Trinkets that give you perks.

  • I think since progression does not improve attributes, in order to add some gameplay diversity certain "renown" perk-giving items should be strewn about. I think it would really spice up pvp encounters in a positive way.

    Find them on islands as you would a random chest drop. You should have to activate it by dropping it on your ship.

    There could be enough of them to make it fair so the majority of ships would at least have found one. Maybe you can only have one active at a time. That way no one ship can keep adding all the perks together and become OP.

    Use this post to throw in ideas for some.

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  • Mermaid shell - Gives your crew gills. (Or maybe whoever activates it last on the crew. Or maybe you don't even need to be in the crew?)

  • Wind waker - Omage to Zelda. Lets you change the wind once every wind cycle

  • This is the kind of progression that they don't want, to divide the community by how much some one has played the game. Every one no mater if you played a day or a year should be on a equal playing field.

  • Lighting rod - a rod that conjures the storm on the user. The storm takes a half minute or so to arrive depending on how far away it is.

  • @threezool I agree that's why there should be a lot of them. So all the ships on the server can have at least one of their own.

  • Pirate sack - lets you carry more supplies (10 bananas, 10 planks, 15 canon balls.

  • Golden goose - gives you 100 gold an hour. Need a chicken coop to get.

  • @threezool who cares? If someone played 100 more hours than me I'd hope they would have some better stuff than me. Not just clothes ether..

  • @jor-damn569 But that is the same issue like Battlefield, you get tons of small mods but in the end a veteran that has all those small toys has a advantage over a new player just starting playing.

    A accepted thing to add would be a new weapon that every one can use, or a new ship every one can pick no mather how long you have played but no items or stats that gets boosted that is earned by playing.

    The goal is that the only thing that separate a player from another should be skills.

  • Pirate journals - tiny boost to specific player attributes (Quick-Draw Seamus' journal decreases reload time, Springy Sam's boosts jumping height, Handyman Hank's increases repair speed, etc). These can be common. Like every island has at least one of these on it, if not one of the more rare trinkets. (Other possible buffs: 10% health increase, running speed, damage output)

    Cursed journals - nerf instead of buff. Used for sabotaging other crews if you can sneak it on to their ship.

  • @my-dirty-muffin New players care, RARE cares since that is the vision they have for the game. Skill should be what separates players not time played.

  • @threezool I agree. You can be level 1 or level 50 and still find these trinkets. You aren't more likely to find them if you are a higher rank.

  • @threezool so they will let 4 people spawn kill one new guy..but its unfair if someone has trinket that makes them walk faster....that's kinda lame man

  • @jor-damn569 What level you are at has nothing to do with it, it is about played time where a new player is at a disadvantage if they start playing compared to a veteran that has like 10-20 trinkets.

    So it wont happen in this game since it goes against the developers vision that no mather when you join you can play on equal grounds with people that has played 100+ hours.

  • Better matchmaking and problem solved.

    It’s Ok to me to have stronger players to fight against

  • @my-dirty-muffin A new player can invite three friends and then have a even fight so i don't get your example since the number of players on your team has nothing to do with time played.

  • @xxxhellhammer Then this game might not be for you if you prefer a vertical progression games since this game has a horizontal progression system. Matchmaking wont change anything since players still want to play and if there are less people in a tier they needs to be matched against higher or lower level players anyway.

  • @threezool So they have to work their way up like a big boy? The whole blue print everyone is even (despite 4 man crews picking on a 1 man sloop) sounds like an excuse to me. Like Rare is lazy or somthing

  • @threezool maybe I'm not explaining it right. Every time you enter a server you start off with zero trinkets. Then you would find some along your journeys. You can't save and transfer them. The only way you would have 20 trinkets at one time is if you were playing in one server for like the past 10 hours straight Not unheard of I know, but it wouldn't matter because you can only have one active at a time.

  • @my-dirty-muffin Not lazy but they have a vision to let any one join at any time and do anything a player that has played for a long time can do without feeling they are weak and useless.

    For example the skeleton fort could be locked behind playtime with stats but instead a new crew can go straight to it and enjoy the content without grinding.

  • @jor-damn569 Yah that is one way to do it, but i don't know if that is something RARE would consider since it stills separate players with stats instead of skills but who knows what they have planed.

