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Showing content with the highest reputation on 05/08/2019 in all areas

  1. 7 points
    I suspect that this change had a lot to do with kiting ghost ships - stack a few rear-facing large cannons and kite all day, no damage. But either way, forcing ships to do most of their fighting broadsides is generally a good move.
  2. 6 points
    good change it will allow the devs to balance everything for proper naval warfare and positioning
  3. 5 points
    In fairness, the shotgun ships had become an ‘I win’ button meta. And it needed addressing. as every combat ship was a similar build, I actually thought it limited creativity.
  4. 4 points
    Those of you saying you can’t fight SOTD groups without front or rear facing cannons need to come sail with some of us who do. Those who say it can’t be done shouldn’t get in the way of those who are already doing it.
  5. 4 points
    At the moment, every combat ship is a front or backloading shotgun. If anything now people will have to get more creative to adapt and overcome.
  6. 3 points
    This one is kind of game ending for me tbh, In my opinion this takes all the variety and versatility out of the game, for me this is the reason I play these games because sometimes the person that dares to be different can do good and. I honestly hope this one gets changed back personally.
  7. 3 points
    These changes are really bad, nerfing positioning as well as reducing their damage. they should have doubled the weight of large cannons on top deck or gave them some sort of increased decay rate or both and that would have balanced the use of them topside. for all of you pointing out that its more realistic. keep in mind there is little to nothing realistic about this game. submarines, torpedeos, mythical fantasy creatures. face the thruth, this is not a pirate ship game, its a pirate "themed" game and don't forget about the futuristic looking, non sail using nuclear powered sods. if they expect people to shoot lvl 55+ sods broadside they need to get rid of SOD clusters and go back to single sod ships roaming. not even a galleon will stand a change in a broadside fight vs 2 lvl 58sods, AND MAKE THEM SHOOT ONLY BROADSIDE TOO!!. All they did was make it impossible for a single player to solo any high lvl sods. Unless they start providing us with NPCs we can use to do ship repairs while still sailing. In the form of a skill or something.
  8. 3 points
    Don't kill them, just weaken them, do hit and run until they can easily be killed. Do you play solo? it's just a guess and would like to know. It's just a way to remove the risk from the battle; one thing I do see as an issue is the unfair advante the SOTD has. They can basically do 360 no scope, I haven't been able to find and angle were they cannot fire back at you. I went to kill a galleon last night, tried hitting the thing from the back and got pretty close to it, to my surprise ALL the cannons fired at once at the same spot on my ship, lost two plank on that run, if the ships had a slower turn ration and didn't fire all over the place they may become a fair fight where this tactics are not needed.
  9. 3 points
    Lol @Cpt.Yarrr butt hurt that another abuseable meta is being fixed. If your honest with yourself you knew this was comming. What you call "creativity" was actually the opposite. Nothin at all original about playing scratch meta.
  10. 3 points
    Placing cannons on the front and back of ships was great if you wanted easy kills, the issues was that it caused just that, kite to win. The developers are attempting a naval battle by allowing the use of large or small cannons in gun ports you still get some creative ideas on how you’d begin a fight. Pre-wipe I never used cannons on the front or rear of the ship but I did plan my fights and some fights drug out for periods of time due to the slow turning of the Galleon and lack of cannons on the Brigantine. Fights were fun though but it did require planning to win especially having to deal with the wind.
  11. 3 points
    Playing the game from the beginning on PvE, I based my ships on placing large canons everywhere I wanted. The fantasyfactor. RIP PvE. Wow.
  12. 2 points
    Something with the new 4X radius expansion for enemy foundations in water is utterly bugged. Was able to place foundations, pillars, and a buoy fine last night and now with no enemy foundations or shipyards anywhere nearby above or below the water - I cannot place new foundations, pillars, roof tiles into the water, or buoys due to the "Too close to enemy foundation" error message. Even existing ramps into the water cannot be extended. Several players searched thoroughly for any non-guild foundations or pillars under the water anywhere in the area. Nothing. There are pre-patch guild foundations below the water along the shoreline. Foundation or any tile cannot be attached to or placed near the existing foundations. "Too close to an enemy foundation or gate."
  13. 2 points
    It's a good thing when we demo our Masterwork canons we will get more than just generic materials. For Fucks sake. Just let us pick up instead of demolishing.
  14. 2 points
    Had really high hopes for this game, they always ruin shit before having a way to fix what they broke, and we have to sit here and flounder while they figure it out. nerfing PVE because of PVP is stupid. Seems like a bad move for a game bleeding people constantly. Soon it wont matter at all because there will be no one playing. Nerfing is one thing, but this fundamentally changes the game for alot of people, some of which have put a TON of time getting 5 or 6x mats together to build awesome ships. Instead of fixing core issues they take the lazy way out and just cut things out. We arn't a large company, 30-40 people , but this is the straw that broke the camels back for us, not just this but all the bullshit we have put up with until this point. Maybe we will come back some day, but this game is a shit show right now and wasting hundreds of cumulative hours gathering 5x-6x mats because of lazy devs with no imagination. They are so lazy they cant even figure out how to give back the proper mats for what we have to destroy now, they could have done that at least so its not such a HUGE waste, but again money-grab/lazy/don't care call it what you want.
