*Two weeks after the launch of SoT and I am loving it, however I can genuinely see why the game is being criticized and do not rush to defend it. However, I do see this game as having a lot of potential to expand on the fantastic pre-existing mechanics, to make a genuinely good game (pulling a Destiny over here). That being said this list is just my opinions, and yes, it's very, very long.
Also, just a couple other things to mention. This list was made on a word document, so I apologize if it translated in some weird format. Secondly, despite how it may sound I didn't make this list with the intentions of coming across as whiny and entitled. I made it because I'm passionate about this game and want it to improve. I'd like to hear your guys thoughts/suggestions in the comments :)*
1. More enemy types that can occupy forts/spawn on islands (like skeletons), all of which function in a unique matter. Should all have different variants, like how skeletons have gold, heavier versions of themselves or dark ones only vulnerable in the light.
Example(s): Zombies, Ghosts, Fish-People(Davy Jones-esc)
2. More dangerous NPC’s like Sharks to provide more variety.
Example(s): Evil mermaids/siren that can put sailors into a trance by singing, crocodiles lingering around island-based water bodies, lions, tigers, buffalo, undead sharks.
3. More large-scale chance encounters like the Kraken that force players into deadly conflicts. All of them should be present in the world, similar to the Kraken, but encountering them should feel different from one another.
Example(s): The Leviathan, Cthulu, Megalodon, large crustacean, Moby D**k, NPC Crews manned by skeletons, ghosts, etc that can erupt from underneath the waves and wreak havoc (like Davy Jones in pirates of the Caribbean).
4. More non-hostile NPC’s to make the world feel more alive/add to merchant alliance.
Example(s): Whales, dolphins, lizards, insects, crabs, lobsters, manta rays, sting rays, sheep, cows (you name it). Non hostile NPC’s could be sold to the merchants like pigs and chickens.
5. More cosmetic options for the player with a reworked shop.
Example(s): This is more of a concept than an example, but instead of adding different variations of pre-existing outfits (e.g. Rogue sea dog outfit) focus on making more unique outfits. Once concepts for new outfits are conceived, decide on a wide set of colours (pink, red, green, blue, yellow, purple, black, white, orange, etc) and make coloured variants in each of these colours for each outfit, aside from the outfits stock colour. When viewing them in the shop instead of having multiple of the same outfit, simply allow players to browse through all of an items coloured variants when viewing that particular item.
Also allow players to customize hair colour and add/remove tattoos.
6. More ship customization options, reworked shop, and reworked pricing.
Example(s):
- In terms of the variations of the same item purchasable for your ship (again, rogue sea dog hull as an example) I think the same concept I suggested for the clothing store (coloured variants) could work here too.
- Some things I think should be customizable are flags, cannons, mast(s), the wheel, captains quarters and the anchor.
- Pricing should be reworked two, I personally think; Hull (70,000 gold), Sails/captains quarters (50,000 Gold), Figurehead/cannons (40,000 gold), Mast/flag (30,000 gold) and the wheel and anchor (20,000 gold each).
please note that in suggesting customizable cannons I mean that in a purely cosmetic way
7. More world events, like storms (natural event) and skeleton forts (raid event).
Example(s): Whirlpools that lock players into combat (like the maelstrom at the end of the ‘At Worlds End’ movie), fog that makes it hard to see, forts occupied by other NPC’s (see ‘1’). Also a number of other events designed to draw a number of players into one place on the map.
8. Map that expands as you gain reputation.
Example(s): To compromise for no player progression whenever a player increases their reputation enough to speak with the ‘Mysterious Stranger’ in the tavern, gradually reveal new parts of the map for them to explore beyond the red sea. By the time players reach reputation 50 (at least) two whole regions should be discovered, the first of which being fully uncovered when reputation 25 is met with the three trading companies. New regions should be complete with 2 outposts, 3 fortresses and a distinct look/feel (like the currently existing ones).
9. More trading companies.
Not imaginative enough to come up with any ideas 😉
10. More weapons that play differently to those currently in the game.
Example(s): Musket, heavy sword, rapier, boarding axes (for climbing up the sides of ships), hatchets, axes, shields.
11. Combatable ghost ship occupied by dead players.
Example(s): Not entirely sure how it would work, but in short it could act as an encounter similar to the kraken where (if enough people are dead at one time) the ship and its ghostly player crew have a small chance of appearing next to an unlucky player.
12. Curses/magic that impact gameplay and appearance (happen randomly, can be cured, both positive and negative affects).
Example(s): a curse that turns players into one of the dark skeletons every night; while the curse is active they will be immune at night unless a light is shone on them, however they cannot heal using bananas until the curse is lifted, making all damage permanent.
(More, less detailed examples): a curse that makes players randomly drunk, a curse that makes players randomly vomit, etc.
13. Improve the merchant alliance/add NPC merchant ships
Example(s): Make necessary cages and crates spawn on the ship so players can start voyages without having to return to an outpost.
