Game Design/Discussion

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Revision as of 01:44, 1 June 2022 by Qlauncher (talk | contribs)

Ahoy! This page can be used to post and discuss player Game Design suggestions while the forums are unavailable. Each suggestion can have its section on this page, where players can comment. Feel free to edit and format as needed.

Community / Players

- Please set "Emerald Ocean" as the default server. New players have a 2 in 3 chance to get either Meridian (dead) or Cerulean (dead). There were a lot of random streamers that stumbled upon this game, just to see nothing, puzzle for 10 minutes and leave. The same thing goes for Obsidian.

- Script a nice tutorial mission for new players. Give them an amazing first impression.

Example: You design your pirate and meet an NPC. The NPC will swordfight and rumble (while explaining the basics) and give ye a bandana upon defeat. Then he'll ask you to hop on his ship to sail to Admiral island - on the way you will have to Sail, Bilge and Carpent. As a surprise, you get attacked, have to gun and yer NPC buddy sinks the attacking sloop with 4 shots (1 gunning board you filled). After looting the booty (treasure haul), you will finally make it to Admiral Island with a bit of PoE in yer pocket...

- Advertise the game through streamers.

- Email old players ("Your pirate got stranded on an island in a new ocean - Emerald. Yarghhh! [...] download the game [...]")

- Polish the user interface and make puzzles prettier. You can literally see the pixels of the Bilge background and everything else has a blue border on higher resolutions...


Purpure here. - Start a Discord. All the current games at this time (that I know of) have a Discord. You can even set a bot to monitor the Discord to get rid of unsavory remarks/characters, such as Dyno or Mee6.

Monster Bash

From the roadmap posted [here]. Please make it clear when your comment starts/ends. Any comments or comments unrelated to the release will be removed. Please "sign" your suggestions so we know who to follow up with if needed.

Maps

Currently it is very stressful to do yer own little monster frays to obtain a map because there are a lot of people getting jobbed and taking spots in the fray. It always results in hectic moments where you pray that one of yer friends gets the map. Therefore my suggestion is:

- Monster fray was automated: Random pirate gets the map

- Monster fray was summoned: Summoner gets the map


Skeleton bones

The skeleton bone is a very strong bludgeon which can currently only be obtained from skeleton frays resulting in limited supply. It could be good to add them to the trading post or otherwise make them easier to acquire in another part of the "Monster Bash" update. Patgangster (talk) 20:57, 30 May 2022 (UTC)

[Demontoad] I agree! We should be able to exchange the skeleton skulls for a bone. 10 skulls (obtained by staying alive) for 1 bone bludgeon should be a good trade off and investment of time.


Vampire graphics

I have concerns that the vampire graphics displayed on the forums are not unique enough. We currently have yellow, orange, green and silver coins in game. The newly suggested artwork looks great, but it is blue, blue/orange, orange and orange. We do not need another 50 shades of green and blue bilge puzzle!

Perplexing (talk) 21:06, 30 May 2022 (UTC)

SMH Trinkets for Poe exchange

Currently if you like to go on SMHs you will accumulate a ton of random Atlantis, CI, KH, or Vamp trinkets that really don't hold any value because there is not much you can do with them. I think it would be nice to be able to trade the ones you don't want into the trading post for a small flat poe value somewhere between 100-500 poe per trinket maybe, or be able to trade them for something similar to a greedy purse with a random amount of poe. I think this would give some value to useless trinkets and slightly boost the potential payout from jobbing with long SMHs, without being too much of a poe fountain. It might add a lot of poe to the economy initially because people have trinkets saved up, but I think it would balance out over the long term. A way to lower the initial influx of poe generated and spread it out more over time could be to implement a cap on the total number of trinkets you could exchange for poe each week.


[Demontoad] I think yet another small PoE sink is bad, unless its really just 100 PoE per trinket. Instead, trinkets should be able to be exchanged for better things instead. 10 trinkets = exchange for a chroma -> 5 chromas = recolor a piece of furniture | 30 trinkets = atlantis box (contains a random atlantean drop: chromas, maps, furniture (junk furni/amphoras/bellator statues e.t.c), atlantean clothing...)

