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Hello everybody, we are glad to announce that Pirate Souls Beta is going to release the 1st July on Steam! Approximately one year after the alpha. Click on the link below to go to the Steam page of the game. Go to Pirate Souls Steam page ABOUT THE BETA Like explained in the article about the progression of the beta we posted in January, we have been working on a lot of features and improved a lot of existing ones. Compared to the alpha, the beta will have more islands, quests, bosses, techniques, items and more. It will also have new features. The most interesting ones are probably marines global organization and pirates crew alliances. Marines officers will evolve in the same organization and will get higher ranks by doing quests or by being promoted by their superiors. It's a bit different for pirates. They can have their own organization only if they form alliance with other pirate crews. Alpha players will notice some new little features like the grapple hook system, the shop item preview and mobs having unique ability starting from level 30. We have also improved a lot of elements like maps, NPCs, spells and game stability. We hope alpha players will be pleased by the game progression. pirateSoulsManEaterT.mp4 pirateSoulsStarRaysTechnique.mp4 CORE CHANGES As the game now has more content, the level cap for the beta is 55. In order to make the progression feel smoother, we decided to add a level requirement to soul fruits (level 30 or above). Once you have eaten the fruit, the stat linked to your specialization will partially reset so you will be able to change your build. One concern we had about the alpha fighting system is the lack of skill shots, because of the auto aim feature. To fix that, we decided that auto aim will now slightly decrease attacks and techniques damage. SPECIAL THANKS We would like to thank our Discord community for their support! Without them, the game would not have been in its current state. Special thanks to our publisher, Hitspark, and to the developers of Intersect Engine. If you want to stay connected to Pirate Souls and see the progression of the beta, below are the links to follow. Note that we will now start hosting special events in our Discord. You will be able to win exclusive roles and special in game items! Disclaimer: This is an old topic, the original release date is Mar 19th, 2022 on indieDB5 points
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Hello everyone, Pirate Souls team has been working daily in order to offer a nice gameplay experience to players. The alpha was a great help for that, because it put in evidence the flaws of the game and allowed us to receive player feedback. After approximately one year since the alpha, we are glad to announce that Pirate Souls Beta will release this Friday 1st July 16 h 00 UTC on Steam! Go to Pirate Souls Steam page NEW FEATURES The beta has two new islands to explore and a bunch of new quests. It also has more techniques and new fight mechanics. However, the available soul fruits are still the same. Dedicated players will be able to stand out from other players as the beta has a reputation and an achievement system. Another way for players to stand out will be by their character customization IMPROVEMENTS For the beta, we did a lot of quality-of-life improvements. Here’s a list of some of them: the chat is easier to use, adding stats ask for a confirmation, NPC dialogues don’t require the mouse anymore and there’s a preview of your character when you want to purchase an item. pirateSoulsChatStats.mp4 We also improved some elements of the game to make it more immersive and enjoyable. For example, we redesigned some maps and UI elements. NPCs are more challenging as they now have unique abilities. And crafter profession is easier to understand and to use. The organization system has also been improved because we want teamwork to be an important part in the game. So, pirates can now create a crew and form one big alliance with other crews, and marines can now form a division inside “The Marines” organization where all the marine members are listed. We also did a lot of background improvements that players will not notice. Crew and alliance system are faster, fights should feel smoother and the logic behind some elements like players synchronization has been updated. EXPECTATIONS We expect fewer bugs and exploits than in the alpha for sure! This year of development gave us the time to focus more on content and quality. As we added more techniques, our main goal was to make the PVP and PVE funnier. So, there might be balance issues, but we are confident in the choices we made and we are open to suggestions as always. WHAT’S LEFT We wanted to add a ship navigation system for the beta, but we didn’t have the time to do so. Once the beta is stable and smooth running, we will definitely focus on that and the possibility to have a faction/alliance controlling an island. A more detailed announcement on the road map of Pirate Souls should be coming in the near future. WILL THERE BE A WIPE? Since the game is no longer in an alpha state, we are not currently planning on doing a wipe. Players can evolve without the fear of losing their progression. SPECIAL THANKS We would like to thank our Discord community. They are very supportive and have great ideas. Thanks to them, we implemented a lot of elements that we didn’t think about. We would also like to thank our publisher, Hitspark, and the developers of Intersect Engine.4 points
