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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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  #1  
Old 12-09-2010, 10:56 PM
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love your ideas! how ever, I'd rather have new ships the new classes. but the idea of elite ships that only appear at night with broad sides that could sink war galleons in three broad sides is to awesome to put in words. the only problem is who they'd belong to. the ghost on ravens cove have no ships!
perhaps the sailors who have died at sea wouldn't belong to anyone but themselves and their captains
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  #2  
Old 01-02-2011, 11:55 PM
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9. New weapons with new skills. Some of my ideas were a club and maybe a trident an possibly a whip. I can easily imagine a pirate with a club. For trident, I can kind of picture pirates with them. They could make tridents voodoo and melée at same time. For whip, I can kind of picture pirates whipping enemies. Also they could add fists but those woulnt have levels, they would just correspond to your notoriety level.
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  #3  
Old 01-03-2011, 04:39 AM
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First I love these ideas. For the fists idea I have thought about this alot and here's what I have come up with:
Level 1 fist unlocks Right Jab
Level 3 fist unlocks strike ( A skill that is a striking motion )
Level 5 fist unlocks Left Jab
Level 8 Down-strike ( A motion where you bring down both fists on the enemy )
Level 12 fist unlocks Upper Cut
Level 13 fist unlocks Spin Stirke ( A motion where you spin in a circle with fists out [Like a sweep] )
Level 15 fist unlocks Fist O' Fury
Level 17 fist unlocks Smashing Stike ( A motion that smash's the enemy for alot of damage

These are just ideas tell me what you think!
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  #4  
Old 01-03-2011, 05:20 AM
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I dont no why someone would pay money to put mobsters on there islands!
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  #5  
Old 01-03-2011, 11:58 PM
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Originally Posted by SEAKING23 View Post
I dont no why someone would pay money to put monsters on there islands!
I mean like gold not US Dollars. If it were USD i'd agree, but they could buy lets say a cave for 50k. then they could buy lets say a gravedigger for 25 gold. Also they could buy CUSTOM bosses. Ooh you got me going on this topic now
so here are my thoughts in depth:

A) First off, you need somewhere to put enemies because having enemies on the main part of island wouldn't be the best.

Extra Small Cave / Jungle / Swamp...5,000
Small Cave / Jungle / Swamp............15,000
Cave / Jungle / Swamp......................25,000
Large Cave / Jungle / Swamp............50,000
Jumbo Cave / Jungle / Swamp...........100,000

B) Now you will need enemies to fill the caves. The format I am using is because there arent enemies with just random levels. They all have a certain range along with other enemies. I mean this by Sand Crabs are the same levels as Gravediggers, Mercenaries are the same levels as Gypsies and so on.

Lv1-3.....................10
*Lv2-5...................15
Lv6-10...................25
Lv9-14...................50
Lv13-19.................100
Lv18-25.................250
Lv23-30.................500
Lv28-35.................1,000
**Lv35-40.............1,500
**Lv40+................2,500
Mutineer Ghost......1,500
Devious Ghost.......2,000
Traitor Ghost.........3,000
Rage Ghost...........1,500
CUSTOM-
calculated with formula: 2.5x
BOSS-
calculated with formula: 5x
CUSTOM BOSS-
calculated with formula: 12.5x

* Cadets are 2-4
** Ghosts are highly priced because of cursed loot drops


C) Now to some NPCs, Non Player Characters. These are like bartenders, healers, music players and such. Here is when the Guildmaster gets to have some fun. He/she can appoint Quest Collaborators to help him with what I am about to say (not a guild rank). He/she can make NPCs on his island be involved in custom quests. Also, he/she can make a tattoo quest for a guild tattoo, and a clothing quest for exclusive guild clothes.


***Story Quest...1,000
Tattoo.................5,000
Clothing..............25,000
25 Rep................500
100 Rep..............5,000
500 Rep.............10,000
*1,000 Rep........25,000
**2,000 Rep......1,000
25 Gold..............250
50 Gold..............500
100 Gold............1,000
500 Gold............10,000
1,000 Gold.........20,000
*5,000 Gold.......100,000
*10,000 Gold.....200,000
1 Card...............25
5 Cards.............100

*must be accepted by staff
**only at end of story quest
***2 allowed annually, must contain at least 10 quests
ONCE THESE CUSTOM QUESTS ARE DONE THEY ARE FINAL

D) Now you need buildings on the main land:

Shipwright............200
Shack...................750
Weaponsmith.......1,200
Tavern..................2,000
Clothing................2,250
Tattoo...................1,800
Barber...................2,000
Fort.......................50,000

Also, each member gets a house too!
House...............5,000
Upgrade 1........10,000
Upgrade 2........25,000
Upgrade 3........100,000
Upgrade V........0
Upgrade O........0
Upgrace GM......0

The house concept i am still a little shaky on though. I don't think it will fit in with game very well, but I would not be mad if it did come in! Also, you can set your house on entering options kind on like boarding options on boats.

