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Tallios

Pathfinder
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Posts posted by Tallios


  1. Have a "Bulk Merchant NPC".

    1. NPC would only purchase or sell goods in "full stacks"
    2. NPC would maintain a set inventory of materials that is shared by whole free-port zone.
    3. NPC would maintain a market price of goods based on volume of trade.
    4. Goods prices would be adjusted accordingly; Sales would be +20%, Purchases would be -20% of market price.
    5. When interacting with the Merchant the initial information will be a Transaction Quote.
    6. Transactions would be placed in a queue, to prevent abuse.
    7. When the transaction end of queue it gives actual prices and a 15 second timer to accept.

    This could be started with a very simple implementation, by only allowing the generic versions of each item;

    • Fiber
    • Thatch
    • Wood
    • Sap
    • Metal
    • Alloy
    • Flint
    • Coal
    • Stone
    • Crystal
    • Gem
    • Salt
    • Hide
    • Keratinoid
    • Oil

    Please consider this.  It would really add a huge boost to the game with honestly MINIMAL EFFORT.

    It would:

    • ...It would give a baseline for ALL in-game trading.
    • ...It would allow any player who wanted to be any kind of merchant a starting point.
    • ...allow captains a place to stock up on materials in a safer place.
    • ...drive the sailing and adventure of the game without hours of grinding.
    • ...allow for a somewhat smooth movement of money from gold-makers to material-producers
    • ...encourage people to interact more, not flee from each other in the water.
    • ...bridge the gap between large companies and small.

  2. 15 hours ago, Darien said:

    Right now, some things regarding cooking needs to be addressed.

    1)The cost is a little bit over the top, given a recipe requires a lot of different ingredients. So decrease the cost a little across the board.

    2)Make the produced recipes produce 2 plates instead of one

    3)Make water jars count as 20 units of water if they are filled

    4)Make chicken produce more than one egg at a time.

    1.) The costs aren't bad if you have cooking herbs, but you will need to do some exploring and trading.

    2.) the amounts made is fine, and they've already increased the preserving time substantially.

    3.) Cooking an water has issues.  When a recipe calls for water it will always consume a full container.  This needs to change.

    4.) Chickens work fine.

    5.) We need to cook filler meals, or combinations.  So that we can eat meals that balance vitamins with what we have.   Not specific recipes something that is short lived but can be a mix of things.


  3. Developers Please!   THERE MUST BE A scale-able penalty for character size.

    A FUCKING DRUNK ARMORED MIDGET ARMY ON BEAR CARTS IS Exceptionally Over powered.  This shouldn't be rocket science, but there a penalty for physical size.  Speed, strength, and so on penalties.  

    What do the Dev's say?


  4. Cannon carts are significantly overpowered at the moment.

    Cart pulling animals should get a combat penalty and a movement penalty.

    Right now a bear is just as agile with a cart on, as off.

    They fight just as hard and as effectively.

     

    Cannons should not be fire-able unless the cart is stopped and deployed. When deployed the cart should be in a fixed position.

    Swivels could be fired while moving but should have a horrible spread.  When deployed, no penalty.

    Animals pulling carts should have a movement penalty upwards of 50%, and or possibly not being able to run up steep surfaces.

     

    This is one of many small adjustments that need to be made.


  5. 1 hour ago, KeyenDF said:

    if you are on official, these should be locked by default.  anything and everything with storage starts locked.  if you have a pin code on the box, remove it.  people can still "hack" the pin code to get at your stuff.  just leave it as locked and you should be fine (unless there is another exploit out there).

     

    On the official servers.  Large Boxes and storage chests HAVE NO LOCK.   Resource Boxes, Doors and Gates Start Locked by default.


  6. Storage Chests and Large Boxes NEED A LOCK!!!!

    There are to many hackers that can brute force or bypass a pin-code.  They need a lock plain and simple. Make it a second item to attach, Make it the default. 

    BUT DO IT NOW!

    Many companies in B-11 have been hit just in the last 2-3 days and God only knows across the whole game.   MAKE THIS SHIT LOCK!!!!! RIGHT NOW, NEXT PATCH IN 20 MINS!

    THERE IS NO EXCUSE ON THE PART OF THE DEVS NOT TO MAKE A TEMP CHANGE TO PROTECT THE GAME AS A WHOLE.

