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Thiil

Pathfinder
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Posts posted by Thiil


  1. Apparently the devs are surprised by modern PvP.
    Modern PvP went from
    Quote

    How can i GAIN stuff from killing these people?

    to
    Quote

    How can i make their experience miserable? (Take away stuff from these people)

     
    Here's some suggestions to combat that mentality from a developer perspective:
    • Ship combat:
    1. Place the ship "boundary" closer to the middle to avoid roof-plated freak-ships
    2. Cooldown of 10-15 minutes from being sunk to being salvageable (Will remove the demolish-and-drop mentality)
    3. QoL-thing, have a default "Unseat"-button and a "Seat"-button to make the group options easier to manage instead of having to:
    A) Put them on cannon
    B) Put the same NPC on another cannon (the one you want it to shift to)
    C) Press and hold N for 3 seconds to unseat
    D) Whistle passive so they don't YOLO
    E) Deselect first group, select second group
    F) Hold Right shift
     
    The above method is tedious and the NPCs "forget" their placement history when zoning to another grid. A general unseat/seat option would remove the need for such history.
     
    • Despawning items:
    1. Make it last 10 minutes pr. default dropped package (Sure, it will remove some performance, but will make the grief-mentality less viable)
     
    • Top 10 ranking
    1. Base it off some "Reputation"-system. Ex.
    Sloop, 2 points
    Schooner, 5 points
    Brig, 10 points
    Galleon, 20 points
    Add a multiplier based on company size, for example x0.2 pr. 10 members
    So if you sink a 100 man company's galleon, you'd gain 60 points instead of a 5 man company's Galleon, which would be default 20 points. This will incentivize combatting larger opponents and the reputation points could be used to calculate the "Top 10 companies".
     
    Any other ideas and discussion about the above is welcome!
    • Thanks 1

  2. 14 hours ago, Lifedragn said:

    Not having played Dark and Light...

    1) What prevents an Alliance of companies from dropping a new flag once every 12 hours to keep you at a perpetual state of war and thus uncertain about when an attack might happen. 

    2) If only one war dec at a time with cooldown, what stops a friendly company from always ensuring the open window will be at a beneficial time for the defender and a detrimental time for potential attackers?

    1) When flag is dropped, it gets 12 hour prep-time, THEN 12 hour wartime - so regardless, it would end war, and go back to 12 hour preptime again. Nothing prevents anyone from dropping flags in succession in Dark and Light. 

     

    2) There's no cap on active wars in Dark and Light, you can declare war with all the tribes/clans/companies you want if you craft and drop the flags. 

    Nothing ensures that it's beneficial for the defender, but at least the defender would know an attack COULD be incoming starting from say 4 am. 

     

    54 minutes ago, Evir said:

    Nothing really, however, they actually had to throw the flag and have it land within the area where the shield was. In DnL you could put up so many turrets that it would be difficult to do with a naked or a guy that just runs up. I looted many warflags from people trying it. 

    but the system is rather flawed in that regard all they have to do is soak the damage and get to the point where you could throw the flag on a building. But The issue normally isnt the main buildings with griefers, it is them destroying your ships in the harbor with ease. That alone causes the most people to quit.

    True - but with the upcoming patch we get 

    - Fully Anchored Boats now have a buff which provides a bonus 300% structure resistance


  3. Dark & Light, a game also based on ark, has a thing called "House Seal". 
    Basically, you can put ONE of those down at a time, securing for example a main base, but still leaving unimportant buildings exposed. 

     

    It shielded your base in a X times Y radius and in order for people to attack it, they HAVE to drop a war flag on the structure. 

    When the flag is thrown, both companies had a 12 hour preparation time followed by 12 hour war time where both mainbases with shields would be able to be attacked by the other company. 

     

    It wouldn't eliminate offline-raiding, but would definitely give a heads up and preparation time. 

    This is how it's visualized in Dark and Light. 

    unknown.png

     

     

    Worked well, didn't make raiding impossible, but in order to go for main bases, you had to announce it. 

    People still declared war

     

    In ATLAS, it could be an "Embassy" or whatever, linked to global law. 

    I'm sure the mechanic could fit in somewhere besides the "It's magic"-bs

    • Thanks 1

  4.  

    1 hour ago, Bullet Force said:

    How would they implement this very vague idea? How could you calculate it from various random building parts?

    It's surprising how many folks on this forum seem to have no understanding of game design when they give these kind of suggestions.

    Make BPs for ship hulls, let us craft the better hulls in shipyard, there's your level cap increase. 

    Not that hard

    • Like 1

  5. It seems that when you attach swivels to a tame, horse, bear w/e it can swim with it and still fire. 

    To make defense easier from an enemy fleet, use this "oversight from the devs" to fight off enemy ships. 

     

    1.  Get swivel on a tame, give it Liquid Flame
    2. Swim underwater towards the ships
    3. Pop out, set everything on fire
    4. gg, you win this round

     

    Clearly it's a thing the devs missed, that flames can be shot out of the water? 

     

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