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NagohShan

List of suggestions to this point

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Some suggestions that I've written down as I've played:

1. Storage boxes should reduce weight of items stored inside to 1/4th, similar to what the elephant did with wood. This would do two things, first it would incentivize not using the ship resource box for mass storage, by reducing the weight of items players will want actual cargo holds, and will be able to carry more in transport. All without nerfing the storage boxes. This also creates an opportunity for the cargo saddles. By attaching a storage chest to a cargo saddle it would create an opportunity to reduce weight in a similar way for up to 45 slots of the animal's inventory. Animals would then be useful for transporting items from shore to ship.

2. Brass knuckle durability consumption is excessive. Right now with 47 max durability on my journeyman knuckles it consumes 3 per hit. That is so off the standard for things like the swords which consume .2 per hit. I don't know if this is a decimal error or intentional, but it should be brought back in line.

3. More building options. Right now we have the ability to pick walls that take the same material for half the space covered, and people use them, for this reason I don't think it's unreasonable to add the 45* corner floors and diagonal walls. By adding a diagonal wall option, it gives people options to build both types of angles 60* and 90*. Yes the diagonal walls will cover more space than the standard, but it would be more likely that they would simply be used to fill gaps similar to how the half walls are used.

4. Medium gates. Right now there are two main gate sizes I've seen requested. 4x4 and 4x6 adding a medium gate/way with both options as a "T" selection would fill the two primary requests on the same item

5. Stone tier recipes: There were two divergent classes of materials defensive and offensive. This made an item economy where you're offensive material usage was more efficient vs ships than it was vs fortresses. This way sacking a fort came at a cost, but taking a ship could be a net resource boost. Raiding forts then needs to be a specific decision for some strategic gain rather than simple reaving.

Stone needs the damage taken nerfs reverted, and if it is too cheap for this game and this game's item economy then introduce cementing paste to be used instead of organic paste. Made from stone and keratins it would increase the cost of the items while maintaining the offensive resource/defensive resource dichotomy. It would also require some measure of combat action gameplay to making the fortress structures through the keratin requirements. All while being available in virtually all biomes.

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17 minutes ago, NagohShan said:

Some suggestions that I've written down as I've played:

1. Storage boxes should reduce weight of items stored inside to 1/4th, similar to what the elephant did with wood. This would do two things, first it would incentivize not using the ship resource box for mass storage, by reducing the weight of items players will want actual cargo holds, and will be able to carry more in transport. All without nerfing the storage boxes. This also creates an opportunity for the cargo saddles. By attaching a storage chest to a cargo saddle it would create an opportunity to reduce weight in a similar way for up to 45 slots of the animal's inventory. Animals would then be useful for transporting items from shore to ship.

  • Crates: A box that would be carried in the carry slot of a player. Would be placed like a water barrel.  Packed with 1 type of item and reduce total item weight. (50%?)

2. Brass knuckle durability consumption is excessive. Right now with 47 max durability on my journeyman knuckles it consumes 3 per hit. That is so off the standard for things like the swords which consume .2 per hit. I don't know if this is a decimal error or intentional, but it should be brought back in line.

  • Considering this needs smithy repairs, I think having 300 durability and it takes damage equal to base damage inflicted. So these last longer on boxers than others.

3. More building options. Right now we have the ability to pick walls that take the same material for half the space covered, and people use them, for this reason I don't think it's unreasonable to add the 45* corner floors and diagonal walls. By adding a diagonal wall option, it gives people options to build both types of angles 60* and 90*. Yes the diagonal walls will cover more space than the standard, but it would be more likely that they would simply be used to fill gaps similar to how the half walls are used.

  • I like it.

4. Medium gates. Right now there are two main gate sizes I've seen requested. 4x4 and 4x6 adding a medium gate/way with both options as a "T" selection would fill the two primary requests on the same item

5. Stone tier recipes: There were two divergent classes of materials defensive and offensive. This made an item economy where you're offensive material usage was more efficient vs ships than it was vs fortresses. This way sacking a fort came at a cost, but taking a ship could be a net resource boost. Raiding forts then needs to be a specific decision for some strategic gain rather than simple reaving.

  • Make all walls upgrade-able with hammer and materials.  Thatch to wood, wood to stone, stone to reinforced. This would change out the current system of demolish and replace actions.

Stone needs the damage taken nerfs reverted, and if it is too cheap for this game and this game's item economy then introduce cementing paste to be used instead of organic paste. Made from stone and keratins it would increase the cost of the items while maintaining the offensive resource/defensive resource dichotomy. It would also require some measure of combat action gameplay to making the fortress structures through the keratin requirements. All while being available in virtually all biomes. 