    The issue i see is that if they are to rare it gives a unfair advantage and if they are to common its just like we have now that every one has them and its a equal playing field again and nothing has changed.

  • @threezool Yar that sounds like its pandering to people who just picked up the game! What about us pirates that want a tougher challenge! Why not reward the people who invested 100hours?

  • @jor-damn569 Awful idea, poorly thought out.

    You're rewarding players with no life, like me. I regularly play 10+ hour play sessions (I'm lucky, I'm semi-retired). If I had a choice of 20 small boosts that I could flip on and off, I would be unstoppable. Go a little faster when being chased or chasing. Swim underwater forever... with gunpowder. Change the wind to screw with other people because I don't care, but I find it funny to wreck their fun. Get close to other players and cast a storm. More supplies is insanely imbalanced. If I have 10 bananas, I win all PvP encounters, and 15 cannonballs gives me a 50% advantage in combat.

    Just no.

  • @my-dirty-muffin You have learned the game, how it works and all the small quirks that it has that might give you a edge (AKA skill).

    We played older games just for the fun of it, not because we earned anything in the game. This is also what RARE want to get back to, the old school games where you join, play and have fun with the entire game and nothing is locked behind arbitrary walls, locks or level systems.

  • @threezool understood, but look at my suggestions. They are not so crazy unfair. I think it would add a lot of fun to the gameplay. They can also be tweaked to be more balanced.

  • I do get the argument that everyone should be on a level playing field, but then it's not exactly a high skill ceiling kind of game. I don't know, I think it could be nice to get some minor bonuses. They could just balance the perks, give them a downside too so it's not just a straight up advantage. 10% faster reload time with a - 10% dmg debuff, 10% faster run speed when holding treasure with a 10% chance of triggering the broken leg animation when picking up treasure, 5% extra dmg with a 1% chance of triggering the drunk animation with every shot. Make them so you have to consider if it's worth equipping or not.

  • YESSS I said this the day I started playing. It would really add some excitement to order of souls quests as well.

    You should be able to pick from damage perks, examples: gust of wind attack that does damage, fire ball, etc.

    Health perks: Healing, speed burst etc.

    And then maybe some type of humorous perks like puke on command etc.

    I do agree you should only be able to equip one at a time and maybe be above a certain level to attain certain ones.

  • @threezool you say skill like its a deep game... it has bad, clunky and boring PvP. The only skill is jumping with a blunderbuss.... if they add some type of trinkets the game might not be so stale

  • @my-dirty-muffin Shooting is not the only thing, it also includes ship handling, angling the sails and how to sneak up on another ship to take them by surprise.

    Do new players know about anchor turns? Using powder barrels to blow up ships and so on?

  • @lord-of-goats you wouldn't be able to just switch them on and off in like a menu screen. Maybe there's a pedestal you have to put the trinket on. One you have to physically take off one item, drop it, pick up another, place it back on the pedestal to activate it. You would need to run to the pedestal every time to switch.

    There's always the chance someone jumps on your boat and steals it. Or you get sunk and lose everything.

  • @my-dirty-muffin Also having a equal playing field also enable allot more tactics being developed due to no actual stat or item advantage over another.

  • If you have a perk/ability that enables you to do something another player is unable to do, that is an advantage.

  • @jor-damn569 said in Trinkets that give you perks.:

    I think since progression does not improve attributes, in order to add some gameplay diversity certain "renown" perk-giving items should be strewn about. I think it would really spice up pvp encounters in a positive way.

    Find them on islands as you would a random chest drop. You should have to activate it by dropping it on your ship.

    There could be enough of them to make it fair so the majority of ships would at least have found one. Maybe you can only have one active at a time. That way no one ship can keep adding all the perks together and become OP.

    Use this post to throw in ideas for some.

    Nope, no vertical progression. I know people want it but trying to find new ways to get it won’t help you. The bare bones truth is that there won’t be any perks, stats or power ups at all. I love that about this game 👍

  • @jor-damn569 I'm not sure about this idea, I really like how it keeps everyone on an equal footing all the time. Giving perks might not be an awful way forward for the PVP but it needs to be done in a manner that's accessible to all. If they do it in the way you suggest it would probably end up with one ship hoarding them all so the others can't acquire them in the first place. Perhaps if they random spawn or something?

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