[MegaThread] Predictions & Ideas Part 1

  • This thread is solely based on data gathered from video material and reasoned thorough my experience pool up to date.

    I have not posted here before and I made few searches based on few keywords to grab some general image after I wrote the findings down. Here are my findings.

    DISCLAIMER: Anyone with exact same or similar ideas, kudos to you for thinking alike. These ideas are as much yours as they are mine. However, I apologise in advance about how the text ended up and may possibly irritate the reader to an extent. I wrote most on-the-go and I did try to format it, but it still may feel a bit jumpy.

    CONTENT

    Predictions & Ideas
    Discussion Jewels

    . . . . . . . . . .

    Predictions & Ideas

    CREATING MATES IN THE PUB

    | eight randomly rolled mates at a time

    • every mate is different
    • even their tone of voice is different
    • only foes can hear the voice of your mate
    • you can hear the voices of foes and neutral mates
    • crew members cannot hear the voices of their mates

    | mostly cosmetic changes and a start-up item

    • shows plain underclothes at the very first time
    • item shown implies of explorable pirateristics

    | body type changes affect their acrobatics and feats

    • slim ones look lean and agile (Genji)
    • they constantly parkour thorough environment
    • they may tip and roll a barrel before them also while
    • they may tow a treasure chest behind them the same time
    • they can be tossed aside by their thewy counterparts
    • they can slide underneath their thewy counterparts
    • thewy ones look big and strong (Winston)
    • they occasionally grapple foes immobilising them
    • they may lift and move two barrels at once or instead
    • they may lift and move a whole treasure chest
    • they can be knocked aside by their beefy counterparts
    • they can ricochet themselves from their beefy counterparts
    • beefy ones look round and silly (Torbjörn)
    • they willingly tumble downhill like a wrecking ball
    • they may carry a barrel on their hide or instead
    • they may carry a treasure chest on their hide
    • they can be tackled aside by their slim counterparts
    • they can bounce their slim counterparts up high

    | ability to reroll all eight mates anew

    • have no rush to judge
    • pick one that calls you like a spark in the cosmos

    | while approach differs, body type affection is cosmetic at core

    • gaming pace is even between body types
    • no advantages present

    | every change is distinctly presented on the mates

    • venturing unveils further pieces to match the fantasies
    • no advantages here either

    | pick a mate to begin the venture

    • saves the mate and exists the creation screen

    VENTURING IN THE FIELD

    | venturing and performances happen in real-time

    • players everywhere
    • only player navigated ships to battle with at sea
    • islands may hold foes of other kinds as well

    | weather and daylight cycles happen faster

    • weather at sea may build catastrophical storms
    • weather at bayside usually stay gentle enough

    | players need to read the game to make the best of it

    • everyone should use the environment to their advantage
    • they need to manage very limited inventory choices
    • they will build their reputation as a pirate
    • they have the privilege to learn and share tricks
    • they display signature taunts to tantalise resistance
    • environment works to resist and assist
    • it provides all kinds of means to those keen enough to seek
    • it provides less to those yet inexperienced, flowing about
    • it sends hordes of monsters to shuffle the score
    • it rewards having fun, reasoning and making mistakes

    | body type and cosmetic appearances develop down the road

    • available cosmetic changes are applied at will at the shops
    • they become available after they are obtained
    • only few items are offered at the shops at any given time
    • items are cycled when a mission is returned to a faction
    • only items in a shop associated with the faction get cycled
    • items in every other shop stay unaffected
    • body type changes are experienced over time
    • they are brought forth thorough choices

    | mates need to endure procedures to reach body type changes

    • less plundering and more feasting make them beefy
    • both plundering and feasting equally make them thewy
    • more plundering and less feasting make them slim

    | body types can go extreme lengths as well

    • slim to runt, thewy to heavy and beefy to fat
    • runt looks more like a mangled stick (Junkrat)
    • they cannot parkour anymore
    • they can instead hide in a barrel
    • heavy looks more like a bodybuilder (Reinhardt)
    • they cannot grapple anymore
    • they can instead jump very high
    • fat looks more like a teddy bear (Roadhog)
    • they cannot tumble anymore
    • they can instead sit as a roadblock

