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krazmuze

Pathfinder
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Posts posted by krazmuze


  1. If pigs had diarrhea then they would have to balance farming to the point that pigs would be required to farm.   Just like until harvesting needs a bear.    Unlike Ark they are moving away from tames being required with things such as the warehouse/windmill.   So if they are to improve farming I would expect them to do it in a way that does not require the only feasible way to do it is a pig with a loose gut.

    Then tames became vestigial and the only reason to tame will be to tame.

     


  2. 2 hours ago, Sydhart said:

    Having a fuel cost period is just stupid. This isn't fucking ARK with tech generators and autopoop collectors and distributors. They should be manned by an NPC. Period. 

    Should be, but then do you really want a NPC that gets ganked by a lvl 1 chicken manning your gathering operations?   If they was as strong as the WPE NPCs then I would agree with you.


  3. 6 hours ago, Voromja said:

    Surely the island owners who are able to put these down have more than enough wood to fuel their warehouses. They’ve spammed the island with farmhouses now they are complaining about putting wood into a building. What more do you want? Self built boats? Automated ship sailing? 

    You misunderstand what they complain about.   It is that the warehouse whose entire point for existing was indeed to eliminate the need for cargo beasts to run around and collect things from windmills does not collect wood/thatch that it needs for fuel - even though the windmills are self-fueling.   This means that you need to go collect wood/thatch from your windmills to keep your warehouse running.   Which defeats the entire purpose for the warehouse even existing, which was collecting from windmills.    Like it or not the intent of these changes is to automate land functions (gathering/taming) so that people spend more time at sea, and the complaint is that the warehouses which are intended to do that very thing, are not actually going to accomplish that.     

    You are much better off putting a ship storage box at your windmills, making your rounds and dropping what you do not need right then into the ship storage box.  Yes you then have to go out to the windmill when you do need that stuff later, but that is not any different than having to go out to windmill to gather the thatch/wood to get the fuel to run the warehouse.  It is actually a better solution because the ship storage boxes are bottomless, and you go to the windmills only when you need it and not when the warehouse needs it.

    It is so badly implemented it clearly was some junior programmer that had made the warehouses pull wood/thatch then QA said hey my windmills stopped for no fuel.   Rather than think about it for a second and make a change to not pull all the fuel from the windmills and just leave some to keep the network runnning, the stoopid programmer just said I will fix it by not pulling fuel.  It smacks of a serious lack of design forethought.

     

    • Like 2

  4. 3 hours ago, DannyUK said:

    They contradict themselves, they've said "we want to move away from land based content and move onto the sea" yet they are giving us more buildings for land and automated resources. I thought Jat and Dollie were bad but this lot, whole new level.

    The farmhouse does the same job as a warehouse could do but they've got 2 separate buildings, they must be paid peanuts to be working there.

    To be fair that is exactly what automating the land functions are doing, gets players to spend more time on the sea.  They certainly was not going to delete the islands to do this.


  5. 1 hour ago, Manga said:

    4.  Warehouses don’t collect any wood or thatch from the farmhouses, but they need wood and thatch to run on.  This means they require so much maintenance that they really don’t give much benefit.  I’m just fine with getting the resources from my farmhouses as it’s less time consuming.

    WTF?  Did they seriously do this - the whole point of warehouses was get rid of the cargo train but to make them require manual fuel they made it so they do not collect their fuel unlike windmills that do?    Thatch and Wood is most needed for repair and build resources yet they are not including them in warehouses?  So you still need to go to the damn windmill to get the wood and thatch even though the invisible NPC already went there to get the other resources?

    1 hour ago, Manga said:

    6.  The change to the farmhouses where you can only withdraw one stack at a time needs to be reversed immediately!!!!!! I used to be able to empty my farmhouses quickly, but now it takes forever.  Quite frankly it might even be faster to go back to the old way and collect resources with animals!!!  This is a change that would make me consider quitting the game.