Do not entirely remove fetch quests but make an alternative where players must hunt down one (or more) ships carrying valuable cargo (e.g. a piece of paper saying the ship was last seen at Lone Cove). As the game progresses the ships could be manned by ghosts, skeletons, come in different shapes and be cursed.
14. Add a ‘man o war’ or ‘ship of the line’ ship to accommodate 5 or 6 players at once.
Example(s): My image of how this ship should work is as follows;
- The ship needs to be massive and very easy to notice.
- When catching the wind, the ship should be the fastest, however it should be the slowest against the wind.
- It should have 16 guns, 8 above deck, 8 below.
- The manoeuvrability should be awful, worse than the Galleons.
- Actions like raising anchor/managing sails should be more difficult and require more people.
In short, a huge ship to accommodate up to 6 players would allow for more fun to be had with a greater number of people. The ship to accommodate these people should be an absolute brute, yet easily out manoeuvred so the opponent can get away or simply avoid the cannon fire.
15. Add a deployable rowboat.
Example(s): add a rowboat that can be deployed from/stored on the side of your boat or on the deck. The treasure you’ve collected at any given place could all be hauled to/from your boat in one run to make getting across water with treasure a bit less tedious. To compensate for the lesser challenge, sharks could be able to attack your rowboat and it could move slower depending on how much treasure is being hauled (and people).
16. Being able to name your ship.
Example(s): being able to name your ship so your ship gains legendary status with you. The ships name could be displayed on the piece of wood above the captain’s cabin, and there could be an option for it to be displayed on the side of the hull.
17. Add a stronghold crate.
Example(s): currently we have a stronghold skull and chest. It seems fitting a crate for the merchant alliance should be added is well.
18. Let people crouch and lie prone.
Example(s): the ability to crouch and lie prone could make it easier for people to stage ambushes/duck from gunfire.
19. Adjustable aiming sensitivity and fixed sniper sensitivity (PC).
Example(s): add an aiming sensitivity slider and up the default sensitivity when looking down a scope on PC.
20. Ability to preview cosmetics on your character/ship before purchasing.
Example(s): let players view what different cosmetic options/combinations would look like on their character/ship before the buy the item. E.g. being able to preview a sail/hull/figurehead combination (none of which you’ve purchased) on your ship before buying any of them.
21. Add fishing and other leisure activities.
Example(s): add fishing and other leisurely down-time activities for players that can earn them cash on the side. E.g. in the upstairs room of the tavern (which is currently blocked off) add a ‘pirate casino’ with poker and other card games. Winners could receive a cash reward.
22. Improved difficulty/AI and nerfed skeleton aim.
Example(s): the skeletons having pinpoint accuracy is more frustrating than it is a challenge. Nerf the aim and compensate with intelligent AI that is harder to ‘cheese’.
23. Change maximum crew size through the in-game menu.
Example(s): Add the option for captains to shrink/grow their crew size as to avoid unwanted random players joining or make room for more players. E.g. you and a friend are playing on a sloop and your friend leaves. You’d rather continue playing solo than have a random join, so you reduce the maximum crew size to 1. Alternatively, you and two friends are on a galleon. A fourth friend wants to join so instead of everyone returning to the main menu you just increase the maximum crew size to 4.
24. Make forts harder to cheese/improve forts in general.
Example(s): Forts with different enemy types, waves comprised of mixed enemy types – once players wipe out all the skeletons on the surface they could head into a cave/labyrinth system under the ground (different for each fort) where they must clear more waves and solve puzzles to progress to the next room. – forts could also have random factors to make each one feel different, like a fort being surrounded by sharks.
25. Rewards for sinking ships, losses for being sunk.
Example(s): When sinking a players ship you and your crew gain a small amount of gold and the enemy’s cargo (bananas, cannon balls, wooden planks) all floats to the surface/your ship resupplies. If your ship is sunk you and your crew should each have to pay the mermaid or ghost captain to teleport back to it/leave the ghost ship.
I suggest this because sinking players without loot offers no reward and your own ship feels like a ‘throw away item’ right now.
26. Add some form of a flare gun.
Example(s): add some form of a flare so if you need help or have figured out a riddle you can let your friends know where you are.
27. Make the kraken give loot and make it stronger.
Example(s): the kraken, when defeated, should give unique, high level loot – the kraken should also be made more difficult with a more spiritic move set making the fight feel fast paced and frantic.
28. Noticeably bigger rewards for higher level voyages (gold and reputation).
Example(s): rewards for higher level voyages need to be considerably bigger. Every time you rank up with a trading company (rank 5, 10, 15, etc) all rewards within the company are worth 10% more (so at level 5 a castaway’s chest usually worth 80 gold on average would be worth 88 gold on average, and every item earns you 10% more reputation). By the time players reach level 50 they would be earning twice as much which would feel pretty rewarding.
29. Front mounted swivel cannons to damage enemy sails.
Example(s): add two front mounted swivel cannons (galleon and sloop) that could damage enemies sails and slow them down. Sails could be repaired using a fabric material that could be stored and gathered like planks/bananas.
