Content
68 ideas
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1 votePlanned
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
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0 votes
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
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1 votePlanned
Mid Level Bosses.
Pirate Captain
Marine Captain
Giant Eagle
Rabid Coyote
Enraged Leopard
similar to how the mountian bandit leader exists, these could all exist. They could be just enlarged versions of the normal sprite. more HP and removed indicators in the likeness of the green eagle/coyote. Since currently bosses that blink do not have tells.
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0 votes
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.
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1 votePlanned
Artifacts/Feats/Event only items.
Artifacts/Feats/Items that change the way certain mechanics act.
example 1: Pirate King's Blood. Your health now affects your damage instead of your aim/agility, your willpower now determines your energy instead of the energy stat.
example 2: Soul-eater's pact. When less than half of your maximum energy, reduce the cost of energy use by 50%. the other 50% will instead be removed from your healthbar. gain 10% lifesteal while below 50% health.
example 3: The Big Armed Marine. Your abilities cost 50% MORE energy. Your energy max is 50% of normal. Every second you do not use an attack or ability, build up fury. Fury increases your next damaging ability or attack by 50% per fury. max of 5 fury.
example 4: The Grand Chef. When you eat food, your party members benefit from the food that was eaten. any negative effects will not effect party members. stat penalties from foods on The Grand Chef will be doubled.
example 5: Combat Medic. Your cast time for Roseo Heal and Roseo gift are much faster, however your cooldown for these abilities is greatly increased. whenever you heal an ally, some of your energy is restored over 5 seconds.
example 6: Awkward Destiny. You have a 33% chance to avoid damage. You take 33% increased damage.
example 7: Sniper Islands Blessing. You have a 50% chance to not consume ammo when firing a slingshot or gun, when you do consume ammo deal an additional 10% damage, critical strikes deal an additional 10% MORE damage.
example 8: the candle that burns twice as bright. Your abilities have 50% cooldown reduction, your abilities do 50% less damage.
example 9: twice upon a wish. there is a small chance your abilities will not go on cooldown after use, critical strikes deal slightly less damage. ignore the stat requirements for weapons and abilities. (level requirements still enforced)
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0 votesPlanned
New Class - Hunter
I don't know how big of an update this would be, but we haven't seen anything new gameplay-wise. I do appreciate the small updates, the equipment and fixing bugs, but this is an idea that can add more flavor to the game.
Hunter class would be a summoner of sort, one that can fight alongside the monsters caught. (Mainly the animal NPCS - Boar/Bats/Coyotes/Leopards/Birds) I don't know how the stats would differ, or whether having different stats between the animals would matter; if this were to be implemented I'm leaving the numbers for you. The tamed monsters should be at a good balance between dmg and oppression.
With this class introduced two new weapons can be introduced;
Bow/Arrow: Bow is pretty much a gun that requires arrows to shoot. This weapon can be approached many ways. Be able to have different kind of arrows like this;
1: Light arrows: Very light arrows to use deal small amount of dmg but travels fast.
2: Medium arrows: Arrows that balances between speed and dmg.
3: Heavy arrows: Heavy arrows focus more on dmg and travel slowly.
You can also apply poison to the arrows giving you DOT dmg. ( If this were to be added, another status effect would have to be added which would be poisoned.)
This way Bow/Arrow aren't just a rip off of guns and are their own unique weapon, not just a reskin of guns. The dmg should be between swords/guns.
The second weapon would be;
Dagger: A small knife that prioritize speed over dmg. Can be dual wielded ( Making you attack twice at once. ) Dmg should be between fists and swords, not that high nor as low as fighters. Poison can also be applied, so dmg shouldn't be that high as u can attack twice and apply poison. There can be two types of daggers.
Jagged Daggers: As the name implies, these daggers and crafted in a way that makes cutting flesh efficient, leaving behind deep cuts. (Applies bleed every 4 attacks or so)(Can't have poison applied.)
Normal Daggers: Normal daggers that can have poison applied.
These weapons can be dual wielded, so each hand can have one of the two types; effectively making you capable of poisoning and causing you target to bleed.
