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Showing content with the highest reputation on 08/13/2020 in all areas

  1. 2 points
    With the farmhouse and soon to be warehouse ideas, I was thinking how interesting it would be to personally map out a trade route using a way points like system. You could then build/purchase and NPC ship at your port to work between the warehouses, effectively creating a trade route, picking up and dropping off specific resources. It would then be up to you as to whether you sail with your trade ship to protect it or leave it to chance.
  2. 1 point
    I've played from the beginning. I suffered through 3 seasons of doing the exact same crap over and over. We've begged for fixes and we've received some but now, a year and a half later and cobras still glitch through stone floors and walls and are able to kill tames. This WAS fixed at one point but it's broken AGAIN! How the @#$%^ do you do that? A year and a half later and tames still glitch into walls and foundations and get stuck. A year and a half later and tames still disappear off ships while sailing. A year and a half later and LAG is worse than it's ever been. A year and a half later and taming is worse than it's ever been. It was improved (feeding box was adjusted) but that was reversed? A year and a half later and there are MORE bugs than when the game was released. A year and a half later and the Developers don't acknowledge their players concerns or wants and needs. I'm a pretty easy going person but this game doesn't deserve any more chances. It's become apparent that they really don't give a shit about the community and at this point are just trying to make a few more bucks with Steam sales and hoping they can get a release to PS4. A roadmap was presented but just to placate and dangle out there to get more people to purchase. Nice bait and switch tactic. I'm done. There was one employee that actually gave a damned from what I could tell so a big thanks to @Voodoo. The long standing PC community that built and bred and explored is really the only thing that made this game good so thanks to you guys as well for a semi-fun ride. But to the Developers, thanks for very little.
  3. 1 point
    Old news LOL. You’re a little late to the party. As for the myrhos, it’s extremely easily farmable. If you’re gonna bitch about this, then you’ve got another thing coming.
  4. 1 point
    Even if there are workarounds does not mean it is in any way, shape or form acceptable to not have them fixed! Even if you were capable of walking bare-footed over lava, doesn't mean anyone else has to do it. People refuse to rely on workarounds to get even the most basic shit done, and for good reason. And no, what Sydhart did was NOT stupid, except for maybe expecting the devs to show any sign of competence or believing any of the crap they keep telling us. The devs did something stupid. And misled white knights like you refuse to have them being held accountable for their mistakes. We are paying(!) customers(!), not some cheap QA slaves. We absolutely, positively, do not have to put up with this kind of crap.
  5. 1 point
    Norsemen-ZFG sales Max level Small mythical Shipyard for sale 15.000 Max level Large mythical Shipyard for sale 38.000 Package-deal Small + Large Myth Shipyard for only 50 K [NM-ZFG] Gold-Bears** High Standard Bears for all your needs LVL 71, and as always 100 % imprint (We do also offer self-imprint for additional cost) Price 3000 gold Stamina 1200 Health 929.3% Weight 1482 Melee 210.9% [ZFG-NM] Crafting Crows non-breedable Price: 2200 Gold Model MX72 Price: 2400 Gold Model MX74 Price: 2600 Gold Model MX76 Price: 2800 Gold Model MX 78
  6. 1 point
    The problem now is - the weather MUST be a CORE aspect of the sailing game. And yet it was made the most simple way. And it doesn't affect AI ships. I just copy-paste my thoughts of sailing aspect: I would change the wind so It would just blow same direction for a while (and by "while" I mean at least 24 ingame hours). Then it randomly rotates for some angle (clockwise or counter) and blow new direction for a while again. Most of the time wind is around average, provide me FULL SPEED. Occasionally it goes to strong hurricane state and this requires me to lower my sails and turn to it's direction to prevent ship and ragging damage. Occasionally it goes to