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Showing content with the highest reputation since 05/05/2022 in Ideas
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--> Actually in game <-- - We have 3 classes: Fighter, Swordsman e Sniper. - Fighters doesn’t have weapons with attributes like swordsman and sniper. --> My Ideas <-- - Change the classes’ names to Fighter, Warrior (like a Melee Weapons Master) and Shooter. - Add new weapons, to fighters (like special/spiritual gloves/socks) to warrior (like heavy weapons, Murakumogiris, baseball bats) to shooter (assault rifles, precision rifles, robot arms). - Weapons that adds attributes to fighters (like the gloves adds damage to punches and socks adds damage to kicks). -> Class Specialization Fighters When the fighter reaches an especific level, he can choose in one of theses classes: - Puncher (focus in gloves), - Kicker (focus in socks), - Pugilist (focus in combos like the actual fighters, and uses socks/gloves), - SkyFighter (focus in dials, the shells of skypea). Warrior When the warrior reaches an especific level, he can choose in one of theses classes: - Swordsman (focus in swords), - Heavyman (heavy weapons like hammers, murakumogiris), - SkyWarrior (focus in spears with heat dials, like shura), - Streetman (focus in baseball bats). Shooter When the shooter reaches an especific level, he can choose in one of theses classes: - Slinger (focus in slingshots), - Gunslinger (focus in pistols), - Fireman (focus in rifles) e - Half-Cyborg (focus in robotic arms, that shoots lasers and have munitions of soda). -> Haki/Mantra (or other name) Physic Mantra (Armament Haki) 2 techniques: - One that cover the whole body and adds defence like this - And one that cover the weapons and adds strength like theses Vision Mantra (Observation Haki) 1 technique: - When activated, and when the user takes hit, he automatically teleport to back of the target and recieve 0 damage. - Huge cooldown. Sorry about my bad english, I'm Brazillian and I'm not fluent in english yet.3 points
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For further progression for Levels 50+, I think weapons could use further progression, like socketing gems into them, to either add an effect or increase or add stats to it, for example you could socket and agi gem into your weapon for more movement speed, add gems to get more base stats or more damage to the weapon, gems can also have rarities, the highest level gems giving glow effects to your weapons or some kinda aura around your character, I’m thinking gems could be named Soul jewels to follow the already “soul” theme of the game, as for rarities I’m thinking there could be 5, being Common-rare-elite-legendary-divine as for the effects jewels could give could be, bleed gems, speed gems,crit gems,lifeste gems,slow gems,burn gems,freeze gems ETC this system could go many ways and could be expanded on allot.add for more long term progression and build variations in the game, over all a great system for both content and diversity. (Add on idea) Black smiths could also capitalize on this system making them ever more useful giving them the ability to craft them, and some being dropped by bosses/mini bosses and giving blacksmiths the opportunity to be the only ones to be able to socket them into a weapon this creates a sense of importance of having one you can trust in your crew, also only lvl 50+ blacksmiths can make these and get the materials to craft them to avoid Alts from being made just for this reason ~ Mirage3 points
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Features Warp Pads/Flicker Pads need a slightly more visible icon as some maps they are hard to see due to the tiles. Sacred Tree that drops a sacred tree leaf cooldown needs to be lowered to 30 minutes. It's currently an hour and makes the quest extra difficult since almost every level 40+ gets it. Snipers need to be able to craft and/or buy a new type of ammo - fire, ice, explosive. Shrapnel. Fire rounds will inflict a slow burn for 3 ticks of 4 per tick Ice rounds will cause your opponent to move slower than normal. Each shot with an ice round would have a 15% chance to slow. Explosive rounds will do a small aoe damage when they hit an object or target. Maximum explosion damage could be 10 Shrapnel rounds should have a 10% chance to Interrupt/stagger whom ever hit. New types of debuffs need to be added to the game and some of these stuns need to be removed. We need to add debuffs such as slow and knockback. Currently there are too many stuns and some are damn near unavoidable when combined with dash. New Civilian Faction: Bounty Hunters - this faction will spawn in the town and will basically be a middle ground faction. Neither marine or pirate you can choose which side you help or you can be a hired hand. You can even take on the two sides entirely. Quality Of Life Marine faction has the ability to see the amount of people that are on in the alliance. I recommend allowing us to toggle whether we see Online, Offline, or All. Reasons being is because as the game grows more the alliance panel gets more cluttered and overwhelmed with several pages of people. Crew Panel needs to be made similar to how the alliance panel is. There also should be buttons showing in this panel to invite, kick , promote, and demote members instead of having to right click there names Missions More high level mission diversity. With this suggestion if allowed I'll be more than happy to come up with some new quest not just for high levels but lower levels too to make the mission rng more diverse. We need more missions though. Currently end game dailies everyone is getting the same mission and sometimes the same one 3 times and it happens very often. Weekly Missions - in the Pirate Camp there should be 1 of the NPCs that give 1 weekly quest that can take you a week or a couple of days if you no life. (For Example: kill 50 Marines recruit or higher) Marines : Subdue 40 Pirates and make the lands safe again Bounty Hunter: Collect a total of 1000 bounty in berries. At the end of each week which would most likely be Sunday this mission would reset and you can grab another if you have turned in. Of course there will be several different types of missions. Kill 1000 monsters of X type, Kill 100 of X boss, and or collect 200 furs, raw meat, or etc. Rewards can be a nice size amount of berries for completing, good exp better than dailies somewhat, and more than average reputation for completing.3 points