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Hello everyone. It's been approximately two months since the release of the Beta/Early Access version of Pirate Souls. We had some issues during the first weeks, but we are glad to say that we overcame most of them. Login On the day of the release, the only way to play the game was by using an Hitspark (Nin Online) account. It was a bit confusing as people were expecting to use a Pirate Souls account or a steam one. We decided to add an option to create an account using Pirate Souls website and the use of the Hitspark one is now optional. Our plan is to make so that all players have a Pirate Souls account as first login method so if there is an issue with Hitspark login, they will not be affected. Tutorial and Early Game We had a lot of complains about the tutorial being "bare bones". The lack of guidance once outside of the Formation Center was not giving purpose to new players to continue playing. To make things more obvious, we added explicit icons to important locations and tutorial cards to important steps of the game. We also changed some early level quests and added a new low-level item, so the leveling process is more fun. Some new players were discouraged by higher levels being real pirates and killing on sight. As an open world PvP game, this is something to expect. However, it doesn't match our vision of the game as we want Pirate Souls to be more about team PvP and exploration. Someone starting the game doesn't have the chance to form a team nor to explore. Quitting the game without seeing all what it has to offer is a bit sad. To bypass that issue, we introduced Peace Mode, a white flag disabling all kinds of PvP, so players can progress through their journey without being constantly killed. Rubber banding Some players were having rubber banding/lag issues that was making the game unenjoyable. After a lot of tests and resolution tentative, we finally found out what was causing that issue and the game is now much smoother running with high ping players. Crashes Period During approximately one week, a lot of players experienced some crashes. Those were caused by some rework we did to how assets (items, sounds, music, etc.) are loaded in the game. We wanted to fix micro freezes some players were experiencing when playing the game. Unfortunately, the tests we did were not complete enough to detect all the possible crashes. To apologize, we increased experience rates by 15 % for one day. We understood our mistake and next time, we will make sure to test with a small group of players first before pushing any major updates. Main Focus Our main focus is to increase the player’s retention before expending Pirate Souls Universe. We did a lot of updates having that in mind. The most notable ones are probably the ones regarding the early game experience, but we also pushed some updates for high-level players. The Marines's Fortress war event is the best example of that. It introduced a way to use achievements to gain more stats. It also made it possible to trade keys for higher tier keys or some reputation. Providing more long-term objectives. Another vision we have for the game is for it to be a team game about hanging out with friends, exploring, finding treasures, and doing bosses together. Just like a pirate crew or a marine division would do. The first big update we did was the introduction of the higher-level boss Sauro. Who can only be fought by players on a crew. Near Future Roadmap Automated events. Improve maps. Smoke fruit. New weapons. New cosmetics. Long Term Road Map. Ship system. New Islands. Thanks for playing Pirate Souls, your support does mean a lot to us! We will continue to work in order to make this a nice free to play game without pay to win mechanisms!3 points
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Alpha Fleet Admiral of the 1st Marines is here. Anyone interested in an invite to the Marine discord that is going marine Direct Message me in game, here or on discord at JunPachi#23433 points
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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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MARINE DAY On Saturday at 12pm Eastern Standard Time I, Alpha Fleet Admiral and soon to be Beta Fleet Admiral JunPachi will be hosting the very first Marine Day to commemorate a week of the beta being out. Marine day will consist of the following things: 1v1 Tournament 1st Place will receive a grand prize and special role in the marine discord 2nd Place will receive a lesser reward as well as 3rd Place A Foot Race Starting from the very top left of Hajiwara where the Marine Base is located and will end at the Coyote Map so be sure to get the Rope Technique if you haven't. Reward will be soul energy or Note Sheets RULES: PVP MUST BE ON FOR EVERYONE ATTACKING EACH OTHER/KILLING EACH OTHER WILL BE ALLOWED TO PREVENT THEM FROM WINNING THE RACE And finally, we will end the event with pictures and laughter after a good day of fun. IF A GM SUCH AS DONA OR SHENMU CAN HELP WE CAN GET SOME EVENT COUPONS GIVEN OUT FOR PARTICIPATION IN THE EVENT SO MAKE SURE TO TAG THEM AND SPAM THEM3 points
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Hello everyone! Today we worked on a lot of big updates to make sure that the new players experience is as smooth as possible and that every specialization looks appealing! It is important to understand that we are building an open world PVP game where we want team works to play an important part. But for an open world pvp game where team work is important, it is obvious that people who want to play alone to relax a little bit might have a hard time enjoying the game. So we added a new feature called Peace Mode! PEACE MODE Peace mode will allow anyone to completely go out of combat for 1 hour, and then wait 2 hours to go in peace mode again. Once Peace Mode is enabled, the person won't be able to go out of that mode until his timer is over, and he won't be able to do PVP either. We believe this change will allow people who enjoy PVE to have