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Ankhwearer

Pathfinder
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Everything posted by Ankhwearer

  1. I agree with some of your objections. But you are posting on the PVE forum though, so your concern about someone taking your stuff seems misplaced. Sure, demolishing. But that takes days of decay, four on a Lawless server, more for claimed territory. Yes, it is possible to currently contest a claim, far before that decay happens. And then to get ownership of all of the construction and stockpile in that claim. Most view that as a bug, because that sure doesn't seem like PVE to us. Is that what you are concerned about? ----------- As for the land claim problem, the initial land rush was badly managed and should be a lesson for future wipes, which are inevitably coming someday. But I worry that we are complaining too soon, since the decay of those is intended to take days. The game is less than a week old right now. That decay hasn't had time to do it's job erasing the land rush. But yes, better to not let this occur in the future. Multiple ways the devs could do this at server wipe, I'm happy to see them attempt any of them during the next land rush.
  2. Did you post this in the Bug Reports forum?
  3. If you have not played ARK yet, they I would recommend starting with their tutorial, on their Wiki. Likely the process is 75% the same, maybe more. Breeding on ARK Survival Evolved Wiki The really short description: Put a male and female into a pen (optional, but really the only smart choice) Set them both to Wander in behavior options Watch their "love meters" Wait for message saying that the female is pregnant (some species may drop eggs. Not horses, last I checked) Keep her fed through gestation. Pregnant mammals eat twice what they normally do and any starvation will end the pregnancy. Claim the baby, keep it fed, wait for it to mature.
  4. But again, why does a limit of ONE claim need the other fix, the enhanced expiration you also recommended? My position is that they need to fix land claim during the first three days a server is fresh. After that, inactivity or failure to respond to a claim challenge (likely due to distance from your final base) take care of this. And it still might! Again, we are just barely seeing the start of decay timers hitting their end. You don't really know yet if this problem is resolved by the existing systems. Not enough time has passed.
  5. Update. Just found out that Centurylink is suffering internet problems throughout their network. Sadly, this is who I use to reach the balmy pirate waters of Atlas...
  6. In the change from last night, my ping went from ~50-60 to now ~210 to 250. With regular lost connections. I understand that server tuning is still under way, but going from a good game state to one in which I dare not play for fear of leaving my character in the open during a disconnect is disappointing. And I live in the same city as Grapeshot, Seattle. (Although yes, I know the servers are not run from here.)
  7. This is two fixes. Do you really need both? If the problem is that the land rush at the start of the server left hundreds of unused land claims, won't that be fixing itself in just another day or two when those claims expire? Yes, there is a lesson for Grapeshot to learn from that land rush we all suffered, changing the system for the first few days of a server's fresh state. But I don't think that the land claim system is really that broken when a three day expire timer is going to wipe those same hundreds of claims.
  8. FYI, Wheat is found in Temperate climates. C10 is tropics, but close to C11, which is temperate. Good luck!
  9. Feeding troughs should be usable to feed cows and bulls, which prefer rushes. But since this is not "food", I am guessing, it is not placeable into a this structure.
  10. You might add a screenshot of your tame's inventory screen.
  11. I recommend an edit. On most islands, there is no need to punch trees and rocks. You can pick up loose stones on the beach to get your stone, you can harvest from saplings (thin trees, about 10 feet/3m tall; normally surrounding the taller trees). Punching is suboptimal and since you'll need to heal, much slower than just gathering the individual resources with the 'e' key.
  12. One thing you have missed about the hunger and the vitamin system is that this drives the use of the Cooking skill to create rounded meals that are very filling. And Farming is needed to get all of the items needed for a good recipe created in one place. And Farmers will need to trade for seeds from distant lands with visiting explorers. And such trade really can't safely occur with out Company bases, which we are barely starting to make right now. --------- You are missing the greater economy that is hoped for in the mid game to drive Company interaction, because its very need is driven by a food system that is hard to survive at the early stages of the game, in my opinion. Your suggestion is trying to erase interdependancy between characters, specialists in specific skill trees.
  13. One thing you have missed about the hunger and the vitamin system is that this drives the use of the Cooking skill to create rounded meals that are very filling. And Farming is needed to get all of the items needed for a good recipe created in one place. And Farmers will need to trade for seeds from distant lands with visiting explorers. And such trade really can't safely occur with out Company bases, which we are barely starting to make right now. --------- You are missing the greater economy that is hoped for in the mid game to drive Company interaction, because its very need is driven by a food system that is hard to survive at the early stages of the game, in my opinion. Your suggestion is trying to erase interdependancy between characters, specialists in specific skill trees.
  14. Does the key inspiration for this one-world game (Eve Online) have any quests? I didn't think it did. The point is to drop dependencies between professions so that items from around the world are needed by high end craftsmen. That creates demand, which creates PCs that send other players on "quests". For instance, Cooking really isn't possible until you have a range of vegetables. Which means a farmer nearby needs to make that and trade. Which means that farmer needs to get seeds from around the world from explorers, again through trade. And trade only safely occurs once companies build bases--which we are still in the early stages of. And, back to cooking, that solves a lot of the vitamin problems early pathfinders deal with. Pretty hard to see the big picture of how the economy works on day four.
  15. You aren't actually scratching the system very deeply. The integration of this with farming is pretty deep. And the farmers will need to trade with explorers for the seeds they gather around the world. There is a whole economy that can't really function until companies build bases for such trade to safely occur.
  16. The whole point of this is to enable the cooking system some relevance. It's "stupid" because you have no one in your company that is taking up cooking skills.
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