Developer Diaries — III
Ahoy, on deck!
[p][/p][p] While we're preparing a meaty developer diary on "Quest Improvements" — the winner of the recent poll — today we'll talk about the main character's property: equipment, items, ships, and goods. We've put a solid chunk of work into these. Fair warning to all fans — things are going to heat up towards the end...[/p][p][/p][p] But before we dive into the property overhaul — don't forget to add Age of Pirates to your wishlist![/p][p][dynamiclink][/dynamiclink][/p][p][/p][hr][/hr][h2]Chapter 1 — Storage[/h2][p] A true captain isn't just a terror of the seas — let's be honest — they're also a professional hoarder and packrat. Sooner or later in the original game, everyone faced the same problem: the chests in your cabin are stuffed to the brim, and you'd really like to save all that plundered loot for later. Well... It's time to leave behind this nomadic romance and move on to civilized storage.[/p][p][/p][h3]Personal Vault[/h3][p] The lack of anywhere to store your hard-earned goods was frustrating. In the original, players had to exploit bugs — hiding items in stoves, caves, dubious chests on deck — which obviously wasn't ideal. Finally, the moneylender's house has been upgraded into a proper bank with a vault! Now, for a reasonable fee, you can use their services to safely store your belongings.[/p][p]- [p]Mooring a ship no longer requires a spare officer.[/p]
- [p]Under the new port authority rules, sailors no longer live aboard docked vessels. You can discharge them ashore with their wages or redistribute them across the rest of your squadron with a single click.[/p]
- [p]The port authority doesn't allow storing cargo in the hold. So when handing over your ship, you'll need to empty it. You can:[/p]
- [p]Sell everything to the shop at once (contraband will be confiscated);[/p]
- [p]Transfer the entire cargo to your flagship (if there's room);[/p]
- [p]Offload it to a rented warehouse (slaves will be set free).[/p]
- [p]The docks will always have 3 slots available for ships, though there may be exceptions.[/p]
- [p]Players should now stock up on more medicine, as there was a bug with consumption rates;[/p]
- [p]Slaves can now be purchased on the new island of Providence, but in limited quantities;[/p]
- [p]Contraband goods can be bought in small amounts from shops with a special perk;[/p]
- [p]Trading with smugglers will now happen through an interface, not dialogues;[/p]
- [p]Pearl divers now give you actual ship cargo, not just fill your pockets with pearls.[/p]
- [p]lack of strategic goods for ship upgrades;[/p]
- [p]historically and logically questionable goods;[/p]
- [p]no interaction between production buildings and the player;[/p]
- [p]no ability for players to produce goods by starting their own business;[/p]
- [p]goods are barely connected to other gameplay aspects, representing only basic trade and plunder;[/p]
- [p]icons and rarity of goods are often hard to identify.[/p]
[/p][h3]Visual Changes[/h3][p]Icons for almost all items have been redrawn not just for aesthetic pleasure and historical accuracy (in the case of weapons), but also for convenient readability:[/p]
- [p]markers: bonus +, mixed ±, negative - and set *;[/p]
- [p]backgrounds: quest (gray), unique (purple), and legendary (gold);[/p]
- [p]charge count and ammo type.[/p]
- [p]more firearms, including the blunderbuss (the original had a meager selection);[/p]
- [p]restoration of unused items from the original;[/p]
- [p]documents can now be conveniently read in a separate interface;[/p]
- [p]new ammo types for firearms;[/p]
- [p]proper resurrection with the jade skull;[/p]
- [p]item and potion crafting;[/p]
- [p]and... a rebalance of bonus items.[/p]
[/p][h3]Devaluation of Progression[/h3][p]Keeping all these bonus items in your backpack is quite easy and doesn't require anything from the player in return, except weight. Moreover, they all become useless junk once all skills reach their maximum values.[/p][p]Let's say even if an item permanently gives +10 Stealth just because the player rummaged through ordinary containers rather than something valuable, that's a bad mechanic to begin with.[/p][p]For example: Giving +20 Navigation (Atlau) in a barrel on the global map with the possibility of save-scumming is an example of bad game design. Such an item breaks linear progression, allowing you to jump an entire ship class higher.[/p][p]Giving too few bonuses from many items means cluttering the player's inventory, which isn't good either.
[/p][h3]Value of Rewards[/h3][p]Thirdly, unique items are very hard to make desirable for players, as is adding new ones as quest rewards. If a regular idol gives 20 pistols and 10 accuracy (out of 100), then what should the hard-to-obtain and set bonuses from the great Toltec skulls give? 50 out of 100 everywhere? But that leads to the next point...
[/p][h3]Lack of Logic[/h3][p]And my favorite — there's a certain absurdity that such seriously enhancing items are lying around everywhere, yet the game's lore doesn't explain where these wondrous properties come from. And moreover — nobody is particularly interested in them, except for quest-specific bonus items. [/p][p]Additionally, it's a bit strange that all these enchanted things work "out of the box" on a European. [/p][p][/p][h3]Conclusions[/h3][p]It would be great to see a separate mechanic for shamanism/Christianity with obtaining bonuses. But introducing such a gameplay layer just for bonus items is a bad idea — such a theme should comprehensively affect the entire game. [/p][p]And that's a huge resource expenditure and pushing back the release date. I think everyone's a bit tired. Players are tired of waiting, and the team is tired of adding new things and reimagining old ones without live feedback.[/p][p]Besides, we have a monstrous design document for a mechanic that could easily replace the old bonus items. But for now, let's not rush — we might overload the game and the player's brain, so it's better to take it slow and postpone it for later. [/p][p][/p][hr][/hr][h3]📢 What's next?[/h3][p]Leave a thumbs up and write your comments. We're always glad for feedback and criticism — even the kind that sometimes sounds negative. We're doing this for you and for the game we've always dreamed of ourselves.[/p][p] As a bonus, we'd like to share a concept of our new land interface with you.[/p][p]