Aquatic update, Hunters Call Voyages, Merchant Alliance World event and Hunters Call World events

  • Just a few ideas to flesh out the two companies which in my opinion have the least to do. Reapers Bones does have less but i don't think people would settle too well on voyages for the PvP Faction.

    Aquatic Update: new interactive sealife both passive and aggressive, new Coral Reef locations, Includes Hunters call Voyages. Sealife will drop food when killed that can be sold to Hunter's Call or eaten similar to current fish and animals, each with different amounts of healing/overheal provided.

    Dolphin - Passive and Fast that deter nearby aggressive sealife, swim away very fast if attacked but don't have much health.

    Sea Turtle - Large and Passive, can be used as cover in underwater shooting, possibly have some low tier trinkets or resources like wood/fruit on their shells.

    Crabs - Passive that walk along Coral Reefs, good source of food but are rare.

    Stingray - Aggressive and fast, does maybe 30 damage with +30 DoT similar to snakes.

    Hammerhead Shark - Slower than default sharks but do more damage, maybe 70/100 damage.

    Piranha - Aggressive and attack in groups of 3-5, don't do much damage individually, best cleared out with a blunderbomb or two.

    Lionfish - Aggressive and attack in groups of 3-5, do less damage than a Piranha but have DoT.

    Mermaids - Aggressive that spawn nearby groups of passive sealife, similarly to Skeletons can either have a ranged beam weapon or a melee trident, are not affected by Dolphins.

    Coral Reefs: Coral Reefs will fill up areas of the map that have large amounts of open water, each region of the map will feature different types of coral to suit the location and feature different sealife. Shores of Plenty has mostly Passive, Ancient Isles has an even Mix, The Wilds has mostly Aggressive.

    Hunters call Voyage: Voyages have you collect the requested sealife similar to animal runs for merchants. A fish net is placed on the side/back of the ship (depending on ship type) that removes the option of docking a rowboat while on the voyage. Bigger ships have more nets so can do runs more efficiently and don't have to do multiple trips (assuming they are doing high level voyages that require more sealife) Once sealife have been lowered to 1/4 health left they slow down and become passive regardless of their regular state and can be picked up or pulled to the nets in order to contain them (even smaller fish such as lion fish would have be put in the nets instead of in a players inventory) Enemy players looking to attack a sealife voyager can either attack the fish to kill them, or sink the ship without killing the fish in order to release the sealife into the water. Similarly to how loot floats for a few minutes, sealife will stay near where they got released for a few minutes until they eventually swim away and despawn. Players can also open the nets either by attacking them with a sword or by untying it to release the fish before the enemy is sunk (which would probably take a few seconds but function similarly to the hold down to dock a rowboat) The untied nets would still be usable if the sealife voyager manages to sink its attacker and reclaim the sealife.

    Hunter's Call World Event: New bosses that spawn in the ocean with a Seashell cloud above to indicate where, this boss would function similarly to either a kraken or a megalodon depending on which is encountered.

    King Crab: This boss would keep your boat stationary (or at least slowed down) similarly to a kraken, it would only take damage to its torso however it guards its torso with its claws untill a ship has attacked all 4 of its legs enough for it to lower its guard and be able to attack the main body. The Crab might use its claws to break your mast/s as well as the standard damage to a boat to put holes in it.

    Manta Ray - Does not stop your ship (similar to a megalodon encounter) is fast with a thin and flat hitbox making it hard to hit when its fully underwater as its hard to see where it is, maybe it sticks its tail out in the air to show where it is. The Manta ray's unique attack is it whips the ship with its tail poisoning the crew temporarily as well as standard ship damage. It could potentially leave puddles of poison on the ship that poison the player when stood on and need to be cleaned up with water similarly to how fire functions. Could maybe drop some sort of Vemon bomb that functions like current fire/blunder bombs instead of the Venomball cursed cannonball.

    Moby (might have to undergo some rebranding) - Another Classic Pirate enemy. Does not stop your ship moving. Unique attack it dives down in the water and then in 5-10 seconds rams your boat from underneath causing your boat to be flung into the air vertically and put a few large holes in the lowest part of your ship (imagine getting wraith balled from underneath) Would also do standard bite/headbutt on the sides of your ship to do normal damage.

    Sea Turtle - Unsure if this would stop your ship, unique attack would be a body slam that does the opposite of the Moby and dunks your ship underwater, anyone who's on the ship would be dunked deep into the water along with their ship. Possibly instantly start drowning as soon as this attack happens, meaning you need to resurface fast. This might mean the best way to deal with this attack is to abandon ship before it body slams to prevent being hurt, this would be the opposite of the current Megalodon Bite which forces players to go below deck to be safe.

    Could maybe also encounter a more powerful megalodon or Kraken to flesh it out a bit more. Would Give large amounts of respective meat as well as the lower tier variant, such as King crab also dropping regular crab meat as well as king variant. Could also possibly give new Hunters call treasure as currently there's only mermaid gems and Treacherous Plunder to sell besides meat. Maybe it also Drops 1-2 Treacherous Plunder to make that commendation less of a chore.

    Merchant Alliance World Event: A fleet of 3 NPC controlled merchant ships will spawn under a ship helm cloud. Once a player ship gets within radius they will start to travel along a path which the player needs to escort. Skeleton ships will spawn periodically to attack the merchant ships which the players will need to sink to defend the Merchants, these skeleton ships would not drop any loot in order to keep the fleet moving instead of constantly stopping to collect loot. The path the fleet travels will not be shown to the player in order to avoid seasoned players knowing where to go and where Skeleton ships are most likely to appear. Each of the Merchant ships has loot onboard that cannot be taken off unless the ship sinks. If a Player chooses to attack the fleet then the Merchants will fight back and are harder than Skeleton galleons to defeat. If at least One fleet manages to get to its destination (which could be multiple different locations) you are presented with a key to a stash of Merchant Alliance treasure. Sinking a Skeleton ship to defend the Merchants will reward you with Merchant/Reaper/OoS Emissary level. Sinking Merchant ships would only reward you with Reaper emissary level, this means that it is still worthwhile to do as a reaper as you could kill a few skeleton ships, and then kill the Merchant ships, or possibly the Merchant ships will automatically agro against Reapers Emissary players. Potentially at the end there will be a few Skeleton ships to sink that are waiting to ambush the fleet, this would make it harder for players who memorise every ship path to camp the end point as they have to deal with the Skeleton ships which would only spawn once the Fleet gets within vision of the end point. The more ships that make it to the end point will result in more loot at the end, while this is not a perfect loot spread as I don't know how to properly balance, here is an idea of the relative amount of loots from each ship.

    Value of loot per merchant ship without emissary = 7.5k (total 22.5k if you sink them all)

    Value of loot from stash per ship that makes it to the end = 5k (total 37.5k from the stash as well as the 7.5k per ship that made it there)

    This would mean that players don't sink 2 of the ships and allow the third ship to get to the end, as its more beneficial to get as many of the ships to the end as possible.

    Some of these ideas may seem a bit too much for one update to provide, however with the new seasons meaning content updates are put out every 3 months instead of every month, this might be something that is within the limits of possibility. Please feel free to comment with your own feedback as well as possible problems/improvements to the ideas presented.

  • I love this idea. I’ve been wanting more sea life and land life since launch. For a game where there is more ocean than land the oceans are very empty. More shark species, dolphins, sea turtles, jelly fish, eels etc would be awesome. Same for having more land animals. The world of SOT would feel more rich and alive. Hunters call world event would be awesome too. Fetch quests are tedious and annoying IMO.

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