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This is a simple Idea, Make it that after you kill Sokat (lvl 50 boss) he don't drop any items but instead a chest that each player can loot from so the loot can be slit and not just one player gets the items, if their is no item drops then their can put a small number of berries in the box as a fail drop but the main idea is to do alway with the drop being based on DPS and make it that everyone have a chance to get something even if they are a Medic or Tank3 points
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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.2 points
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We could use some overpriced gear in marinefort, some gambling options, some new ammo and knife options. Overall there are players when you run through the roster that are sitting on more than 10k berry. there is nothing to do in the end of the game with berry, causing the rarest items to be sold for diamonds and or steam gift cards, and or real money. Idea 1: Slot machines; these could have a super low rate to drop even a fruit "7-7-7", 1000 berry per pull. other items could appear on "Bar" such as the treasure chest items, every other rewards could be SE/Berry, or instead of rare items the new mysterious "soul power" could potentially be gained from the slot machine. Idea 2: New ammo, Faster bullets with +damage +attack rate. could cost even 5 berry per bullet crafting. use both stones. could use metal bullets themselves to craft. ect. something for players to put money into. Idea 3: Fruit customizations, this could open the door up to awakening fruits, another dialogue option with litorio, where the fruits effect on the player could change, such as modifying damage formulas or defense formulas. for example the rubber fruit could cause Agility to formulate into the defence formula with health and energy, or replace health in the defense formula with agility, this will allow tankier low life builds in the future. Idea 4: Ability to contract kills on peace mode players, 10,000 berry per target contract. lost on death. tradable. This will also open up more player interaction, pvp, hostilities, party play for protections. Idea 5: Ability to craft better knives, using rocks and throwing knives and advanced throwing knives to gain "assassin knives' Idea 6: non stat related attack items; poison vials, explosives, ect ect. Idea 7: Stat related growth by berry. 10,000 for 1 stat and then it cumulates at a 1.1 ratio. 11,000 then 12500 ect. Goal: make berry valuable in game, to slow black market trading, to keep interest in end game grinding, player retention. Con: may cause a slightly stronger learning curve for players, but as the community grows us players can handle teaching new players. Thank you for reading, I know this was a long one, my journey to level 50 is nearing complete now, I look forward to events and new players.2 points
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The Idea is to Have a War for both factions Every 2 IRL Hours, in which when the Announcement is made Players are to Sign Up to their respective NPC's in their Bases Randomly choosing players if the Amount Exceed the Required amount of players more into the nitty gritty of the system down below The war would be segmented in multiple Maps, each to be Separated by Level Brackets of (20 - 29) , (30 - 39) , (40 - 50) Making it so that when Marine Ford 1 (20 - 29), Loses to the side of Pirates ... the Overall score would then be 1 - 0 , still having a chance in winning for Marines if they win Marine Ford 2 and 3 to the score 1 - 2 I think the best amount of Players in this would be 8v8's in the respective maps just to keep it small scaled, as you guys can always increase numbers when the Player Count rises The Rewards of winning this Event would be a FACTION ONLY XP/LUK boost for an HOUR and for the Participants that was in the Winning Side gets a Special Currency used for the Shops that this System will come along with. This generally came from the game I've spent hundreds of hours of which is The World of Magic, so ye it's a proven system that works2 points
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The addition of a crafting kit for blacksmiths, to craft minor things on the go, for example bullets, bandanas etc. That way they don't have to go all the way to hajiwari just for bullets or something.2 points
