Jack Shandy
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Posts posted by Jack Shandy
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Upkeep simulator, if you try to keep an island for yourself, I hope that is what it will be.
P.S. They said from the start they wanted landlords and tenants. So stop crying over not getting land, and become part of a community.
Either be a landlord / admin with all the hassle / benefits that comes with it, or a tenant and pay some tax for someone else to administer the island.
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That would depend on my ability to acquire and retain tenants.
That would be my ideal.
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I'll be hoping to become a landlord.
But I want the upkeep to be huge:
I want it too take up most of my time gathering to pay it. (Solo)
I want to have to apologize to my first tenant that the tax has to be high until others come along.
I want the relief of being able to lower taxes as conditions improve and a community begins to solidify on the island.
That kind of challenge will offset the chore of being the islands admin.
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Being an islands admin won't be to everyone's taste.
That's why I like the idea of the new system, and will happily try both landlord and tenant if I get the chance.
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11 minutes ago, Kidori said:This is why I don't get why so many people say they didn't start playing this game to have a landlord or pay taxes to someone. At times, I feel like I'm the only one that actually read the game description before buying it.
Yup, all these people trying to derail the devs vision is sad, they aught to be helping them attain it.
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The vision as you state it has not really been in question, where as the "vision" of the details are.
Some want no landlords.
Some want no tenants.
Some want all to be pirates.
The devs vision seems to be a balance of all of the above.
Is it a vision or a detail? And does it really matter?
What would help is a clearer direction statement from the devs so we could make suggestions in that direction, rather than guess or suggest things they just won't consider.
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They do have a goal for claims, and they have talked about it from the beginning.
They want landowners and tenants.
It's the balance of giving each pro's and con's, they've not got right yet.
I'm at least going to give the new system a shot, Wether I get to own an island or not.
If you want land become a governor, if not a tenant. If that imagining of a south seas island is in your mind overlords and slaves is that the fault of the devs or your own perception.
Or if you don't like that sort of order you could you know, play a pirate, I know it's an outlandish idea, but roving the seas from lawless to civilised islands could be the life for you.
The above sounds like a good game, I think i'll go play it.
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For starters, they are moving from everyone could get a bit of land to only some are going to get land of their own.
Also overlords as you call them, i'll just call them admins.
I'm going to find me a nice spot on someone else's island, I won't have to worry about pillar spam, i'll just report it. In fact any issue i'll just leave for someone else to sort out. Easy living.
The admins get a few extra mats for all this trouble, sounds reasonable to me.
And if the admin turns out to be a dick, I'll up and find elsewhere else, and post the grid and island on the inevitable "Badmin" post here on the forums.
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also tried breeding but the too hot buff still kills bears in temperate region, some means to counter this would be helpful.
Tried putting baby in water, chucking water at them with bucket (nice animation, but useless) force feeding to heal, feeding them regen food. nothing worked.
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If they make the auto repair snap to a foundation and only repair connected pieces, the pillar / foundation spam won't last long, but just depends how fast the decay is.
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I'm currently leveling a schooner in crew and accommodation, then intend to strip it of cannons and sails and build a tavern on it.
It won't accommodate many crew but it'll be nice and cheap for those it does.
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I want to be able to press T for different gates.
I don't care if it costs the same as a large gate.
(At least allow us 1/2 gates, no top on each type)
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Elephant and rhinos the sweet spot is between front and rear legs by the belly, giraffes however the sweet spot for me at its back by the shoulder.
Just watch out it's breathing and eating animations can push you a bit, sometimes into it's attack reach.
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On the top right hand side when steering a ship it has "target" hold left mouse button, and i've seen Youtube of people using it to tell NPC's to free fire.
For the life of me i can't get it to work.
Is there additional commands you need to set up ie. tell guns or NPC's what to shoot?
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A tavern for crew storage would be a good addition.
We already have chairs to reduce the cost of crew when sitting on them. A Tavern Bar construct-able item that further reduces cost in a radius around it would be a great new item.
It could also count a ship when using the move to option on the command wheel, obviously with a rather large radius, it is a pub after all.
And for even greater QOL have them seek nearby chairs when sent to the tavern.
Further option: Give it an inventory the same as a preserving bag so it can have an upkeep cost, and if food and drink are placed inside, reduce the cost of the crew by a %age for each different food / drink item placed inside, cooked meat and water a small amount, crafted food and drinks a high amount. If you have enough variety crew cost could be reduced to nothing as they spend all the money you give them in the tavern.
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We have a island full of bears, yet we can't breed them because the temperature is either too hot or cold. Makes perfect sense.
I could get behind a temp mechanic if not in correct biome, but having one in the correct biome is just dumb.
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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.
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Edited for clarity.
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Can you separate constructed weight from weight in inventories?
Edit for clarity: make each ship have 2 weight stats, one you can use for building/cannons etc, and one for inventory capacity.
If so you could have 2 or more classes of each ship.
A high constructed weight / low cargo weight for war ships.
A low constructed weight / high cargo weight for cargo ships.
Or any combination you wish to implement.
If you implement something like this you can go further, how sails perform on each type, bonuses for gunports, crew limits etc.
Greater variety without needing new assets, can't be bad.
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Trading post. Took this while explaining the pillars on corners trick, but it's a good shot so kept it.
Ships in the bay at sunset.
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They did a great job of options on the other pieces, walls roofs etc. Hope they spend some time and give us more than just the one option with gates.
Would love more variety, and even fence gates at 1/2 wall high would be great.
People left the game ?
in General Discussion
Posted
You could do something like, I don't know, talk to the landowner for all your outposts, they might welcome the tax revenue.