Black Pearl Quest and Raven's Cove

Sheep

Pirate
Hello everyone! As some of you may be aware, there has been talk of the Raven's Cove storyline (the one to unlock cursed weapons) being put in AFTER completing the entire Black Pearl Storyline. The Black Pearl quest is quite lengthy, I myself have it finished, currently awaiting the addition of the boss battle. However, for the average person playing the game there is no real incentive to completing it, and even with the prospect of Raven's Cove being at the end, still too lengthy for most. A thought I had a while ago while chatting with some people in game, was this: Make the Pearl Quest the checkpoint for other achievements in game. So, I thought perhaps, at 25% completed, or 2/8 crew members unlocked, the player would unlock a 4th ship slot; at 50%, they would unlock Raven's Cove to give incentive for people to at least play through a solid chunk of the main storyline; at 75% they would unlock a 5th ship, giving players access to all 5 classes; and lastly, upon completing the quest, perhaps something more rewarding like increased inventory room, or something more beneficial to the looting side of the game. It's just a thought, but something I felt I should share with the community.

-Sheep
 
Well, as I am at 98% I was wondering if the free the pearl option was active so your post answers that question. I like the concept of your idea. Idk about the specific percentages and incentives you mentioned but the incentive idea is good. Kind of like when you get a weapon and level it up you can get another quest for an "awesome" new one (which I generally sell right away as I have looted better ones by then).

I would like to suggest that the islands be restricted to pirates that do not need to be there until a quest opens there for them. Tortuga , Devil's, Port Royal opened initially. When they get a quest for something or someone only then could they visit the island (even teleporting to a friend would not be allowed). Never did like constantly being asked to revive low level pirates who had no business being on Raven's or Tormenta. I know some people are not going to like that especially those who just like to level up as fast as possible killing things but it is just a thought.
 
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I usually try to complete the main quests of games. In POTCO I did the BP quest (Ravens Cove too), but in TLOPO I have found no real need to do the BP quest and usually find myself getting side tracked whether its looting, going on ship runs, role play or just wondering around I never found the need to do the BP quest unless I was really bored. The other problem is that the BP quest Is so incredibly boring (I now realize) that you get side tracked so much that you lvl up too fast and when you try to do the black pearl quest you end up having to kill grey lvl enemies. It's pretty crazy to me. I remember that earlier in TLOPO Beta I just did the Travelers Clothes and Barbossa Clothes quests and that some how gave me so much rep that the BP quest was way, way too easy.

I definetly like your idea. It gives the player at least something to look forward to in the quest.
 
Well, as I am at 98% I was wondering if the free the pearl option was active so your post answers that question. I like the concept of your idea. Idk about the specific percentages and incentives you mentioned but the incentive idea is good. Kind of like when you get a weapon and level it up you can get another quest for an "awesome" new one (which I generally sell right away as I have looted better ones by then).

I would like to suggest that the islands be restricted to pirates that do not need to be there until a quest opens there for them. Tortuga , Devil's, Port Royal opened initially. When they get a quest for something or someone only then could they visit the island (even teleporting to a friend would not be allowed). Never did like constantly being asked to revive low level pirates who had no business being on Raven's or Tormenta. I know some people are not going to like that especially those who just like to level up as fast as possible killing things but it is just a thought.

Putting arbitrary borders to entry will, without a doubt, make a lot of people mad, and it's even worse when that border is dependent on story quest progress. I realize Tormenta and Raven's Cove are end-game areas but that's no reason to bar entry. While I do somewhat agree with the laff limits we've seen imposed on certain cog facilities in Toontown, a similar feature wouldn't really work here. Additionally, even if I'm just AFK on my undeveloped pirate, I can still be of use to other players. If I'm not needing to do anything in the game, I could hop on, teleport to a person who is wanting a crew bonus and just AFK until my session ends. This type of passive assistance isn't possible in toontown, and different players have different strats for dealing with different enemies. Some just approach and press the attack button, others are jumpers, and some prefer to use long range engagement with grenades or muskets to avoid damage.
 
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