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Hi, it's been 3 days since I've started the game with 60.8 hours at the time of writing this Suggestion. As a new player I've slowly realized the Progression Pattern of the game from start... it's a Stagnant Linear Progression Stagnant being there's really nothing else for us to do in the game other than Hit Mobs to level up/ Farm enough gold for the next Weapon in the shop/ Get Lucky enough to drop Keys from Bosses that are Camped on Rotations by Higher Level Players But yes... I've grinded the game for 60 hours in 3 days, Just to give an accurate assessment of what Improvements could be made. As I've relentlessly taken down 1000+ Eagles already , it has dawned on me and my friend that there's really nothing much to do in the game of course there's PvP/Bosses but like I've stated above... Bosses are a luxury if you can even Farm them as most of the time it's going to be Killed on rotations by Other Higher level players that has nothing better to do because they're either Max Level/ High Enough Level or Have most of the Items in the game already, And farming the Bosses for Key/Fruit Drops is their only available content... This creates an Environment in which New Players are then Levelling for hours... Get's ultimately bored of doing the same thing, So hey they try to do some bosses here and there but they cant because the bosses are not Up, so those Players either go back to Hitting the same mobs to grind levels... or Quit the game It's a pretty toxic Cycle as it is... Anyways, It's time for Suggestions Item Farming is Undoubtedly one of the most Fun things you can do in an MMO, and from the Comments of Veteran Players they seem to care a lot about the statement "Pirate Souls, A game in which Looking Cool does not make you Lose" I Like the Idea a lot of the Items all being Cosmetics... as it saves Dev Time from having to Balance certain stuff, But there are OTHER ways of achieving the same effect of "Looking Cool" while making most Players Happy about the game the Idea I'm proposing is , to add an Option to make Items (Hideable/Worn as Cosmetic) over Items. But it doesn't make any sense as it is w just that Flat Idea... To see the Bigger Picture... Items would need to have Stats such as, Armor/ Headgear having HP/MP/DEF Rings ,Necklaces and Cloaks for Misc Stats like CRT/LS/CDR Boots for some Movespeed etc This is to create a more Dynamic environment in which all Players get to enjoy having more Items to farm for and not only Cosmetics But you might ask... as to why you would want to do this?, It's because for the last 3 days I've been grinding this game... It made me question as to why is Levelling the Only sort of Stats Progression we have... sure getting a Weapon Upgrade is good but that's the ONLY item slot we really need to care about It's off putting and weird, not having much more to do in term of Items. In my friend's words... "I refuse to call this as Content, Hitting the same damn birds for hours", "It's a very lazy way of creating content" It sums up about the entire New Player experience in the game... It's kinda sad to see that when you do give out rational ideas in the Discord , Veterans are always there Gatekeep New Players from Expressing ideas with "Maybe this Game ain't for you" , We're all here to give out Suggestions that we think that will Help the game and not make it worse please if you're in this Gatekeeping mindset of "there's nothing wrong w the game" then fk off I will check up on the game in a few Months time, If the player base dwindles all the way down to the last 5 veterans saying "This game ain't for you" , "Get good" then yea... a Post Mortem post would be created in AGD BUT HEY , NinOnline will drop in September since it's w the same Publisher you guys will also get Clicks!... don't mess up at that time pls. a quick note on why I'm creating a Lengthy post I've Played Intersect Games since Leafling... Got 1k+ hours on it Nightmare Dropped last year ... got 450+ hours on it, been anticipating Pirate Souls/NinOnline for a while now, I've know about the game from Cheshire/Indie Patron so please take our suggestions and put it into play , this game is fun when it comes to PvP that's for damn sure2 points
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So as we know fighter is easily outmatched when it comes to having a weapon, they lose the chance to have lifesteal,crit rate and any other bonus you can get a weapons because they don't have one, here are my ideas for it, i paid an artist out of my pocket to make an example to show what im visioning, i think fighter needs a weapon to keep up for future updates, these are only my suggestions. Arm weapon idea [Arm Gauntlets] Name (Kurassha) "Crusher" Level ( 40 ) Agi req ( 60 ) Leg Weapon idea Name (Abolisher) Level (30) Agi req (40)2 points
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After being the 2nd max level in the game and 1st max level of my class (Sniper) here are some suggestions/ideas that I have been writing down while leveling, sharing your thoughts on these below is appreciated. Sniper Contrary to popular belief, I personally don't think sniper is fine. When comparing the other classes in Fighter and Swordsmen, Sniper is very underwhelming skills wise. You have to put in way more work to do the same things that Fighter and Swordsmen can do while in fights pretty easily. I can't give any suggestions regarding my class until I see changes on the other ones. So for now I will refrain from saying anything that might make the class over tuned. QoL Changes: Make it so that projectiles can pass through other players, right now in fights all sniper moves are being shot into allies and being body blocked by them and not hitting enemies, putting Snipers at a major fighting disadvantage. Make it so that Snipers can shoot diagonally without auto aim on by pressing W+A W+D S+D etc, reason being is that people who play with auto-aim off (such as myself currently) are put at a disadvantage simply because they cannot shoot diagonally without having