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:

    1. Ships need to spawn out of sight range atleast. (Further if within skull fort zone)
    2. If a ship gets sunk 2-3 times by the same crew they will be put into another server the next time they spawn.
    3. Need different types of voyages for each trader (what types of voyages I'm not sure I'd love to see some ideas)
    4. Riddles need more loot associated with them for the time it takes to do it.
    5. 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.
    6. 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.

    Let me hear some of your ideas.

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  • @mri1ama I don't want to penalize pvp players. The problem with pvpve games is that it always favors the pvp players. This is why it fails. There is no balance. Any game that doesn't provide some sort of balance will fail.

  • @mri1ama more difficult riddles, like actual riddles would be cool, not the current go here, go here do this, go here, walk 10 paces, done. Maybe the higher level (30+) missions are actually harder, but 25 and below are trivial.

  • @jumpiestdust213 I assume by penalizing PvP you are referring to the bounty system, but that could be turned into a reward as well, if they are paid for surviving.

  • Merchant voyages that have you transport items to another outpost in a shorter time. For example you'd pay 400 Gold for a mission to transport a box of planks from Sanctuary to Plunder's outpost in 12 in game hrs.

  • Outpost ownership. Guild/clan system for that. Create a market for trade and tax accordingly. al la potbs

  • @shaydz-of-steel Please no outpost ownership. Don't want to deal with clan politics

  • I would love ship upgrades and progression that way, but I get they are trying to make it even keel, " no pun intended" . But, if they did the game would prolly grow very fast, people like to see fruits of their labor per'se. Getting better as a crew is progression as well, so I love that, but building ships and such would be very cool.

  • @shaydz-of-steel it would be kinda cool if a crew could take over a fort (I don't think forts server any purpose other than skeleton forts) like a crew pays x amount to scuttle their ship and spawn at the fort if they die and there people can sell their loot "safely" but pay a tax to the defending crew. I say "safely" because the defending crew could just steal your loot. But it would have to be that they couldn't sell loot at their own fort.

  • @mri1ama aye those are some decent ideas, but honestly rare needs to listen to our ideas, or they are going to sink, they obviously have struggled to come up with more ideas over the 4 years or so of creating the game, f**k microsoft, but seriously rare if it means bending a few of their rules to make a good game that will in the end profit microsoft they aren't going to care, i really don't get how the content could be this low, you need to hire more employees and you need people with good ideas pronto you need to get on that right away, there needs to be more things you can buy with gold in the game than just cosmetics, also you could implement a class system, one where all classes are available to everyone from the start, of course no upgrading classes because that would be against the original plan to make it unfair, for instance on class could be more gun oriented and they could have more ammo and such, heavier guys can carry more loot on them and be like supply guys, smaller people are more stealthy stuff like that, or forget logic and just have it so even buff and fat guys are stealthy and skinny guys can carry more so no matter your character size they can still do whatever you want them to

  • @floppy-peener no I mean by ruining the game for those who like to pvp..aka penalizing their game experience. Though I do believe a reputation system should be implemented.

    1. something like your name turns slowly red along with your wind sock, permanently if you engage is evil activities. aka throwing your crews loot overboard, attacking the same ship more than twice in a half hour period. Sinking a ship that has no loot on it, which is basically killing to be a killer and not to be a pirate. So when I sail up to an island or outpost I can see from a distance that the crew residing there is evil or a good crew. This would allow me to dock and say "hey guys! hows your day going! Want to drink grog and play a song in the bar?" or allow me to set sail away from that particular crew.
      they could also enable this in matchmaking so anyone who wants to be an evil pirate can find like minded individuals and others like me who like to engage in all activities including pvp(just not pointless pvp, or disruptive behavior) can find like minded individuals. They could also make it so you can turn your rep around through some kind of questing, and or generous behavior if you decide after being a evil pirate for sometime that you want to be a good pirate.
      It would still keep the air of deception available as well. A good pirate could all of a sudden start playing bad at any given time. They could also limit the amount of evil pirates to each server, say one. that would give the evil pirate plenty of targets and the good pirates planet of allies to defend himself against such activities.

    sadly, everytime I mention this it gets shut down quickly because nobody wants to have a recourse placed against them for their actions.