(Again, I really don't know about the numbers, so yeah. )
Weapons aside, monsters should have their own levels so that you can train them. Monsters should start at lvl 1 after successfully taming them. They will lose all their skills. Skills will be unlocked as they level. ( This would make the class more engaging, and would prevent ppl from hunting stronger monsters to deal more dmg.) Needless to say, monsters can be killed to prevent them from being used. One minute cool down should be applied on each monster after being killed, to prevent people from summoning them back immediately.
Lvl 10 Skill - Tame: As the name suggest, you tame a monster. This can be either done through beating the monster and weakening them, then using the skill on them. Or it can be through fear, if you are higher level than the monster you get to have it, or the friendly way, you have to gather a specific set of items and offering them to the monster to gain it's affection, whichever route taken it shouldn't matter, the end goal is the same; using the monster. ( only 1 monster can be tamed. ) (Max monster level 25)
Lvl 15 Skill - Monster summon: A skill were the hunter calls his trusty monster companion to help him throughout the battle.
Lvl 20 Skill - Trap: You set down a trap, dealing a little bit of damage as well as stunning whoever stepped on the trap in place for a while.
Lvl 25 Skill - Multiple Shot/Strike: You take a focused stance where you shoot/strike three consecutive shots/hits at whatever target you are aiming at.
Lvl 30 Skill - Monster understanding: Allows you to tame and use another monster. (Making your max summon-able monsters 2)(Max monster level 50)
Lvl 35 Skill - Hunter senses: Due to being an experienced hunter, and due to being in tune with nature; your senses are heightened in this state you utilize your hearing and agility to dodge any three incoming attacks.
Lvl 40 Skill - Monster Command: You command your monsters to attack, as they hear your command they dash forward to complete whatever order given to them and gain your approval! (I'm thinking of having this skill with 2 effects? Like you can either set it to have the monsters attack dealing more dmg than usual, or a stun, where they go bite deal smool dmg and stun for a period of time.)
That's about it. Should add more flavor to the game, and a whole different playstyle. Needless to say, this is an agility class.
I understand, there are many things to digest, and adding such class with such description would require a lot of work, and I also understand that there is many ways to deal dmg with such build. I'm sorry, I'm not good with numbers, so balancing the dmg is up to yall if this were to be implemented. The dmg output should be between you, your passives and the dmg done by the summoned monster.
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0 votesPlanned
Weapons of the future.?.?
Slashing swords/axes: think like Mihawk. thats a big ass sword. they could have a 2 forward and hit to both sides range. they could have a slow attack rate 3000ms.
Spears: you could go several routes here, throwing spears/javelins. you could have a forward lunge attack. rate would probably be around 2500-3000ms
cannon/blunder bust: short range wide ranged weapons. shoots 3x3 in front of you or something. needs time to reload 3000ms attack speeds.
thanks for reading!
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0 votesPlanned
New Craftables.
Cook/Chef
Grilled Bat Wing. Restores 35 health. 60 second cooldown. 8 bat wings, these dont look like chicken wings.
Leopard Rinds. Restores 40 health. 60 second cooldown. 5 leopard skins, reminds you of pork rinds.
Coyote Rinds. Restores 50 health. 60 second cooldown. 5 coyote skins, like pork rinds but bad.
Blacksmith/Crafter
Rock Throwing Knife. 2 Brown rocks AND 2 gray rocks. makes 1 knife.
Hidden Blade. allows you to unleash a hidden blade and strike foes quickly. Requires basic sword, 50 coyote skins 50 feathers 50 leopard skins. 1000 berry.
(like a pocket gun but short range, scale off agi like the blowgun/pocket gun)
Medic Skill
Link Spirit: allows you to connect to an ally and while you charge, restore their energy by your energy charge rate.
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1 voteShipped
Due to current playerbase.
Hey Greedy here! still pretty new to the game most of the time there isnt much of a player base just food for thought but i think it would be a cool Rep System to have just like the pvp one already in but for mobs them selves example: Marines killing pirate mobs could give a small % of rep per certain amount id like to be able to climb the ranks and im sure others would also but in the current state with very few people around while the game is building its self up its not really possible. Regardless i think this game is a big sleeper and 1 day will bring in people steadly ill be here for the ride!