That is all I have in my head for now on this topic!
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  #6  
Old 01-03-2011, 10:55 PM
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Originally Posted by Pirate Guy View Post
First I love these ideas. For the fists idea I have thought about this alot and here's what I have come up with:
Level 1 fist unlocks Right Jab
Level 3 fist unlocks strike ( A skill that is a striking motion )
Level 5 fist unlocks Left Jab
Level 8 Down-strike ( A motion where you bring down both fists on the enemy )
Level 12 fist unlocks Upper Cut
Level 13 fist unlocks Spin Stirke ( A motion where you spin in a circle with fists out [Like a sweep] )
Level 15 fist unlocks Fist O' Fury
Level 17 fist unlocks Smashing Stike ( A motion that smash's the enemy for alot of damage

These are just ideas tell me what you think!
I think these are OK. the first thing to say is the levels of unlock are 1,2,4,6,8,10,12,14,17,20. Also, i think there would be too many skills if they added that on top of the current 6 and a club or something, but i do like the moves. Maybe they could be Nororiety related like so 1, 4, 10, 15, 20, 30, 40, 50, (75). The reason having 75 in parentheses is because you didnt make it and it is past cap but these are great ideas! I will send em in with mine and some others that have been posted in one big jumbo pack!
10. Notoriety cap increase - maybe to 60 and weapons are moved to anywhere inbetween 32-35. This would also be a good time to add in Club which could be unlocked at maybe lv15 and Trident which could be unlocked at either lv40 or lv50. But I am aware of notoriety cap increases should probably be held off until either around peoples April breaks or in late June to get people addicted for the summer
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  #7  
Old 01-03-2011, 11:14 PM
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Quote:
Originally Posted by chalupa View Post
I think these are OK. the first thing to say is the levels of unlock are 1,2,4,6,8,10,12,14,17,20. Also, i think there would be too many skills if they added that on top of the current 6 and a club or something, but i do like the moves. Maybe they could be Nororiety related like so 1, 4, 10, 15, 20, 30, 40, 50, (75). The reason having 75 in parentheses is because you didnt make it and it is past cap but these are great ideas! I will send em in with mine and some others that have been posted in one big jumbo pack!
10. Notoriety cap increase - maybe to 60 and weapons are moved to anywhere inbetween 32-35. This would also be a good time to add in Club which could be unlocked at maybe lv15 and Trident which could be unlocked at either lv40 or lv50. But I am aware of notoriety cap increases should probably be held off until either around peoples April breaks or in late June to get people addicted for the summer
The problem with a huge notoriety cap raise is that for you and me its 10-20 levels but for a new Pirate who is thinking about playing sees the level 60 cap and thinks it's to hard so he quits but I think it would be ok. As for the trident that may be to graphic for this game.
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  #8  
Old 01-04-2011, 12:01 AM
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Originally Posted by Pirate Guy View Post
The problem with a huge notoriety cap raise is that for you and me its 10-20 levels but for a new Pirate who is thinking about playing sees the level 60 cap and thinks it's to hard so he quits but I think it would be ok. As for the trident that may be to graphic for this game.
I trident is too graphic for this game...? Then how is a sword not?
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  #9  
Old 08-18-2011, 09:03 AM
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Originally Posted by chalupa View Post
I think these are OK. the first thing to say is the levels of unlock are 1,2,4,6,8,10,12,14,17,20. Also, i think there would be too many skills if they added that on top of the current 6 and a club or something, but i do like the moves. Maybe they could be Nororiety related like so 1, 4, 10, 15, 20, 30, 40, 50, (75). The reason having 75 in parentheses is because you didnt make it and it is past cap but these are great ideas! I will send em in with mine and some others that have been posted in one big jumbo pack!
10. Notoriety cap increase - maybe to 60 and weapons are moved to anywhere inbetween 32-35. This would also be a good time to add in Club which could be unlocked at maybe lv15 and Trident which could be unlocked at either lv40 or lv50. But I am aware of notoriety cap increases should probably be held off until either around peoples April breaks or in late June to get people addicted for the summer
this is way to violent for disney..... sadly
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  #10  
Old 01-04-2011, 01:38 AM
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I really like all these ideas. The two that I really like are the options for guild islands and all the ranks. I would LOVE to see these. I doubt POTCO would put them in though, knowing them. Also, to make a little adjustment to your idea for new guild ranks, they should put limits on how many people ranks lower than GM can boot/promote/demote every day, just to keep order in the guild. As you go up in rank, you can do more and more.
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  #11  
Old 01-04-2011, 02:37 AM
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I think the GM should decide all of that and you are probably right about POTCO not adding these but what if we got enough people to send them messages about this topic? I am going to wait on sending it until i get an approval or two more
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  #12  
Old 01-04-2011, 03:09 AM
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A guild island should be a place to relax, and if you wanna level your pirate you could go to tormenta on a quiet server.

Or, what they could do is add hundreds of different islands and enemies.

I made an idea called messengers witch allowed the enemy to bunch up on you, because i noticed POTCO was lacking in epic battles. also, i think that enemy's should attack once they see you. its really lame when you go into the middle of Dundee and tap dance, I've tried it.
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  #13  
Old 01-05-2011, 09:33 PM
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well if you are in a guild, you could easily tp to the island under maybe guild options, where as to get to tormenta, that is I'd say a 2 minute sail from Cuba, 2.5 from Port Royal, then to get to a good spot to level, you have to run through the cave which could take up to 2 madditional minutes, not including the time to fight the annoying enemies that chase you down. And if you could make custom enemies, i personally think that would be really cool. And by custom, i mean they would have a screen like the pirate creator thing at beginning, just o people dont just make random stuff.
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Old 01-06-2011, 12:52 AM
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Cool

The 2 minute sail to tormenta isn't very much.

Put it this way: if you where a cop, would you pay to put robbers in your house just to get experience? nope. same concept mate.

What would coll if jolly/navy/eitc attacked you and you had to defend your guild island.
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  #15  
Old 04-19-2011, 05:37 PM
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Seaking, the enemies are only in the caves. They don't roam the main island.
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