some time where they can enjoy the game while still keeping the open world aspect of Pirate Souls. A content update will come really soon to reward people who do PVP in danger zone. SNIPER SPECIALIZATION We realized that the sniper specialization was underwhelming compared to the other professions so we buffed their weapons, and increased the travel speed of the metal balls. We are very open to suggestions concerning every specialization, but we are not ready to change techniques yet since the PVP is in a very young stage (no one is level max). END GAME CONTENT Marine fortress will be the end game area for now. Where players will be able to do events and pvp starting with the bank race event! We plan on adding a big alliance/Faction battle event soon too, once the new player experience is very positive! BUG FIXES Fixed some bugs, not that interesting to players tho! More content coming soon. And keep in mind that we are very open to suggestions in the idea section of the forum: https://piratesouls.org/ideas/2 points
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Ahoy there, fellow sailors! After many weeks of hard work, we finally managed to have a working cross-platform version of Pirate Souls thanks to @Seth. We released a test version on Steam. More information Brand new test server. All players start from stratch. 10 character slots available. Players progression will be erased once testing period is done. Test period will last approximately 2 weeks, maybe more. Even if you are on windows it would be appreciated if you could test the cross-platform build! How to test Add Pirate Souls to your Steam library. Go to Pirate Souls properties (right click > properties or settings icon > properties). In the Betas section of the properties window, select the "cross-platform" option. Note You can still use the non cross-platform version of the game. It's the real version of the game. The data from this version will be migrated to the cross-platform version once the test period is done.2 points
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Hello everyone, welcome to our latest roadmap. We're excited to share our plans for the coming months and the features that we're working on to improve the game and to enrich your gameplay experience. As always, we value your feedback and suggestions, and we're committed to delivering a game that meets and exceeds your expectations. So let's dive in and take a look at what's in store for Pirate Souls in the next months ! Cosmetic Slots This week, we added a new feature to the game - cosmetic slots for equipped items. This will allow players to customize the appearance of their characters without affecting their stats or abilities. We added a new interface for players to access the cosmetic slot and we will make adjustments to the inventory system to accommodate this new feature by adding bags that will contain extra slots. Mob Gears We will complete the mob gears system. All mobs in the game will now have a gear that players can loot and use for to have extra stats. We will add a new crafter NPC that will allow everyone to craft gears (even non crafter). Crafters will be able to destroy gears to obtain note sheet parts. Main Story Line We plan to add a main story line so players with new quests to enhance the player experience. The new quests will help players to progress through the story and unlock new areas and features in the game. If you want to help us with the creation of new quests, feel free to reply to this post with your suggestions of story. It will be very appreciated! Referral System A referral system is definitely something needed. We want to reward players for inviting new players to the game. This system will give rewards such as in-game currency or rare items to players who successfully invite new players to the game. While we're excited to bring new features to Pirate Souls, we also want to ensure that they're implemented properly and with the best possible user experience in mind. As such, some of the features we have planned may take some time to develop and fully integrate into the game. We appreciate your patience as we work to create the best possible gaming experience, and we're confident that the end result will be worth the wait. Due to time constraints, some of the planned features may not be completed for 2023, so we will provide brief summaries of those that are unlikely to be finished this year. Improve Professions We want professions to be more engaging and complex. We plan to do so by adding quests tied to professions and a levelling system. Achievement Titles Bonus Each title will give players a specific bonus, such as increased experience gain, bonus stats, etc. Arena Battles We plan to add an arena system that will allow players to compete against each other in PvP battles. This system will have different modes, such as 1v1 and team battles. Skill Tree We would like each technique to have a skill tree. It will allow players to choose and unlock new abilities, passive bonuses, and perks as they progress through the game. The skill tree system will provide players with more customization options and enhance the overall player experience. Thanks for your continued support throughout our early access development journey. We couldn't have made it this far without your feedback and encouragement! Don't forget, if you want to give ideas for the main story line or new quests, feel free to do!2 points
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Last week on pirate souls. Marine civil war arc. Civil war ended in treatise between the admirals. Combat ensued and differences set aside. The newly renewed marines took up arms in expulsing sekani pirates formidable forces from rhum island. An ongoing effort. The phantom pirates haven't been seen in the area lately, only singular encounters that may be just pure runour. Word on the seas is they are planning for their next move. Several pirates from both crews have been elevated to a yonko level threat. Marines be advised and seek guidance before attacking yonko level threats alone.2 points
