@mri1ama said in Too much complaining we need more ideas! I will start.:
Okay I'm done with all of these ideas that penalize PvP players. What we need is more PvE content to make all players happy and a fixed respawn system I will throw out some ideas:
- Ships need to spawn out of sight range atleast. (Further if within skull fort zone)
I'm fine with this. Personally, I think any sunk ship should have to spawn at least ten grid spaces away from where it was sunk, doesn't matter where they are. Add to that a qualifier that also makes sure the ship spawns at an island at least two grid spaces away from another ship.
- If a ship gets sunk 2-3 times by the same crew they will be put into another server the next time they spawn.
Definitely against this. It punishes PvE players and newbies, taking away any opportunity for them to regain their lost treasures or salvage anything when they are attacked or just do something stupid. It would add more frustration to the game and offer only a minimal benefit. Spawning further away already discourages most forms of griefing.
- Need different types of voyages for each trader (what types of voyages I'm not sure I'd love to see some ideas)
- Riddles need more loot associated with them for the time it takes to do it.
- One idea I thought of is random events kinda like runescape that are linked to the type of voyage you are doing. Here's some ideas for that.
A. There's a chance that when you are digging up a chest that you dig up a treasure golem. It will seem like it's a regular chest until you did it up 3 times then it surfaces knocking everyone back and attacks. After you kill it you get a bounty skull some trinkets and a few chests.
B. Treasure hoarder. Kind of like a treasure goblin on diablo. They will randomly spawn on some islands and will run away once they see you. If you chase them down and kill them in time you get the loot if not they jump into the ground and disappear.
C. A giant sea monster that cannot be killed by one ship alone. After the creature is dead it spreads loot all over (closer to ships that did damage to them)
D. Merchant king. While on a merchant quest the ghost of the merchant king can spawn. If you talk to him it starts a small mini game where he asks you to catch x amount of animals and bring them to him. If you bring those animals to him within the time limit he will drop the animals you need as well as merchant boxes. Silks tea etc.
I just really think random events would be a very welcome part to this game.
My take on voyages is that the entire system for voyages needs an overhaul. My thought initially was to revamp islands so they have unique features, like a native village, or volcanic caverns, or a prison fortress, and other various things that would fit into a pirate fantasy setting. Each unique island would have its own set of unique events that could be strung together to make a more drawn out and unique adventure with an appropriate payout at the end. Maybe one voyage you have to trade a specific animal to the native village to get a key. Then the key you use to break another pirate out of the prison and he gives you a map to his old captain's treasure. This could be applied to most factions making voyages feel more grounded in the world and its lore and keep players interested in exploring the map. Events for each voyage would be randomized, but would work to create unique stories for each adventure. Also, each event would have an item associated with the following event and could potentially have smaller rewards, as well. It could require a lot of work on Rare's part, though, considering there isn't a structure for it at this point, but maybe unique islands could be added and replace the current islands over time.
- the controversial bounty system okay I've been against bounties for a while because people want to implement it like a penalty. The way I'd get the bounty system to work is as follows:
A. Players are the ones who have to front the cost of the bounty. None of this you get bounty for sinking/killing players that is a plain penalty and is uncool.
B. No markers are put on the players who have the bounty. There will be a description of their cosmetics of the ship and which region of sea they were last seen in.
C. There will be a bounty board where you can hop servers (if the server is not full) to the server the player with the bounty is in.
This sounds worse than the game implemented bounties. So basically, if you're trolling other people and get killed, you can just put a bounty on the person who killed you so everybody is trying to hunt them down? Once again, this puts a greater burden on new players who don't have the gold to put up for bounties on more experienced griefers.
Other suggestions of my own would be to add more locked cosmetic items. Rather than unlocking them by raising your ranks with the factions, these would be unlocked based on your game stats. Black sinister marauder outfits for people with high kill counts, fancy captain outfits for players who spend a lot of time behind the wheel, flashy bling for characters who have earned a lot of gold. Diversify the costume choices and customization options based on how we play the game, that way you have unique ways of identifying a player's skill set just by looking at their outfit. It's a social game and that seems like a very social solution to the current system of progression in the game. Of course this could be further expanded to hideout customization, ship customization, earned trophies for completing certain challenges and so forth as more is added to the game.
I've seen a number of people also request a system where there is earned reputation for completing voyages so even if you do get attacked, there is still some payout for your efforts. This wouldn't be full reputation, you would still get reputation for turning in quest items, but I've seen a few approaches to this, some that give it incrementally for each quest objective and some that give you a set amount at the end of the voyage for completing it outright.
A wider range of weapons with different effects. These would not be earned, they would be available in the weapons locker on any ship. You could also have some additional resource types that can be used for ship-to-ship battles and repairs. Like having bags of grape shot for ripping apart sails (and any pirates on deck) and canvas for repairing sails. Maybe scrap metal for repairing cannons and letting players damage cannons on ships to disarm them during sea battles. Alternate tools might be grappling hooks to draw ships closer in ship battles. Then you could use the planks to create walkways between two ships. Swords could be used to cut lines if a ship is able to sail away. This could add more variety to combat and resolve a lot of issues with the currently pretty bland combat mechanics. It could also offer a bit more risk when traversing the sea. Maybe if you don't take your sails in partially during a storm, they're more likely to rip and need repair. Lightning could take out cannons.
Added weather effects could add to the game, as well. Thick fog which makes it impossible to see islands and other ships without lights, maelstroms that require careful navigation to get past, water spouts that move erratically and appear and disappear with little warning, doing heavy damage to ship hulls and sails.