it on. Add look keys (like in Nin Online) for up, down, left, and right. They fit the game and are a really great added feature for bind customization. Please add a map lock after dying when spawning at either marine base or pirate tents. Right now they are being abused by both parties to contest boss areas for devil fruits, and also fights by repeatedly coming back to map lock players after they have died. Desert Eagles (Mobs) should be tweaked a bit (Reduce ranged projectile speed, dmg, aggro range) are some ideas. Personal Opinions Take auto aim off of melee for fighters and swordsmen: In my personal opinion sniper is the only class that should have auto aim in general, but its just not fair for fighters and swordsmen to have auto aim on their melee's, and to meet in the middle they can keep it on their skills, but I feel like you should reward skillful players who actually aim their melee attacks, and not have auto aim do everything for them. Lower drop rates on Devil Fruit, and SE. Reduce the drop rates only slightly, right now I feel like with the current rates, devil fruits won't feel as special to acquire, and there will be way too much SE in circulation. If you don't reduce the Devil Fruit rates, please reduce the SE rates, right now its wayyyy too easy to get. And with already nerfing the amount required to get T2 skills (Which wasn't THAT bad) there will be an unnecessary surplus. Lower devil fruit bosses spawn times, this goes hand and hand with lowering the drop rates on them. I think it should be lowered by maybe 5-10 minutes, of course the interval is up to you guys but, these bosses are already being put on personal timers by players, and would benefit from having shorter spawn times to combat that. And another optional thing is to announce in global chat when these fruit bosses appear. Example: ''Lightning comes down from the sky as Frio Po appears somewhere in Hajiwari Forest!'' Instead of it just announcing that the rock has been broken (That alerts people anyways) I had a lot more suggestions initially, but they were already added to the game! Which is awesome. Thanks for reading2 points
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After leveling a character to near max and playing two of the three classes I had some ideas to improve gameplay experience and tune some of the systems. Revamp professions system: Do not make professions a onetime selection instead make them three unique paths which can be trained and require resource and time investment to craft or heal well. This will still encourage teamwork because you can't invest in all three well at once therefore requiring your crew to split roles. However, it will create more end game content to grind for and prevent needless balancing of the professions (Locking content to a specific profession). Reputation Gain Level Req: Similar to the update which prevents power leveling there should be a required level for players to gain fame. Currently end game is just running around murdering every lowbee in sight so you can get a coat. The early experience with end game players now around 3 days in will be bad enough, don't incentivize mass murdering them. Include additional daily/weekly actives to grind rep as well. Sailing: Don't waste development time on boat battles, it will likely not work well. Making sailing an Oregon trail style random event driven experience that takes your and a limited number of crew from island to island. The system should include matchmaking with other sailing crews as a random event, as well as storms that take you to somewhere you didnt intend, NPC raiders, etc.2 points
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This will be a quick suggestion, there is not much to say. Marines needs a way to deal with Pirates who create Marine alts, to use them for a free rev since the Marines can't attack other Marines. We need higher ranked marines, or a justice branch being able to send any perpetrator on jail, or being able to exile them from the Marines. These are just examples, but there must be something done, some friends of mine had already an awful experience with this.2 points
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1.make the wounds in the pj more quality of game in this and thus be able to differentiate more thoroughly that he has wounds or not and give more quality of life in the functions 2.make boss kill quests count for players of any level as it helps them progress a bit better when soloing or just having a friend. 3.more vivid colors when viewing drops and color in your inventory 4.we put the background that the inventory has the same as the loot background, believe it or not, it's more dynamic that everything is similar and the design looks good like a pirate blade. 5.distinguishable badge design between normal mobs and bosses 6.add more paths to other maps and add more mobs maps like another boar map another marine and pirate mobs map, underground passageways so it's not just a single path to a place so we'll completely avoid the map change from camp making both two or three roads so that the conflict is not avoided so much add more texture of land also towards the second town and other places so that they are better guided that there are points of interest there the signs would also look good on the map and would guide to new players and aesthetically better visual and pleasing design 7.magma fruit please :l 8.add the bank also to hajiwari city and in the second city as well and in the desert city 10.add for crafters the possibility of creating wooden sticks and metal sticks but with enough materials to not ruin the store so much not excessively materials but considerate for the new ones to immerse themselves in the professions or high players help their new friends with weapons 11.reduce only percentage the drop of the souls energy many drop2 points
