Changes to dark sea to make it more awesome

Changes to dark sea to make it more awesome
effort 4.5 4 quality 4.0 4 reasonability 4.25 4

i just had some ideas for the dark sea

Dark sealed chest tiers

this first suggestion, is make it so dark sealed chests get better, depending on the dark sea range your in, though im not saying tier 2 dark sealeds would ONLY spawn in range 2, or something like that, every range would be able to have any tier that was added before it as well as its own tier

my ideas for how the the tiers of dark sealed could be

Tier 1 dark sealed : just the basic dark sealed, no changes

Tier 2 dark sealed : tier 2 dark sealeds would begin spawning in range 2(Insanity 1), and would continue to spawn in further ranges. tier 2 dark sealeds in terms of design would have chains around it and such, tier 2 dark sealeds will give slightly better items, they will only give 4 rep just like tier 1 dark sealeds

Tier 3 dark sealed : Tier 3 dark sealeds would begin spawning in range 3 ofc(insanity 2) and continue to spawn in further ranges. Tier 3 dark sealeds would have chains around them as well as a small bit of black very faint aura, and the chest itself would be slightly darker tinted. Tier 3 dark sealeds would give +1 items overall, as well as slightly better loot, tier 3 dark sealeds would give 5 rep per chest.

Tier 4 dark sealed : Tier 4 dark sealeds would begin spawning in range 4(insanity 3), and continue to spawn in range 5, tier 4 dark sealed would look like a regular dark sealed but with a significant dark tint as well being slightly covered with dark sea shards. Tier 3 would give +2 items overall, and give slightly better rewards. Tier 3 dark sealed would give 5 rep per chest.

Tier 5 dark sealed : Tier 5 dark sealed would spawn in range 5, and only range 5(insanity 4), tier 5 dark sealed would look heavily darkly tinted as well as having chains on it, and tons of dark sea shards all over it growing out of the chest, holding the tier 5 dark sealed will force you to feel tier 1 insanity unless your already experiencing a higher tier, even with warding V, holding the chest will force you to feel tier 1 insanity until you drop it(situation example, if you have tier 5 warding, and you have insanity 3, even though your warding fully counteracts the insanity, youll still feel insanity 1), an explanation for this could be the dark sea shards all over it, tier 5 dark sealeds would give +3 items overall, and HEAVILY better rewards, and a guaranteed chance of at least 1 technique or spell scroll

Water Poisoning

Water poisoning is widely recognized as pretty annoying and unfair mechanic, so i thought of a cool little rework

meter system : water poisoning rather than relying completely on random chance would instead be a meter that goes up slowly overtime, taking 8 minutes for the meter to fully fill up generally, depending on how high your meter is, itll increase the chance of you getting water poisoning

at 0%-25% there is a 5% chance for you to get water poisoning every 30 seconds

at 25%-50% theres a 10% chance every 30 seconds

at 50%-75% theres 25% chance every 30 seconds

at 75%-99% theres a 50% chance you get water poisoning every 30 seconds

at 100% youll instantly get a super strong version of water poisoning that can potentially kill you really quickly

all of these percentages will be seperated into tiers on the meter

design : the meter would be a vertical meter with a purple bar filling up inside it, the purple bar would look preferably like water, with the top of meter being a bit wavy like rough seas, tho for simplicity it could just be a normal meter like everything else in the game, the bar would have lines at 25% full, 50% full, and 75% full, showing the player where each tier of water poisoning is

when clearing water poisoning the meter will disappear until you no longer have water poisoning immunity

ways of effecting the meter :

soap - soap would lower the meter by 1 tier, soap will still clear your water poisoning like normal, when clearing water poisoning with soap, itll give water poisoning immunity for 2 minutes

the bath in brigs - the bath in brigs will immediately clear all meter, and clear your water poisoning, it’ll give water poisoning for 3 minutes

warding - drinking a warding potion will bring you down half a tier of water poisoning for ever tier the warding is, it won’t give any water poisoning immunity

warding will slow down the process of water poisoning meter gain

warding 1 - meter takes 15% longer to fully fill up

warding 2 - meter takes 30% longer to fully fill up

warding 3 - meter takes 45% longer to fully fill up

warding 4 - meter takes 75% longer to fully fill up

warding 5 - meter takes 100% longer to fully fill up

while ANY amount of warding is active, your chances of getting water poisoning at any tier, is decreased by 10%

water poisoning WILL NOT appear while in combat anymore, water poisoning will not clear when entering combat, but you will have water poisoning immunity when in combat against an npc

youll still be able to get water poisoning when fighting kraken or omen though because your on your boat

Dark Sea Island Generation

the dark seas island generation is kinda weird right now, as almost NO normal islands spawn in the far reaches ever

so these are some changes

make islands appear 10% more for every range far you are

reduce overgrown forest generation chance by 20%

decrease overgrown forest size by 20%

increase normal dark sea island generation chance by 20%

make islands appear more overall by 10%

non island related thing, but also decrease kraken spawn rates by 20% because they are really annoying

Misc

This section is more for suggestions to the suggestion that I don’t know where to categorize them

Before a tornado spawns , your quartermaster will say something like “I’m starting to feel a strong wind” as well as some sort of wind effect where the tornado will be

Make it so tornadoes spawn less often in islands, and spawn generally further from your ship

Any suggestions for changes or additions to this suggestion will be considered

3 Likes

I agree with everything here except this

1 Like

Same.

