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Suggestions for General Gameplay

Hisoku

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Good day to all, I recognize this will be quite long as I want to be detailed on the reasons for the suggestions, thus on the bottom there'll be a short resume of what's presented for those who don't have the time to go through it all.

To be able to start off since this will be a bit long, I'd like to mention these are suggestions for the game in general to allow for a bigger and more substantial player base. As we all know this game has a lot of grind to go through to be able to reach the high level content which of course is a major component of the game. Be it that this is a vanilla game in which it may take months of progress (depending on your activity) to be able to reach high level content otherwise you're obligated to go into specific classes to cater to the needs of high level guilds to join this high level content. Of course, having that in mind, to allow for a individualized sand box style which has defined Tales of Pirates from it's early roots, I feel there's a lot to go through to be able to address the lack of early level content. While catering to the end game content is completely vital, creating alternate routes for newer players to join in a game without having to depend on others will provide a bigger and individualized community that will help PKO stand for a longer time.

While I'm not entirely sure how Hexathlon still works in game as it's been mentioned it's an event that's barely done instead of the old Tales of Pirates, I believe it should be rather more bi-weekly or monthly event and capping it at lv60 as opposed to the weekly and lv65 and later onto lv75 cap in vanilla days. It's a great way for new players get a feel into what harvesting (life skills) can provide, develops a more varied and active player economy and allows for progression independence, for instance, most spots are often taken by farmers, thus the issue doesn't lie with how slow you level, but how often you have to sit and wait while most of the player base are past lv50 at this moment, which does give new players a sense of loneliness as they're in a team progression driven game in which they have no one to team up with and which makes progression not a challenge, but monotonous and a bit ineffective. But these restrictions would allow for players not to be inactive in maps during week and just level up in weekends like some players disliked back in those days.

Aside from issues in the early game, post-lv40 can become an issue also. We're aware that the map is quite small and knowledge of the game has grown. The proper leveling path has been obstructed since farming for blueprints and it's materials have become such a thing. Adding more areas for monsters (not adding more monsters per area) will compensate the idea of having to wait hours upon hours for a spot that you might not get, specially when exp events are on which only the high levels can take advantage of with their much stronger characters. Of course, have these areas very separated from previously established farming areas so people don't just have a bigger area to farm and cater to it's original intention, give other players areas to grind. This creates areas where it isn't as easy to farm but good space for leveling, which would allow those who simply wish to level up a space to continue, while not disturbing the player economy based around manufacturing/cooking. Maybe a quest line that can give a decent amount of exp each level would also alleviate a bit of that constant grind, while also providing a placeholder activity for when all areas are taken. This will allow newer players to develop at a decent pace, without affecting how challenging it can be nor the value of the work that's required to get high level. More and more, the game has turned into who can become the meanest person to take over spots to grind, which will make most of the good vibe players shy away from the concept of having to fight/ks for a spot and the toxicity that can come from others bothered by this.

All of these suggestions have been tailored to exclusively allow more content into the game while also avoid exploits/unfair advantage play and also allows players to have varied ways of developing without taking away how much time it takes to progress because the issue it'd be directly solving is avoiding wasting hours upon hours of time waiting and sitting out. Now to provide what's been promised, a short resume of this whole topic:

tl;dr
Issues in place:
1)
Lack of areas to develop due to farmers.
2) Lack of content for progression.
3) Lack of new player integration.

Solutions that might help:
1.
Adding more areas of monsters that are heavily separated to avoid farmers claiming more area instead of allowing new players to progress.
2. Adding a quest line or renewing/revamping existent quests to variate the content for character progression.
3. Making hexathlon more often will allow players get a feel into the life skill system and the varied activities you can do in top aside from killing monsters monotonously. It'll also allow for an immediate and varied market for newer players to enjoy actually making money from simple labor which still teaches them how materials and drops can enhance the game or progression. New restrictions should be added to avoid players avoiding leveling in between hexas as opposed to the weekly and almost no level cap in original Tales of Pirates days.

If you have any further suggestions feel free to comment and share this around so others in the community can share in their idea of how early game content can be better. Any suggestions about making the game easier in itself can be possibly ignored as this is a vanilla server and it's intent is to be tedious and require effort to be a stronk pirate! ;)
Have in mind I don't want to make this easier at all, in fact I encourage to have suggestions that simply allow more players to progress without bumping into others, or having to wait for so much time to do little to allow a smoother and equal game play for all. Thank you very much for your attention and happy sailing!

Best Regards,
- Banzo
 
To be honest, I threw in the Hexathlon suggestion as half of the players I spoke to want it and half don't. I realize it's a very controversial point, but it's something I'd like to see the community discuss about and see what's the general take.
 
Also these ideas are too generalized and maybe not well put out as I'd like to take the chance in this post to discuss creative ideas that can add more to the early-mid level content, thanks for looking into it guys!
 

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