30. Ranks before/after pirate legend and a story element.
Example(s): players should gain new titles that unlock hideouts and cosmetics every 25 levels (starting with a level 0 – 24 hideout as well). Every time someone reaches one of these mile stones (25, 50, 75, 100, etc) and they unlock a new title, new voyages that lead players on story driven quests could be accessed, along with the existing three trading companies. These story driven voyages could increase in difficulty and complexity in higher ranks.
31. Extend the respawn range so players cannot spam forts or spawn camp.
Example(s): spawn sunken ships of further away islands instead of the closest possible one so that crews cannot spawn camp other crews (its literally happened to me) or abuse forts (e.g. attacking the same crew at a fort five times until the players you’re attacking are drained of cannonballs).
32. Add a PVP/PVE cooldown to the mermaid.
Example(s): the mermaid should not come to the aid of players engaged in combat with other players or NPC’s. Players should have to be out of combat for a minute or so before the mermaid spawns as there is little risk in being shot off your ship by enemy players/thrown off by the kraken.
33. More cursed chest variants and cursed bounty skulls.
Example(s): more variety in terms of cursed chests, and cursed skulls with their own unique effects and impacts on gameplay (e.g. a skull/chest that attracts the kraken to your boat).
Good ideas here: https://www.pcgamesn.com/sea-of-thieves/sea-of-thieves-cursed-chests
34. A bounty system.
Example(s): the longer a crew and their ship remains afloat and busy, they will slowly accumulate a bounty. Players could take up bounties, and by killing other players with bounties players would get a reward depending on how high the bounty was.
35. Instead of locking outfits behind reputation milestones, give unique cosmetics for different achievements.
Example(s): a tentacle sword for defeating the kraken that becomes cooler looking the more times you defeat it (like how you can purchase cosmetic lantern upgrades from the order of souls that make the lantern look cooler as your reputation with the faction increases), bone weapons/clothes for defeating ‘x’ amount of skeleton forts.
36. Far more ship and character customization options.
Example(s): to justify cosmetic progression we need more variety.
37. Make gaining reputation feel meaningful by introducing new mechanics or slight changes to pre-existing voyages.
Example(s): my personal ideas of how I think voyages could be made more interesting for the three trading companies are detailed on another document. Three pages of writing was simply too much to put underneath a single subheading.
38. More content available for players who reach pirate legend.
Example(s): judging by what has been shown to us by the first pirate legend, the only new content is two outfits, a shanty, a hideout and the voyages, which are just a collection of the pre-existing voyages. We need more outfits and more unique ship customization (that distinguishes you from non-legends), and some relatively fresh feeling voyages that do not recycle the same gameplay loop.
39. Make hideouts and the upstairs room of the tavern a PVP safe zone for players to socialise.
Example(s): I have heard many people suggest making outposts a safe zone, and while I can agree a social space is needed, outposts should not be it. In point ‘30’ I suggested hideouts that unlock every 25 levels, starting at 0, which feel like the ideal social space (including the tavern of legends). In point ‘21’ I suggested a games room in the upstairs portion of the tavern, which could also be a fun social space.
40. Prevent people from server hopping to raid skeleton forts.
Example(s): a lot of people will disagree with me here, but having galleons appear in waves because of server hopping is just not fun, and is also leading to less player encounters for those who play the game normally (as all the players are flocking to forts). A way to counter this would be making it so that players that are just starting the game load into games that do not currently have an active skeleton fort.
41. Boarding ropes.
Example(s): boarding ropes that can be thrown from one ship to another to lock the two ships side by side and draw them together unless one of the teams remove them. Could encourage more on-deck PVP.
42. Developer communication with the community.
Example(s): so far so good, the developers have shown they are very passionate about this game, and I believe that with a frequent update schedule, transparency with the community and listening to community feedback this game WILL be something special. Also, a roadmap would be really nice <3
Edit: so I have been seeing a lot of cool suggestions in the comments and figured I should add them to the list, my opinion isn't the only one that matters after all :)
43. A two sail, four cannon ship in between the gallon and sloop.
Example(s): this ship would serve to accommodate a crew of 3 people, as the gallon currently feels 'undeserving' of a 3 man crew. Could potentially be used for a two man crew as well, as the sloop is incredibly easy to sail alone, and a second man is just unnecessary.
44. Ability to choose different sails depending on whether you want to be faster with or against the wind.
Example(s): different sails that can be purchased and equipped on your ship that will either make you faster with the wind or against the wind. Many sail variants could just be cosmetic, but each one should have the benefit of being faster with/against the wind. (this is one of the only ideas I've heard about 'ship upgrades' of sort that I don't think would totally throw the balance, nice work!)
45. Navy convoys.
Example(s): fleets of 10+ NPC ships that can be seen from a long distance and engaged by multiple players at once. The ships should be very tough and hard to sink, but offer very good rewards (like an on-water skeleton fort/raid event).
46. Give the kraken a body and make multiple variants of it.
Example(s): give the kraken a visible body, and give the kraken multiple variants. Maybe you're attacked by a fire kraken, maybe a lightening kraken, something as simple as variations in colour would add some nice diversity.