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Swordsmen The Swordsmen level 10 skill - Devil Slash needs to be made into a 1 second cast time as it's a CC homing that also warps you to the target. Allow it to be 1 second run cast or 2 second run cast either or Fighter Give Fighter gloves or some type of knuckle/boxing gloves/Brass knuckles as a weapon with a base damage/crit/attack speed that can be upgraded by blacksmiths eventually. Look into Fighter's cooldowns Leopard/Reindeer Reduce the Mp Drain transformed to 1 or 0.5 as the drain is heavy at a rate of 5 Ice Fruit Make ice Fruit Firsts skill a 1 second run cast or slightly reduce the stun time but keeping it instant Rubber Fruit For Rubber we need a way to be able to farm a boss or kill a boss with a chance to drop this fruit as there is only 1 way to get it in game and its via quest which makes it a bound item. *Fire and Light Fruits are both fine as well as Sniper* Other Changes When we go to pick up drops from mobs and there is the same type of drop; allow it to pick up all of the same type within a 4-tile radius of where you are picking up. You should only be able to pick up the drops of the "mobs" you killed/did most damage to and not anyone Elses. Hair should still show under caps, bandanas, and any type of headwear unless it's a full head covering like desert hood. Add this item as a Cash shop item Or an Event Ticket Item; Catalyst - This item will allow you to make a bound item unbound so that you can trade it, drop it, or sell it to a shop for 100 berries Make it so that you can only power level people within 15 levels of your level. If they are out of range, they won't get experience from the creatures you kill. However, if they kill their own creatures, they will still be awarded experience. Quality of Life Changes Targeting reticle needs to be slightly more visible or simply change the icon for targeting Chat Box/Blessing Notifier, and Your Hud that shows at the bottom Needs to be slightly transparent. Try Lowering the Opacity some so we can see through it. When you kill someone, and it tells you that you are awarded with ____ needs to be made a different color than the chat color2 points
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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.1 point
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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.1 point
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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.1 point
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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.1 point
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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 Side1 point
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A good use case for berries would be adding a feature to trade in berries for another currency (new currency will be used to purchase in-game items; weapons, amour, keys, etc..) this way you need lots of berries to exchange (lets say 1:5 ratio for new currency as an example my point is you need lots of berries and not a little amount as that would be too easy). To make it more difficult add in kill counts; you need lots of berries, new currency and kill counts to receive the in-game store items. Players will try to use irl money to buy berries but they still need to play the game for the kill counts! Making it even more difficult to get would be making the in-game items untradeable so players HAVE to grind berries and kill counts to receive such amazing awards. Berries earn a use case New currency for in-game items Cant use $USD to buy your way into in-game store items1 point
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I know the server status right now isn't what you would like it to be, However a concern I have is the use of blink step by mobs. I do not believe this to increase the skill level of the player, I do not believe this to be a fun mechanic. Coyotes have it, Eagles have it. Some mobs have dash, dash feels perfectly acceptable because the player is notified with a dash text behind the mob, it has the ability to be played around, and helps with skill expression. The next conundrum in this scenario is how do the mobs deal with range? Well when we look at bosses they have abilities that leave hazardous ground, missile attacks, and close range of course. I believe the answer is to not use blink step with mobs but rather give higher level mobs closer combat expression to that of bosses. Once again with current gaming any rubber banding makes mobs with blink step absolute ridiculous to deal with. Internet Status 200MB Down/100MB Up. Alienware Ryzen Mi7... Thanks as always, don't mean to sound grumpy just want to see PirateSouls be the best choice for pirate games!1 point
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A feature that could be sold in the Cash Shop , This is a Guild Mark Design menu... A Cosmetic item in which allows a Player to make and design their own Crew/Division Logos This really would be sold left and right if you ask me as for the flaws which is the freedom given to players to design whatever, so it could lead to Profanity... those Crew/Division logos should be Monitored , when a Player submits the Logo to be then Manually checked by Mods.1 point