  15. 2 points
    just build a galleon and put them in the gunports problem fixed
  16. 2 points
    Wow. I have almost finished my house. I’m thinking after that I might sail to another square.
  17. 2 points
    creative?...may i ask how we can get creative when creativity option has been removed.
  18. 2 points
    thatch.......L9 southern island.....thousands of this weird stuff can be harvested with a bear from the beaches...(looks like little brown leaves) i often pay a visit to grab the odd 100k of the stuff. better and faster than a pick on a tree or a girraffe /nellie ect
  19. 2 points
    One of the main issues oif course is that both the handling and weight sails are in the wrong direction to what they would be on a real ship. But we do need correct sails. We could also do with a working bowsprit complete with its sails
  20. 2 points
    I do notice sometimes that in real life the position of handling sail would not just provide any speed. Sometimes it even should work as a break parachute. Like here. Question is - why this handling sail filled with a wind FROM OPPOSITE SIDE of where wind actually blowing? Or here. In this case this handling sail should not provide me any speed, but break be down instead: There must to be done something with it. Because now it's just...
  21. 1 point
    Just to much Fog ..... all the time..
  22. 1 point
    Correct, destroying the settler's structures re-enabled building in the water. Specifically it was preventing construction in water. Even though the settler's thatch floor itself was on land. I feel bad for all those settlers who claim that land-owners are abusive and waiting for an excuse to demolish their stuff... this is a legitimate reason to evict people
  23. 1 point
    So the Game Has made cannons's backwards!!! Just like the game Screwed up with the Speed of Ships!!! Long 9's (Long Range smaller shot, typically used for Stern and Bow Chasers!) 32 Lb Carronades, (Short Range, Very Heavy shot, Short Barrel) Once again real life could have made this game better, and once again they ignored real life! Long Gun's and Carronades give ship very different tactical benifits!!! Short Range vs Long Range!!! But this game only knows one Philosophy, Bigger = Better is this game made in Texas????
  24. 1 point
    yep same here, undersurface building isnt possible at the moment
  25. 1 point
    Dint saw your post ^^' 2 idiots with the same idea?
  26. 1 point
    Ship Balance would be very interresting. This would be a frontloader Brig.
  27. 1 point
    J11. SE and S of Ellingleche Archipelago we have ramps up to tons of it. We also have crystal, coal, and salt.
  28. 1 point
    Oh lets not split hairs. "not QUITE 360" give me a break. SoTD sail with no wind and can fire from all angles which means by this games logic they have deck canons. If we cant have large cannons on our deck then let us have front and rear cannon ports for medium cannons. And all these "IRL" comments are complete BS. Just because the 3 ships you've seen in a film didnt have cannons on deck or at the rear doesnt mean they couldnt or didnt. Do you people think only one nation with one vastly limited militaristic skill owned all pirate ships? "Pirate ships" meaning stolen military or trade vessels from militaristic dominating nations (Pirates didnt build sht).
  29. 1 point
    ADDING to this thread the change is good , but are the devs going to be looking at the 360 degree firing of the sotd ?
  30. 1 point
    This is how ships were typically built IRL though, because of the additional stress having those larger heavy cannons on the upper decks would cause. That being said, I wouldn't be opposed to limited numbers of large cannons on the upper decks, based on the ship class. Also, we still need fore and aft gun ports, especially after a change like this.
  31. 1 point
    F10. Menberry Island has fields of pure iridium up on mountains. The sw corner has a ramp up to it. Even has crystal in same spot for easier alloy production.
  32. 1 point
    So we can do all these harvesting for replacing 300 canons. Pretty please. With sugar on top.
  33. 1 point
    Love this Changes. never used large cannons so i dont care much Now the "Kite and Shoot Hydra" will go away. More Strategy and forcing more Corporation between players
  34. 1 point
    Said nothing about a new player...they'll figure it out eventually. I also said nothing about Level 1 ships...in fact, I picked up the quest skill for Scourged of the Damned last night...level 50 Galleon with my traditional brig. Was it easy? NO...but it was challenging and satisfying. Where is the fun gameplay in sailing in a straight line kiting something for 30 minutes while NOT RISKING anything?
  35. 1 point
    Well it doesn't surprise me any, pve has been meshed with pvp this whole time. Its a total mistake to put the two games together and patch them together. Its two different games. But there is only a few doing this game so i dont expect much yet until they build the game up some. I think this team is too young to have ever played Shadowbane, or they would understand how pvp and pve can be placed together. There is a balance, and you dont weigh down the pvpers by pve. The reason i suggest this, because we would have groups go out and mass xp boost players to get past this whole "time sync" system. We have it in this game too, with shared XP. So you will now just have to kite them to a shore defense and let the towers take them out. Make more sense?