    | crews may occasionally lose some understanding for a time

    • duration varies case by case
    • losses experienced are of joy, sense, point and aim
    • joyless mate is unable to play instruments
    • senseless mate is unable to repair ships
    • pointless mate is unable to harm opponents
    • aimless mate is unable to persuade traders
    • related activities may inflict these losses
    • only one loss can be experienced at a time
    • greater crew comes at the cost of wider variety of losses
    • therefore as a lonehook, you avoid all losses
    • cooking is an activity, but doesn't deal with losses
    • cooking has a different way of affecting mates

    | clothes and tools are found across the field

    • from the merchants to the hidden treasure
    • by haggling, digging, fishing, scavenging and crafting
    • haggling at merchants ensures a quick bargain
    • digging is used to reveal hidden grounded objects
    • fishing is a random item generator at sea and shorelines
    • scavenging props replenish inventory deficiencies
    • crafting is fixing and mixing things for balance changes

    | players have four options to gain results from islands

    • passing, sieges, expeditions and persuasion
    • pass things yet uninteresting to you to get where you want
    • siege whole islands, forts and ports from around and far
    • expedition allows venturing of surgical depth
    • persuasion makes a fortune, but also personal enemies

    DEATH AND RESPAWN

    | soul of a dead mate appears at a ghostly crossroad

    • ghost ship is navigated by a ghost captain
    • respawn by going thorough the captain's cabin door or
    • pay the captain to return you as a ghost to haunt your ship
    • accepted payment for haunting comes in cursed coins
    • each coin given prolongs the duration as a ghost
    • they also allow you to interact with your ship
    • the more you give, the more available the ship is to you
    • the more available ship, the easier to sail it to safety
    • you return to the ghost ship if it sinks while haunting
    • you return to the ghost ship if you get fully exorcised
    • getting exorcised shortens your haunting duration
    • it also spawns you somewhere else on your ship
    • when haunting is finished, you return to the ghost ship
    • while waiting for respawn, you may meet other mates
    • they get sucked thorough the keyhole instead if they go first
    • they see you go thorough the keyhole in case you go first
    • you see yourself go thorough the exploding door and
    • they see themselves going thorough the door as well

    | sunken ship is an important asset to PvE thorough PvP

    • each ship that sinks is used as a quantity variable
    • each sunken PvP ship adds a PvE version for players to loot
    • the one who sunk the ship on the spot doesn't get it
    • the one whose ship sank on the spot doesn't get it
    • third pirate party in a bubble at the spot gets the opportunity
    • theoretically every third pirate or crew benefits from this

    | shipmakers have a replica of your ship to sell to you

    • the actual ship is gradually ripped apart soon after it sinks
    • player has to either buy a replica from the shipmakers
    • or do a favour for them in exchange for it instead
    • gold always comes first to acquire a replica
    • favour would be to perform a trick at the island you are on
    • after the trick is done, you get your replica from the shipyard

    | last options for a survivor in case the ship sank and you did not

    • a mackerel appears on the spot to help surface your ship
    • in case you said yes, the ship is raised from depths
    • they also use their magical trident to teleport you there
    • the spot is the same and the foes might still be there too
    • or you decide to make a raft and sail forth civilisation
    • you don't need a raft if you are at a port town already

    | what happens when a mate respawns

    • past the white light, the screen gradually becomes clear
    • they have washed ashore gasping water out of their lungs
    • they always appear at a beach near a port town
    • the island is a new bubble so technically the player is alone
    • until someone sails or drifts on a raft there

    MICROTRANSACTIONS

    | premium goods and services

    • cannot sense a decent way for these to be utilised believably
    • no point to implement into a game with innate traction
    • unless tapped into added addiction enhancements
    • company that relies on these variables isn't reliable

    | manipulative variables relate to following features

    • incoherent rewarding asking results before proficiency
    • pseudo-randomness asking loot without ventures
    • r******d progression asking joy thorough maximisation

    | consider educated actions when a feature fails at these sources

    • the obvious
    • calculated predictions
    • offered roles
    • elaborate storyarcs
    • appropriate itemisation
    • tactical countermeasures

    | some characteristics that should raise an alarm at a detailed level

    • flaky limitations
    • abstracted content
    • false advertisement
    • meaningless feeding
    • zero impact
    • power tapping

    | failure examples that eat believability and therefore clientele

    • can cross tall walls with ease, but not IKEA tables
    • trace and RNG surplus leads to bloated repetition
    • hype a character and deliver it as premium
    • expanded reward pool only for social gambling sources
    • item textures or fantasies don't fit the theme
    • power creep and other similar number games