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0 votes
Daily Missions
Can we remove the randomness aspect of the missions? Have it be a quest-board that pops up when interacting with the NPC where I can choose the mission I want, or at the very least let me be able to abandon missions and not have them count towards my daily cap of 3 missions. I see no point in having an abandoned mission taking a slot off of these 3 missions.
I get it, you are trying to punish ppl for failing, but it legit serves no purpose.
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3 votes
Eagle Soul Fruit
Addition of eagle soul fruit
Power ideas; Throwing feathers that are as hard as steel, get a 1 tile one and possibly a 3 tile one, the 1 tile one has an 80% chance to cause bleed and the 3 tile 60%
Eagle claws a quick attack that hits the thing in front and causes bleed damage
Hybrid form increases Will by 15% and aim by 10%, while in this form you can fly over obstacles but not that many tiles at a time so that it's not broken. Another alternative to this is making it use energy for every obstacle you go over.
While in hybrid mode you get 2 kinds of basic attacks, with Q you throw feathers that do less dmg than the skill, also has a shorter range and scales off aim and with E you get a basic attack that is a close range melee that scales off will.
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2 votes
Armament Haki Idea
Since i just made a suggestion about Haki Colors, why not keep going.
Armament Haki, in the manga it makes you more durable and enhances your attacks and makes you able to hit logias !
In the game, let's make it grindy 😈; You'll have to train your haki to reach new tiers of mastery, maybe 3 Tiers Max, there could be few ways to train haki im not too sure. Maybe taking and dealing damage would make a hidden stat go up and once you reach a treshold it your haki evolves in a flashy animation !
To not make it too OverPowered, Haki could have a duration/durability before it breaks or both making you unable to use it until you recover.
Each tier giving a buff, and increasing the duration of your Haki;
T1 Buso : You barely master it and can just defend yourself with it making you take XX% less damage while activated. I'm leaving XX because i am terrible at balancing, i'll let you guys figure that out 🤭.
T2 Buso : You can now reliably use your haki during combat, able to enhance your defense further and your attacks ! Take XX% less damage and deal XX% more damage while activated ! You are now also able to hit non physical ennemies ! (Logia and maybe special mobs making haki a requisite to farm in certain areas).
T3 Buso : You are a master at using buso, a cannonball wouldnt leave a scratch on you, how scary... 😨 You now take XX% less damage and deal XX% more damage ! Oh, what is this ? You're fancy and colorful 🤗
(T3 gives a color to your haki go check my other suggestion for more info)
Thanks for reading this far, i dont have a clear idea for Observation Haki that wouldnt make it absolutely busted i'll make another suggestion later !
EDIT : As for the obtainment method for buso, i think a simple quest is kind of lame why not make it so you need to risk your life to awaken it ? Get into dangerous situation during capture events or even pvp with a certain % chance to awaken, and if you're unlucky just make the % go up each time the player risks their lives so they get better chances to awaken it. It would encourage people seeking pvp events. Plus since pvp events arent that frequent i dont think people would find a way to cheese that... but we're never too sure lol :v
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1 votePlanned
Haki Colors
Hello, so i had this idea about Armament Haki and Observation haki.
I think it would be pretty cool if each player gets a random color outline on their Armament Haki once mastered;
Same thing for Observation Haki, kinda like Katakuri's future sight (Advanced Observation Haki). Some techniques could also get infused by Armament Haki and change the visual effect of said attack with black coloring (main color of haki) + their random color.
Another thing you could do is add a new product similar to the Hair color product already in store ! It would let player change their haki colors ! Probably make it so it actually let them choose or else it'd be a rip off lol. I'm attaching exemples to show what i mean.
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3 votes
Rhum island and Pirate cove.
When you first arrive at Rhum Island, the lady fishing by the docks says you scared the fish away. Most people come to rhum island at the other side of the island.
a second ship to rhum island from maybe pirates cove or off the frio po side of to the pirates map, that drops players by the boxes on Rhum Island.
pros: faster way for pirate side of faction to move to rhum/marine fort
cons: less conflict for events PVP. Currently marines on hajiwari has a good gate keeping passage. Promoting pvp conflicts.
Thanks for reading.