We still need a solution for dark sea travel times for far reaches sealed chests to make any sense at all though.
Imagine needing to do like a 5+ hour dark sea run in the 5th range to get some fancy sealed chests in which multiple of those hours are just spent sailing.
ick

We also need to reduce island size or have a way to carry multiple chests at once

It only takes like 20-30 mins to reach I4?

I added the dark sealed thing so there would be an actual reason to go to the far reaches for a reason that isn’t bosses

1 Like

I can remove that

I dont think its necessary do have to have a separate chest tier for every range if we could just split them into regular sealed chests and far reaches sealed chests. Regardless, this can solve conquest invalidating the dark sea if the task would only give the lower tiered chests.

I totally agree with the rest of the suggestion.:+1:

Not if you’re drunk sailing…

I feel the issue with Dark Sealed Chests is that they are easily gotten by the fleet or that you have to sail for so long, only to sail all the way back to the War Seas if you want to open them.

Giving them more rewards based on tier would not fix said issue, as you could as easily just wait for the fleet to give you more Dark Sealed chests for basically equivalent rewards.


The water poisoning / Island generation is fine, should’ve been their own suggestion so you could focus the littlest bit more on them whilst only getting feedback relating to them.

The real problem I have with sealed chests is that I have to go back to ship all the time.
Its no worth it anymore since there is js too many easier ways to get dark sealed chests nowdays.

Random ‘rarer’ dark sealed chest idea sounds good enough for my problem with chests, as that can make me sacrifice my time wisely.

And boosts the ‘exploration’ factor of dark sea… be honest, have you ever returned from your expeditions after dragon update?
I’m very sure only few did that so.

yeah grinding for sealed chests now is quite useless because of the fleet system this is good :money_mouth_face:

yeah, it takes 20-30 minutes to get there
Then you’re sailing for an indeterminant amount of time to get to the islands.
Then you’re sailing for another 20-30 to get back.
At minimum you’re doing nothing but sailing for well over an hour.

1 Like

Honestly just added one for every tier to have a higher effort rating, I could easily tweak the suggestions to only include a normal one and a far reaches version

You could certainly just wait for your fleet to get enough dark sea chests to get the equivalent rewards from these rarer dark sea chests, but understand the dark sea is optional content, I’m trying to make a suggestion that would promote engaging with the dark sea, i honestly wasn’t thinking about fleets when making the chest tiers, i was more thinking about trying to make it worthwhile to go any further than I1 into the dark sea, i like engaging with the dark sea because i find it fun, which i hold over profitable

But if you have any critiques, then tell me what you’d change

(Side note, god my punctuation is terrible, not a single period)

Hecate islands have a strange musical chime when you approach them, signifying to the player that she’s present

Matches her ingame dialogue when you actually enter the cloud with her voice being described as a “singsong” one

Buffing sealed chest rewards sounds good on paper, but it doesn’t matter how good the rewards are if the dark sea itself feels bad to play. Water poisoning exists as a pure annoyance factor that needs a permanent solution, such as a rain canopy attachment on a ship, because only slowing it down does very little to ease that annoyance. Dark sea island generation should be increased at higher insanity ranges, but we also need more varied content besides dragons and atlanteans.

I think if you were to make improvements to the dark sea it needs to begin with more fundamental issues. Such as sailing being extremely boring, time consuming, and RNG reliant; the lack of a sense of progression in dark sea content; multiplayer vs solo experience and make a functioning party system.

good critiques, well i could add more island generation in further ranges, i cant really think any mechanic to fix the water poisoning problem without making too easy or to hard to deal with without completely removing it, not sure what you mean by

could u clarify?

in the main game, you have a storyline, you level up, and theres also talents and fleets and professions, etc. In the dark sea you just sail to get chests/reagents/dragons, and you repeat the same thing again and again. There is no progression because you don’t gain any permanent perks for doing dark sea content in the same way as lets say charting does, and i’d argue that the only dark sea related “progression” is tied to fleets for some reason (rowboat + flare).

Well let’s discuss what KIND of progression could be added

Personally I think it’d only be right to give dark sea no permanent progression, and instead have things around the dark sea that couldn’t give progression for the rest of the dark sea run

Why not add permanent progression? Progression is always a good and simple way at keeping players engaged, but I will say that dark sea should be OPTIONAL content so any progression should not affect gameplay outside the dark sea. Some kind of dark sea exploration profession comes to mind, but you could also do talent quests.