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FatElvis

Game Ideas

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Devs,  (please at least read ideas 1 & 5 at least)

Just a few humble ideas I believe most people would appreciate.  Perhaps even draw more players to the game.  If anyone reading likes any or all of these ideas, reply to show support/interest, or use the number to reference and build on the idea. 

Please keep it positive.   Devs don't need swearing, saracasm, or hostility, nor do I.   This is in beta.  We all have opinions.  This is simply a few of mine.

 

1.  More ships, More Ships, More ships!    More choice! 

Frigate, Catamaran, Clipper, Cutter, Barge, Ironclad, Man O war, etc..  Hell maybe even a Viking vessel that has increased durability if the sides are covered with shields.  Trade/market, etc.  All interesting (long-term).  But if you want to KEEP + encourage players to join.  Focusing on your core product.  That is..   SAILING & SHIPS!

 

2. Poll your community to identify + Fix the most "common/frequent" bugs.   Sure, lag/performance are always cried about but often that can also be on use side.  I'm taking about inherit graphic items...examples..

Ships constantly submerging under the water. 

Animals "drifting" off the ship. 

Ship ladder bug where you repeatedly try to climb, and you always pass through the ladder (unless you jump up and grab on).  

etc.

 

Ask the users so you can focus on the most annoying.  Many have been around since the beginning.  They need to be tabled before some of the long-term items if you want players to enjoy the experience.

 

3.  Stop adding "administration" / grind to play.

Armored shipyards for example.  Why do they have upkeep cost?   You are removing grind out of farming (with farms), and now replacing it with grind to get gold to pay for shipyards.  Sure you can use markets (eventually - still in development).  Until trade is farther along ...I think make them free.  Armored shipyards are a single graphic object that likely helps reduces every player spamming harbors with shipyard covered in large stone walls .  They are are good idea to reduce lag/graphic challenges.  I just don't think there is a reason to make them cost money.  (only for the ship "protected" feature which is I guess your version of "offline safety" perhaps).  Just an opinion.

 

4.  Decide to focus on MEGA COMPANIES, or smaller groups of players.  Difficult to cater to both and keep player base.

If focus is smaller groups.  Limit company sizes to only a small number like 20, and limit number of alliances (actual number of alliances a company is listed in).  Currently megatribes just make alliance with other mega tribes and pummel the solo/lawless.  Which is why your new players are leaving.

Another option perhaps - consider making 4-6 specific factions.  Every company (large or small) must be a faction.  A concept that worked for many years for Blizzard.  Then as a solo player - you join a faction so not EVERYONE necessarily wants to kill you  (even though they still could).  That works still in promoting massive faction vs faction ship battles when people are called to arms impromptu to assist.

 

5.  Possible new ideas for the use of natural resources.  (be kind - just consider how this change, would make gameplay different).

Today, to pimp out a ship... You use blueprints that require a certain number of each resource type (like 3x wood, 3x metal, etc.)  For that reason there are about  6-8 of each resource in the world (like...light wood, strong wood, aged wood, wet wood, etc.). 

What if...  the boat durability and weight are a calculation based on the types of materials you built it with (at least for metal/wood types).  How would this work?  Well...If I build planks using lightwood, tin, twigs, straw - it's light but less durable.   Similarly, if I made a ship from strong wood, iron, it would be "heavy", and have more durability.   

Just assign to each resource a base weight & durability.  Each object made (plank/deck/cannon/box, smithy, etc.) gets is own durability + weight set based on that calculated result. 

So...if I build "some" planks with heavy materials and build a few planks with lighter materials it gives the player the ability to make SECTIONS of the boat have higher durability (like back planks), and can use lighter mats to build lighter planks in other areas.   Still... the overall ship weight (a calculation of all the objects its comprised of & carrying) impact the vessels TOP SPEED (factored still with wind of course). 

This modification gives players a reason to sail to an island if I want TIN or IRON for a specific purpose.   This in turn gives a reason to fight for islands.   This gives players the flexibility to make a super fast boat to go around the world quick or scout.   Or they can make a super tank, tough as hell (but naturally slow).  It creates a lot more variety and gives players more options to make ships that fit a specific purpose or their playstyle.

 

6. For now at least,  consider increasing the default weight of sloop to 5000.   

Now paying for ships, many are opting to use sloops.  All points go into weight to make it remotely useful.  Just upping it to 5000 (half a schooner) would allow players to put points into resistance or damage instead making them have a fighting chance.  

 

7.  Since it's a sailing game, why not give a small experience buff if out at sea (during cyclones)?

Now paying for ships, many are opting to use sloops.  All points go into weight to make it remotely useful.  Just upping it to 5000 (half a schooner) would allow players to put points into r

 

Thanks for reading and considering.  Sorry it's a bit lengthy.  Wanted to make it clear.

 

Edited by FatElvis
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ok I like some of you post and can criticise none of your opinions - I have no interest in PvP so I wont get involved with serial 4.

1. Cannot agree more would love to see more ships (frigates, early ironclads etc) and variation in environmental enemies, why not have Vikings of the Dammed, that try to board you in the artic regions etc. 

 2. This must be a priority. All the adding pointless shit like markets and armoured docks must end. The game must work and be stable before any further new content is added. And then after adding the next new item it must be tested sufficiently by the community before the next thing is added. This is the normal intelligent way this is done. Not just, keep throwing new content at a game and hope the player don't realise it is running on two spectrum ZX81s in someone's mums under stair cupboard and is coded in basic.

3. I don't know if I agree here, the grind is the game. I know people say they hate it. but if everyone was just given ships free and allowed to go out and sail and battle etc I can guarantee the game would have been dead by now. Its the roleplay aspects  such as the grinding to achieve a goal which makes the game worth the investment in time and energy. It also artificially creates a competitive scenario, that's why so many people seem to be obsessed with building huge bases.

5. The system you allude to is already in force and working in Naval Action (a clunky tiresome irritation of a game which I spent 2000 hrs of my life on. Although the scope of ships and sailing mechanics are amazing). I personally prefer the current blueprint system. It works great for now.   

6. I honestly don't see why by the time you have done anything in a sloop you should have spent almost all of the level ups on weight and it soon becomes much more useful.

    

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