Here’s to hoping I don’t accidentally post this prematurely like the last one.. heh…
Anyway this’ll work like my last thread[1], if you haven’t seen it yet then basically ill be editing this post a lot and will say what i add and stuff like that, gonna be quality of life for the most part and you all are encouraged to add any other ideas you have in replies and ill add them and tag you and stuff like that yeah uh anyway here link to old post
Now for the actual suggestions
Convenience
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MORE fort rewards (or easier forts), I know they just got a buff in TU with 4 rare chests and 6 uncommon vs the current 3 rare and 5 uncommon, but this genuinely is not worth the effort of going through the fort. I suggest at minimum 5 rare chests and 10 uncommons, and then actual difficulty scaling for solo vs group fort raids[2], lore reasoning could be that if its just 1 invader they wouldnt send all of their forces out compared to if its an entire group, or like 1/2 invaders get the bare minimum fort difficulty (reduced a bit from what it is currently) whereas 3+ invaders would have the kingdoms army join in not just the fort enemies and be a little harder than it is currently. Reward increase is just cause all of that gold and treasure is not equivalent to a few measly chests, could also just add other rewards to fort raid pools to incentivize it more or something.
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Treasure Charts with multiple steps (uncommon+) will have the next step be within 4k meters of the current island you’re on, if there is no applicable island within 4k meters (either they’re too far apart or all of the nearby ones have already had a step on them) then it will choose the closest available island. This prevents you from getting charts like starting at Ierochos then going to windrow, then back up to Frostmill.
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Fishing enchantment scrolls should be obtainable outside dark sea from fishing normally. Pretty self explanatory, just like how you can get tier 2 shovel scrolls from doing charts you should be able to get tier 2 rod scrolls from fishing anywhere not just dark sea, if Vetex wants there to be a little more challenge then you could have to have a tier 1 before fishing up a tier 2 like how the shovel enchants work. Overall the rod enchants are just difficult to obtain since you need to go to the dark sea and fish, 2 things people notoriously dislike.
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Bit annoying to throw out the luminous lure each time so either a major time increase on how long it lasts (as of right now it disappears after like 5 fish caught), or a kind of “slot” you can put on your fishing rod with lure and bait so that they are permanently applied to the rod rather than throwing them out each time then removing the throwing out feature. This would also let other baits and lures be added over time through other means (maybe fishing talent?
) to have more use contending rather than worrying about balancing them around each other so they don’t stack. -
Ability to upgrade the tier of an accessory to the next one (mostly just for amulets). Seeing as how soon we’ll be getting the next tier of amulets, that will make all current amulets completely worthless, so i suggest that when you upgrade an amulet to its max level you’ll get the option to pay a fee to upgrade it to the next tier (poor > good > fair > etc) so that you won’t have to go get a new amulet every time a new tier drops (also makes it so if you got a modifier on an amulet you want but its a lower tier, you can upgrade that one to the tier you want). Though this can work for other accessories that have a direct upgrade too.
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Ability to change an amulets stat type. This is both convenient and would make sense in lore since according to the NPC at Brighthollow, the amulets are basically just necklaces with gems in them[3], so I think it’d be cool if you could bring an amulet to the Jewelcrafting station and replace its gems with gems of another type[4] to change the amulet’s stats. Potentially could add the ability to mix in different gems to have mismatched amulets but that may be pushing it a bit, would still be cool though.
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Deckhands no longer ask for a specific gem, and instead take any gem as long as its the correct rarity, and amounts are now adjusted to
Adept - any 3 rare gems
Elite - any 5 rare gems
Master - any 1 mystic gem
Legendary - any 3 mystic gems
so in total it’d cost 32 rare and 16 mystic gems -
Ships will now check who did the most damage regardless of what sank the ship, getting tired of ships sinking themselves by crashing after I did all of the damage just for them to not give me any credit, same with people who steal my brigs for fleets.
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Reputation change UI is now moved towards the top and no longer hides any other UI during it (very annoying in ship combat).