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Hello everyone, we are glad to announce that this Sunday, the 24th July 6 PM UTC, will be the first Marines Promotion event! Marines will have the occasion to show their value and maybe, become the next Admiral, Vice Admiral or Rear Admiral of The Marines! At the end of the event, 2 Admirals, 5 to 10 Vice Admirals and some Rear Admirals will be chosen. Admirals and Vice Admirals will have the power to promote or demote other members of The Marines. We hope it will encourage role play. Every marine can participate to the promotion! If you cannot participate this Sunday, you will have another chance as we will organize another promotion. Once both promotions will be done, we will organize another event to select the Fleet Admiral among the Admirals. How will the event be? We will test your intellect in Hajiwari Formation Center. Then, you will have to deliver a special item to Marines’ Fortress Bank. After that, a tournament will conclude the promotion. Evaluation will be based on role play, tests performance and PVP tournament. More details will be given once the promotion will start! What about pirates? If some pirates want to make it hard for the marines during the promotion, they are welcome to try to block them from delivering the special item to Marines’ Fortress Bank. That being said, something will be coming for pirates later on! Marine special ranks info Fleet Admiral – 1 position – can promote Admiral – 4 positions – can promote Vice Admiral – 20 positions – can promote Rear Admiral – 50 positions – cannot promote See you this sunday!2 points
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Things that have happened in the game. Bandits have stolen the Rubber fruit from Sai the wealthy merchant. The bandits sold that fruit to a mysterious hermit who lives in a creepy desolate forest cabin. The island is populated by some Soul fruit users, strangely enough 2 of them lead different factions, Marines Captain Shotas of the Ice Fruit, and Lato Pirate Captain of the Fire Fruit. There is a 3rd, the frighteningly fast Frio po. another user who has no known fruit to date is Litorio, and strangely enough he knows about all the fruits in existance. There was a war that devestated Rhum Island, Sir Loc was saved by one of the Pirates strongest allies. Kamel another soul fruit user will also teach much about the sad short story of Rhum Island. There was a hellish war here. The island barely more than a desert serves as a battleground to this day. The marines have a fortress island nearby, the factions wage war over control of Rhum Island and Hajiwari. This is what we know about our current sea. Things we know very little about. Dr. Megafunk, the greatest crafter, responsible for the design of notes sheets for improving weapons. The Pirate Era, how Shotas became so corrupted and ate the ice fruit. How Lato took command of the Hajiwari Pirates, how he came upon the Fire fruit, how he got into dealings with the Hajiwari Marines. Where to go from here? In my imagination I see the next 2 conquests for the game being an "impel down scenario" because we have a marine fortress, this would allow another set of higher level mobs (above coyotes) to come into play. Possibility of new boss interaction, as well as Impel Down/Marine Fortress side quests. The open sea, I imagine that Rhum Island, Hajiwari, and Marine Fortress are all in a small cape if you will. just a small percentage of what the open world is. I see the need for finding a navigator, someone who can use the log compass more proficiently than <the player> can use. Allowing the ability to leave the cape and traverse the ocean. The next need becoming a ship itself, whether the player can build a ship out of materials that are gatherable on the Islands, or if they have to steal a ship from the marines, or charter their crew a ship from a local merchant/faction. Also as a side note, the "cape" as I imagine could be entirely out of possibility with open seas allowing the removal of the hit the steering wheel option on current ships. Going even beyond the cape. Aestetically we have a desert and a forest, plains and some plateues/canyons. What we have not seen is a sandy windy beach, some cold ice peaked mountains. A bustling city of crime and punishment. In lieu of open seas being a very large project, I would say that a large island with 2-3 tilesets being an upcoming area to adventure would be a wonderful way of opening up the world building. Mountain peaks, snow covered, with a certain being of lightning at the top, holding his throne for hundreds of years. A bustling city that has been overtaken by a criminal organization being funneled money by both marines and revolutionaries. Citizens in distress as local thieves guilds rob from the weak to help funnel criminal organizations. Deadly wolves in the snowcapped mountains, threats and myths of the Yeti or Bigfoot tribe. The feeling that most things in play are because of some shadow organization pitting pirates and marines against each other to seize all assets and control, the city being one of their more recent exploits. The cities Mayor/Chief/King being very obstinent that he is in control, asking <player> for help with information and removal of opposition parties. The mystery of whether the King is part of the organization pulling strings from the shadows, or a benevolent king. A tribe holding the coldest and most desolate peaks constantly at war with the city, marines, pirates, and the thieves, all while maintaining their tribes fight against the yeti and wolves.. just barely surviving with thier supposedly immortal chief. The choices a player makes could wreak havoc on the island or save it.2 points
