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krazmuze

Pathfinder
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Everything posted by krazmuze

  1. They still need to wipe even if they retract the PVE change to repaired lawless, because of the mess of bugged overlapped and non retroactive claim flags they need to at least wipe the flags. The real reason for wipe is exploits, and they do not want to have to fix the flag exploits and maintain a PVE flag system that is different than the PVP flag system. Set flag limits, set bed teleport limits, set flag decay, remove claim stealing and the flags would be a decent system. You still need sea claims though because there are too many shallow harbors, but they could also just allow the land claim to be placed where docks can be but that would require more land claims to reach out to deep water. So just make the existing land claim the size of the sea claim. You cannot achieve the same thing as a flag with a structure radius. Many like to have open farms that are marked no build. Just because someone did not build there does not mean they are not using it.
  2. It is possible for them to not have to wipe because of the map change if all they are doing was adding another island or two to each grid. But to change tundra they need to change the island template, and they likely did not restrict themselves to cosmetic only changes. The regional map always has had eastern/central tundra but they just did not have it ready at release so they copy pasted western tundra. Even eastern tundra that uses the same outlines requires at least a soft map wipe like ark did at biome changes (risk of losing base in those grids to new rocks). The real reason for the map wipe is the changes to claiming systems. But if they are wiping anyways that gives them the freedom to rearrange islands within the grid, rather than just copy paste in a new island. But that can be a lot of work to redo all the discovery zones and points that got moved, so I doubt they will do that. Best to look at it as they are finishing the map rather than it being a new map. Less copy paste in tundra with more copy paste elsewhere.
  3. speed and aggro are really the same thing, if they cannot turn on you or catch up to you - they cannot aggro you.
  4. Lerp is aggro, the smaller it is the further they will aggro. That is why if not enough people are killing them you want a high number, so at least they will leave players alone unless they are intentionally drawing aggro to fight them.
  5. try something like this in your json (use the map editor if you prefer) as grid properties for the desired servers. DifficultyMult does the obvious it makes even yellows rare, Num reduces the pack size, while DifficultyLerp higher decreases the aggro. These particular numbers are half inversed from official powerstone modifications to increased damned. Reducing Floatsam with less damned is of course optional. "ServerCustomDatas1": "NPCShipDifficultyMult,NPCShipDifficultyLerp,NPCShipNumMult,FloatsamQualityMultiplier", "ServerCustomDatas2": "0.25,4.0,0.3,0.35", I have no idea if this will still work with the March update to damned. But since it is obvious in hindsight that the recent AI behaviors of them spawning in packs was part of that change - this did help. You still have the problem they will build to the max 40 per grid if nobody is killing them, but I do not know how to change that. We did this after a redis wipe.....
  6. Yes lets use snap points. How about snap just like ship of the damned since that is cannons are used for. Let me check...oh wait they got cannons on all sides of the top deck just like OP is saying is a dumb idea. How about we first restrict our AI opponent to broadside gun ports before putting that change on our ships.
  7. just use very high decay? There maybe a no build setting but it is not something I am aware of so someone else will have to help.
  8. Not sure what you mean 'considered as freeport rather than lawless'. ishome means you can spawn there like freeport the other two mean no claim flags with 4d decay like lawless. This is exactly how officials did it when they allowed spawning in lawless to deal with freeport overcrowding. The name of the server is irrelevant to how it behaves.
  9. ishome flag in the json, it is a checkbox in the grid editor (ctrl-click).
  10. Token upkeep does not work to eliminate flags, look at wurm online where to have a deed you have to deposit game silver, which is either bought from the cash shop or from player trading. The first thing they did is allow prepay because of people complaining they did not make it to the flag on time (forgot or traveling or server hopping) and lost the deed. So what happens then is that just gets used as a place to store you excess coin and you can easily build up to months or years of prepay. Devs liked that because it encouraged large cash shop purchases, players liked it because they could take game vacations (wait out bugs, play the new hot game, etc.) . Meanwhile the server is full of pristine deeds that are not decaying even though they are clearly dead. Got so bad that the only way to solve the problem was opening up new servers, only for that cycle to repeat and people start crying no land need new server. Getting rid of bed fast travel would solve it because then the population of the megacorp needs dispersed to all their land holdings, the larger they get the harder the logistics become at mustering to fight (PVE fighting over flag does not require combat - it just requires you to be present). Is the little guy fast traveling to their resource base willing to take that hit for the greater good of the server?
  11. The problem with sea claims only if touching land claims is it is bugged. I tried to fine tune my land claim placements after overlapping them with sea claims, only to lose the land flag because it says your land claim is overlapping a sea claim and it would not allow that overlap - even though the sea claim had overlapped the land claim to being with! There are many places with wide shallows that land claims cannot reach where your shipyard and docks need to go. Sea flags do not count as land flags even if they cover land, so I get to enjoy max 21d timers as my land flag count is zero.
  12. Change the top10 to be the most gold not the most claims. This is supposed to be a pirate game. The one with the most gold wins. Hoarding gold will not win the game, as just like IRL you spend gold to make gold.
  13. The only place I am aware of that the same island is repeated within a grid is in freeports - they always have the same island repeated 4x and yes that does make freeport treasure mapping annoying - but you do not have to sail those you can take the free ferry. So what island was you actually in, as it is likely you just did not notice that it was a unique variant. I would like to investigate exactly how different they are.