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Server Shutdown from old age now pops up 15 minutes beforehand but the UI itself is smaller so its less distracting. At 5 minutes remaining, the server locks so no new players can join and the pop-up can go back to the current size.
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Remove Bronze Sea loot from Nimbus Sea Chest, if I reallllly wanted a bronze coehorn id go there to farm. Would say the same for dark sealed chests but I feel like that should only happen once more dark sea parts get added.
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Make the small diving spots give 2.5% sea exploration so you dont need to do all of the charts.
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Instead of small “Cancel” buttons on stuff like selecting catalysts/reagents in a cauldron, you can just click on the ingredient again to close the “How Much?” menu, if you scrolled past you can just click on a different ingredient and then click again to close the menu. Cancel button would still be there, this would just be a faster way to close it.
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Increased turning speed in combat, npc ships already have like 150 turning speed for some reason so its really hard to keep up with them, so once your in combat you should get a turning speed increase. Reasoning could be adrenaline letting you turn faster or something like that!
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LOS checks only apply if there is more than a 10 stud gap (not including open air) between you and the opponent.
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25/50% of Supplies gained past the cap your ship can hold get turned into ship health if needed (Mostly for things like boss ships where, sure they give a ton of supplies, but you wont usually be using up many supplies in their fights since you can’t shoot if you do start repairing.
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Similar to the last one, let us shoot while repairing our ships, otherwise the entire supplies system is useless. I can understand why its not like this (because its like crew focusing on repairing or shooting but not both) but you can just say there are more members of the crew than shown on the ship. (Afterall, fleet brigs need like 32 followers whereas player brigs have like 10-11 crew members)
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Hecate Essence should not reset spells when used on a magic. This would be fine if they were reusable but the entire allure behind Hecate is that you can change your magic without resetting your stats (and also because it can reset your first magic). I can understand Prometheus Acrimony resetting spell scrolls because when you use an interchange potion you lose all stat points, but there is no reason to have that be done to Hecate which is not only far harder to get but also doesn’t reset your stats at all.
- (19.5): Because of this, and prometheus having the authority over magic now, Prometheus Acrimony’s should let you change your first magic as well. That way, the acrimony is an easier way to swap but you lose all your spells, whereas Hecate is harder but you keep everything. Though if spell scrolls ever become reusable like my last suggestion suggested then this isn’t needed.
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Harder Ships should give even more Chests. Yes, I know it works like this already, but it seems to cap out at 3 sealed chests and like maybe 9ish normal chests, and this caps out at like any fortified tier ship at least of caravel tier. Now I’m no expert but I don’t think I should be getting the same rewards from a fortified caravel as I do a Heavy/Armored Brig.
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Castaway box things shouldn’t deal damage to ships, and neither should the top part of shipwrecks with all of the planks.
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The 11 kraken slaying weekly quest has got to be reduced, I’d say 5 or 6 is a fair amount for a weekly.
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Animals will now despawn if they are 200 meters away from their island, and also will try not to run into the ocean.
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Stat Resetting lets you choose your new stats rather than putting you back at 0, and if you were resetting magic or strength and keep enough magic or strength to use your rare spells, then you keep those spells on that magic. (only matters if rare spell scrolls dont get some form of reusability)
Misc
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Boss drop pity, if you roll to get a drop and get one it will be a piece you have not yet acquired from that boss until you get all of the bosses drops, in which case it will remain being random (for bosses like delamere or crone where you probably only really want crystal orb/ember staff but they have so many other drops)
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Shipwrights should sell notebooks, very convenient gameplay wise for deckhand levelling and also makes sense.
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“More trade slots, I believe there should never be the need for a middleman. 12,15 or even 20. If someone wants to trade their headless in one go they should be able to” - suggested by @TheTom
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Not sure if this would be better suited for a bug report or its own suggestion but warrior dodge reflexes dont match their base flaunting colors which is either a bug or an oversight, either way I’m putting it here cause I’m both lazy and don’t have anything else to put here today.
