Features
102 ideas
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1 votePlanned
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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-1 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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2 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
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0 votesShipped
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1 vote
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1 voteShipped
Chest issue
Make the chests have a guaranteed drop of something, ANYTHING like 20-60 berries. Adding that will not inflate the market because you can only kill a boss once every half hour and their isn't that many bosses, if people want to grind berries their are much more sustainable ways. People are getting upset with a chest dropping and getting nothing at all. Or just remove the chests altogether because all the chests are doing is add a false hope and not that many people will want to pay for a chest that probably doesn't have anything.
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2 votesPlanned
Revamp of Rarity and Key System
This idea is to remove keys from being the main form of getting the best weapons and just make it a way to get the basic form of that weapon.
I'm suggesting to make bosses and mobs drop weapons with random stats within a set stat range and the average percentage of the stat will determine the rarity of the item, this means all shops, gift and chest items will have base stats (0%) and players will have to farm a specific boss or mob to get the best form of the items they want.
An Example
Common: 0-5%
Uncommon: 6-11%
Rare: 12-17
Epic: 18-22
Legendary: 23-25
The stats that will be affected by this system will be Base Damage, Attack Speed, Critical Chance and Stat Requirement wherein all will go up and stat requirement will go down.
Example on how the system will work, when an item does drop and all the stats are randomize by percentages what percent will determine the the rarity.
Stat Base Stats Percentage Increase Final Stats
Base Damage 30 10% 33
Attack Speed 2000ms 25% 1500ms
Critical Chance 20% 0% 20%
Stat Requirement 100agi 5% 95agi
As you can see the Attack Speed got a legendary roll but when combined with all the other stats its a 10% boost and the rarity of the weapon is uncommon.
The purpose of the rarity can be for many thing, one of such can be to give crafter's upgrades a percentage buff when upgrading a rarer weapon base on the average stats percentage.
A way to balance off the economy because the game will have lots of new loot that will have a price on them which is to make the items bound on pickup and they are only able to be unbounded by going to the key NPC which can only be unlocked from Faction Wars, A player will have to pay a large number of berries (like 80% or so of the item selling price) to do so or sell the item for a set price of 500 berries to an NPC if its selling price is more than that.
The point of this is to give players a reason to want to keep farming bosses and mobs to get the best form of the weapon they want and not just stop playing when they get that one weapon from a chest also its to remove the importance of keys and make players work hard for what they want by farming the harder bosses and not the weak ones or pay a lot for berries to get that super rare item because the person that finds the weapon will have to have lots of berries to unlock the item to sell it, makes it so berries now have a bigger part to play in the game.
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1 votePlanned
Healing Players who have peace mode ON
As the title suggest I think being able to heal players who have peace mode turned ON would be great.
This would of course be while the caster has peace mode turned OFF, "and other requirements are met, such as having the same faction association, or no faction association" so as not to allow people to exploit the process during but not limited to PVP.
An additional note: This idea comes from me being one of those people who enjoys tossing out heals too random players in need of help during PVE experiences.
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2 votes
Enhanced controller support
Allow for hotkey and shortcut assignment on controller 🙂
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1 votePlanned
Fix the Marineford rocks
When capturing the island the rocks can only be hit by 1 person, maybe make it so it can be hit because it only has a 1 tile hitbox which makes it slow if you are trying to do it with others, it makes it so it all depends on 1 person.
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2 votesPlanned
Double Keybinds
I just wanna see the capability to use the same keybind for multiple things such as q being for attack interact but then i could also assign it to pick up or somthing like in nin
(side note: need all keys to be usable for keybinds such as tilde and alt)
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4 votes
Zoom Feature
Hey guys, so i have pretty bad eyesight and id really appreciate a ui upscaler and a zoom control kinda like in nin
itd just make this game so much more enjoyable for me if i didnt have to squint to see anything.
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2 votesPlanned
~ ! ~ VIP ~ ! ~
Sup , It's Kizumi again...
let's get straight to the point , VIP Subscription albeit Paid in Diamonds or Berries
This System is as simple as it can be , You buy this VIP pass (7 Days/2 Weeks/1 Month/ 3 Months/6 Months/ 1 Year)
If the Passes are Sold for Diamonds They should be TRADEABLE so the Whales can Spend money on that and Sell those passes to others like me :c
OR make it cost a hefty amount of Berries making it so that it's Gold Sink overtime
The Benefits of such a system would always be enticing to every player no matter what
VIP's Gets instant access to a LIMITED Edition Cosmetic PER Month
Once the month has gone by say bye bye to the only way of acquiring the Cosmetic
Battle Injuries REDUCED by 50% while VIP Status Active
this might come as a controversial benefit as to being P2W , so I'm down to see some Comments discussing about it
World Blessing Bonus of .5x EXP, so when a World Blessing is Popped VIP's gets (2x EXP Buff, instead of the normal 1.5x EXP Buff)
yet again another P2W discussion lol keep it civil
VIP Player's gets access to a VIP House which has Multiple of different services
I.E of the Services are Down below
Daily Spins on a Roulette
nothing crazy , like 5 - 100 diamonds , 1 random fruit , common > rare key , Cosmetic Items akin to being "RARE" as it'd be a low af rate
A Cosmetic Shop for Berries limited to VIP's only
The Cosmetic Shop RE ROLLS it's Inventory every so often (Daily/Weekly)
A Sparring Room
All VIP's Pirates and Marines gets this Sparring Room which does NOT include losing Bounty or Losing Rep +
NO BATTLE INJURIES when they die inside of the Sparring Area/ They get to respawn there over and over as well.
Ending notes , Yes some of the aspect I presented doesn't really sound too Non P2W friendly and they can always be Omitted as they will present a Debacle for this system
imo... but those are about the only things I can think of how a VIP subscription in game would function
anyways, lets discuss about this whole System while keeping an open mind to Improvements
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4 votesPlanned
Cosmetic Update
umm.. pretty weird that Hair gets entirely removed from when you are using
Straw Hat + Sauro's Hat
I don't wanna be bald lmao
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2 votes
Note sheets on cosmetics. Invisible ink?
With the cosmetic slots, and some players asking about armors; I feel like a small compromise would be note sheets being able to give 1-5 stats on cosmetic slots.
Another thing would be invisible ink, that way as players trade around for stat items if the item looking kinda bad they can make it invisible.
thanks as always!
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1 votePlanned
A few more cosmetic lines.
Sooner or later we will have Haki, at that point cosmetic colors could be added to change haki.
the charge mana key X by default, currently is a small round cloud.
I would like some red black purple lightning myself 🙂 (100 diamonds?)
as with every other MMO, pets, houses/ship interiors/furniture, wings, mounts ect.
weapon skins, throwing knife skins, bullet color changer, mouse cursor color, menu color editor, menu opacity editor.
thanks as always.
p.s. take my $$$$$$!!!!! 😄