[Tilinka] You can already trade Atlantis/CI/HS trinkets for chromas -- having that extend to the monster fray and vampire lair ones would be good. Could do crimson for the VL trinkets, shadow for fangs, ivory for skulls, burnt sienna for werewolf tufts, and, um.. I don't know. Bile or something for zombie hands. I'd also love to see furniture options for reskinning things like duty stations, rigging, railings, etc.

[Xelto] If you add in a "mainland merchant" (or however you want to trade trinkets to PoE), you probably need to decrease the PoE payout for the various sea monster hunts at the same time, as a balancing factor. And only do it if you can make trading easy! Dragging the 47 trinkets you got in CI over to a trade window one-at-a-time is a pain, but at the same time, some people want to keep specific collections or rare trinkets, so just grabbing everything is also not a good idea, at least not unless you add some way to separate out the ones you want to collect. (I know trinket cases can be used for this, but they have their limitations, as well.)

Mercenary Update

From the roadmap posted [here]. Please make it clear when your comment starts/ends. Any comments or comments unrelated to the release will be removed. Please "sign" your suggestions so we know who to follow up with if needed.


- Ahoy! I made a video [1] and an accompanying document [2] for my mercenaries proposal. Thanks fer reading/watching/listening! By Jazz (talk) 21:38, 31 May 2022 (EST)


- I would not suggest a limit of maximum swabbies per ship, as this will create a situation where pirates in charge of the voyage will decline new/low skill players because the skilled swabby would perform better.

- My suggestion is, per pirate on the ship, a skilled swabbie would come aboard with equal stats to the player that has boarded the ship. The swabby could do any station the navigator requires, if the required liqueur (more regarding this below) is available in the hold. The pirate must not be dormant in the puzzle for their swabby to perform the puzzle on the ship; this is to avoid pirates reaching high stats and avoiding the puzzle just so their swabby can perform well in it. This would effectively cut the required pirates on board for a lot of voyages in half, allowing for bigger ships to be used for pillages and more sea monster hunts and flotillas. The only fault in this suggestion I currently see is - if the player base drops another 30%, this might not be enough again, and eventually reaching the same point the game is at currently. This would also only benefit the Emerald Ocean, as the other oceans do not have the player base to support voyages.

- Add a new types of liqueur! (Please help finding better names, also recipes require balancing)

Lime wine Rum lime.png

Lime wine is a 60 proof liqueur, the limey ting is exactly what your swabbies need to preform good at sailing! 25 units are crafted using 8 hours of skilled distilling labor, 8 hours of expert distilling labor, 25 sugar cane, 20 wood, 3 iron and 25 limes. Delivery cost is free.

Passion fruit wine Rum passion fruit.png

Passion fruit wine is a 100 proof liqueur, the sweet and tart mix is exactly what your swabbies need to preform excellent at sailing! 25 units are crafted using 4 hours of skilled distilling labor, 12 hours of expert distilling labor, 25 sugar cane, 20 wood, 3 iron and 25 passion fruit. Delivery cost is free.

Banana wine Rum banana.png

Banana wine is a 60 proof liqueur, the mild sweet flavor allows your swabbies to preform good at bilging! 25 units are crafted using 8 hours of skilled distilling labor, 8 hours of expert distilling labor, 25 sugar cane, 20 wood, 3 iron and 25 bananas. Delivery cost is free.

Carambola wine Rum carambola.png

Carambola wine is a 100 proof liqueur, the sweet and sour flavor mix is exactly what your swabbies need to preform excellent at bilging! 25 units are crafted using 4 hours of skilled distilling labor, 12 hours of expert distilling labor, 25 sugar cane, 20 wood, 3 iron and 25 carambolas. Delivery cost is free.

Pineapple tepache Rum pineapple.png

Pineapple wine is a 60 proof liqueur, the incredibly sweet and fruity flavors is exactly what your swabbies need to preform good at carpentry! 25 units are crafted using 8 hours of skilled distilling labor, 8 hours of expert distilling labor, 25 sugar cane, 20 wood, 3 iron and 25 pineapples. Delivery cost is free.