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Wandering merchants (on the ships) get more slots the higher tier they are. Poor can have the standard 3, common can get 5, rich can get 7, any ones after that (maybe like wealthy, very wealthy, etc) will increase by the multiples of 2.
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Different combat tags for PvE and PvP, with PvE combat tags not combat logging you unless you left under 50% HP (or if its possible, a system that detects disconnects and then stops combat logs at a certain threshold)
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Ability to see your ships location on the map.
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Enchanting guide unlocked when applying an enchantment scroll to an item or disenchanting an item.
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Killing a criminal as a criminal without their bounty poster should not decrease bounty but rather increase it like it does when you do have their bounty poster.
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When a part of the story redocks your ship, either warn the user beforehand or make anything stacked on the deck go into storage upon redock. I was doing charts in nimbus before heading to mistral, forgetting that mistral story redocks my ship, and ended up losing about 12 of my sealed chests because I couldn’t get all of them back on the deck in time.
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Separate the Warm and Cold pond fish in the logbook.
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Make both spirit and magic flight cancellable during their windup without the need to be hit, sometimes I misclick on them and have to wait through the like 10 second windup
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On the note of spirit and magic flight, decrease magic flights energy cost to match spirit flights, there’s no reason why magic flight should be taking 400 energy per use whereas spirit flight takes 40, 10 times less, just makes me think there was a typo with the magic flight cost that never got fixed.
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A way to swap/change deckhand keybinds, I prefer having my navigator on Q but its seemingly random and no easy way to change it other than getting a million deckhands until they have the right key.
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Make Makrinaos a cold island for fishing, it literally has snow
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(?) Not sure about this one but Array is kind of in a weird spot from what I’ve heard so maybe Range gives it better tracking? Same for the spirit array too (can also have a scaled efficiency).
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Buffed Ship-Sinking Renown Gain. If I lose 800 fame for sinking a merchant ship then I should gain at least 400 fame for sinking a pirate ship, but instead you get like 30?
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Ingame notifications will be marked as read the second you open your inbox. I often find myself deleting things like renown factions telling me where their shops are simply because the only way to clear the notification is to delete the message.
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M1s take no energy, leaps shouldnt so M1s shouldnt either. Also, they shouldn’t stall you in the air, since this is not only annoying but can be used to fly and do other shenanigans (not that I hate that, but it is definitely a bug)
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More fishing rods, the highest level one we have rn is 120 and all of the rods are just a 1.25x multiplier in one stat with a 0.8x multiplier in another (other than wooden rod). Give us higher tier rods now, possibly even a special one for completing that alligator gar quest.
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Remove LOS checks from tower npcs
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Ravenna and Sameria now have Dummies that allow you to test your damage. (suggested by @undeadprometheus)
“Bug“ Reports
Basically for suggestions to fix a certain bug that is just caused by an oversight rather than actual coding errors.
- Fix island’s having inaccurate explorer’s compasses, I shouldn’t be digging on what the compass says is the edge of northwest if my treasure said its midway west.
- Sub-islands (like the ones surrounding windrow/ravenna) being considered “Bronze Sea”, this fixes 2 bugs that being Tower Bosses/sometimes NPCs saying they’re “Sailing in the Bronze Sea” when they’re really just at like Munera, Stepstones, or Ravenna. It also fixes the barrel glitch at ravenna that people use to level, and I know people won’t like that being patched, but its better than Vetex finding out and outright removing barrel levels rather than just fixing this.
- NPCs should abide by regular cooldowns as well (mostly regarding dash), I’ll be charging up a single skill and they will dash 5 times in a single second which is just not fun.
(should totally go check that out and vote on it and stuff fr) ↩︎
(solo forts should be rewarded more, but group forts shouldn’t have rewards taken away, just given the minimum) ↩︎
- (since he referred to a regeneration amulet as an aventurine amulet)
- (increases with the rarity of the amulet, 1 for poor, 3 for good, 5 for fair, etc)