    • Like 1

  7. New Ability: Bury Treasure.  -  Allows a player to bury a an amount of Gold, along with a number of items commensurate with the gold buried.   

    --  Unlocked by Able Map Maker, improve with additional levels.  (determines scale of map and size of X marking the map.)

    • Requires 1 Storage box
    • Must contain gold.
    • May contain up to several other items. 
    • Maps can never be destroyed.
    • Treasure cannot be dug up without the map in possession.
    • Treasure can only be buried in non-company or non-allied owned land.
    • Treasure may not be claimed if original company owns land.

    As a side note:  Maps that are "lost at sea" will become a random floating bottle in the ocean.  

     


  8. Can you please for the love of GOD.

    FIX THE STUPID FONT!

    DON'T LET IT SCALE.  

    DON'T MAKE IT TRANSPARENT!

    It's very hard to already identify shit in this game.  But when I do see a name, DON"T MAKE IT SCALE when i look through a fucking spy glass.  Allow us at the very least to set the font size ourselves and the transparency levels.  This is maddening.

    On a final note, Just let us choose a font.  I know you all are so happy with your piratey font selection but it is shit for reading.


  9. Flame Arrows & fire attacks as a whole.  Should apply a temperature increase to a given item. When it exceeds the threshold.  It becomes on fire, the fire burns until there are no more hit points on the item.  The item's flammability will determine what happens next, if it is low(thatch) it will burn with less temperature and cause items nearby to heat.  If it is high(stone) it will not conduct heat and go out.  Fire arrows themselves should do arrow damage, and possibly spark a fire.  Oil jars are openly ignitable.  

    SOTD -  I kinda like the idea of some sort of Colonial forces, or defenders of the old realm, that would become more attracted to ships based on size of ship, threat level, and company size.


  10. Please make Taxation Banks localized to 1 island only.  It only helps Mega-corps by having 100's of claims and all other companies harvest and 30% is transported across an entire map for free!!!!!

    If a company doesn't have a bank in the island in question, then no taxes!

     


  11. 11 hours ago, engraverwilliam said:

    Please consider letting us re-name NPCs.

    I would like this as well, when you have dozens of NPC's being able to name them to a ship or position would be great.  "Jane the feared one-eyed" has mutinied! (been killed, whatever) means frigging nothing to me.


  12. 6 hours ago, Mansler said:

    Although we see differently on a couple of these issues, the only one in particular I am going to "pick on" is your #3, primarily because I think the OrganicPaste should be replaced, because let's be honest, sugar isn't used to make mortar. My personal opinion, is that they need to have you grind stone, and flint, and add them, with some water, to the mortar and pestle. Primarily because, it's still ridiculous, IMO, to have to travel that much, just to make some stone walls, but also because, IRL, mortar is pretty much made that way 😛.

    I'm totally cool with a different style of mortar.  I was going with something in game that seems to be the current trend.

    • Like 1

  13. As for the poll here are my more detailed answers.

    1.) Companies should not be allowed to be more than say 20 + 10 per land claim or something like this. 

    2.) Land claims should be "unlimited" with the exception that Each flag should:

    1. Require materials to build.
    2. Require materials and gold (or an NPC Guard/Handyman) to maintain.
    3. Allow for a resource chest to be used to maintain all buildings in the influence area.
    4. Not protect against decay, a resource chest with materials is required to repair damage.

    3.) I would personally like to see stone things take bricks and mortar to make, mortar should be made with paste, the assembly of a wall could use a trowel which is a metal tool available in the advanced building skill.  Otherwise it should be Stone and mortar, no metal.

     


  14. 2 hours ago, Jack Shandy said:

    New item request.

    A cargo ramp for ships would be a fine addition, either stowed along the side of the ship or across the deck. 

    It would rotate or slide out upon activation and would lower far enough to swim or ride on to.

    Have one that auto fits each type of ship or one for each type either would be ok.

    Have it 1,2 or 3 ceilings wide depending on ship type too.

    Gotta have a great parking dock.


  15. 19 hours ago, Outlavv said:

    I myself have come up with a couple ideas:

    1. Ship oar benches to replace planks similar to gun ports on a ship. You could assign crew members to row the boat to maintain a decent speed factor when there is poor wind conditions. Maybe make it consume the crew stamina/ ship stamina as if you were sprinting.

    • Definitely a great idea as the NPC's would consume food as fuel.

