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Thanks,
Smoodlez
Here are some idears:
World map/Travel system - you should be able to build ships as endgame content and to travel to other islands (with harder difficulty) with different themes (like winter, halloween, vulcano, fungi) each with their own mobs, secrets to uncover and endbosses with chance of unique loot.
Map could be similar to starbound/pixel piracy, maybe endless/random or just very big ^^
Villages - friendly people to talk to, tradeing, questing maybe?! or for evil people be able to kill them all, take their stuff and to burn down everything they own :D
Levels/Skills/Abilities - different trees for collecting/fighting/crafting/magic. could contain stuff like chance to get back recources when crafting, getting more loot, extra chance for stuff on collecting, extra damage and so on there is tons of possibilities (e.g. Recource Collecter 0/10 - each step gives you like 1-2% chance for and extra item when collecting)
Multiplayer - speaks for itself, and imo pretty important for such a game.
Enhanced gamemode - night should be more dangerous, maybe monster attacks or that you need protection from the cold/darkness at night.
Defences for your base, spikes, pits, traps and so on.
New Game+ unlock - after you defeat special bosses or found some relics from all the different islands
Collectiable/Progression - similar to terraria where you find/craft items that increase your max health/mana (would be pretty usefull if you also do the NG+ idear)
so thats all for now, hope you like something from that list
Villages would be awesome.
Something, I'd like personally is more farming stuff. I'm a major stress pot, and I've found the game as it is right now wonderfully relaxing. If more animals could be demesticated (and their stuff sold to villagers or other islands as trade goods) I'd be the happiest gamer in the world.
And Endless world: I'm a big big sucker for endless worlds. It would be awesome to have an Islander editor too, and players can upload islands to a workshop.
ISlands with Dangers; Something that if we can travel on boats to new islands (and maybe you don't want us traveling back and forth, or not, but if you don't), some islands will had a debuff or a buff to them. Lets say you go to an island and so many game days after you land on it, a volcano is supposed to wipe it out or something. Maybe missions with your boat depending on its size to get the villagers that are on that island off if they're cool people or not.
#1. Bosses! Game Stages, mini-objectives
Terarria really nailed this one. Bosses are a really nice way to give people objectives! Fight boss, open up posibilities, fight more bosses. Opening areas that are closed by achieving goals in the game (open dungeon by beating boss, cause world to change by beating other bosses, etc). Everyone wants grapling hook, or drill, etc tie them into beating certain rare monsters or elite monsters and voila player can keep himself busy for a long while.
#2. In-Game Crafting Help
Wiki is cool and all but it's also extremely spoilery. It would be nice to have a system like in terarria where you can find out what a item can be converted into. Since this is a recipe game I would suggest only showing there are things you can craft and with what, not what they are exactly.
#3. Crafting and inventory management
Crafting and inventory management, including chest management, is kind of terrible atm.
Works with 1-2 items, but get really hard to use later, it's like playing "find the item", it doens't help that things actually use the hotbar like an inventory; nothing should go to into the hotbar with out you placing it there!
Crafting multiple things should be fast, I have 100 vines and want to convert them to 100 other things then I should have a modifier keys to just do it really really fast.
How the heck do I get out of the crafting menu via the keyboard? Pressing E while in a crafting menu should just close the current one not open the default. It's annoying how many keystrokes there are.
While in your house there should be extra keys for directly accessing your crafting tables and you should have access to anything inside chests in your house. You should also be able to just pick out things you've made, or at least have a recipe list of things you've managed to craft.
Resource/Items/Placeables should be distinguishable with out looking at tooltip.
#4. NPC pals
Your a damn pirate, not a handy man. You should have to find pirates specialized in the advanced crafting to be able to get ♥♥♥♥ done.
Speaking of which, where the hell is the bottle of rum? where do I need to go to craft my ship? why is there no island to island boating, would make exploration more interesting.
Even if you play solo you dont want to feel like you're the last digital person in the damn game world.
Game should at least provide some cheaky thought/speach balloons with witty pirate quotes mattey~
#5. World setting
Where's the treasure maps?
Where's the human pirates?
Where's them pirate ships?
Where's the crazy animals? Can't we just hugstrangle a tiger?
I also have to say that the underground generation or tiles are a bit dull; it's not bad just not really very interesting after a while. It might be better if there was some more interesting features like bridges over a cavern/level bellow you.
Don't like how everything is explored everywhere either.