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With the population as it is, locking the lvl 50 boss to only a crew and not even a 4 man party option its just simply killing the game for a lot of ppl that dont want to crew together but could share a boss every now and then... so suggestion resumes to: Let ppl that are in a party no matter the crew get inside the lvl 50 boss... for the good of the game and the sake of the enjoyment while playing with friends you know during the game and not your premades one1 point
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I use to code for a LP-c++ MuD... one area we had was called Rogues Island, it had a black market that would sell really rare items, equivalent to a fruit or kino or golden gun. But there was always a coin toss that the purchased item was a worthless fake. seemed like something similar could fit in here! thanks as always!1 point
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I think boars could benefit from having their meat increased in drop table, given that roughly every boar would give meat (given it wasn't compromised).1 point
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Some quests have an item that is lost on death. We should be able to trade it back to the player. OR #PIRATE ransom it. thanks for reading!1 point
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Currently only place i've found is in Hajiwari, if possible could we get some random abandoned stations around the game we could utilize? If already exists please disregard, and thank you for reading!1 point
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we have classes, professions, fruits. another layer of some subskills... very minor. Gatherer- picks up random extras for the cook class. Chef - has a chance to duplicate cooked foods. Foody - gains a little extra (10%) buff/healing/energy from foods. Weapon Master- has a(0.5%) chance to find notesheets at random. Found weapons have a chance to be enchanted. Legendary Smith - Has a low chance to not remove notesheets on use, has a higher chance to produce a 2nd enchantment. True Marine - Has a increase to crit, gets slightly more stats from weapons. Battle Doctor - Heal and Revive cooldown reduced slightly. Wound Closer - Heal and Revive have a higher threshhold of healing. Self-Medicated - Can revive self at a much higher cooldown. just food for thought, Thanks for reading!1 point
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Right now they only work outside of combat, which is pretty underwhelming. There could be a change where instead they heal a flat HP amount or Mana amount over time while in combat. Could be a flat rate instead of %. Since % while in combat would be a bit much.1 point
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Everytime I go to Marine map to either farm or hunt for kills, I always run into Marines that like to get a couple hits in and once they get low health they run to the Marine Safe Zone so they don't get killed. Its extremely unfair and annoying they can just escape from dying just by running to this Zone. The area should be combat locked or just not be a Safe Zone.1 point
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A map of the game would be really good. if it can't be in-game at least a picture of it in discord would be better than nothing1 point
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So we're about a week in the launch and some players have hit 50 and have fallen into killing newer players(lowbies) or have started mass killing the bosses everyday for fruits and other drops. which gets old really fast i've heard allot of complainning lately and started brainstorming ideas for the better of Pirate Souls. Mass Fruit Spawn Idea (WORLD EVENT) In the future when more fruits come in some fruits should be rarer than others, event ticket fruits and fruits u find in the world. The idea So every hour a random soul will have a chance to spawn (depending on the rates) in the world on any map (including newer maps that's gonna be added) the world will announce something like [THE SOUL OF THE LIGHTNING GOD HAS SPAWN ON "X" ISLAND FIGHT TO TAKE CONTROL OVER IT AND EARN A SOULFRUIT/EVENT TICKET!] how it will work The soul will randomly spawn anywhere on the map (not on objects or anything) but in grinding spots, random danger zones ETC, so first you kill the "soul of what ever fruit that spawns [a world boss] then you defend the soul of the boss until it manifest into an actual soul fruit, there's a chance it will fail! so its not guaranteed! failing will happen when, 1.The soul is taking too much damage so its destroyed (so be careful)note: only basic attacks can damage the fruit, since it is a soul fruit itself it cannot sustain other soul fruit techniques damage cause it is immune. (This is active only in manifestation period not the boss itself.) 2."there should be a circle or a box indicating the zone of the soul manifestation area "if someone is standing near the soul, a bar will go up showing progress kind of like king of the hill, the bar is to indicate when it is done and about to manifest into a soul fruit, if an enemy enters the zone of the soul the bar will become static, if the enemy kills you while near the soul your bar is diminished[IF ALL YOUR ALLIES ARE ALSO DEAD] and they will begin a new progress bar showing how long they have until they get the soul is manifested (players have 1 hour to complete the bar before it instantly fails to manifest and a new timer starts for another soul to spawn anywhere in the world(anyone not in your crew/fleet counts as an enemy) This event complements the following Introduce new rare fruits! 1.Encourages open world PVP for a nice reward! 