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