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TrueAegis

Pathfinder
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About TrueAegis

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    Pathfinder
  1. Noticing a lot of crazy suggestions happening right now that will never take place in this game. Thinking folks need to keep things realistic in the scope of what is already available at least until they get their base game worked out. To encourage that, I have a suggestion: Move to create a test environment rather than one based on sustaining gameplay Pretty frustrated at the recent patches and seeing that Grape Shot is attempting to tweak their systems to create fair gameplay. Folks are asking for server wipes because it isn't fair that other companies are ahead and it is impossible to catch up. While I agree with that sentiment, I think it has been forgotten that the purpose of Early Access is to aid in development. There is little purpose at legitimately trying to create a gaming experience at this stage. What needs to happen is to give players the capacity to explore the game on every level. What does this mean? Everything needs to be achievable by as many players as possible as the purpose of Early Access is to use players as play testers. The idea is to get as many players to complete the same task as many times as possible and they submit bugs for development. At the moment the game is being treated as if its a finished product and that is not the goal. Few key things that need to change to achieve this: - Overloaded Free Ports needs to be resolved. Give players that spawn at a freeport at level 8, with a raft token and enough resources to leave. Players are lingering too long at freeports resulting in an inability to access. - Drop the amount of predators on shores. Obvious issue that is barring small groups from landing. - Reduce the amount of claims players can make. (A single claim makes sense, obviously large companies will have the capacity to claim more territory with their number of members.) This allows for players to actually get to a building stage and will test the servers capacity to handle many constructed structures. -Reduce the resource cost on everything. Once again this allows an opportunity to test the server's ability to handle player created entities. -Increase Cap timer for territory to 12 hours or more. This is just broken in general, but you should be focusing more on what the game can handle and less on if people can PvP. That can come later. (This has to be entirely reworked anyway as it doesn't work as intended anyway.) Understandably this is going to create a stupid environment for people looking to actually play the game, but in the long run this will identify the issues in gameplay as a whole and will allow Grapeshot's concept to be fleshed more into a reality. In the current state it is difficult to even visualize their concept taking form as they are attempting to create balanced and enriching gameplay, but heavily failing at it. (Because this game is not complete) This will only drive their reviews lower and destroy their player base before they've even had the opportunity to launch. GrapeShot if you even read these suggestions, I urge you to stop attempting to make a game in which people can play at this stage of your development or you're going to sink before you even got the dry dock built.
  2. Really like this idea actually. Even better is I think it could allow for legitimate cities to form. Players can place down their initial flag and to expand that territory around they flag they'd have to build pre-fabbed structures like housing. As they get placed the larger the territory gets. This way we have actual towns developing instead of squares huts.
  3. Got a few hours on record now and I am gonna say that this, this game is a disaster. I've got nothing positive to say about it which is terrible cause I truly wanted to like it. At a fundamental level this game is not fun and if I had any involvement in this game's development I would pull it from Early Access and overhaul the whole thing. However, I know that nobody at Grape Shot is going to do this, so I can only offer a some suggestions: Food and Vitamins Get rid of it entirely. Lots of people have made suggestion on it and most of them have suggested that it needed tweeks. I disagree and think the requiring people to eat detracts from the idea of the game entirely by diminishing the ability to explore and placing the focus too much into survival. There's nothing fun about managing stomach contents in a game where all you want to do is focus on building towns and boats. Shift food to feeding an AI crew and a player's tamed animals. That way players can actually focus on other parts of the games. Creatures You've got two options here: Lower the number of creatures or improve their AI. I had the same complain with ARK. The AI is abysmal and makes no sense. Predators do not have to be immediately hostile every time you happen across one. I'd suggest that if a predator spots a player there'd be a chance for it to attack, make the chance increase as they get closer, and certainly attack if the player attacks it. When an attack occurs, make some way to break aggro. A lion swimming in the ocean after a boat makes ZERO sense. Lastly, why would other predators join in on the assault? This happens in ARK and happens here too. It makes no sense why a gator would join a shark to attack me. Is there some sort of competition between them to see who can eat me first, cause I can't understand why that shark won't attack that gator. Sleeping bodies There has been a number of issues reported about folks logging in and being inside, under, no where near their boats. The answer is simple, remove sleepers. I get the concept but it is only another thing interfering with exploration and has been causing bugs since day one with sleepers bogging up freeports. Claims This one needs to be addressed immediately, as once you roll out a fix you at Grape Shot will have to take claims already placed. Players should be given only a single claim on start. Pretty much the simplest solution to this that I can come up with. Understandably there needs to be a way to get more claims as we want players to create cities or entire dynasties. A good change could be to make claim flags a craft able item. Introduce a civics tree, in which players can go down to improve their territories. At the moment the map is littered with claim flags just placed everywhere, it makes not only for an ugly game, but doesn't allow new players to get anywhere. Boats Boats need to have the capacity of coming off the map. Folks have said it already in other threads. Create a port system. Players will have the ability to take their ships to a port and store it for safekeeping. Not only does this prevent offline raids of unmanned ships, but will decrease server load as the objects are just sitting there idle. Beyond that you have the capacity to introduce shipwrights that can build ships then sell them to other players. Which brings me to the next point. Trade When someone says pirates, I immediately think trade. Perhaps I am too early in the game, but I have not noticed any system that allows for trade. Perhaps there is something there, but it seems less like a system created by the devs and more relying on player to player interaction which will honestly never work. To create a trade system, contracts can be introduced so players can acquire and sell goods to other players which in turn enhances piracy. Regardless, I would like to see something done about the above issues. Perhaps others have better ideas, but at the current state of the game Grape Shot only has a concept that cannot be achieved following what ARK did.
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