1 of the rare exclusive fruits/cosmetics! and 1 event coupon to everyone that participated (to buy future event shop soul fruits/cosmetics to keep everyone happy! 2.Keeps the world active 24/hours a day! ( if more than 2 rare fruits are manifested in a day the timer will stop rolling and start spawning soul bosses the next day. "it should be hard to manifest one hence why its PVP/PVE oriented." Note: If a boss is left untouched for 30 minutes it will self destruct and a new timer will begin to spawn another random soul. / But why 2 fruits?! - So it keeps these fruits in high demand and keep players fighting over them in the open world. goal- Keep them rare for as long as possible until new fruits are released! 3.Adds raid boss kind of mechanics to help players formulate strategies on how to kill the boss fast enough, How to defended the manifesting fruit and succeed in picking it up. (the boss should have mechanics) 4. Competitive group content X THIS IS NOT A SOLO GAME group content should be encouraged! 5. A healthy loop of automated content! beside automated events. ~ Mirage1 point
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Currently the medic profession doesn't feel as good as it should or reached its actual potential due to 2 factors. Thos factors tie into "Roseo Heal" skill the skill doesn't heal enough and the cool down time is too long. I suggest increasing the base heal to 30-35 (keep the scaling) and decreasing the cool down by 20-15 seconds.1 point
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Hi there, i have seen that curently in game there's close to no harm in the toxic behavior about power abusing lower level players, as rewarding as power can be for those who have it, seeing players lvl 40+ going in zergs against players who are bellow 20 is a great no for new players since their agressors don't have any kind of punishment for having that behavior, while they can't do activities that they are supose to do at their curent level, actually is quite the oposite, the agressors earn by repeating this. I have a few ideas, one of them is adding a level limit to pk, something like 5 levels of distance at max or something like that. I supose that the idea of pvp quests is to have a real incentive to pvp, killing low level people to complete their quests or gain rep doesn't make any sense, is a mechanic that pushes people in to abusing. Other way that it could work is as a demerit, if you ever kill someone that's bellow the distance of 5 levels from you, you actually loose progress of your quest or loose reputation, since doen't make sense to your rep grown if you are not fighting against someone who can react to what you're doing. The game itself has its own barriers and having mechanics that allows to older players to push away new ones doesn't seem as a viable strategy gaming wise. Other way that could work as a less punishing way is that you should not receive death penaltys if you got killed by someone who is 5/10/20/30 levels ahead of you. Sorry for the spelling mistakes, english is not my mother language and i didn't run a grammar check on the text, but i'm sure that the idea is quite possible to understand.1 point
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I think the game needs to be more realistic in the way marines/pirates would act. Marines should not be able to pvp civilians or other marines without risking being kicked from the marines. Pirates should be enemies with marines, civilians and other pirates without an alliance. A pirate's life should be difficult, they should show up as enemies if they have been bloodthirsty (maybe a red border around them). Another idea would be a place to report pirate activity to marines to discourage pirates from constantly bullying newbies and others out of areas1 point
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For Swords Hanzo Aiko: I suggest lowering the agility requirement to 50 instead of 60 because there is another sword that has a 60-agility requirement. Also, the Hanzo Aiko is the middle ground sword and the requirement being 60 for it is pretty high especially for hybrid builds. Uncommon Chest When more chests are added they need to have some that give Diamonds so that players that can't afford or is not old enough to purchase them can have some sort of way to still get them and purchase the said items on the Cash Shop.1 point
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Make it so there is a curved arrow that allows you to turn your avatar to side its side profile and back.1 point
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It'd be really neat for there to be more diverse styles of hair, or even accessories ranging from One Piece, to other anime, such as Dragon Ball for example. The more diverse the better I'd say, so long as it's lore friendly.1 point
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1(Important).for new players a great warning when they reach level 10 that they can already choose their specialization and where they can choose it will help a lot to new players who still do not know where to get their specialization and know when they can get it 2(Important).fixing the map switch as you should spawn a forward tile or making you unable to switch maps so fast 1 second colldown are two viable options 3(Important).the instance of the new boss will allow you to enter with the people you are in party 4(Important). add animation to dash 5(Important).missions that give reputation that players between level 1-19 do not give experience1 point
