher levels one, so don't think that the boar mobs will drop a Legendary accessory and that you can farm them all day for that.
In the same way not every item piece of gear slot will have HP on it so the hand gears can have Aim, Willpower or Agility but nothing else so a player can get a Legendary hand gear but with Aim and Agility on it which would will be as good as a Uncommon or Rare piece of gear to them.
It should be noted that everything is an example and the numbers I used was to make it clear and are not what I think they should be but I do think that this will add a but more meaning to the gear that we wear and new players will want to farm mobs knowing that with everyone mob they fight they can get a new piece of gear. I will be fun to see that low level players will be looking like the mobs they farm over time because mobs drop their own gear.
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0 votes
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.
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3 votesPlanned
More Than just a Title
This idea is to give titles in the game more meaning to them and not just make them for show, as the game is right now when you get an achievement you also can show it off as a titles and achievements are gained mostly by doing something over and over again.
I suggest that all titles have stats on them which can ranges from 1 more HP point to even 5% life steal when they are equipped and harder to get titles will have better stats than easier to get ones.
Examples:
Bat hunter (killing bats) Player does 5% more damage to bats
Wood cutter (cutting trees) Player drop rate for wood goes up
Out of the barrel (doing quest) Player gets 5% more exp and berries from quest
Like it Hot (killing fire boss) Player takes 5% less damage from fire attacks
That's just some examples on how it all can work and as you can see the titles also can fits what players get from them in some cases so when someone see a title like "Like it Hot" they know that player have a bit of resistance to fire attacks.
(P.S) That was the first part to my idea which is the main point of this post, this part is just an addon and does not need to be added to the first part but I think that the will bring more reason for players that have titles to want to keep farming that said mob or boss.
This part of my idea is to give titles ranks where players can upgrade their titles as they keep playing the game. As a player gets a title, they can keep doing what they did to get the title to upgrade the rank of that title and it will show with an outline of the rarity color.
Example with a title
Like it Hot
Common: Player takes 5% less damage from fire attacks (get 5o kills)
Uncommon: Player takes 6% less damage from fire attacks and does 1% more damage to fire users (get 15o kills)
Rare: Player takes 7% less damage from fire attacks and does 2% more damage to fire users (get 3oo kills)
Epic: Player takes 8% less damage from fire attacks and does 3% more damage to fire users (get 600 kills)
Legendary: Player takes 10% less damage from fire attacks and does 5% more damage to fire users (get 1ooo kills)
This part is to add uniqueness to not only player builds but also to titles because a player with a legendary title will have a bigger fear impact than one with a common title showing that one is a master at what they do apart from one that is a jack of all traits and just using it for that one fight.
This idea in a whole is to add uniqueness to players build, give max players reason to farm all types of mobs/bosses no matter what's the mob/boss level, Put a fear factor to titles and add more of an endgame to players that feel there is nothing left to do in the game.
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0 votesShipped
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0 votesShipped