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Bullet Force

Pathfinder
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Everything posted by Bullet Force

  1. It's a casual gamers perfect dream. Easy risk free gameplay with a reset button.
  2. Kudos to them that is indeed a new and original concept. A few of us were blocking FOY passages with a blunderbuss and spears the other day. It's always good to hear of new methods.
  3. A Colossal No. Keep your PVE ideas out of PVP. There is no room for safe zones or other core PVE crap on a PVP server. The game already has freeports which are bad enough, we don't need any more. If your idea was to be implemented everyone would end up parking their ships and storing their loot in the safe zone where it would be untouchable. I've seen other games try and this and they have failed hard. Dark and Light experimented with near unraidable bases and now that game has 300 players. Some private Conan Exile servers had areas where it was strictly PVE, the end result everyone stashed their loot their and the servers became beyond pointless. ARK had unofficial servers with raid timers and safe zones which also would rarely last a month before failing.
  4. Naval Action wasn't a bad game but I'm not suggesting Atlas because a 'simulator' far from it. All I am saying is that currently there is a lot of variety in variety in design because of there is so little choice particularly in weapons. You have medium or large cannons and thats it. If you ask me that is pretty bland.
  5. I wouldn't mind seeing the introduction of physics/capsizing when it comes to ship design. Having all the guns in one spot should affect the handling and balance of a ship and in extreme cases maybe even capsize it.
  6. To make a thread like this suggests you know little to nothing about how games must work in a multiplayer environment. You simply cannot have infinite anything for network and performance reasons. If the game was to allow a ship with a thousand buildings on it then anytime any other player renders that ship the server has to pass to that player all the information of where each building part is located, what type it is, what its health is, what color it is painted. The more players you have trying to load this floating pile of lag then the worse it gets. There is also the issue of memory and the limits of player's computers. Some folks live in poor countries with crap internet and play on a crap computer. If they were to load some monstrosity their game would likely crash and maybe even their computer too.
  7. The game needs some serious new content. 5 ships, 3 types of fire arm and 3 melee weapons doesn't cut it. Players need variety and more choices. Give us multiple types of pistols, carbines, shotguns that have certain advantages/drawbacks. The same is true for ships and cannons. We only having medium and large cannons that come in one fixed size which isn't going to be great for gameplay in the long run when it comes to playing using different strategies. Finally with only 5 ships to choose from things are already becoming quite stale. Most of these ships come with inherit limits that basically force you to build them a certain way in order to be effective which ends up resulting in metas quickly forming. I'd like to suggest the following: Flagship A new ship type - larger then a galleon or alternatively the same size as a galleon with some visual changes One per company A large powerful and extremely expensive ship that has an aura around it that benefits friendly ships nearby Would have 2 types of aura that the flagship captain could activate. The first would be an offensive aura that would increase the damage of cannons on nearby ships and a defensive aura that would reduce the damage taken. Only one type could be activated at a time. Cannons: Do away with this medium and large cannon concept. instead rate cannons by size and caliber. Real life cannons in that era ranged from 6 pounders up to 42 pounders. Suggested sizes: 6pdr, 8pdr, 12pdr, 18pdr, 24pdr, 32pdr, 36pdr, 42pdr (taken from wikipedia) Add the size with a barrel length system. Short, medium and long. The end result would be 8 cannon sizes with 3 lengths per size = 24 possible variations. Larger cannons would do more damage, but reload slower. Cannons with a longer barrel would have more range and velocity at the expense of increased weight. These different cannon sizes would be balanced by the fact that the larger cannons would weigh significantly more, the ammo would cost and weigh more. The barrel length would affect how much room it takes up on the ship as well as weight. Ships: Add variations to ships. For instance you would have a base class ie Galleon, Sloop so on and then under that you would have a bunch of variations of that class to choose from each giving unique bonus/disadvantages. Examples: Transport variation. Increases the base weight of a ship but makes it weaker. Ie for the Galleon which comes with an extra 10k base weight but at the expense of all planks only having 50% hp. Speed variation. Increases the base speed but significantly reduces carrying capacity and moderately reduces plank health. Tank variation. Increases the base plank health but significantly reduces speed. Handling variation. Increases the turning speed of a ship but reduces speed. Damage variation. Increases the damage of cannons but significantly reduces plank health. Range variation. Increases cannon range but all cannons fire much slower. Ship Balance: The weigh distribution on a ship should affect its handling with more even weighted ships having far better handling to designs which place a lot of concentrated weight in one part of the ship. Sails/Masts: Separate the sail from the mast. Sails could now be torn from cannon balls without actually hitting/damaging the mast itself. Damaged sails could be replaced in combat with some manual effort and time required. Figureheads: Provide a small stat bonus to the ship it is affixed to depending on the type Ie Weight Figurehead gives a small weight bonus, speed figurehead grants speed so on. The bonuses would be no more then say 5-10%. Would allow for further customization of ships. Weapons: Variations for weapons + guns: Reload faster, do more damage, are more accurate, have more durability, swing faster. These changes wouldn't require on the whole much work from the devs, only with the cannons would new models need to be added the rest would just editing some values in a text file. I have a made a thread in the suggestions forum on this topic: Up-vote if you would like to see these changes happen.