  • Creating clan system where group can share a boat and continue quests. Also and most importantly allowing friends to join you mid game. You allow random people to join but not friends.

    I do like the idea of bounty, so if someone chooses to play it as pvp and destroying people's quests there's a reward killing such person.

  • I really enjoy the way the progression system is based on better quest lines rather than an upgraded player. But, there needs to be way more PVE content. There needs to be a way to entice players to progress without leveling up. I think it can be really groundbreaking for Rare. Sorry I don't have too many ideas on how though. Just don't make it Destiny of Thieves please. I've played that genre for 3+ years.

  • I know it is it's own game and I do like it, but I would take a look a potbs and what they had. Don't do everything, but some ideas and basis off that model would be fire. Be your own, but there is nothing wrong with using the inches around you to grow.

  • How about "locate a wreck and bring cargo back" type merchant missions. Last reported near x island heading north. You have to dive to find it, and get at least some of the cargo back to the outpost you git the mission from?

  • My bounty idea:

    I think it should be player initiated.

    If you want to put a bounty on a player it costs a significant amount (if it was too low amount every player would have a bounty), then that gold gets put into a hold account. The player that has the bounty on him can play in any server but the next time he gets killed a skull drops and the player that killed him can pick it up and turn it in to the Order of Souls to collect their bounty. The player that placed the bounty gets notified and receives a cosmetic item for placing it and gets a small portion of their gold back. The players flag and name will turn to red to signify that they have a bounty on them. This will help determine whether or not you want him on your crew.

    The Tavern:

    The tavern should have games (cards, dice, whatever pirates played...) in it, in which other crews can play with you. It would be a safe zone (the only safe zone on the map) but would not allow any items of value in it. If there is a conflict the pirates have to settle it with a duel.

  • @mri1ama I completely agree with 90% of everything on here. I actually made a post about mob variety myself.

  • @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:

    1. 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.

    1. 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.

    1. Need different types of voyages for each trader (what types of voyages I'm not sure I'd love to see some ideas)
    2. Riddles need more loot associated with them for the time it takes to do it.
    3. 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.

    1. 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.

  • @neuros1s said in Too much complaining we need more ideas! I will start.:

    I really enjoy the way the progression system is based on better quest lines rather than an upgraded player. But, there needs to be way more PVE content. There needs to be a way to entice players to progress without leveling up. I think it can be really groundbreaking for Rare. Sorry I don't have too many ideas on how though. Just don't make it Destiny of Thieves please. I've played that genre for 3+ years.

    There really isn't any magic in between, either you accept that you are playing for the sake of playing, or you play a game that has gated content and you get to the end game where you play until you completely out gear any of the pve and your playing for the sake of playing.

    Thats the problem with progression systems, they aren't rewards, they just try to gate the player and this comes off as accomplishment. But if you look at something like WoW, its not like your activities at lvl 15 are holistically different than 185 or w/e level they are up to now.. but some content like raids are locked off until the "end" which puts you on a slower more repetitive treadmill.

  • @darkesthour138 disse em Too much complaining we need more ideas! I will start.:

    My bounty idea:

    I think it should be player initiated.

    If you want to put a bounty on a player it costs a significant amount (if it was too low amount every player would have a bounty), then that gold gets put into a hold account. The player that has the bounty on him can play in any server but the next time he gets killed a skull drops and the player that killed him can pick it up and turn it in to the Order of Souls to collect their bounty. The player that placed the bounty gets notified and receives a cosmetic item for placing it and gets a small portion of their gold back. The players flag and name will turn to red to signify that they have a bounty on them. This will help determine whether or not you want him on your crew.

    I was thinking just this a few minutes ago before seeing this post.

