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| Ideas, Suggestions, and Rumors about POTCO Post your discussion threads that have suggestions for the developers of POTCO or ideas for the game here. We can hope they'll look here... |
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#136
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I would not mind the gold farmers so much, but the "trade" would need to be 1 way, unless you could sell your treasure pieces or cheat cards (which would not be so bad, if they had fixed prices for the items). The trade would also need to have a limit to the amount of gold that can be given, or everyone would be running around with a full war fleet. Then have it so they need to wait a week before they can receive gold again.
Loot Hard!
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Rest in Peace Eustace D'Monk Thomas Tew Chang Poa Edward Teach |
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#137
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I think I could put a different perspective on that guildhouse idea, as I think it could be used for more than just an instanced environment for members of the same guild to hang out and chat amongst themselves.
For example, even though Treasures serve no real purpose, our duplicates could go into a guild pool and guild members could receive randomly generated quests with the possibility of being rewarded with a treasure they don't yet have, from out of the guild pool, after completing the quest. Moreover, they could implement a guild bank of sorts, perhaps with different lines of credit for different ranks; this would have to include a "credit rating" that regulated how much could be taken out before something had to be put back into the bank. In any case, my eyes aren't on the ultimate rep goal anyway. I always look at character development in these games as happening in 3 phases, and it is really only the 2 intermediate plateaus that serve as goals. The 1st plateau is always the minimum I'll need to survive exploration throughout the game world; and, the 2nd plateau is always to find the true peak value of a skill which, given the exponential development models that these games all seem to use, is always less than the actual maximum number available. In this case that seems to be about minimally all skills to 14, and then maximally having a good plan for your build at all 20s. For phase 1, I employ leveling, training, and playing modes of using the game environment. For phase 2, I move to training & playing only. Phase 3 is focused entirely on just playing. I actually spend quite a bit of my game time focused on things that have nothing to do with game's real structure anyway. So, I may end up getting Sailing rep for example, but my real focus was probably on removing specific types of ships from a particular sea, for no real reason other than to sea how the game will respond as I change the variable of exactly which types of ships I remove. I really enjoy finding "easter eggs" left behind by the game devs on purpose. My focus is always more on exploration than accomplishment. So, any use of a guildhouse that encouraged people to go out and explore out of the way places would seem cool to me. Plus, I think getting people to spread themselves evenly across all available zones is one of the best ways to reduce lag generally. |
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#138
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I like the idea from above, I get SO many doubles of things that if we could have a collective 'guild treasure account,' it could be SO helpful to your guildmates, not to mention being able to easily give guildmates money then the way we have to do it now >_< Also LOVE the idea of making someone walk the plank! But knowing how nutty our guildmates are we'd just randomly kick each other overboard for a laugh lol. As for the guild hangout, that could be a cool thing to do. I am also wanting cabins on our ships where we can keep our clothes and weapons, where we can go aboard to change or even change out our weaponry depending on what level enemies we were taking on and such.
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#139
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Personally, I was always more partial to keelhauling than plank walking. After all, it's good to drag something across the hull every now and again; it knocks off some of the barnacles and keeps the ship moving fast....
Also (almost forgot to mention this), I wouldn't want any mice around my guildhouse. I suppose I could tolerate a bear though, any chance they could send Baloo around instead? |
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#140
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I like those ideas, however I would think they would have to put the idea of one guild raiding another guilds stuff as a pvp reward option. Otherwise, the idea ends up being pointless when you have multiple high levels just raiding everyone elses places instead. If my "guild house" or whatever was constantly being raided, I would stop putting stuff there, which thereby warrants the idea useless!
If my bank was capable of being robbed on a whim, I wouldnt put anything in there. Zeppers lvl 40 - All mastered but lvl 21 cannons Groggy McJones lvl 26 - All weapons quest/tp quest finished - avoiding story quest http://pirates.teamofx.us |
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#141
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Personally, I don't take anything about the Treasures seriously; for me, they don't even lend interest since there's absolutely nothing to be done with them. I wouldn't mind some form of inter-guild raiding though; however, as you point out, that could be difficult to implement in a fair and balanced way. I definitely don't want them to go adding content that goes unused.
Still, I can think of at least 1 game where the PvP servers have their towns started from scratch, usually around resources. One town may grow to covet another town's resource and they could go try to take it by force anytime they wished, but detente exists because declaring war has its own costs. Getting people to use a resource isn't really the problem though, as that can always be accomplished by making the reward worth the risk. |
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#142
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I like the Plank option best, some annoying fan from another ship comes on your's, no problem. I would also enjoy seeing an original Partners In Crime flag.
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#143
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Nice Ideas, I love most of em.
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#144
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Ideas
Having a customizable captain's cabin for your ship
More guild ranks, such as co-guildmaster. Being able to promote an officer to guildmaster instead of restarting the guild. Weather, such as thunderstorms or strong winds, which will make sailing more challenging. Having unique flags for your ship And of course, enemies above lvl 40 and more islands and quests |
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#145
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Quote:
Something else I'd like to see (which I'm sure has been mentioned), is more options for jewelry. It's not a big deal, but it'd be nice to be able to further customize my pirate, and like the sails, it shouldn't be hard for them to add. |
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#146
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well maybe thy should change the shift on the doors to a left mouse click and adding joystick as another point of control up down left right so tiring on your hands wrists.
besides you are tied to the keyboard . |
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#147
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i think the guildhouse/village idea is great but probably it wont happen but keep wishing
I think the guild raiding is pointless cuz then the small weaker guilds would have no chance of survival but stuff like guild wars where its like a crew battle except its 2 guilds going head to head and if you win you get some reward like gold or something it would be cool if in the begining of the game you could chose a big guild out of so many guilds like the elite cicle and tortugan terrors and stay in that one forever and the guilds would have wars Last edited by TooHip; 05-18-2008 at 05:54 PM.. Reason: Merged consecutive posts |
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#148
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I suggest putting back in the double skill use again, at least for broadsides ( i know they have removed it because of abuse with skills (doll, using all skills at once, dagger, using multi throws etc)
but i sorely miss being able to shoot BOTH broadsides at once, as often im surrounded, and it really is a pain having to wait till one fires before firing the other. |
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#149
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#150
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skills
I think we should have more skills and options of what to do in the game like in world of warcraft. some skills I have had in mind have been: Potions, smuggling, rum making, thieving, and weapon constructing. Also I think we should have an option to go fishing, trade items or other things with other players, and have some more islands, I mean, dosn't the game get a little boring when you have to go to the same islands over and over again?
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