  8. The collision damage when a ship collides with terrain in this game seems pretty broken. If your ship is even going extremely slow it will still somehow suffer huge damage and lost multiple panels. I could understand this happening if the ship were going at a high speed but at low speeds it shouldn't be anywhere near that bad.
  9. I agree the material cost and balance between wood and stone now needs to be looked at. It's obviously a bit off but the actual change itself making stone cost more and less durable is a good change.
  10. I might give my friend Sgt Muller a call. He works in the Thought Crimes division of the local Gestapo office. Nothing irritates him more then people talking freely.
  11. I agree. The problem with PVE players is they hate competition, they don't play the game to a high standard and they are incredibly lazy. Go to any thread that is demanding something in the game be made easier and 9 times out of 10 it will be a PVE player. If PVE players had their way the gather rates would be 10x, an arrow would one shot alpha creatures, stone buildings would cost even less then before the patch and ships of the damned would die in a few hits. I would support a system where the PVE mode is chopped off from the main mode so that their input and obnoxious demands will cease to affect the gameplay of PVP servers. Let them eat their cake so long as it doesn't infringe on my rights to slaughter and destroy.
  12. I think the new changes are great and in time will be seen as an enlightened and forward thinking move on the part of the developers. The main issue is the new damage/durability balance between wood and stone which will need adjusting.
  13. No bears cannot go up there without first constructing a giant ramp. Not an easy feat.
  14. The ARK players will dominate and win this war if it ever occurs especially if they came from Official PVP servers. Those ARK servers are probably one of the harshest environments of any game for a new players to learn in. You can spend months building your base and taming all your high level creatures and then one night you decide to get some sleep and the next morning you wake up and all is gone. A lot of ARK players couldn't handle this full experience and quit to play on unofficial servers with 'rules' or completely lost it and moved to PVE. What remained were some of the most brutal and evil players (in a good way) ever to be seen in a multiplayer game. These were straight up killers that play to the maximum and many of us have now have jumped ship to Atlas which really is now the land of opportunity so to speak. The pastures are very green over here.
  15. The land meta atm seems to be horses/bears + swivel guns. Beats anyone on foot with ease. Carbines and pistols don't do enough damage to be any use against it since they can quickly retreat and use the healing aura and be back to full health in a few seconds.
  16. This really needs looking into. It is too strong atm. One guy on a horse with an NPC can just run through 10 players with guns like they are not there killing several and running out and repeating because the rifles/guns do lackluster damage to the animals. The swivel will quickly kill players even with players with plate armor. I think for starters the speed of the horse/bear when carrying a cart needs to be significantly slower. So does the healing aura thing. Also there are cheaters from a certain country atm that are making their swivel horses shoot like machine guns..
  17. No its still very easy to make a defensible base. Pick any tall mountain and you are very safe.
  18. I see there is a lot of bickering and complaining about the recent changes to the stone tier with regards to costs and damage taken and there a lot of folks extremely angry at the devs for the changes. I am here to say that I think these are good changes that were needed for PVP and which would have had to been done at some point in the future anyhow in order to properly balance the game. Stone structures were ridiculously easy to build and spam and for a high end tier they sure didn't feel like it in costs and effort required to manufacture. As a result of this it was very easy to create giant monolithic stone bases in a very short order that effectively made raiding both pointless and a giant waste of time and materials. It was far better to just sink all the enemies ships and then move onto the next target/port rather then spend several hours digging through honeycombed bases only to discover that everything inside had been dropped. While I think the changes are for the better and will open the game up to more PVP I do think the cost of stone vs wood structures and their related durability needs to be looked at. It does seem like wood is now too cost effective vs stone. I would also recommend that there be a structure wipe for the sake of balance because those that already have huge stone bases will profit immensely from this patch vs those that do not.
  19. I agree the material balance is quite off but that said the spirit of the change is to be commended just not how it has been implemented.
  20. When a player that has a giant base loads in on a server, you absolutely notice the lag. Structures do affect lag but it is more of a once off rather then a constant lag unless the base is really large in which case it is both. Having a lot of ships around also add considerable lag.
  21. Not really. It was very slow going and expensive compared to the cost what you were raiding. It was more cost effective just to go around sink the enemies then bother hitting their stone bases.
  22. I am actually not surprised that they changed the prices because lets be honest here stone was ridiculously cheap and easy to spam given how effective it was. Raiding stone bases with cannons/explosive was very cost inefficient vs the cost of the materials used to construct it. This is a good change that should hopefully open up the game to more PVP. The problem though that I see is the way they have gone about implementing this. They should have wiped all structures (or just stone in particular if they could get that selective) to keep the game balanced because right now anyone that has built a large stone base has a significant advantage over those that have yet to do so in time and effort. In most games these kinds of radical changes are accompanied by a structure wipe.
  23. I think is actually one of their better features. It helps prevent ninja offline base stealing. At least with this system you have to invest somewhat in materials and weapons into the raid in order to take their claim as opposed to just rocking up on a raft and standing their naked to grab someones base.
  24. It means those that sailed around getting 3 get to keep their bonus points even though they shouldn't.
  25. Its a pointless PVE mechanic that adds little to the game except waste peoples time when they could be doing other activities like slaughtering each other and raiding.
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