    It could well be: After I was sunk by another ship I would have a set time (something between 5 to 10 minutes or less) to go to the Tavern and talk to an NPC "Bounty Hunter Manager" and put a reward for the head of the other pirates that sank me. And I would have to pay for it maybe 50K or 100K of coins.

    That would be very interesting.

  • @savagetwinky have you played original WoW with a 60 man raid? (I think that was the max at the time...its been So long....) I completely understand your idea of playing the game to play, but there needs to be something that holds your interest. You don't read a book just to read. You're getting something out of it. I personally love what Sea of Thieves is doing. There just needs to be more of it and a way to "open" up new content as you go to keep it fresh. There needs to be some type of progression. That means more ways to explore SoT without just doing everything all at once, hitting a wall, and saying, "well ok I did it all. That was fun."

  • the answer to humans being despicable and ruining the enjoyment of others is not "add more PvE content". there is already PvE content and the griefing has been happening since day one...

    However i have been trying to float ideas on this forum. i shall post some threads now:

    https://www.seaofthieves.com/forum/topic/41270/my-silly-idea-jettisoning-items-via-ship-mechanism

    https://www.seaofthieves.com/forum/topic/44534/idea-for-another-event

    https://www.seaofthieves.com/forum/topic/44318/interesting-take-on-skull-forts/17

    https://www.seaofthieves.com/forum/topic/43645/militarised-outpost-essentially-a-guns-free-zone/23

    https://www.seaofthieves.com/forum/topic/41285/the-game-needs-a-bounty-board-daily-objectives/7

    The problem is that no one cares about the future, or how to include all players so that both PvE and PvP can exist simultaneously. Only if we can grief and punish those who are against griefing... now sit back and wait for the floodgates of ""git gud" and "you're wrong" to come pouring in, instead of helpful discussion and genuine empathy towards other players who are not having the greatest time with the game they purchased due to bad eggs

  • @neuros1s said in Too much complaining we need more ideas! I will start.:

    @savagetwinky have you played original WoW with a 60 man raid? (I think that was the max at the time...its been So long....) I completely understand your idea of playing the game to play, but there needs to be something that holds your interest. You don't read a book just to read. You're getting something out of it. I personally love what Sea of Thieves is doing. There just needs to be more of it and a way to "open" up new content as you go to keep it fresh. There needs to be some type of progression. That means more ways to explore SoT without just doing everything all at once, hitting a wall, and saying, "well ok I did it all. That was fun."

    I think they should have more 4 man ships and more gold sinks via consumables or other equipment you can buy per session. You don't need to keep opening up new content the same way there is gated content in something like WoW.

    I completely understand your idea of playing the game to play, but there needs to be something that holds your interest.

    No you don't then. If you need something in front of you then you don't know why playing for the saking of playing matters. When you've outgeared the 60 man raids in WoW do people just quit? No they have a routine and play for the sake of playing. No more progress can be made but they can down the bosses faster, get better at the mechanics. With PVP its a similar concept, except there are no straight forward routines to adopt. You play to fight other players and best them.

    I think there is plenty of content in this game it just lacks any structure. It fundamentally built a pirate arena but we have tons of PVEers that want more PVE to be expanded on pushing, most ideas try to push the PVP to the corner and plenty of servers where people just avoid each other. People just put too much importance on the ranks and forget that most of the PVE is designed around ship to ship combat.

    Had they changed it to be more like everyone starts out with a quest, the first person to find a chest has to defend it from other players while they get back to an outpost. The quests start making more sense, but no one is force to intervene so the quests fall flat if everyone ignores each other.

  • @floppy-peener im at the point where they dont even tell me the direction. The riddle was at the best go to the rock and dig west
    Edit - this was also at smugglers bay (one of the if not biggest islands) while in my solo sloop

  • In response to the initial statement of this thread, a lot of great ideas are shot down / denied by the zealots that defend this game indisriminately. This is the reason I do not pot my ideas anymore. This comunity is largely unable to discuss or review without slinging mud or putting words in people's mouths.