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5 votesPlanned
Races
I think you could add races in this game like in the original one piece, as fishmans / Giants things like that, i think all should have a buff, like fishman has more damage with fists (example), Giants have more max hp, i think it could be a good idea so, for this, the races should be RNG, like a 10% of spawning as a giant, and just make the character look bigger, and for this not being a pay to win or that being human is trash, you could add to humans things that the other races dont have, so it could be "balanced".
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1 votePlanned
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4 votesPlanned
Achievement Rewards
Achievements are, as of this moment, a cool system that can be expanded upon so that players seek them out more actively. Why not unpack some ideas?
I. Each achievement gained grants 5 Diamonds to your account. That would also help underaged players gain diamonds without having to use their mom's credit card at 4am.
II. Certain boss-slaying achievements grant a unique title you can flaunt.
III. Certain boss-slaying achievements grant a a unique trophy you can place on your crew's ship.
IV. Grant a player rewards per threshold of achievements- for example, if a player reaches 5 achievements, reward them with a few Berry. When they reach 10, 15, 20, etc, repeat the process but slightly scale the Berry reward a reasonable amount to make sense for them to achievement-hunt, to give them incentive to play more.
V. Faction-specific achievements; Marines get offered a badge of service, badge of honour, whatever you wish to flavour it as, per threshold of pirates killed in PvP combat. They can then refund those badges for unique alternate uniform styles. On the other hand, Pirates get a hefty reward of Berry per equal threshold of marines killed in PvP combat.
VI. Grinding achievements grant a fixed number of Soul Energy. That way, even if you're unlucky during looting you can still get some payoff when the achievement notification hits the screen.
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5 votesPlanned
BI BATTLE INJURIES ( SKIN)
Add a appearance for your char when you have the BI Debuff. (Like Nin)
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2 votesPlanned
Detailed Wanted Posters
I thought of a tiny flavour idea to spice things up in the overworld, and I'm pretty sure it would ensure further immersion. Now, I realize there's a long list of planned features and content on the backlog already, but hear me out;
Put wanted posters of particularly high-bounty player characters on a couple walls in the cities and villages of the game. That way, newer people can stumble upon them and 'shoot for them' or create long term goals, and older characters can get to see their impact in the game in a minor but important way. It would also be very good for marine players, giving them pointers for who's a high value target and who's been making waves at sea- no pun intended.
Thank you.
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1 vote
Buff Santo/ Change Kinohono
Make Santo Swords 25% Crit Chance same Base Damage
Make Kinohono 20% Crit + 10% Crit Damage
It's pretty much just Kinohono everywhere , and that is because people see higher Crit %
Let's see what happens with this :^)
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3 votesPlanned
Arena System , For Competitive PvP to spice things up (SOLO PVP)
The Arena System that I have in mind is more or less so the Traditional Arena System that you are thinking about
It's a simple as , Queue Up > Win > Gain Points in Leaderboard > Get Rewarded for your Rank at the end of a Split
Arena systems have been around in every other MMO , so we are all familiar with this concept ... and so it saves me time to explain what it would be
so w/o further ado
The System for Arena Queue's would be simple af , Third Island or in other Higher Lvl Islands in future updates
You can always Queue Up anytime NO ELO system... Requirements to Queue Up is being Lvl 50 + Queue Cooldown of 5 Minutes ( For the Battle Injuries waiting time )
You Win that's 10 Points added your Ranking Score for Arenas, Losing of course Lowers it by 5 Points
Tracking Leaderboards would prolly be the biggest Coding/Web Design Hurdle
The Rewards System would be quite Simple as well... A Duration of an Arena Leaderboards would only last 2 Weeks at Most
More Wins = Higher Rank = MORE Rewards
Top 10 Gets MORE OVERALL Rewards... Getting increasingly better as you get to the top, (Only top 10 because Player Counts are at an all time Low)
The actual Rewards would Keys of Varying Rarity + Soul Essences for Everyone that has a Participated
Baseline Rewards for Arena Rankings would be starting from Rank 101+ (LOWERED IF PLAYER COUNT DOESN'T MATCH)
• 1 Common Key •
• 10 Soul Essences •
• 1 Arena Token •
Ranks 1-100 gets increasing rewards
I.E Rank 1 to 10 / Rank 11 to 25 / Rank 25 to 50 / Rank 50 to 100
Arena Tokens! they are gained by Participating in the Arena... The higher your Rank is the More Tokens you Receive at the end of an Arena Split
They could be used to buy a Variety of Items like Keys , Soul Essences ,
Drip & Many More... Like Titles for extra bragging rights...Top 10 in leaderboards Unlocks Titles they can Buy for the time being.
