Puzzle Pirates (also known as Yohoho! Puzzle Pirates) is a massively multiplayer online game developed by Three Rings Design (Later owned by Grey Havens LLC). The player takes the role of a pirate, adventuring on the high seas and pillaging money ("pieces of eight") from roaming enemy ships (human or computer-controlled). The mechanics of Puzzle Pirates are driven by puzzles. For example, to effectively sail a ship, players must play puzzle games representing work at the sails for speed, pumping bilge water to remove it from the ship, and carpentry to fix any damage the ship may take.
Puzzle Pirates is open-ended and community-driven. Over time, pirates can join a crew, progress in rank within that crew, buy and run sailing vessels and shoppes, and perhaps even become captain of a crew, royalty within a flag (an alliance of crews), or governor of an island. Islands are governed and shoppes are managed exclusively by players. From time to time, players are also called upon to help expand the game, whether it be new puzzles (developed on Game Gardens), island objects to be used on new oceans (servers), or artwork used for a variety of purposes in-game.
Puzzle Pirates Bilge Bots Free 29
Those willing to pay extra real world cash for extra in-game money can buy many doubloons and sell them to other players for PoE. Those who wish to play for free can purchase the doubloons they want from those players who buy doubloons with cash. Such exchanges are usually done through the in-game doubloon exchange. This works like a commodity exchange marketplace, with a list of buy and sell offers; players can either post an order to wait, or fill the current best order. This effectively creates a pay-as-you-go model, where one can pay with either real world cash or both time and puzzle skills. The extra game-money does not translate directly into game-power; puzzle skills, and organizational skills are far more important than game money.
Six games exist that simulate production of goods. Shop owners and employees play these games to create the goods other pirates have ordered from the associated shops and stalls. So far, only five types of shops have puzzles associated with them as of March 2010: distilleries, apothecaries, shipyards, iron mongers and weaveries. The sixth game, foraging, is played from aboard a ship docked at an uninhabited island; ship owners can pay crew and jobbers to forage for them. Performance on non-existent craft puzzles is simulated.
On subscription oceans, each account receives 24 "hours" of labor per ocean each day, split evenly among multiple pirates on the same ocean. On Doubloon Oceans, each pirate (avatar) may hold a Labor Badge to receive 24 hours of labor per day or a Deluxe Labor badge to receive 72 hours of labor per day, giving a potential 216 hours of labor per day per account. One completed crafting puzzle uses one hour of labor, and each crafted good requires a certain number of hours of labor to be completed. Once a pirate's allotment of hours is used up, that pirate cannot contribute to the production of goods until the next day (although the puzzle can still be played, for practice). Pirates who have jobs can contribute their labor to a shop without playing the puzzle, although they must play occasionally to keep their ratings from going dormant.
Trophies are special rewards given to pirates for exceptional achievements. They can be displayed on pirate info pages and in a gallery, similar to portrait galleries. An example of when a trophy might be awarded is when a pirate achieves an ocean wide ultimate standing in a particular puzzle or scores an incredible in a duty report. Trophies are permanent, so they cannot be traded between pirates or taken away when the circumstances with which they were awarded change (e.g. if a pirate later loses their ultimate standing). However, trophies awarded due to bugs in the game have sometimes been revoked.To view a pirate's trophies in a web browser, visit the URL =PIRATENAME, where OCEAN is replaced with the ocean name, and PIRATENAME is replaced with the name of the pirate on that ocean.
I have concerns that the vampire graphics displayed on the forums are not unique enough. We currently have yellow, orange, green and silver coins in game. The newly suggested artwork looks great, but it is blue, blue/orange, orange and orange. We do not need another 50 shades of green and blue bilge puzzle!