    Also, though Rare does listen to the players to a degree, a very large number of very good suggestions made by people on this forum are either ignored or not seen by them.

    That said, kudos to anyone genuinely trying to help improve the game.

    1. Another ship. 10 Players. Super slow. Well armed. Well armored.
    2. Fix the Kraken, He is the least bit scary. Galleons who have full sail haulin to b******u up is more of a threat.
    3. Ship spawns. We all know the suck.
    4. Pets who gather resources on island. Expensive and killable.
    5. More sea monsters! Kraken isnt scary. How about a Ghost ship? Or a huge squid? Massive sharks. Pharianas(The viscous little b*****s)
    6. More rum!
  • @savagetwinky anyone that played a raid and got all of their gear done typically doesn't do the raid again. And you're also giving progression to your own statement that taking your acquired gear to the pvp realm is also another progression. So therefore you're playing the game to just play....but you're still progressing my dude. My whole point was a progression system void of character progression.

  • @jumpiestdust213 I don't like the idea of a rep that carries over between sessions. Mainly because I, and I'm sure many others, play very differently between sessions, mostly dependent on the crew/lack there of. If I had a violent session with a given crew, then started playing solo, I'd be targeted.

    Furthermore, it would be difficult to differentiate between defensive fighting and offensive fighting, so you could be marked "evil" for simply defending against attacks at a skeleton fort.

    Overall, I think the system you have suggested is over-complicated, and frankly something that isn't really needed at this point. I would like a way to say signal another ship from a distance, but anything more than a session-limited bounty system is pushing it too far imo.

  • @ii-axelforce-ii What level quest is it? And if you have a screen capture of it I'd be very curious.

  • @floppy-peener cant play right now cause of the gamepass issues, but lvl 30 quest
    Edit - I dont actually bother doing riddles any more because of the 1 chest limitation. I usually cancel voyages until i find one with islands with multiple x's

  • No need for ideas, look at some pages of their own artwork book I bought... https://imageshack.com/a/5ral/1

  • @ii-axelforce-ii ah, ok. The highest level gold hunter quest I've done is lvl 25, and the most vague description that had was go to the "hunter's grave", which ended up being literal. I'd like some metaphors personally in these to spice it up, but maybe that's what you've run into?

  • @floppy-peener I dont bother doing the riddles anymore, simply more efficient for me to skip them

  • Rare needs to "dress" this world...

    ...and to get this they perhaps need to get rid of some of the untouchable red lines, like the "no NPC's" thing. The more I think about it the more I believe this is just an excuse to bypass the programming work that a NPC ship or fleet needs. Well, sorry, but this is a harsh world and the next month another popular game will be released, and the next one, etc, they better take risks.

    But yes, they really need to fill the world with content, combat and worthy events, skeleton forts is just a first step.

    Listen, community is split, some guys just want mindless PvP, they don't make voyages, they have nothing to lose, they don't give a damn about resources, they waste everything and then scuttle to get fresh resources and go on with the shallow murdering parade.

    In the other hand some other guys only want to make PvE and they see the first group as annoying cyberbullies and griefers.

    ...with a third group that really understand this game and its seamless PvPvE.

    The game needs a total rehaul of the economic part, PvPers should do voyages, to have something to lose, voyages should give the best progression, in gold and exp. And the freshwater PvEers could learn some combat tactics against NPC fleets and ships without the risk of ganking, harassing and bad mood that happen sometimes in a PvP environment.

    We need TONS of content, and 6 ships and 24 players max can't provide this, fill this wonderful world with things to do. NPC ships, fleets, adventurers in the islands, secrets, lore, etc.

  • I think a Bounty System would be awesome, We hear alot, that people who want to do PvE stuff, get Gankt alot from outher ships or that kind of stuff, the PvE guy will lose time, becuse he cant do the think he want to do, and the PvP guys just have fun and kill the poor guy, A Bounty system would help out that after they killd people alot they starting to get a bounty on the head and people start to see them on the map, and people who is killing the tartget "bounty" guys get gold reward or something.

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