But yes with all Systems there are always Obvious FLAWS as There is No Perfect System
Boosting will become Prevalent , and If proven that the specified player is indeed Boosting... a Ban Hammer will suffice xD or Force Reset the Character after 48 hours of the player not Appealing against the Decision made.
Mods would be required for Monitoring Players in Queue's...
But that is the Idea of possible Arena System that Fits Pirate Souls IMO 😄
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1 vote
Updated Re Post in Request of Shenmue ( Marine Ford War )
Rework the Faction War System with a little bit more Ground to cover
Faction War happens Every 2 Hours, Announcement is Made at X:50 (10 minutes to give time for people to come) War Starts in X:00
Everyone rushes to go to 3rd Island cuz of the Announcement for the Battlefield
Its a Base Defense while you trying to kill theirs you protect your flag from their Assault
They apply to their respective NPC’s... It should be a Randomized Selection
It's randomized because It's to limit how many Participants can Join so to create a somewhat EVEN playing ground
I.E like an 8v8 instead of 8 v 4 in which of course the 4 players has a higher chance of losing.
But in actuality it would more or less so should be 12 Players randomly chosen for each Faction as to create a 12 v 12 if possible
another way to implement this Evening out of Players ,would be to creating multiple different maps for battle to take place
maybe like Marine Ford 1 - 5 , 8 Players for each Factions per Map (2 Parties)
A Point System would be in place like a Best of 5 if Multiple Maps are used (UP TO 5)
But lets say 2 maps are being used no faction can win with a Point system like that so if Ever the war gets Tied 1-1 with 2 map
The destroyed flags gets Respawned and the first Faction to hit 2 wins will win
The Rewards System,
Would Strive to create Fairness to Both sides albeit a Win or a Loss
To the faction that wins •1 Hour of 1.5x Exp boost• , I know what you're thinking with this "Why would players buy World Blessing now?" … Make the World Blessing STACK with this Exp Boost from Faction War
Winning Faction members in the War gets •3 Tokens• , Tokens SHOULD be Tradeable as it should be a Variable to the Player Economy
Losing Faction members in the War gets •1 Token• + •1 Hour Exp Boost• only for losing faction members that “GOT PICKED”.
The Tokens would be then used for stuff like Buying Items from a Battlefield Vendor
Keys ~ Soul Essences and Many more like Drip & Weapons maybe even Techniques that you can only buy with Tokens.
this is a much healthier system already that doesn’t force Everyone to Boss Grind for Keys + it creates a sense of progression even if you are on the Losing Side
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4 votesPlanned
Little things make a difference
1. Untarget mobs once dead ( when trying to farm fast my character is still targeting dead mob unless i manually target new mob
2. Make hits more attractive and easier to read. When crit hits, my hit, mob hits, its hard to see numbers
3. Make bank accessible through multiple characters instead of having two computers to transfer items
4. Make mobs health visible by numbers instead of a red health bar. makes it so we know exactly how much to hit to kill
5. shorten timers for trade\party. In my opinion its too long and it gets to a point one person is too buggy to do action so the other has to do it.
6. MOST IMPORTANT: New players who are 10-15 levels underneath someone should have a limit to how many times they can be killed. lets say 5 times and 1hr cool down. I see low levels quitting because they don't have a chance to grind levels or some die during quest losing their quest item.
7. Crucial! make more use cases for berries. As it stands i see players buying in game items for real money to get ahead while people are trying to farm and save berries in the hopes of buying such items; but the issue is these sellers have no use for berries and prefer diamonds or paypal money.
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3 votesPlanned
Event battle royale!
We have a heavy PVP game here, we need some royale events!
no teams, last man standing award, most damage award, most kills award, least damage taken award, runner up.
thanks again!
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3 votesPlanned
Customization
So quite a few players I have met want to see more hairstyles, Afro, top knot, pony tail, too tail, ect.
facial hair would be cool!
Thanks as always!