calm state and all hidden flotsam appear on the water surface. Now to the challenges. Weather should be divided in to two types. Warm in equatorial, tropic and desert areas. Cold in temperate, tundra and polar zones. Warm weather brings: rains, thunder, storms whit tornadoes or hail, dust storms and fog. Rain - make ship heavier, it loses some speed and maneuverability. Thunders - slight chance that lighting strikes masts, causing ragging damage. Storm brings deadly tornado or hail. Storm is not global, it just wide dangerous zone in the ocean, and players goal is to avoid or escape one by all cost. Sail into tornado will cause sever damage to ship or either destroy it. Hail do moderate damage to sails. Fog lowers visibility to all ships (NPCs ones also) when it's calm. Dust storm lowers visibility when it's strong wind. Cold weather brings snowfall, ice rain, blizzard, white mist. Snowfall just makes ship heavier. Ice rain makes it even heavier, and deck became slippery. Blizzard - is local spot to avoid because it cause moderate damage to ship and sails. White Mist is bright sparky show fog appears during sunny day. Lower visibility. Oh, and about visibility itself. I would cancel unlimited visibility and make so it always changes around average values. So islands would appear as we getting close to them and lighthouses actually guide us (for that I would make freeport and homeland lighthouses different color or brightness). Beside weather, player also should deal with ocean. There are randomly generated dangers in there. Warm zones provides migrating seaweed zones and reefs with rocks out of the water. Seaweeds dramatically lower ship speed, and if player wont escape in time full sails along wind direction may require to escape. Rocks and reefs are deadly. Hitting one will fully take out planks HP. Cold zones provides drifting icebergs. Hitting one is also dangerous. Both cold and warm zones also randomly generate jet streams (make ship turns and damage planks if angle is too big) and funnels (tries to capture ship in it's center - require full sail along the wind and along rotation direction to escape). Everything above affect all ships. Player's ship, NPC's ship, damned ships etc. Also because there are less water around, and islands closer to each other - sailing through the center of grid will require some maneuvers between island (something like that now in Polar and it's fun to sail through). And tasty one. Each danger that player face, and each activity player actually do in the ocean, gives special reward points to the ship. If player pass seaweed zone - he gets "seaweed point". If he avoid iceberg - he get "iceberg point" there. If he gather flotsam - he get "flotsam points" etc. After gathering enough points player can choice special tittle for the ship. After gathering more points, player get special skill for the ship. After gathering points for the third time - special figure head for ship became available to craft. For example if I avoid a lot of seaweed zones, I can add to my ship name a tittle: "Unstoppable". If I continue to pass seaweed zones I'll open a skill for ship that lower my speed penalty in seaweed zones by half. After I pass many more seaweed zones - I'll get... let's say "mermaid" figure head blueprint for my ship. Getting there should take a while, to make all those achievements valuable. Figure head might also have some bonus stats. For balance stuff player should be able to choice just one danger bonuses and either be able to change em in repair dock or be unable to change them at all : )) Maybe survive inside the most deadliest situation (like actual tornado) - give player some really unique and valuable reward. In PVP ships with those skills might suddenly get an advantage if battle occur near dangers. And yeah. Some nice addition would be, if next weather would be predictable. - Scarlet red sunset-sunrise - before windy weather. - st. Elmo's flares - before thunderstorm etc.
  7. 1 point
    Too late man, those are alrdy all over the place XD
  8. 1 point
    Yeah they left out the part of PVP where you use every dupe possible to make sure everyone has mythic everything, then you level up using every XPloit possible. In PVE using exploits is just cheating yourself, you are not competing against anyone and if you rush to level there is no endgame you quit playing.
