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TheSzerdi

Pathfinder
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Posts posted by TheSzerdi


  1. 26 minutes ago, Collision said:

    There's nothing wrong with the across the board speed boost, but 30% max speed into the wind is poorly thought out.

    From how it reads, if a speed sail has a higher max speed, then it will travel faster than a handling sail directly into the wind. That makes absolutely no sense. What's the point in ever picking a handling sail if it loses its one major advantage?

    It also kills the ability of ships to quickly stop by rotating their sails into the wind.

    Such changes will diminish a lot of the sailing strategy. 

    If you still however want to make the change, a better one would be 30% max speed for handling, 20% for weight and 10% for speed sails. That way some diversity and balance is maintained in sail choice.

    We already ripped off all the handling sails and changed them to speed sails. GG.


  2. 23 hours ago, Shiro12 said:

    I can't see any private servers unless someone implements a donation kind of thing which I have seen in ark but the initial cost would be ridiculous as the current map consists of 225 servers so ya pretty out of reach indeed. I hate to say it but id be happy with  the center kind of map with this stuff but that probably a long lost dream until this game is able to be modded

    If a good private server with mods and fixes eventually comes out I would totally pay a subscription fee to keep it up.


  3. The more people build stuff, the worse the server performance will get. Each land claim should probably have a maximum constructed pieces limit. Low enough to mitigate server performance, but high enough to build a small base. Large bases would have to be built on the intersection of three claims to take advantage of multiple construction limits.


  4. 1 minute ago, Nhaga said:

    I'm on the "I don't like this change" team. It seems that most people that are happy about this change could have been as happy with a different approach such as :

    - Ships keeping their momentum longer

    - Wind direction changing more frequently (for people that could not park their boats for extended period of time)

    I would not have had any problems with these types of changes, but allowing people to sail against wind seems dumb to me.

    They could have added a captaincy skill that allows you to sail closer to the wind. They could have buffed handling sails. They could have added a tiller to the raft. They could have made any number of more intelligent decisions.

    • Like 2

  5. 28 minutes ago, hands solo said:

    Its a game … a GAME not a fucking sim ffs. Welcomed on this front grapeshot. Now about auto sails and you've cracked it on the sailing front making it accessible to MILLIONS of people that play mmo's solo. plus you make pirating accessible to that market - truly its a no brainer (Voyage century does it - eve is solo ship piloting - world of warships - and they are all popular and still going strong). Don't re-invent the wheel - no but you can progress it which the graphics of this game do extensively. 

     

    You see the other patch note that makes claiming enemy territory faster the more claims your company has? They clearly favor mega clans. This is not a solo game. 


  6. 1 hour ago, Smilekill said:

    The best way to fix this problem is to make it so a player can only have one flag this way not all the land is claimed by one person. The larger clans can pool together to claim an island. I think this way we could have small towns and large city's to visit and it would be more fair to the small groups.

    You realize there are more than ten clans that have 500+ people. The mega clans wouldn't even be slowed down. Especially the Chinese. We need upkeep (hyperlink).


  7. 11 hours ago, Hector of Troy said:

    I understand completely. I am thinking about moving out myself from lawless after checking these interactive maps. People made it sound like everything was all claimed, but it seems like there is still a lot of room out there.

    Those maps only show the top ten biggest companies. My grid is completely claimed by an alliance of smaller companies. Most are. 

     

    Edit to add: We're a group of older gamers using TeamSpeak if any of you are looking to team up. 


  8. I find all of this hilarious. PvE doesn't work in a game where you can interact with other's gameplay and property to this extent. At least on the PvP server you can fight back. Even if you lose you can join a group, enlist aid, get revenge, and profit. 

    • Like 1

  9. 35 minutes ago, Rogash said:

    Honestly if they just made it so we had real traps that didn't have to be reapplied a thousand times it wouldn't be that bad of a taming system. It would be cool if we had a combination of animal traps with the animal baiting system in the Ark immersive taming mod. Once the animal was trapped it would remain trapped until you finished feeding it. There is really no need to make it as grindy or annoying as Ark when the creatures are going to be nearly useless for pvp. 

    Useless? Ride a wolf on to the deck of the enemy ship as you ram them and chew up their crew. Never used the immersive taming mod, but solid traps like that sounds nice. 


  10. 16 minutes ago, Rogash said:

    It wouldn't be hard to just make something look like a pitfall trap without actually falling through the terrain. Also babies have been in Ark for a very long time so this game could completely do this no problem. I think you are overestimating the amount of time it would take for them to implement something like this. It more or less just comes down to players accepting a system the way it is and then the developers just shrug it off lazily. 

    KO taming is complete garbage and I never want to see it again. I would rather not see taming at all if these are the shitty taming systems we are going to be getting in Atlas. 

    If you couldn't tell, my first thought was, what would a fully interactive ai supported baby taming system need? 

     

    Then I thought, screw that, how can we cheat to get a better system implemented quick and dirty? 


  11. Unless you propose that they just randomly spawn permanent baby animals, the AI changes would be massive. You'd have to first change behavior to stay near mates. Now you have to figure out how to avoid giant herds. Then you have to change behavior to protect babies, so they aren't all instantly destroyed by predators. Again more herd problems or else unique identifiers for animals to recognize individuals. All of this places extra processing load on the server. At if the animals and their combat isn't glitchy enough already. 

    I suppose you could just make babies invulnerable and randomly spawn attached to a mother to follow. Make them become vulnerable when the mother dies. Then bolo and carry home the baby. Once you get it home to a pen it auto tames and you just have to deal with raising it. Adjusting temperature and special food until it's juvenile. 

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