    PREMIUM ADVERTISEMENT

    | word about in-game advertisement

    • educated newbies don't buy anything at start so no pre-ads
    • pre-adsing is a form of bullying and a predatory practise
    • never bully your customers
    • no ads during sessions, ever
    • no after-session ads either
    • don't post any ads outside their respective shops
    • no prompt ads on screen
    • no still ads on screen
    • no menu shortcuts
    • leave out the shallow booster wares and corner cutters
    • they only work to drain effort and bloat numbers
    • the premium shop needs to be away from the basic ones
    • players have the right to never find the premium shop
    • so make sure it stays hidden well enough

    | premium shop characteristics that work as a whole

    • best one never misses the theme
    • best one always fits the theme
    • best one never competes with basic content
    • best one always promotes the basic content
    • best one never offers pay-to-win and pay-to-awe items
    • best one always offers balanced items
    • best one never finds itself in the game
    • best one always resides outside the game

    PREMIUM INFLUENCE

    | word about premium currencies in games

    • use only one premium currency if you really like the concept
    • otherwise leave premium concept out altogether
    • use of premium currencies bloat repetition

    | something perhaps unusual to consider

    • with premium shop residing outside the game
    • and no premium currency in place
    • instead, devs could rob the Gold Hoarders occasionally
    • this means the game and the shop communicate with each other
    • deprive them from half the gold of each voyage carried in
    • this means each gold amount rewarded to players is copied
    • and then offer that gold to the players located at the shop
    • via shop, copied gold can be bought to covet surplus
    • buying gold directly is simple and a further supportive act
    • no hassle and affects gameplay whenever players want
    • leaves more room to focus on actually meaningful content
    • meaningful content is what brings movies and books alive

    | how gold costs are to be restricted

    • same type items must cost the same amount
    • this means no fantasy is above another at the cosmetic level
    • item price range has to be influenced by the offered item amount
    • this means the more is offered at once, the less gold each costs
    • items have to require materials to craft them
    • materials are spread across the environment
    • material requirements need to match the fantasy of the item
    • leather and string for boots, wood and string for clogs
    • less materials given means more gold is asked instead
    • the more gold is given, the longer it takes to complete the order
    • more materials given means less crafting delay suffered
    • crafting delay has to account merchant's efforts as well
    • after crafting delay, delivery delay remains
    • distance between the ship and the shop forms the delivery delay
    • the closer the ship is to the shop, the less delivery delay is suffered
    • same delay variables apply to any shop in the game

    | further clarification

    • gold is mandatory so items and the exchange won't feel exclusive
    • serving attained gold keeps the economy manageable
    • and technically allows us to keep the company in check too
    • in other words, let us utilise blockchain of sorts
    • you can't sell gold that you don't have
    • you can't rob Gold Hoarders from gold that isn't there
    • no treasure chests sold means no gold at Gold Hoarders
    • works as a reasonable motivator
    • and provides simple statistics
    • zero gold generated implies zero customers
    • involvement is not limited to just Gold Hoarders
    • any gold reward receives the same procedure for coexistence
    • this way any voyage is equally important at this level

    | heads up, the best simple "premium" shop, ever

    • the shop resides at the site
    • at the shop, sell real accessories
    • no need to buy the game to be able to buy accessories
    • no need to buy accessories to get ahead in the game
    • accessories need to be practical and useful
    • plushie satchels, bed sheets, lamp shades, dimming curtains etc.
    • keyword; tailored accessories

    FOCUS & FUTURE

    | suggestions with the future in mind

    • always focus on new content
    • keep tactics and item diversity as the primary directive
    • use your 'reasonings' young Skywalker

    | about item pool and the variety

    • don't reveal and offer all items at once
    • too much items on screen feels intimidating and cheap

    | about sets and item names

    • no set items because they break some of the fantasies
    • name items only by the names of their real life versions
    • do not add titles into item names, e.g. admiral
    • let players assign titles to their mates instead

    | names of our mates

    • do not show them on top of their heads
    • ruins all fantasies in every single game that has those
    • instead let them have their names tattooed on them
    • or not names and we get another cosmetic variable to play with
    • aim your compass toward one to make it glow ghostly green
    • no need for names when we can differ ours from foes this way
    • OR even better, do this in Death Note style, plus the tattoo
    • aim the compass to reveal our ghostly names on top of us
    • and have our tattoos still glow ghostly green as well
    • except whenever there are obstacles between us
    • creates a deeper meaning for many things