  9. 1 point
    Back on topic... How about the new ship thing... I've such a dream ship I want... Can it get more pirate! why yes it can! give me the Nautilus Others want it too: Thanks for your work on the game and moving it more to the sea! -Sargon Trillian
  10. 1 point
    People can still use the animals to get resources yes but they are not needed. If you do use animals still it won't be long until until it creeps into your head saying why am I doing this, everyone else isn't. PvE needs more content more than ever if they are going down this automation route. In PvP it is not so bad as you are hunting other players but PvE it just gives you less to do. They said they are breaking away PvE into something else, we still haven't heard what that is. It wouldn't surprise me if PvE is merged with PvP next season I've seen very little content over the years. How hard is it to put quite alot of cosmetics in the game like weapons and clothing. To me it seems like they struggle to understand coding. If they are struggling on the game engine then I would much prefer them to start on another but they won't do that will they, not when they find it convenient to transfer code from Ark. When released they wanted 40k players playing, first day was madness lots of players everywhere now lucky to see any. The game could have had more than 40k players had they done things right and not pissed everyone off but that would require good devs which this game doesn't have.
  11. 1 point
    Please make is so others can't simply turn off your farmhouse.
  12. 1 point
    No. Remove tames Bears,giraffes, elephants etc need to go Itll fix lag and make the endgame less of a zookeepers job.
  13. 1 point
    No lvl limit I think I am 40 and have not even left the grid, just circling doing freeport maps with the pig posse to build up my nest egg. Bit cheaty because freeport awards are boosted because of the live game, they wanted people to get starter BP and gold in their first eight levels. But on single player doing maps just keeps leveling you, they just assume nobody will do them on live without it leveling.. Circle the island on foot grab all the maps, go the next island it is always in town, fill the hot bar to do multiple maps at once, walk your loot down the dock, put the leftover maps in the chest for the other islands, grab some more maps until you did them all. Go to the next island. Demolish any parts you do not need after you get to homebase like all the extra shipyards to unpack more resources.
  14. 1 point
    lol yep all the same island and you dont really discover anything. there are lots of other ways they could do this that would not feel like a chore
  15. 1 point
    Yeah, the discovery points are not good content. Especially is you just started last week. Once you even get to the 20% mark you will realize it is all the same islands. so please keep in mind that this was a very bad idea to begin with. Actual quests would have been a way better idea. “Hey cool, I sailed for 4 hours and now I get a discovery point” yeah... nope. Actually give me something to do. Discovery points were the most elaborate time so I I have ever experienced in a game. So yeah, you like time sinks? Cool, I won’t down you for that. Either way this was a worthless time sink
  16. 1 point
    So basically more like quests? Yeah I always thought that real quests would be better than just stupid discovery points. No reason to force people to explore because they are going to do it anyways. quests would have been a lot more fun and entertaining, not boring and dull like the idea they thought of smh.
  17. 1 point
    They need to go to a discovery system the works as you play. Kill a parrot get a do kill a bear get a dp find a metal node get a dp etc etc
  18. 1 point
    I just got the 40% discovery achievement a few days ago. As a solo player this has been a major pain in the butt to get. So yes I agree wholeheartedly with you. Wipe everything you want, but not our discovery points, or revamp the system to not need to get discovery points at all. Afterall, discovery points is a way that people in mega companies have huge advantages in that they can simply have beds all over the map and get them super fast with little work whilst the rest of us have to putz around and work hard at getting.
  19. 1 point
    They are not "backward" they are completely screwed positioning wise. Totally wrong algorythm. Here is how it supposed to be: http://www.schoolofsailing.net/points-of-sail.html there are lot of explanation on the net wbout sailing and triangle sails positioning. P.S. Is Weight sail positioned properly? Need to try them...
  20. 1 point
    So this has been bugging me since the launch in December, Small, Medium, And Large Handling Sails are all BACKWARDS on every ship in the game, the animations for the sails are also backwards so when you have your sails fully into the wind your speed sail is blowing fowards but your handling sail is blowing backwards which realistically would me your ship isn't going to move. Will be be seeing any small content patch in the near future where you finally rotate the sails 180 degrees so that they're snapping onto ships correctly? For example this is what my sloop looked like while sailing it from a freeport with a small speed and handling sail on it.
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