{Megathread} future content.

  • A megathread for all community ideas.

    The rules here are simple.
    Post your IDEAS freely.
    UPVOTE ideas you like
    IGNORE those you don't.

    REMAIN CIVIL

    EDIT - please post each idea as a separate post. It is hard to identify between good ideas and bad ones if you group them all together. Thank you.

    I look forward to your ideas.

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  • I would love it if we were able to bury treasure of our own for future pickups!

  • I don't think this is how mega threads work, is it?

  • @seasicksig idk lol

  • i thought what about some kind of safezone not bound to any island, where you could build or release your inner pirate artist dream and make a fortress for clans/crew members to join. im thinking like in pirates of the carribean fortress. weapon systems? so you could do some pvp activities as defender of the fortress and fight against other clans/crews as they attack your fortress? the world seems so big and yet, you get to know most of the map by playing few hours. could be awesome to test your crew skills of against a player build fortress of some sort. bigger ships with larger amount of crew members? upgrading weapon system and etc :D

  • Ship paint and clothing dyes, colour regions on all customisation items.

    Really go for that pirate you want to be thing.

  • https://www.seaofthieves.com/forum/topic/29992/a-ship-even-bigger-than-the-galleon

    https://www.seaofthieves.com/forum/topic/37099/royal-fleet-faction-player-bounties

    https://www.seaofthieves.com/forum/topic/36803/cannon-ammunition-types

    I would also really like to see the implementation of burying your treasure. Maybe for added interest over time.

  • Ship battles with notorius NPC pirate ships, night time (Flying Dutchman appears event).

    More NPCs with missions that blend into missons with other NPCs. (Ship races even with story)

    Upgradeable ship, front facing cannons, rear facing canons/chain cannon shots, drop explosive barrels to shoot, more options in sea combat with other players (currently it’s difficult to line up cannons and this goes on for too long)

    ^^^ more to do on the ship in general.

    Fix issue in ship combat with other players, players respawn and repair ship to quickly. Maybe no respawn while still in proximity to opponent ship.

  • @fabeybabey2 also NPC trading company ships (with sail logo) which randomely appear carrying chests which the player can sink and then sell loot to the merchant traders

  • Deeper voyages!

    I want to go on a legendary voyage instead of collecting multiple differently coloured chickens all day. But how can such deep voyages be created?

    1. Make the subject of the mission feel more important
    2. Create more complex voyages with plot twists
       

    1) Credibly important missions

    I don't care so much if somebody needs two chickens and a pig. I care for stories that have an actual impact on somebody. Slaying skeletons and delivering whispering skulls is nice and all. But without any functional difference to anybody (except for the money), the initial fascination wears off way too fast. Who cares if I defeat a generic skeleton on a generic island for no reason at all. Instead, there should be at least narrative consequences (even if it's not game over if I fail a mission, it should feel important).

    At least for more expensive missions I'd like a sense of urgency, coming with the story around a mission and consequences for success/failure.

    2) Stories with plot twists

    I'd love to go on voyages that tell a suprising story with plot twists. I want to experience a pirate story that surprises and challenges me and makes the world feel alive and deep.

    The currently generated missions can be used as a basis for more complex stories.

    For example, a merchant asks us to deliver a specific object from a location X to an outpost. So far, so normal. Arriving at location X, we find that the object is magically bound to a boulder and can only be acquired after performing some sort of ritual. For the ritual we require the skull of a ghost pirate captain. This way, at the beginning of the voyage, we'll never know what will happen: will it be a straight-forward delivery? Will we be intercepted by a ghost ship? Will an obstacle be thrown into our way that we have to overcome?

    Quick turns, standard voyages and legendary voyages

    Depending on whether the player wants a simple mission or something more complex, there could be different types of voyages ("quick turn", "standard voyage", "legend"). Quick turns would be just a single mission with a low chance for surprises. Standard voyages would start the same but would contain one or two suprising plot twists. Legends would guarantee to unfold into a larger story with multiple twists and turns.

    There also could be a "surprise-me" type of voyage where the complexity is a surprise itself.

    Sounds difficult to implement. Here's a suggestion for a basic approach:
    https://www.seaofthieves.com/forum/topic/42184/deep-mission-generator-and-other-suggestions

  • Oh.. I just wrote a new topic and then noticed this one right here..
    If you don't mind me throwing a link to the suggestion topic i made?

    https://www.seaofthieves.com/forum/topic/43674/a-few-drastic-game-suggestions

    Basically:

    1. My friends and me are people who like to spend time on our ship, sailing around. We usually go with a 4 crew ship and we are quite coordinated. We always go for our voyages or message in a bottle. Sometimes we run into other players and this can go both ways, depending on our mood. Sometimes we attack without any warning. We board the ship, steal the loot and if they are resisting too much, we sink their ship. Sometimes we are just friendly and even help other crews in finding their chests or help killing skeletons. It just depends and there is no prediction.
      But!! We almost never attack Sloops since it's just not fair to do so. However sometimes they feel the urge to attack us, even when we come to help them, which ends in them sinking and/or losing their life & loot.
      My suggestion: Instead of the nicknames showing, maybe an icon can be shown above the player to mark if he is friendly (didn't kill, or didn't start many fights) or hostile (started fights, killing everyone in his path, ...).

    2. Shotgun cannonballs! The current cannonballs are just regular cannonballs that damage the hull. What if there would be shotgun cannonballs which could be used to damage the mast and sail, disabling them from escaping. Or if you're defending yourself: disabling the attacker from chasing you. To balance this out, players can only carry one type of cannonball with them so if they want to switch, they need to empty the inventory first and then fill up on the other type of cannonballs.

    3. New resource: Cloth/ropes. If there would be a type of cannonballs that destroy the sails/masts, there needs to be a way to repair said parts of the boat, right?

    4. The game as it is is nice, but a gameplay improvement could be made:
      How about introducing "classes"? For example: a voyager, a "protector" and a pirate class.
      The voyager is chasing the quests (finding treasures, doing merchant things, gathering skulls, ...). The pirate tries to attack the voyager and steal his loot, or just go about and do whatever he likes. The protector protects the voyager from the pirates and any other dangers. The protector then is paid by the Voyager for his services.
      Each class can also buy upgrades for his ship. For example: More inventory space for planks/banana/cannonballs/..., door that can be locked which makes it more difficult for pirates to enter the treasure room of the ship, ...
      The protector could also hunt notorious pirates down. They are notorious by the mark i suggested in point 1)

  • @mr-b-curry yhea maybe a voyage that can take multiple sessions. A heavily story based voyage where you have to pick up clue after clue from different islands and find smaller treasures in the process and a big treasure at the end.

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