    They misread my enhancement request for all infinite stack storage which includes ship boxes.  What I wanted was click gets one stack rather than one item, wheres T still gets all you can carry.


  6. 31 minutes ago, Ghost Pirate LeChuck said:

    What about a pebble on the beach? That counts as a resource. I found a point that only collects wood thatch and fiber. Had to be really careful but I did it.

    Then I still stand by my statement that it collects things that are not there.   pebbles on the beach only allow the player to collect 1 stone (x harvest multiplier) until it respawns.    I should find a very small number of stones in the windmill.  It should not be filling it with metal.   I have metal nodes for that I want just organics.  I am also drawning in coconuts even though these are a rare spawn compared to fiber.   Leave a player in that same circle for an hour and they would get magnitudes less coconuts.


  7. On 8/9/2020 at 9:48 AM, krazmuze said:

    I think the warehouse is indeed for your dock base to have automated transport.  The graphical design is not something for attaching to a windmill, it looks more like a dockyard structure.   They will attach in a network hub sense is my thinking.   You can put a shipbox on your windmill now to get infinite storage, I do not see them making another building just to automate that, because as you noted they could have just made the windmill have infinite storage.  Which leads to the only reason for warehouse is to get rid of your beast transport.      They really should require sailors to run these things, but then they would need to beef them up so that they are not paperdolls.

     

    Called it.   Good luck making gold as a weight breeder now!


  8. 3 hours ago, Gindorf said:

    I just pray the "new optimize ship system" isnt premade ships with single hulls and no customization. That really will kill the game.

    They do not mean optimal for the player they mean optimal for performance.   Drawing a thing that has hundreds of destructible pieces on it is much worse performance than a thing that is just one part.


  9. 12 minutes ago, Cpt.Yarrr said:

    In my opinion every single player should get a starterisland. Building by other people should be impossible. This way the playershops have way better chance to survive. These little islands have all mats x1 and are not that big. Lawless and freeports should be gone after next wipe and each grid should have loads of small islands, maybe they can be chosen BEFORE making a toon. 

    Actually instanced freeports are the solution to the starter island.  They are great for building starter commons because you have only generic mats, and they are great for returning home for repairs especially with windmills meaning no more emergency harvests.   Just need to make them buildable/leveling grids just like they are in single player.


  10. 7 hours ago, Ghost Pirate LeChuck said:

    I havent found that. If there is a node of that type within the circle they will harvest it. So if you have a rock that gives you stone flint and metal then it will harvest all 3, same with trees farming wood, thatch and if its the right tree sap too.. only takes 1 node to be inside the boundary and it will farm it. Haven't come across it farming things that aren't there.

    Find me a location where your windmill gets no rock, flint, metal because I want to move there....I made every effort to make sure no rocks in circle and still got them.

    • Like 1

  11. 15 hours ago, Luck0r said:

    Remove ships would Further reduce lag. Same with Ressources, 1 Tree per Island should be enough.

    I mean with windmills and warehouses you do not need actual trees, they are not actually  harvesting ones that are actually there.   They even harvest things that are for sure not even there.


  12. Wild Pirates exist only in single player.    They patrol the harbors of the pirate camps, and unlike SOTD they are built the same as your ship so just like PVP you have to take out planks and sails.   The only difference is their AI bot is a repair cheater so the only way to sink them is waste lots of cannon balls trying to out damage their repairs.

    They had promised to release Wild Pirates for unofficial servers with lots of editing variables but never did.  The feature served its purpose of XBOX hype and they have since moved on and there is zero support for this feature in any megapatch (I guess we call them seasons now).


  13. 7 hours ago, George Catcher said:

    If you have 220% Mythic Shipyard for that... This season I dug around 70 maps. All of them were 12+. Half of them were 15+. Some of them were 20+. And I've got NO SHIPYARD. I mean not a single one. Not even common one. I'm saying about small/large ones. I've got like 20 tiny ones all qualities, and around 10 mythic tiny ones.