- My suggestion is, per pirate on the ship, a skilled swabbie would come aboard with equal stats to the player that has boarded the ship. The swabby could do any station the navigator requires, if the required liqueur (more regarding this below) is available in the hold. The pirate must not be dormant in the puzzle for their swabby to perform the puzzle on the ship; this is to avoid pirates reaching high stats and avoiding the puzzle just so their swabby can perform well in it. This would effectively cut the required pirates on board for a lot of voyages in half, allowing for bigger ships to be used for pillages and more sea monster hunts and flotillas. The only fault in this suggestion I currently see is - if the player base drops another 30%, this might not be enough again, and eventually reaching the same point the game is at currently. This would also only benefit the Emerald Ocean, as the other oceans do not have the player base to support voyages.choice
Flag Mercs would start out with very basic stats, but could be trained to increase their skill in each puzzle up to a certain maximum skill level like master or renowned. A flag could also have a very limited number of "Elite Specialized" mercenaries that would be more expensive and could be trained up to Grand-Master in only 1 puzzle and the specialization could not be switched to a different puzzle. The way they would be trained is by actually performing the puzzles on them to level up their stats. Any officer+ in the flag would be able take one of the Flag Mercs out to train them by going to the Flag Hall and going to a special mercenary room where they could access the flag mercenary hub and see a list of all the flag mercenaries names and their stats to see who needs to be worked on. They would select the mercenary to train and then they would take control of that mercenary and have to actually go perform the sailing/carp/bilge/ironworking whatever puzzle well enough to rank up the skill. They could do this on a pillage/evading/IO/SMH, whatever they want so it won't impact their ability to go on voyages that they like, and won't feel like a chore. When they are done they'd return the mercenary back to the flag pool of mercenaries to be available by anyone else in the flag again to either be trained or put on contract for a voyage. Similar to labor puzzles, mercenaries would need someone in the flag to perform the puzzle 1 time every 10-15 days(or maybe longer because theres a lot of puzzles) or they will become rusty and their skill rank will drop by 1 level. In the mercenary hub at the flag hall it would also tell you how close your mercenaries are to getting rusty in each puzzle to help you see who needs to be worked on. Even swordfighting and rumbling could be improved by taking the mercenary to the inn tables to challenge other pirates.
[Empathetic] If tan/color & color/tan parrots would be too tedious to implement, can we restart the automated familiar tournament schedule? The schedule used to run every 10 days & 5 hours per carousing puzzle when Bia had it automated, and would cycle through all sorts of different tan familiars before gold boxes were an option. Newer pirates should have the opportunity to get coveted tan/color & color/tan parrots - color the ocean!
Chatting System:The chatting system, a system unlike the rest. With puzzle pirates you are able to either talk to the who boat/port (town), or you can form a little circle of people and talk to each other. Both features are good in their own way.Also, if a captain needs your attention he can give a shout which will be visible to all crew members.The captains/allowed crew members are able to give commands to pirates. These commands can tell a person where to go. These commands can ultimately override the badge system (For example, if you do not have an officer badge you normally would not be able to man the cannons. However, if you are ordered to man the cannons you will be able too.) The bad thing about this gameplay is that your account is deleted after 1month of inactivity. Which makes it very frustrating if you are wanting to take a break.
Community : It was my first MMORPG and i was really impressed by the maturity of the people i encountered on there. Im only 15 mind you but i much prefer a friendly mature person to a kid who yells n00b n00b!!! every time he isnt happy with you. And there was very few cases of name calling on there (compared to runescape) and the majority of the people i met were mature and friendly. I played on hunter for all of my time on there and i recommend that as the ocean you go to play on. As ever , every game has its bad eggs , (wenchwendy , ambur , scarlena and foxynana LOL) but those fade into insignificance on puzzle pirates.
You are stranded on a dessert island. someone saves you. They make idiotic puns and teach how to prevent flood on a boat. afterwards, WA-LA yer a pirate mate!In Puzzle pirates u can choose to be a fearsome raider, blasting rival ships to bits, slaying all the crew and claiming there loot. Or take more honerable path and job for the military. Or perhaps lead a simple life as a shopkeeper. In this game, u craft vessels, sail, carpent, and even duel and party through a series of innovative puzzles. if your good at tetris, Swordfight will seem easy to u.
Notice the distribution of puzzles. The duty puzzles range from calm, consistent play (carpentry), to strategic planning and building (sails), with an in-between (bilge). And, you have arcade-like (gunning), tactical board game (battle nav), and the hard to classify duty nav. The crafting puzzles also have calm, non-hurried play (alchemy), arcade-like (distilling), and an in-between (shipwrightery). The wide range of puzzles means that there is something for everyone. 2ff7e9595c
Comments