Rambutan wine Rum rambutan.png

Rambutan wine is a 100 proof liqueur, the sweet and creamy flavor mix is exactly what your swabbies need to preform excellent at carpentry! 25 units are crafted using 4 hours of skilled distilling labor, 12 hours of expert distilling labor, 25 sugar cane, 20 wood, 3 iron and 25 rambutan. Delivery cost is free.

Mango wine Rum mango.png

Mango wine is a 60 proof liqueur, the creamy and fruity flavor mix is exactly what your swabbies need to preform good at gunning! 25 units are crafted using 4 hours of skilled distilling labor, 12 hours of expert distilling labor, 25 sugar cane, 20 wood, 3 iron and 25 mangoes. Delivery cost is 1 doubloon.

Pomegranate wine Rum pomegranate.png

Pomegranate wine is a 100 proof liqueur, the sweet and slightly tart flavor is exactly what your swabbies need to preform excellent at gunning! 25 units are crafted using 16 hours of expert distilling labor, 25 sugar cane, 20 wood, 3 iron and 25 pomegranates. Delivery cost is 1 doubloon.

Coconut wine Rum coconut.png

Coconut wine is a 60 proof liqueur, the tropical, nutty flavors is exactly what your swabbies need to preform good at battles (Swordfight, Rumble)! 25 units are crafted using 4 hours of skilled distilling labor, 12 hours of expert distilling labor, 25 sugar cane, 20 wood, 3 iron and 25 coconuts. Delivery cost is 1 doubloon.

Durian wine Rum durian.png

Durian wine is a 100 proof liqueur, the odd combination of sweet, savory and creamy flavors all at once is exactly what your swabbies need to preform excellent at battles (Swordfight, Rumble)! 25 units are crafted using 16 hours of expert distilling labor, 25 sugar cane, 20 wood, 3 iron and 25 durians. Delivery cost is 1 doubloon.

Tie into labor

From the roadmap: "We’re looking for ways for them to participate in the economy beyond being a sink.".

Here's an idea: weave this system into labor so that shopkeepers don't feel forced to have many "labor alts". Exact balance would have to be up for discussion, but my thoughts at first:

  • You'd have to buy your mercenary a labor badge.
  • You'd need to puzzle at the required level to unlock a mercenary's labor at that level for 10 days. (So, if you want a mercenary that provides expert level alchemistry, you (or someone else?) would have to finish a session of alchemistry that would have provided expert labor)
  • There'd need to be some sort of additional cost, reduced output, or effort (or maybe both effort and either cost or output?) so mercenaries don't replace hiring others for your stalls completely.

Patgangster (talk) 20:52, 30 May 2022 (UTC)


Here's an idea: weave this system into labor so that shopkeepers don't feel forced to have many "labor alts".

+1. Please, please give us a way to supply more than 72 hours of labour without having to puzzle once every ten days for every labour alt we use. Ideally, do it in a way such that we can provide our labour to any shoppe or stall, not just our own. Using Mercenaries to effectively enable us to buy and use multiple labour badges, without having to puzzle multiple times, is an excellent idea. Dementedduck (talk) 19:41, 31 May 2022 (UTC)

There'd need to be some sort of additional cost, reduced output, or effort (or maybe both effort and either cost or output?) so mercenaries don't replace hiring others for your stalls completely.