 

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I myself have come up with a couple ideas:

1. Ship oar benches to replace planks similar to gun ports on a ship. You could assign crew members to row the boat to maintain a decent speed factor when there is poor wind conditions. Maybe make it consume the crew stamina/ ship stamina as if you were sprinting.

2. Same idea about the cargo saddles reducing weight. Realistically a horse could pull a considerable more weight on a wagon that has wheels than it could on its back, so making the cargo saddle or a chest on the cart add 50%/25% weight to the animal wouldn't be too far-fetched of an idea.

3. Allow some minor terrain clipping for foundations and fence foundations. Making a wall in this game either costs an insane amount using foundations, looks moronic with gate spamming, or looks like a jagged piece of garbage from fence foundations leaving insane gaps along the ground anytime the terrain changes height at all. Some of us want to build nice looking bases, after all.

4. The player shops should be bank-like structures you place at your base. Having these shops at a freeport will clutter every freeport server with offshore galleons and brigs, and also remove the immersion factor of sailing region to region establishing trade relations with other players and exploring. Right now if you want to be a successful trading company it takes alot of effort and initiative and allowing any random player to just dump resources into an auto shop will remove this facet from the game and also destroy any kind of trade economy the players create for themselves. Also consider the amount of player to player interaction this will remove.

Edited by Outlavv
Wrong word
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19 hours ago, Outlavv said:

I myself have come up with a couple ideas:

1. Ship oar benches to replace planks similar to gun ports on a ship. You could assign crew members to row the boat to maintain a decent speed factor when there is poor wind conditions. Maybe make it consume the crew stamina/ ship stamina as if you were sprinting.

  • Definitely a great idea as the NPC's would consume food as fuel.

2. Same idea about the cargo saddles reducing weight. Realistically a horse could pull a considerable more weight on a wagon that has wheels than it could on its back, so making the cargo saddle or a chest on the cart add 50%/25% weight to the animal wouldn't be too far-fetched of an idea.

  • An actual wagon should increase the payload like up to a factor of x6 or so based on the blueprint  Just make it carry weight + (wagon weight / up to 7 based on blueprint)

3. Allow some minor terrain clipping for foundations and fence foundations. Making a wall in this game either costs an insane amount using foundations, looks moronic with gate spamming, or looks like a jagged piece of garbage from fence foundations leaving insane gaps along the ground anytime the terrain changes height at all. Some of us want to build nice looking bases, after all.  

  • Please!!!

4. The player shops should be bank-like structures you place at your base. Having these shops at a freeport will clutter every freeport server with offshore galleons and brigs, and also remove the immersion factor of sailing region to region establishing trade relations with other players and exploring. Right now if you want to be a successful trading company it takes alot of effort and initiative and allowing any random player to just dump resources into an auto shop will remove this facet from the game and also destroy any kind of trade economy the players create for themselves. Also consider the amount of player to player interaction this will remove.

  • Let players create stores, shops, merchant stalls etc.  The trick is do not let them use any kind of bulk box.  It must be in a container sized like a small or large box, and the gold stays on the merchant until it's collected.  This allows people to trade in limited quantities, but also have the risk of theft.  Also if there is a Freeport merchant, he should only deal in bulk, and offer like 80% buy/ 120% sell option.   (meaning 1 stack of named material sell to the merchant for 80 coins and a player could buy it for 120 coins. Then fluctuate price based on volume of trading and current supplies?)

 

Edited by Tallios
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Few more that I'm thinking about:

1. Weight sails should increase the weight a ship gets when you level that ship's weight. If you make the base weight of the sail too high then it replaces leveling weight, if it's too low, people won't use it, but you may find a sweet spot if, for example, a large weight sail gave 1000kg base that it normally does, but also 200kg per level in weight. Then, not only does it not replace leveling weight on the ship, it incentivizes it.

2. Bookshelves. I see we're getting bookshelves, it would be nice if they could act as refrigerators for maps, making them last longer

3. Wall hooks should double as a smithy for lanterns, with an extra slot to put the oil.

4. Shelter bonus needs to insulate more or actually reduce the ambient temperature. It feels ineffective to non-existent at the moment

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More stuff mid castle building:

1. Fireplaces. Copy the ones over from ark, and add a chimney-less variation that it can be swapped to.

2. More decorative options. More bed, chair, and table designs.

3. Stone tier storage. A 1x1x2 stone vault with 150 slots and weighs 72kgs, would have lower storage density and weigh 50% more than the equivalent large wooden chests in the same space, but would require explosives to break into, making it good for land based builds but terrible for the cargo hold of a ship. All assuming they ever make the large storage boxes better for holding cargo than a ship resource box.

4. Please for the love of god let us irrigate grills.

5. Speaking of water systems, allow water to find equilibrium in a water system. If a stone reservoir would have 200 water, but is connected to 3 other empty ones, spread it out to 25 each.

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