    | about item cycles

    • cycle items at shops to keep the game fresh
    • items offered must be of a different type to one another
    • cycled item must not be offered again until all items are cycled
    • offer only two competing items at a time within each shop
    • picking one cycles the other
    • cycled item returns to the item pool
    • picked item is removed from the item pool

    | about item purchases

    • picked item is a purchased item
    • to purchase an item, match the item's criteria
    • to match criteria, either use materials required or gold
    • materials allow to have an item with less crafting delay
    • gold allows to have the item after a longer crafting delay
    • the less material given raises the gold asked in return
    • more material given lessens the gold needed instead
    • giving only materials in return reduces gold required to zero
    • you may buy gold from the devs, but not materials
    • gold and materials can be found around the environment
    • be aware where you park your ship
    • distance between the ship and the shop increases delivery delay
    • plus the other possible pirates too, robbing your order and so
    • no courier follows your ship to the edge of the world either

    | about shops and their affiliations

    • a completed voyage deals a new shop offering
    • each shop is affiliated with a unique faction
    • only the offering related to that affiliation would be renewed
    • bring the fruits of a voyage to a faction to complete it
    • the one employed you or their rival, doesn't matter which one
    • if they don't want the fruits, persuade them to take 'em
    • or return to that faction who wanted them in the first place
    • beware of faction bought players hired to avenge them
    • some may not take threatening so lightly you see

    | about the atmosphere in general

    • let each day, week, month and year feel mysterious
    • not every day should be a Kill the Kraken day though
    • pity that it doesn't attack at the edges of the world
    • would have made it a pleasing feature
    • not all sea monsters can be won you know
    • sometimes the key is within invincibility
    • maybe add a sea monster for each season
    • each seasonal sea monster would reside at the edge
    • whenever confronted, they would always sink our ship
    • in a very stunning and astonishing manner
    • the trophy doesnt always have to be a head
    • sometimes a tooth is all we need for clarity and fun memories

    . . . . . . . . . .

    TO BE CONTINUED

    This thread continues in part 2 post.

    . . . . . . . . . .

    Thank you for reading mates!

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  • Some deeper analysis here. Includes some useful changes to activities, reputation system, itemisation and player-npc relations. Would make the game more immersive, simple and the fantasies delivered would also gain a hefty emphasis when it comes to believability. One of the core issues is the way the current reputation system works thorough NPCs.

    | game at its core

    • turn every activity in the game optional
    • PvP is an exception and avoidable to some extent
    • in-game environment is basically a sandbox of maritime activities

    | simple and deep reputation feature

    • turn the reputation system into a title based one
    • reputation would still indicate focus
    • higher reputation number indicates dedication
    • however, the activities are the targets instead
    • each title has its own reputation indicator
    • titles are unlocked thorough activities
    • first time activity performed is called a trial
    • completed trial unlocks a title
    • specific activities have their own trials
    • reputation accumulates with each completed activity
    • some unlocked titles reveal further titles to unlock
    • first ever activity completed is to select a mate
    • mate selection rewards the title of a pirate
    • pirate is the basic PvP title every mate receives
    • hence we are all pirates the very least

    | choice based reward feature

    • each completed activity rewards a player with a choice
    • each choice involves an offer between two client related items
    • these items either rest at a counter or near a client
    • each item offered is rolled randomly from the item pool
    • pick one to order it and the other returns to the pool
    • players need material components or gold to order items
    • meet material requirements to receive the order soon
    • players may compensate them with gold, but delay gets longer
    • each offer lingers until an item is ordered
    • an offer expires upon the second completed activity
    • only the offer of a client the activities affiliate to is affected
    • offers at other clients are not
    • items are material encoded to emphasise fantasies
    • hence leather for vests, iron for plates and wood for clogs etc.
    • each item has three material components
    • quantities needed vary from item to item
    • environment provides components and players provide the gold
    • not a single random roll involved and no grind fests attached

    | clients, shops and interaction

    • any task bestowed or stumbled upon is an activity
    • activities come in many shapes, sizes and shades
    • even lolligagging in an inspiring way is included
    • perform activities successfully to complete them
    • a client is always behind an activity
    • each client has a different taste when it comes to activities
    • not all clients are people, but each person can be a client
    • hence each player has at least the opportunity to act the part
    • player client is essentially a mobile client with npc features
    • player client carries wares just like an npc client does
    • treat a player client as if they were an npc client
    • they themselves cannot benefit from their wares
    • they can only act their part until dropped or forced to change
    • they can still benefit from activities in general
    • a specific activity allows to become a client
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