We already have a way to discourage anyone else taking a job - low pay. One reason people do this is because it can be cheaper to provide their own labour. Another is that it's difficult to find certain types of labour (Need expert distilling on a remote island? Good luck to you). Mercenaries should help solve these issues. I actually don't think there should be a downside to using mercenaries for labour, if the suggestion of tying a mercenary's skill level to the pirate's is also implemented.
However, if there is no downside to using mercenaries, there should probably be a limit to how many mercenary hours of labour a single pirate can "provide" but I don't know enough about staffing shoppes to know what that limit should be. Should a single pirate be able to provide full labour for a deluxe shoppe, if they have a non-dormant stat and are able to pay for the badges? Should I be allowed to buy 100 deluxe labour badges, puzzle once every ten days, and get paid for 7200 hours a day?
Another point to consider is any stall/shop that doesn't have a labour puzzle. Should furnishers be able to hire mercenaries? What skill level would they have? (does it matter, given those stalls/shoppes already assign skill levels to hours paid for?) Dementedduck (talk) 19:41, 31 May 2022 (UTC)
You should absolutely not be allowed to hire 100 mercenaries, although I'm also not knowledgeable enough about staffing shoppes to know what mercenary limits should be.
I personally believe the mercenaries SHOULD require player puzzling to activate. In my vision of them, the benefit of mercenaries in labor would be that one will no longer have to maintain labor alt armies (or start them, which is maybe the worse part, getting many accounts to have the stats to provide the labor you want), not necessarily (though it could also slightly do so) make it require less puzzling to maintain labor.
Non-puzzle shops should be able to hire mercenaries just fine. They'd provide up to expert in those automatically.
As for availability of labor and to attempt to keep a dynamic where not every shopkeeper (fully) provides their own labor, perhaps the mercenaries could be tradeable somehow? IncredDistiller could perform a distilling puzzle to "activate" a mercenary, but receive that mercenary as a "mercenary contract" item which can be traded to shopkeepers and activated in any shop they'd want them? Patgangster (talk) 20:45, 31 May 2022 (UTC)

Tilinka: What if mercs would do labor at some local, high paying stalls/shoppes in need of hours after the voyage they were on ported? Could set a max amount of labor the mercs can provide in a day and base how much they provide off of how many PVE battles the ship they were on won.

General

Pillaging/Sea Fight

Change the battle timer in pillages/SMH/blockades from 35 seconds to 20-25 seconds and adjust move generation accordingly.

It would shave off ~ 1/3rd of idle time. Gunning would be more rewarding and battle navigation would be less about shooting 24/7.


Comment: Low level pillages already suffer from finding good enough gunners, even some elite pillages do, it is also not uncommon for sea monster hunts to struggle finding the necessary 3/4 gunners for the voyage. Legendary/Ultimate gunners currently can load about 4 cannons per turn (perhaps even less with bad board luck), with this change it would become 2-3. The shortened timer will make having a top 5% gunner on your sloop pillage a requirement and the officer in charge to hire 1-2 more Master+ gunners for sea monster hunts, with an already scarce amount of gunners, the player base simply does not allow for it.

[Demontoad]: i mean, the lack of players hurts everything. its definitely not as bad as you lay it out to be (gunners can definitely gun fast enough), but it would be nice if they combined it with your skilled swabbies idea. (in which case you could just hire a bunch of swabbie gunners)

Suggestion (from Xelto): have some way to laze while on station between battles, without hurting the ship's output. For example, once you get your sparkle level to a certain point AND you've got at least X minutes/hours on that station, a "Laze" button appears. Clicking it lets you stop actively puzzling until you reach the next battle, while still providing sail/repair/pumping output at whatever level you were doing so before you went onto autopilot. When a new battle begins, you get a whistle reminding you that you need to move back to active puzzling.

Competitions

Whenever the leaderboard updates (regardless of being a participant), the client stutters for a solid second. It makes puzzling within the competition and outside of it unbearable.

A similar thing happens when you spot a "special character" for the first time in chat, such as "🐙".

Suggestion:

- Remove the lag.

Puzzles

Carpentry

Regular Carpentry

The puzzle has way too much variance - the boards are too small and end way too early at low ranks. At higher levels a star level transition completely kills your score. The maximum is a masterpiece 17, which is only possible from a clean start. If you hit a perfect Masterpiece 17 and keep puzzling, you hurt your score because the next masterpiece will be an absolutely terrible masterpiece 1.

Suggestion:

- Make carpentry chains not end after reaching the star level.

- Treat consecutive masterpieces after a MP 17 as a MP 17.