  36. 1 point
    Dear fellow Pathfinders, A new BUFF for ships! Please! "Take me Home": After moving/Sailing for X minutes (10-15minutes maybe), Out of combat (30min without taking damage from enemy/PVP boat), with no enemy players in render distance. You gain the "Take me home" BUFF. This BUFF give you 20% extra Sailing speed. This BUFF is lost if: Enemy player or pvp ship enters render distance / Collision with SOTD or ship takes damage. The wind mechanics are fun and a good dimension to Ship pvp encounters. But lets admit it, when you have to sails hours and hours (i mean its literaly 1h here, 3 hours there when its not 6 hours...) That slow wind or bad wind we are experiencing everyday adds no fun at all to the game (when traveling long disctances), but for PVP encounters its good. This buff could also be stackble: 1st stack after 15min (+20% speed), 2nd stack 30min later (+35%) , 3rd stack (+50%) 45min later if all conditions are maintained for that long (moving/out of combat/ no enemy players in render) for really long travels. +50% maximum at 3 stacks. The numbers are only suggestions and need to be tested, but you get the idea If you like this suggestion or have any idea to improve it please post/ Upvote. See you guys on the Atlas!
  37. 1 point
    I've been playing everyday until I logged on this morning and can't play anymore. The game is just rubber banding and you can't move anywhere. My ship is still in another grid, tried to bring it back but couldn't even get on the wheel. Fast travelled back home and it's the same there also, just unplayable right now for me which is a shame, never had much problem with it until now. Is anyone else experiencing this issue? or know how to solve it? I see other people online so must not be everyone who is getting this but I just can't play it until it's fixed.
  38. 1 point
    The cannister shot ! It's kinda special, but sometimes you will do like 30 dmg, and some time 800+ Looks like there is a "stun" system, which when is stun, the elemental take like 20x more damage, but dunno how to do that, pretty random for now, I keep looking. Be careful of his fire, he can burn your entire crew ship in one or two shot. I usually lost 3 to 5 crew members every 3 elementals ^^ Saddly yeti give pretty low mythos 2 to 10, and ~60 for alpha. While elemental give around 300 each time, and 2k for hydra ^^
  39. 1 point
    I think people should simply understand that this game is NOT Pirates of the Caribbean...as in an actual SIM of the real Pirates of the Caribbean. The SotD was our first in game clue. The Pirate Steam Punk description is more correct. I'm fine with that, so long as things are balanced. If this game is to remain a health one, we will always need new blood. I suspect the game, at launch, will need a separate server for new companies and players. One that allows them to build up to a certain level, and allows them to bring what they have earned, to the main server. If not, new companies will be created, and after being wiped a few times, they will leave the game. The only other way to avoid this is the move to factions. The game is basically operating this way now, but we don't always know who our friends are, and who are not. Official factions that your company enlists in, will save the game by making it more friendly to new companies. More established companies will be incentivized to help them out. At the same time, companies will still have some autonomy, which is good. WWIIOL had a similar system...clans grouping up in official factions, Axis and Allies...and it almost died when they took that away...removing the autonomy of the clans was not a good move. The game never fully recovered from that. At the same time, it allowed new clans to be formed, and see success when they teamed up with more established clans.
  40. 1 point
    City of Heroes devs actually posted with some regularity on their forums and were even known to respond to pm’s if they weren’t in crunch time. But that is a very high bar to live up to imo. I agree more CM activity would probably be the better way to go. The problem is the number of people who don’t understand the difference between threads discussing actual issues that merit a response and threads table flipping because “ZOMG MAH GALLEONS SUNK IN TEH SHALLOWS! HAX!”
  41. 1 point
    This has already been passed along, thanks for the report though!
  42. 1 point
    I got fired from work today. I forgot to train my business causal skills so I showed up naked. Yeah that makes perfect sense. Put it in the game!
  43. 1 point
    Are they testing the subs in EA or the Kraken that unlocks it? If your testing stuff in EA...shouldn't it be available for testing? I have never heard of a EA game content locking stuff that they want tested. Or is this really a game being developed live and the excuse for bugs and bad design is that it's EA?
  44. 1 point
  45. 1 point
    Go bugger off,,,, Everyone in this game can understand how frustrating the building is and we certainly don't need you white knighting!!!
  46. 1 point
    you sure same speed? take a sexstant and do the minigame to get a onscreen speed knot, go max sail and full wind and see if there is difference or not
  47. 1 point
    Apparently, something as fundamental to the game, as being able to build structures, and secure your base, isn't a high enough priority. I mean, it's literally the core mechanic of the game.
  48. 1 point
    The snaps need a delay also. So if you use Q to select a snap point, it should remain there for a time, so when you click to place, it doesn't jump to a new spot.
  49. 1 point
    I really like the snowstorms in the Tundra, it's a great addition. The sound of the wind is really loud however. I have to turn down the SFX volume when it snows. The wind sound drowns out the sound of everything else, including people talking. I'm not sure if this is intentional but a large decrease in volume would be nice. Also, it's a small detail, but the snow only appears to fall about 10-15 feet away from the player model. It looks like you are walking around with a giant umbrella overhead. Looking forward to the update.
  50. 1 point
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