  14. They have to improve client/server performance first, that is the drawback on our unofficial as it is denser than official at fast speeds sublevel popin becomes a problem. We had to stop flying and get into real boats to test our density was OK. And of course base loading is even worse so more land means more bases which means more popin. So there is a limit how much more tightly they can pack the map, I bet they add expansion grids before they retrofit.
  15. The amount of actual cut paste is usually 2x from some north and south replication although tundra is more like 4x (there is no western/eastern/central tundra as region map indicates - it is all the same) with freeports being 8x. Each island shape has biome variations that loads in new sublevels (mountains, rocks, buildings, statues etc) that makes it look entirely different, and often there might be even four variations within the same biome so that even if it is used in same region it looks different. There are indeed hundreds of unique islands when you consider sublevel and resource variations. Equatorial has no mountains and maybe some easter island style statues, east tropical and west tropical have three variants of the same shape with different mountains and rocks and each of those are in turn multiplied for resource variations. So even though they might all have similar palm trees and ferns named differently, they still feel different. Likewise Northwest vs. Northeast Temperate also has a different feel much like on earth temperate rain forests can be very different. I have flown the entire map and observed the true uniqueness of these isles that share nothing but a footprint, even from the air it is difficult to realize it is the same footprint. Even that larger island with a very distinctive bay you would be hard pressed to guess you are on the same shape What we did for our unofficial server is push isles together jigsaw style, even for freeports (we did not need 8x copies). So even though a north south freeport might be true copypaste, it looks very different from the docks because we created a new harbor using another isle. We actually spent weeks of time air traveling to make sure each grid had a similar theme as there was many islands to chose from. Part of the problem is the map - it is only showing the base island shape. It is not showing the sublevels - like where the freeport dock is. It is interesting how they reused the sublevels to make things look different - even the same sublevel like that equatorial skull freeport - that same skull gets used elsewhere. This thread was worth necroing the game got a bad rap for copypaste from those who only compared shapes without visiting them in the game. I think now that more have the island editor for their own maps using the hundreds of library islands that people know better
  16. check the latest captains log feb feature update is now the mar feature update. offline raiding and megacorp claiming is being revamped instead. Player shops is enhancement for trading companies though, it does not get rid of them. Someone has to stock the shop and collect the gold. It just gives them a portal for offline impersonal trades.
  17. when you was on your cheater gally did you still have your admin powers or was you a player
  18. Our recent testing seems to point to it being admins in cheater boats, but getting reliable data on that from all the cheater boats handed out to non admins to help them with their buggy loss? That requires more testing ; of course everyone is going to say their cheater boat the admin gave them always draws aggro! So you need someone honest willing to lose that boat if it does not draw aggro... But we did extensively test this weekend, admins in cheater boats no aggro, admins in ramshackle bought with cheater mats drew aggro. More tests needed for nonadmins in cheater boats.
  19. That is the way it is already, most damned in golden, less in polar, lesser in normal. The issue is it seems to have increased across the board, my theory is we are seeing the new spawn rates to accommodate the big/small sized damned coming soon they are just all medium size right now. They are testing to see if the servers can handle it - and already they had to regress their view distance patch for server performance as they was spawning in aggroed .
  20. If they did x2 all the time then they lose their incentive for players to play on weekends when others are more likely playing and to bring rage quitters back. Which is exactly why they have done it twice now and bonus weekends are actually at 4x - it is because they need that bonus weekend to grow population. If they stabilize on that then weekend rates simply come right back to 8x and your weekday farmer is complaining all over again and the cycle repeats. There will never be a point where you say good enough, because x2 weekends is always better even if they start giving you that same rate on weekdays, now you covet the x2x2 of the weekend it no longer satisfies you.
  21. But that is why they and many other MMOs use this model - simply because it does make them more money. MMOs are about social engagement that keeps you in the game which brings others into the game, that is more likely to happen on weekends when people can play all day rather than just after work. So it is in their best interest to encourage you to play when more people are likely available to play with. The devs did not invent this x2 weekends in some grand social experiment, they are using it because it is proven to work in other MMOs.
  22. So you mean like Wurm Online? Do you know how long and painful it is to make a ship in that game? They actually removed the different woods on a texture performance pass and it never came back. https://www.wurmpedia.com/index.php/Caravel Everything matters, including using a master carpenter so you do not fail at the thousands of pegs you need.
  23. go buy a ramshackle sloop with cheater resources, do not sail as admin in cheater boats
  24. I suggest OP play on unofficial that has consistent high rates with no bonus weekends. Otherwise this is what happens x1 weekday , x2 bonus weekend weekday farmer complains they will not play x2 weekday , x4 bonus weekend weekday farmer complains they will not play x4 weekday, x8 bonus weekend weekday farmer complains they will not play x8 weekday , x16 bonus weekend weekday farmer complains they will not play ... bonus weekends are a staple of MMOs it gets people that stopped playing incentive to come back, because that customer loss is greater than the customer loss of the weekday farmer. They would not do it if it was costing them net customers.
  25. you still need the lawless settings from official on those grids "OverrideShooterGameModeDefaultGameIni": { "bDontUseClaimFlags": "1", "NoClaimFlagDecayPeriodMultiplier": "4" }, then at the top of the .json you want this default "OverrideShooterGameModeDefaultGameIni": { "bClampHomeServerXP": false },
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