Vampire Carpentry

Good carpenting does not get rewarded. Instead, everything is too much speed based and a bit degenerate.

Suggestion:

- 4 consecutive masterpieces should be treated as a "perfectly shut coffin", eliminating 1 vampire from the fray.

Treasure Haul

Its easy to get stuck, especially when you treasure haul in a vampire lair with 2 chests.

Suggestion:

- Add a diamond piece. It acts like the jellyfish in Bilging and clears all pieces of 1 type. It makes everything a lot smoother.

Duty Navigation

Only the top 2 pirates on the entire ocean get 9 star boards, which are a necessity to score well. In comparison: A regular ultimate pirate gets 6-7 stars on his board.

Suggestion:

- Fix the star distribution.

Swordfighting

The puzzle only has 2 viable swords - the Falchion and the non reversed Saber. The last swords were released more than 10 years ago. The vast majority of swords are terrible and havent been touched since 2003.

Suggestion:

- Add new patterns and/or revise the current ones. Especially a sharp stick would be welcomed.

Rumble

Artificially adding bruises is too powerful. Its even more powerful than the bruises from bludgeons. Most of the games disregard the games mechanics entirely - its all about sending the smallest combo possible (Triple), adding as many dropoffs as possible (9) and then pushing the layer of death down. If the defending pirate tries to clear those unbreakable black bruises, the game will push the board down every (8) clicks and include increasingly more bruises by itself. There are no comeback mechanics and the game is incredibly dry.

Suggestion:

- bludgeons contain grey bruises -> black bruises

- dropoffs are black -> grey

- a new layer every 8 clicks -> unchanged.

maximum bruise numbers (from dropoffs)

Combo Max bruises
2 4 -> 3
3 9 -> 6
4 13 -> 9
5 13 -> 12
6 18 -> 15

- excess dropoffs can convert grey bruises to black bruises ( every 2 excess dropoffs convert 1 grey bruise into black)

(1) Triple with 6 dropoffs = 0 excess -> 0 black bruises = 6 grey bruises

(2) Triple with 10 dropoffs = 4 excess -> 2 black bruises = 4 grey bruises and 2 black bruises

(3) Bingo with 9 dropoffs = 0 excess -> 0 black bruises = 9 grey bruises


It would give the game a lot more depth. You could either (1) send fast grey bruises or (2) alternatively "upgrade" them to black bruises by spending 4 extra turns or (3) upgrade the combo instead to send even more grey bruises (with the option to convert those to black as well). It would also make sprinkle bludgeons stronger and actually viable.

On the bright side, it wouldn't affect casual gameplay at all.


Drinking

Whoever gets to play the first piece has an astronomical advantage. The starting player gets an extra stain, dominates playable rows by +1 and also starts the game with more points.

Suggestion:

- Let them play a game of rock, paper, scissors (maybe cannonball, pirate flag, dagger) to determine the starter. The player going second gets +50 points.


Poker

People break tables and grief in high stakes "Preflop" games.

Suggestion:

- Add a special "Preflop" game mode (e.g changing the blinds & making them mandatory).

Alchemistry

The puzzle is very reliant on luck, especially when you want to score high. Most of the times the special pieces arent spawning, or the bottles simply have the wrong colors (and thus a high combo is impossible). Sometimes coins can spawn on a crossover piece, making them twice as potent.

Suggestion:

- Bottles at high ranks should always be tall.

- Multifill requires 4 layers -> 3 layers of the same color

- Crossover pieces are moderately common -> Crossover pieces are a bit more common

- Special pieces on a crossover piece score 2x -> score 1x.

- Fix softlock and scoring issues when using the multifill.

Foraging

Foraging is sadly broken. It works fine in expeditions and cursed isles, but for rated play its a nightmare.

Suggestion:

- Fix the scoring bug.

Weaving

The board clogs up very easily and a single bad luck moment can completely brick your session. Most of the times its almost unplayable.

Suggestion:

- Pieces can be up to 4 columns wide -> 3 columns

- Minimum spawn width is 2 -> 1