Also, isn't it stange that of all people a "pirate" game would be missing a damn map?
#6. Graphics Minor Gripes
Would be nice to have some more depth (levels of terrain), and some more depth to the props too, everything is maybe a bit too flat.
There is a severe lack of animation, at least some grass moving, or water flimsing arund would be nice so it's not such a static image. Should be fine with even just 1-3 keyframes of animation.
#7. Ohya the weapons...
They kind of don't fit.
You're a pirate not a medieval knight, where's the chain whip? The axe? The double pistols? 1sword... no-no at least two swords 1 dagger in the mouth and 2 daggers in the back ;)
Whats this energy thing? Magic? if magiks what you want there's nothing more magical then ca hand canon, or a rom grenade mattey~ and if you want to be fancy just throw in some mallatov skull in the there, harpoons, and of course for those really annoying beasties ye' barrel of dyno-might always does the trick!
Also, the combat is really stiff, I mean there's no real challenge to it, terarria all got it wrong too so cant blame for this, but at the very least have some simple features like dodge rolls, parry, thrust, block, etc in a simple "rock, paper, scissors, pirate" system to make things feel interesting when fighting, not just another "hold button down for enemy do kheelhawl itself"
#8. Hunger system!?
Everyone knows pirates don't need to eat! Pirates only need to drink rum to survive!
Honestly unless your game is ONLY about making food then you should quit trying to have a hunger system; they're just a distraction from the fun. If you must a resource system, then here's an alternative more fun system:
DRINK to FIGHT
DRINK to HEAL
You can't just drink everything down the hatch either. No-No, proper pirates gotta enjoy drinking it otherwise might as well kheelhawl yourself! So choose wisely what you drink since it will affect what you can do in combat, and make sure you keep yer throat dry if you even want to fight (godda be in the proper mood for fight'in after all).
Should you be dry you cant fight; at all.
Should you be dry you're also slow as pirate that can't outrun anything thats after you.
Rom = heals wounds but prevents you from attacking during its effect.
Ale prevents you from blocking and dodging but improves attack.
Wine prevents you from attacking up close.
...etc
Also on the topic or pirate-accuracy, everyone knows when a pirate dies he magically transforms into a chest and goes into the ground at a random position close to where he died. He's not some pinyata! Where do you think all the treasures you have to grab by digging with a shovel come from?
And also there's a very clear omission in the fauna department, where are the salt water sharks? ground sharks? tree sharks? bush sharks? human sharks? cave sharks? flying sharks? butterfly sharks? etc
------
Boss Ideas
One is, that the sound doesn't work, at least on here it doesn't. I'm pretty sure there's supposed to be sound, since you can change the volume, but I don't hear anything.
The other thing is, I don't understand why you made a surface-cursor that seems to work separately from the actual default mouse cursor, which I can tell from how fast it moves around, compared to in other games/on other screens. It seems like a waste of resources to me.
Edit: Oh and by the way, trying to use a rope seems to crash the game. It cost me an hour of gameplay.
SUGGESTION: Autosave
Suggestion 2: More levels than ground and underground.
Issue 4: The wiki and the game don't match up. A lot of the necessar components for copper and iron tools can't be crafted.
Suggestion 3: implement a plant that allows you to grow sticks.
Suggestion 4: The world is currently small and very finite. This could do with some fixing.
There's currently 5 levels in the game (one is locked), you just need stairs to access them, they'll also be more added in updates. I have nothing to do with the wiki, so some recipes will be out of date until people figure them out, the tools just require ingots instead now! You can plant trees, which should give sticks.
Trying my best to help everyone with their game issues, a lot of them were fixed in the previous update, and a few people were just running with below minimum specs
http://gtm.you1.cn/id/blanchatgaming/screenshots/?appid=0&sort=newestfirst&browsefilter=myfiles&view=grid&privacy=14
I don't think so. Something's wrong.
By the way one way I'd see to easily make combat more interesting, is to massively reduce the attack speed of melee weapons (give them a 1-1.5 sec cooldown) and in exchange, significantly increase the damage per hit, and very slightly increase the knockback. So that fights take the same amount of time, but require more active participation on the part of the player.
Edit: Maybe not even increase the knockback at all.
Haha no worries! This is pretty much what I'm working on at the moment, near instant weapon attacks with a cooldown, rather than a swing time. The same for ranged weapons too, they should just fire as soon as you click. That should make it easy to add guns and cannons too!