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Sounds like a step in the right direction for an mmo tbh and it also adds more uniqueness for certain builds along with more variety for people to play around with.2 points
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Even if nothing major, GM led events are absolutely wonderful! I appreciate the time you took out of your day to come play with us! weekends look like hotspots for players. Would love to see a battle royals event. 3 lives, no teams. Last man standing award. Most kills award. Most damage award. Consolation prizes LOL! will post in ideas as well, haven't posted here yet! thanks for reading!2 points
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Description - Targetted Spells are going on CD when targets are out of Range, it's literally how it is Make it so that it doesn't do that :v2 points
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We are considering this idea, but since we want to avoid adding complexity to the game I think just giving more use case to berries (like new cosmetics, weapons, etc) should be the way to go. And having the better item/cosmetics have reputations points requirement so you can't just buy berries to have everything you want.2 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 is a great update. I appreciate that we have the ability for a bit of peace, but that you've kept balance with the cooldown. Well done!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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QoL: It is something we will do once the game will reaches a stable state for sure. In the early version of the game (before alpha). It used to work like this. Then we realized it was nearly impossible to land skill shot while chasing someone. It is something we could do once the game reach a stable state too. The problem with adding a map lock on death just for that specific issue is that every other people who died by doing something else will be frustrated unnecessarily. Noted Personal opinion: Improving the pvp to reward more skillful player is something planned in the next coming days. We want Soul Fruits to be rare, but we don't want people to think that they can't get it if they farm the bosses regularly. So we will keep the drop rate the same for now and see how it goes. I agree for the Soul Energy high drop rate. I believe that announcing when a boss spawn will remove part of the exploration in the game. The only reason why it is announced for Frio Po is that destroying a rock (a long process) is required.2 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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Hello my peeps! Decided to check the game out, I can't wait to see what you guys created and I am sure its going to be great.2 points
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Hello everyone! I am pleased to announce you that we will finally start to use Pirate Souls’ website/forums to post updates about the state of the game and anything new or upcoming related to it. This means that the bug reports and suggestions won't be done on discord anymore but here instead once the beta releases (the first of July). So let's start with some pretty big news! Hitspark Login Some of you probably already noticed it, but Pirate Souls will use Hitspark account for the beta. Which means that everyone who already has a Nin Online account won't have to create a new one for Pirate Souls. And every new Pirate Souls account (so Hitspark account) can be used to play Nin Online too. This will allow a player who plays both games to switch between them with ease and much more! You can read the rules and guidelines, privacy policy and the terms of service if you need more information. Thanks for your time, Dona2 points
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Dear Pirates! Today, the website got a makeover fitting of a member of the Hitspark network of games. If you didn't know, Hitspark is a game development studio and a first of it's kind Indie MMORPG game publisher. The new website/forum is powered by Invision Community, a software that our long-time players are familiar with as Nin Online has used it since it's inception in 2013. This is part of us going towards making sure Pirate Souls is as integrated into all our current and future services. Pirate Souls continues to be developed by an independent game studio led by @Shenmue & @Dona Regards, Ueda2 points
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@archadria2 Yeah this could be something. Pirates, marines and coyotes already have a boss though. Could work on enraged leopard and giant eagle.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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That is something that can be done in the future! But since we have bigger priorities we will not work on that for now unfortunately1 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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The player helped us find an issue with the bounty system. Everything should be fine now1 point
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Description: - The text error notifying you of failing to add someone to friend list due to being in combat is misplaced, it appears in alliance chat where everyone can see it. Steps to reproduce: - Hit a mob to trigger combat status, and add someone to friend list, the alliance chat will say, for example: "[Recruit] Shissei: You are currently fighting!".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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