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MOTIK

Pathfinder
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Everything posted by MOTIK

  1. so talk of an update but, no "get" of an update. i get what the OP is getting at, do you get what they get?
  2. +1 normalize wind patterns. wind is a global thing not a regional thing. fishing similar to black flag. along with flotsam, sextant shows schools of fish. new mmo city npc vendors pay well for "trophy" fish/whales/sharks/etc.. dancing / music duels? lots of work went into a music system that is more annoying than fun. friends and i used to have drunken races around ship deck, but the GPS equiped psycho killer sharks spoiled the fun of accidentally falling overboard. love the new roadmap. hope restored! cheers
  3. MOTIK

    My Fantasy

    ugh, I guess we will have to wait until after xbox release. Will check back in a year or so to see if they have introduced factions and a trading system. Thanks for the discussion!
  4. MOTIK

    My Fantasy

    Thank you for the warm welcome! Polite question : Have any of you ever been out to sea? That first time you stand on deck and watch land slip over the horizon is exhilarating! You and your crewmates are truly alone. There is no swimming to safety or quick rescue. You must rely on your (captains) planning and trust that if things go wrong your crewmates will stay calm enough to fix the situation together. This is why my favorite zones are the power stone and kraken zones (h8?). You can not simply bump (crash?) into any near-by land mass to re-supply and repair. @Zottel I believe the concept of unique crew from SoD has already been mentioned on a road map? I too love this idea. @Realist Does less islands, but more land make sense? Bigger lands to build grand cities but, less of them. It goes along with my thoughts on Tier 3 tames being a super rare resource. I want to pull up to a new island (continent?) and be truly awed by a megacorps massive shipyard and city. My issue is that when there are 4 or 5 island in each grid littered with neon lego barbie castles it feels a bit silly. It sounds like you already have several games in which to build massive land structures. I am genuinely asking: do you know of any other games that allow ship building that focus on sea travel? Sorry if this sounds rude, but there are already many (dozens?) of games where a group of friends can build forts and castles. May we PLEASE have a ship building game focused on sea travel? :-) @ECE Yes, one large freeport island (in each of the freeport grids) with one large city / harbor. Currently I believe the only trading you can do is cosmetic or a comicly priced material swap. What I am thinking is an economy where you could trade stone, wood, metal, and other commodities to NPC vendors for gold. If the values were based upon distance I believe this would give traders incentive to use the trade lanes and sail great distances to earn gold. The act of removing islands does many things. I am not sure how to explain. Right now the game feels too safe. Several times i have been near sinking from PvE or PvP battles and been able to crash into a nearby shoreline and anchor to save my ship or at least sink gracefully within swimming range. Removing a vast majority of islands would certainly help with the lag many experience. Basically I believe people find sailing boring because there is very little risk when the nearest island is a 2 minute sail away where you conveniently have everything you could ever need to survive and continue the journey. I'm not sure how to respond to your building comment right now. I believe maybe it is answered above? I am not suggesting nerfing tames. Rather, make them super powerful reasons to wage war (pvp). Also, does anybody on PvE really enjoy feeding 50 tames a day? It seems a bit weird to have a Tamagotchi simulator in a "pirate game". Having chickens and cows on a ship seems like a reasonable way to feed a crew on voyages (ok maybe not an entire crew) but, you already have a game where you can tame all sorts of wild outlandish creatures (and they do it much better there). May we PLEASE have a pirate game? :-) Hmm, well I have used an auger to break through very thick ice and gone polar bear diving in zero degree weather and I am still alive typing this. I would rather see severe debuffs that lead to death rather than just straight health damage. Many drownings at sea occur from cold water cramping your muscles and causing you to drown. Very few people have acctually frozen to death at sea. Heat wave in a desert? Sure, make my character super slow, very thirsty, and maybe get a sun burn that is very uncomfortable causing a debuff for a few days. Out right death from extreme heat is also, relatively rare. Typically a human would pass out from heat exhaustion and then die from dehydration as apposed to magically melting the moment the temperature rises 2 or 3 degrees. :-) Again. these are just my thoughts and ideas. None of this is meant to be negative in any way. Cheers
  5. **Long post and I very rarely play forums. Please be kind 1. Trade winds and currents. There should be a constant "best" or "fastest" path between two islands that creates a trade lane. This creates an environment where people can choose to jump into traffic and interact with others or actively avoid trade lanes. Maybe galleons are fastest in trade lanes but, sloops are fastest out in the open ocean. 2. Make the 4 freeport islands one large land mass. These should be NPC cities where people can dock and log out safely. These cities should also have NPC vendors that buy and sell resources. (creating a purpose and reason to use trade lanes and sail to distant places) 3. Remove 60-80% of islands. This is supposed to be a sailing game. Not a land claim / barbie doll house game. 4. Limit building to crafting stations and thatch unless your company owns a territory. (not a complete thought but, a start) Need more focus on ships and sailing and less focus on castles and tame farming. 5. Make tames an ultra rare resource. Maybe there are only 20 tier 3 tames in the entire game. This gives people a reason to go to war and capture tames. Seeing an elephant should be a grand experience and not a common occurance. Tier 2 could be uncommon. Maybe 10-20 per land mass in appropriate biomes. Tier 1 would be common place. Chickens and monkies for all! 6. Starving should be an issue but, vitamins are silly. Nobody ever died of scurvy overnight because they forgot to eat an orange with dinner. Vitamins could provide buffs / debuffs instead of being fatal. 7. Weather shouldn't be fatal. Yes, entire expeditions have froze to death, but it was extremely rare. Similar to vitamins weather should be a buff / debuff and not fatal. ex. reduced movement speed when too hot or cold, increased food / water consumption (like it already is), maybe reduced damage or durability (cold tools break faster?) Again, these are my thoughts / fantasy and NOT demands. This is not meant to be negative in any way, shape, or form. I view these as simple balance changes of systems that are already created and in game. In my mind the cost of these changes would be minimal. Building the NPC freeport cities with already existing assets may take some time. I would imagine that less tames, islands, and barbie dollhouse castles would greatly reduces server lag (except maybe in the freeports). I still have hope for a pirate MMO and not "pirate ark". Thanks for reading.
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