    2. Same idea about the cargo saddles reducing weight. Realistically a horse could pull a considerable more weight on a wagon that has wheels than it could on its back, so making the cargo saddle or a chest on the cart add 50%/25% weight to the animal wouldn't be too far-fetched of an idea.

    • An actual wagon should increase the payload like up to a factor of x6 or so based on the blueprint  Just make it carry weight + (wagon weight / up to 7 based on blueprint)

    3. Allow some minor terrain clipping for foundations and fence foundations. Making a wall in this game either costs an insane amount using foundations, looks moronic with gate spamming, or looks like a jagged piece of garbage from fence foundations leaving insane gaps along the ground anytime the terrain changes height at all. Some of us want to build nice looking bases, after all.  

    • Please!!!

    4. The player shops should be bank-like structures you place at your base. Having these shops at a freeport will clutter every freeport server with offshore galleons and brigs, and also remove the immersion factor of sailing region to region establishing trade relations with other players and exploring. Right now if you want to be a successful trading company it takes alot of effort and initiative and allowing any random player to just dump resources into an auto shop will remove this facet from the game and also destroy any kind of trade economy the players create for themselves. Also consider the amount of player to player interaction this will remove.

    • Let players create stores, shops, merchant stalls etc.  The trick is do not let them use any kind of bulk box.  It must be in a container sized like a small or large box, and the gold stays on the merchant until it's collected.  This allows people to trade in limited quantities, but also have the risk of theft.  Also if there is a Freeport merchant, he should only deal in bulk, and offer like 80% buy/ 120% sell option.   (meaning 1 stack of named material sell to the merchant for 80 coins and a player could buy it for 120 coins. Then fluctuate price based on volume of trading and current supplies?)

     

    • Like 1

  16. 17 minutes ago, NagohShan said:

    Some suggestions that I've written down as I've played:

    1. Storage boxes should reduce weight of items stored inside to 1/4th, similar to what the elephant did with wood. This would do two things, first it would incentivize not using the ship resource box for mass storage, by reducing the weight of items players will want actual cargo holds, and will be able to carry more in transport. All without nerfing the storage boxes. This also creates an opportunity for the cargo saddles. By attaching a storage chest to a cargo saddle it would create an opportunity to reduce weight in a similar way for up to 45 slots of the animal's inventory. Animals would then be useful for transporting items from shore to ship.

    • Crates: A box that would be carried in the carry slot of a player. Would be placed like a water barrel.  Packed with 1 type of item and reduce total item weight. (50%?)

    2. Brass knuckle durability consumption is excessive. Right now with 47 max durability on my journeyman knuckles it consumes 3 per hit. That is so off the standard for things like the swords which consume .2 per hit. I don't know if this is a decimal error or intentional, but it should be brought back in line.

    • Considering this needs smithy repairs, I think having 300 durability and it takes damage equal to base damage inflicted. So these last longer on boxers than others.

    3. More building options. Right now we have the ability to pick walls that take the same material for half the space covered, and people use them, for this reason I don't think it's unreasonable to add the 45* corner floors and diagonal walls. By adding a diagonal wall option, it gives people options to build both types of angles 60* and 90*. Yes the diagonal walls will cover more space than the standard, but it would be more likely that they would simply be used to fill gaps similar to how the half walls are used.

    • I like it.

    4. Medium gates. Right now there are two main gate sizes I've seen requested. 4x4 and 4x6 adding a medium gate/way with both options as a "T" selection would fill the two primary requests on the same item

    5. Stone tier recipes: There were two divergent classes of materials defensive and offensive. This made an item economy where you're offensive material usage was more efficient vs ships than it was vs fortresses. This way sacking a fort came at a cost, but taking a ship could be a net resource boost. Raiding forts then needs to be a specific decision for some strategic gain rather than simple reaving.

    • Make all walls upgrade-able with hammer and materials.  Thatch to wood, wood to stone, stone to reinforced. This would change out the current system of demolish and replace actions.

    Stone needs the damage taken nerfs reverted, and if it is too cheap for this game and this game's item economy then introduce cementing paste to be used instead of organic paste. Made from stone and keratins it would increase the cost of the items while maintaining the offensive resource/defensive resource dichotomy. It would also require some measure of combat action gameplay to making the fortress structures through the keratin requirements. All while being available in virtually all biomes. 

     

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