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Old What the New Loot and Inventory System Lacks

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  #16  
Old 04-14-2010, 02:42 PM
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Quote:
Originally Posted by Roger Dreadrage View Post
Oh you have that book Gingeean? I hear that it was found on the Titanic (LOL)
Yes, I do. LOL. Actually bought it from amazon. Eliza's ideas are all great possible additions to the game.
  #17  
Old 04-14-2010, 03:18 PM
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Quote:
Originally Posted by Eliza Creststeel View Post
While I'm not overly concerned about improving the economic system of the game, here's my own ideas on how they could incorporate Trade Skills; and they still fit into the current game universe.

BLACKSMITH - Improve or fix weapons, your own or other pirates.

GUNSMITH - Ditto for firearms.

TRADER - Skill would reduce prices for buying and increase prices for selling, also able to locate more rare goods. And in future could facilitate swaps between other players.

SHIPWRIGHT - Repair your own ship or repair others for a small fee. Later, customization options could be reduced or free for people with this skill.

VOODOO SAGE - Improve voodoo objects, make your own potions, etc. This could also develop into other abilities (fortune telling, talking to ghosts, etc.)

TATTOO ARTIST - Add an ability to upload 'approved' art for tats, or do your own for little or no cost.

TAILOR - Locate rare clothes, or 'make' clothes (buying them cheap or produce them over time for free).

Technically, mercenary or privateer would be out - because we already have quests to cover those.

Skills like these could be started with a quest or by 'apprenticing' with an NPC merchant (Ex: Do Blacksmithing quests for John Wallace or Shipwright quest for Darby Drydock) then whenever the pirate performs certain tasks they get XP and could add new abilities (Ex: Shipwright - Repair Hull, Repair Sails, Customize, etc.)
Nice ideas there. Selling randomly collectible objects like fish and other meat, amongst the millions i can suggest, can also earn people money.
The apprenticing idea is nice. Like doing loads of quests for the NPC until you actually become a worker of the profession.
What I meant by mercenary or privateer quests are not just th current long length ones we have.
The ones I am thinking about are, quests that pop out randomly, based on who you work for. There is already a notoriety for being a pirate, which can be involved in this. For example, i join a mercenary squad for the Black Guard. Based on how deadly I am known to have been, the Guard sets the randomly popping quests for me. But this also depends on the amount of damage I have done to the EITC.
Privateering for some of these groups, organizations or nations also increases my notoriety amongst them. For example, I have killed no Black Guard members, and my lvl is 50. Therefore my rank among them is at max. If I am hired by the Dutch to sink East India Company ships, my rank among them goes up.
Next, if I work for the Royal Navy, I am sent to hunt down fugitives that are looking for a treasure loot in an island. My pirate notoriety increases only slightly, but my rank in the Navy increases as well. During such times, if acts of piracy, or at least against the group i hold allegiance to, are done, I am thrown out
If I leave Porc for Avaricia, I have to start mostly from scratch.
Spy missions for the alternate team is also relevant. If I am working for Porc, I can also receive a quest or operation from an NPC or GM respectively, or a high ranking member.
Now, with all of this in mind, there might not be actual use of guilds. Basically it will be like Cybernations. You're a member of a guild, which is a member of the orange team (or Avaricia). Thus, even guilds should be incorporated into this. Guild islands that have been thought of, can be minor privateer bases.
Cities like Cuba or Padres may fall under the jurisdiction of Spanish, and thus become privateer isles for the colonizers.
These new forms of privateering may have infinite potential in the game, especially in earning money.
Other forms of working for groups may not be privateering, such as working for Davy Jones or Jolly Roger. Even this should earn players money
  #18  
Old 04-14-2010, 03:20 PM
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I worry about trading to some degree. I play another game with a huge trade system and it comes at a huge price. You can have a weapon built for very little and put on great modifications and be out say 5k in game money now a weapon you get from a drop with the same mods but a rare look will cost you well over 100k. This leads to a desire for people to have lots of money so they can look "COOL" in game. This creates problem like scamming other players and even real money trades ( people paying with real money in real life for fake money in game ) the real money traders are alot of time real thieves who hack accounts and sell all your stuff so they can turn around and sell the money. Now true this is a extreme and also a much more adult player base but I see it on Wizards 101 also when my kids play that so? I'm not saying I wouldn't like to trade just wondering about and pointing out some problems that could come along for the ride
  #19  
Old 04-14-2010, 03:28 PM
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I understand William. I played Runescape you know, and my classmate's cousin scammed a person of 500k there. Runescape ended up tightening restrictions on RL trading which ended up in a trade limit. You mentioned this to me before, about random trading as we called it. While Runescape did such a thing, my trading with my friends was severely affected. I could no longer have fun making deals with them and receiving money for benefit. The cap was now 5000 gold. But actually this is a good thing they did, because, many players have these other sites where real money is traded for the money in game. Even IDs are sold there. I bet all the major guilds in the game would immediately start hogging in more players by sheer money. But this actually gets me really excited. Imagine all the fights and wars and all that breaks out in the game! I know it sounds silly what I'm saying, but pirates lived in anarchy. Whether we are bound to the code or not, our unity needs to be broken, That is actually not too nice for an online game you know. Something like Runescape's Grand Exchange will control everything in trade. A Barter system would suffice as much of a similarity of this.
  #20  
Old 04-14-2010, 05:14 PM
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trade would be good for potco but what will be best for potco is we need to have more things to do like more quests that we can do and have fun doing them
  #21  
Old 04-14-2010, 05:23 PM
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Exactly. All above that is mentioned, above privateering and such, is what I mean by nice fun quests.
  #22  
Old 04-14-2010, 07:29 PM
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I agree trade would be cool - I bought a war gal. which I later decided I hated would have rather sold it for 15k to a low level player who would have had fun with it than for the 20k I got for the game to gobble it up.- just needs to be done well and set up right with its own chat that you can filter out or turn on if you are trying to buy something, a board where you can list your stuff so on-maybe turn an empty wharehouse into a auction room.

I would like to see a chest that all my pirates can get into so I can transfer stuff from one to the other if I want also- William wouldn't look good in striped pants but ol Tom Foolery could sport em in style
 


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