Features

108 ideas

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

    I believe that the combat system and the movement system would improve by doing this simple thing making it so the player can look which direction the mouse is looking would make it easier to attack with sword/melee also improving the combat would be reducing the attack time having to wait 2 seconds to use your m1 again should be improved to less than a second so you could actually combo.
    Spades
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  2. 3 votes
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    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. 
    thepowerofthetwig
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  3. 2 votes
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    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 😄
    Konahri
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  4. 3 votes
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    See who's online/how many players online

    A feature or button to see who's online.
    Seventh
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  5. 1 vote
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    See who's online/how many players online

    A feature or button to see who's online.
    Seventh
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  6. 3 votes
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    Fast Travel System

    I think something that should be added to make traveling between place to place less mundane is to add a fast travel system to make moving from town to town a more efficient and better.
    Meljin
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  7. 3 votes
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    Planned

    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. 
     

    Markpringels
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  8. 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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  9. 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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  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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    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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  12. 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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  13. 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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  14. 2 votes
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    Planned

    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.
     
     
     
    Dareem
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  15. 0 votes
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    Rebalance for quest system.

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

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

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

     
    archadria2
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  16. 2 votes
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    Planned

    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.
    Dareem
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  17. 0 votes
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    Shipped

  18. 0 votes
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    Shipped

  19. 0 votes
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    Shipped

  20. 1 vote
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    Compass

    There should be a compass system ( similar to God of War) (2018) to lead the player to their quests in chronological order and so they can remember where to go if lost (zoro syndrome)
     
    ravi
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  21. 1 vote
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    Shipped

    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.
    Royds
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  22. 2 votes
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    Planned

    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.
    Dareem
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  23. 1 vote
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    Planned

    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.
    coffercoffin
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  24. 2 votes
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    Enhanced controller support

    Allow for hotkey and shortcut assignment on controller 🙂
    owneroftheonepiece
    178
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  25. 1 vote
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    Planned

    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.
    Royds
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