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Its pretty annoying when 35+ can farm and easily outdamage mobs and bosses and get the drops. Peace mode should be left for the newbies and lower level players who need it, not be used by those who can outdamage lower level players via taking a newer players drops or mobs. It's abused by most higher level players who live on peace mode they use it everytime its off cooldown.1 point
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In many very basic games, a great way to get players into the thick of it is; 1: introduce low level equipment early on to get players use to what different weapons do. ~Stick? Sling? - these weapons literally already exist but you have no loadout to them as you start the game. A game about Pirates/Marines/Pvp ect should probably frontload thematics to the players earlier rather than have them fumble through the game like a lost ass punching boars. Currently the game frontloads players right into a town full of quests. Players will tell you to ignore the quests. However you need to do quests to even afford the basic gear. Albeit you can forge the slingshot but it will require you to know that you need aim 10 for it. Early skills: having to wait to level 10 (which can be hours) for your first skills is excruciating and UNFUN. get players out and interactive with the skills. slight note: non weapon skills requiring level 30 is a tad bit ridiculous. The resources in game are pretty hard to come by honestly in games current state. gating things through levels is fine but at what point is it a dissapointment rather than a balance feature?1 point
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There should be a way to transfer or have your cosmetics given to all your characters being through a cosmetic tab of all the ones youve bought or through the banking system1 point
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Player experience is greatly hindered by the fact. That the lag for players in different parts of the world is so widely different. A player in EU could think they're running, while, for the server, they're standing still while another player, closer phisically to the server, is beating the snot out of them. This is specially important given how PvP oriented this game is. I understand this is not easy nor cheap to do, however I believe this'd help create a more diverse and definitely better player experience for those outside of North America.1 point
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With how low the chance items are to drop and with the new included "most damage gets the loot" drop chance it seems pretty unfair to anyone who isn't the most powerful character. An idea could be to give everyone who hit the boss the ability to get a drop ( everyone has a roll on the loot rather than only 1 person getting a chance at loot) And based on how much damage is dealt their chance for an item to drops increases. Example : Player A and Player B arrive to a boss, they both contribute to fighting and killing the boss. *Lets say the default drop rate for a boss to drop an item is 10% and this 10% is given to all players who attack the boss atleast once. Player A is very weak compared to Player B so he only does about 20% of the bosses health, while Player B does the remaining 80%. Because Player A did 20% of the bosses health in damage he gets an extra 5% chance for an item to drop for a total of 15%. Player B however, does 80% of the bosses health so he gets an additional 10% for a total of 20% chance for an item to drop. *Percentages used are not accurate and are just examples I think this would address all the current unfairness around boss drops and powerful players ( Inlcuding myself ) going around killing lowlevel bosses / all bosses because of their drops and PROMOTE group play more as everyone has an equal chance to get a drop as well as GIVE BENEFITS to those who have spent the time in the game to become strong and clear content easier.1 point
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Having shared cash shop bank with all of your characters, since the items are bound and can't be traded anyway might as well be able to share it with your own characters.1 point
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Peace mode is a very nice little mode but easily abused at the moment by higher level players as they run away to just completely stop an engagement so I have a few suggestions, hopefully they would be possible to implement without much issue. all suggestions are separate ideas and could all be implemented if possible but each stand on their own. Mod Suggestion 1 Peace Mode can only be activated in a safe zone area, currently if you run enough, you can leave combat engage and just turn it on to avoid a fight as stated above, this would stop such issues mostly from what we have deduced since it would force them to either fight, suicide to a mob or run fast and far enough to hit a safezone without being in a combat lock. Mod Suggestion 2 Only those below 30 can activate peace mode, this allows the lower levels to have an opportunity to level while forcing the ones above 30 to either make friends or fight for their exp. Drawback Alternative to Mod 2 Activation after level 30 is possible but reduces your reputation by some variable dependent on level or just a flat deduction of about 100 REP1 point
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When in combat you should be map locked for 10 seconds or 15 seconds after taking or dishing out damage. The current state of pvp encourages cheese mechanics attacking someone when they are low from a mob then running away spamming map switch or using flicker pads/interacting with things in game to teleport to a different map without a combat timer. So, I suggest a combat timer as i said above in my top message.1 point