Jump to content

Nari

Pathfinder
  • Content Count

    581
  • Joined

  • Last visited

Everything posted by Nari

  1. It's possible. Perhaps not easily or even achievable in the current state but a system to blueprint (not to be confused with BP's) a ship's design would be doable. Storing them on the other hand would require a lot of additional work and constraints to account for exploitation. A reoccurring trend around here.
  2. Day 1 of ARK EA to Release was also quite the train wreck. Claims and the Economy are additional curveballs sure (very challenging to get right) but they still have time. A lot relatively speaking. The roadmap that you claim doesn't exist does have one public facing fact and that's 2 years of EA development. We're only 7months in.
  3. Yep, but you still manage to hit the nail on the head. The "90%" that left most likely left without a refund. Their money will be spent on marketing when the devs start to care about concurrent playerbase. The 10% that stayed tho may not necessarily "like what's going on" but understand the process of development and are willing to stick through to the bitter end. The niche that do are a percentage of that percentage. What matters in the end is new sales.
  4. Maybe you do, regardless that knowledge does not translate to Atlas as cleanly as you would like to believe. Your ignorance is painfully obvious to anyone who actually plays the game.
  5. Pretty sure I'm the only one that used that specific terminology that you're quoting in this thread. So not only are you putting words in my mouth but you go on to make some wildly inaccurate assumptions. Allow me to clarify a thing or two. First of all, no I'm not in favor of the current implementation in PvE. Oversight that many of you were prompt to point out has changed my standing on the matter. Second, ALL of those previous comments were in the context of using the feature as intended as a new landlord. Feel free to continue to hold them against me. Lastly, you shouldn't be so quick to make assumptions about ones intentions or in general really. Assumptions are bad M'kay.
  6. I may be misreading this but, you don't buy multiples. One purchase = 1 skin with 10 uses. If I am misreading I assume you mean multiples for your army of NPC's so I'll reiterate the cost. 25g. You can literally shovel that out of the ground. Also, again back to gold sinks and inflation blah blah blah. Where there's a mechanic to create currency there MUST be ways to remove it.
  7. The problem with this suggestion is it outright forces players to play the Vitamin minigame. There are people who hate this system in every sense of the word and nothing short of removing it will change that. You can't please everyone but the current implementation at least allows for people to simply not give a shit. For a while anyway, you will die eventually and maybe that's the underlying problem. My suggestion? Keep the refresh but each Vit should have a statistical debuff if ignored. Be it speed, regen, increased hunger, you name it however dying should be voluntary by the provided method of eating shit. Why? cuz it fits but seriously because it's another layer of incentive.
  8. Aye, timescale is rarely if ever 1:1. For multiple legitimate reasons, my point was more they seem to be using multiple ratios independently for different mechanics. It has an uncanny effect imo.
  9. Exactly. Balance the rates & Cooking and 90% of these threads will vanish overnight. While your comments about realism are valid time in game is... well let's just say they didn't do as much math in that regard. Aging is the dead giveaway. Consensus is hunger set to 1.5 in SP for a more balanced experience btw.
  10. I was the manager at our local drive-in theater for years. Had to deal with customer complaints regularly, and while I can relate to being at the end of your rope, sabotaging a product (and most assuredly your job) as a developer out of spite, or as the Germans would say Schadenfreude, is... both sadistic and asinine to say the least. Not to mention you'd have to be project lead for it to even work. Why am I even humoring this idea??? Get out of my head!
  11. Thanks for the bump. I'm not hoping for a Hot Topic but I would like people (devs in particular) to consider how this relatively simple change could affect multiple aspects of gameplay for the better with little to no downsides. The progression curve and PvP balance are really the only things that comes to mind and when you really think about it are not negatively affected to the point of any real concern. Yes a lowbie with a Mythical Carbine might sound broken on paper but in reality it gives that lowbie a fighting chance against 100+ with fountain stacks to boot.
  12. I... don't even know how to unpack that. This is a whole new level I'm not equipped to deal with.
  13. nvm, that's the raze alert It can only be used during peacetime, and will notify everyone on that specific grid, as well as log into any companies that had wiped structures on that island.
  14. Ok... break it down for me. How does one "Take over an island" in PvE??? If I own it you can't. Until I'm inactive. At which point you can,wipe my abandon eyesore, with ease, and take over. For a price. As a one time thing. 48 hours later. And only for a 24 hour window.
  15. Explain to me how someone just comes in and wipes you in PvE exactly? Are you living on a claimable isle but lack the points to actually do so? Waiting for a more polished product is one thing. Thinking you know what's best for the game is another.
  16. While true, it is a LOT harder to give any valuable feedback or suggestions with little to no knowledge of the nuance of gameplay that you lack from never having played the game.
  17. Not really no. It's a one time thing, that you pay for, with a brief window of opportunity only available to new settlements (and only during peacetime in PVP meaning you need a War Token and to win the fight in the first place.). Spam is an issue. Your base might be too big, in the wrong spot, or just ugly and worthy of demolition. It saves on needless development of automated systems that can be tricked/exploited.
  18. So... Reynolds Wrap or Alcan? Or is Great Value fine? "A frustrating part of the game, after claiming an island from someone else, is dealing with the remains of their structures, whether that's a large base, or where that's multiple pillars and foundations littered around the island. With the latest patch, new settlement owners will now have a 12-hour window to activate a one-time razing of an island. " Perma Death and Character Legacy
  19. This is just as ridiculous as the idea that the regional servers will be merged due to low population from another thread...
  20. It all just seem so bass ackwards and counter productive to me. They emphasize trade. Even went out of their way to make a trade window and player shops. Sadly these features are all but useless if the value of these goods (equipment) are diminished by the buyers level and choice of skills. To me a Journeyman bow is WAY more valuable early game, than a Mythical one late game, but if I'm required to learn how to craft/equip said bow then why would I ever trade or raid for one? The most obvious offenders since the skills rework are guns. Assuming my math was right it's a minimum of 64 points (not counting Metallurgy) to unlock/use the Carbine. That''s not to mention that EVERY SINGLE STUDIES SKILL in the Firearms tree must be unlock BEFORE the Carbine itself... why?!? I don't get it. It makes no sense. It makes my brain hurt... Beastmaster is another great example, even though I was specifically complaining about equipment. (Tools/Weapons/Armor/the Glider/etc.) This problem is going to progressively get worse if they continue to add content that is gated by these redundant prerequisite and studies skills.
  21. Are you sure? Patch notes say v19.2 - Maximum ship level is now 52 with no mention of reverting it, but its been a while since I've cared to grind the XP. Also our shipyards are Masterwork.
  22. Wouldn't the easiest solution be to not let NPC's repair unless dmg is at least equal to the maximum that 1 resource can repair? That way it's not "wasted" on a single point of durablilty.
  23. That's not exactly 100% confirmed. 52 i think with a basic shipyard but Mythical raises the cap.
  24. Durability is now a stat you can level manually. *Resistance
×
×
  • Create New...