    Same with the sails, btw. In like 150 damned ships I sunk down this season (most of them were schooners and brigs lvl-50+ and Galleys lvl-30+) I've got a single common large speed sail bp. Just ONE!

    Yeah they left out the part of PVP where you use every dupe possible to make sure everyone has mythic everything, then you level up using every XPloit possible.  In PVE using exploits is just cheating yourself, you are not competing against anyone and if you rush to level there is no endgame you quit playing.

    • Haha 1

  14. You have to play the game being made.   I tried to single player using one rock harvesting rate. no respawning and not using beasts.   Then reality set in that shipbuilding assumes you are using a beast for harvesting.   Yes you could do it manually even with the full survival tree boost, but it would take weeks to make a ship but only seconds for the red galleon lurking in freeport to destroy you.   Not fun after the Nth time when you realize you emptied your island and you realize that you cannot even make a damn raft to get to another island even if it could sneak past the damned.   The game was balanced for multi-stone fast renewable harvesting.   There is a fun survival game in there, you just cannot reach it - instead you go play the game actually called RAFT that got that balance right.

    Yes you could make a ship without the louvre armor cladding, but then the red galleon destroys you in seconds.   This is because SOTD are optimized for the mythical ships that exist only in PVP metacorps.

    Yes you could try to fight the damned for their treasure.  But bow was nerfed because of ranged guns on ships kiting them to shore.   And the supersize skellies was optimized for the high level bear so you  get destroyed in seconds if you attempt to go pirate vs. pirate.  And the overburdened treasure chest can only be bear cargoed out.

    So why play with windmills and warehouses in PVE?  Because the rest of the damn game will assume you used them and will be balanced accordingly.  To do otherwise is tilting at windmills.  We already know this because they already optimized for beast hauling/farming over manual hauling/farming - they will of course optimize the game assuming you have windmills/warehouse.  

    The grind is only fun when there is a reward, if the reward is unattainable with the grind then it is no longer fun.

     

    • Confused 1

  15. To make them even better they should change K mode to be a full gods eye view and then you can zoom in and check on your warehouse and farms without ever having to go there.    This would increase performance because all the world detail can be removed.   OMG I got knocked off my bear by a lion.   No need for that BS just because I was just checking on my windmills.

     

    • Like 1

  16. Or they could just actually use the NPCs to tell that story so that you see them out there harvesting and carrying all the mats back to the windmill and the base.  If they want to make it an RTS then this is how you do it - you have your NPCs running all over the map for you.

    But not these NPCs that are paper dolls that cannot survive a chicken fight.  And even in single player just to visit the cannon deck is lag city even though they do nothing but stand there.   So it is obvious why you have to use your imagination when playing this new RTS game.

     


  17. 2 hours ago, George Catcher said:

    I just wanna add that current online my I7 (Official PVE) is around 5 ppl (there were average 20-25 ppl first week). And lags are still there.

    My bet is they have multiple grid are interfering on the same physical server.   Just like less grids saves money.  More grids per server saves money.

    • Like 1

  18. 2 hours ago, Braeburn the Bad Apple said:

    Could see an easier set up with the Farmhouse concept using existing components:

    - Limit Farmhouses 1/Island (like Crew Silo) to prevent spamming by players;

    - reduce the proximity of other Farmhouses limitation to the size of its area of effect gather zone (blue circle);

    - allow NPC’s to be assigned to Farmhouse. In the way that a NPC Crew is able to draw resources out of a ship’s Resource Box to Repair a ship, seems that most of the code is already there. Why not copy, paste, and edit those algorithms to create NPC Farmers who could be assigned to a Farmhouse to put resources into a Resource Box that is set within the Farmhouses area of effect (blue circle)? Sell NPC Farmers at a separate vendor at Freeports, otherwise, their appearance and mechanics are basically the same as Crew.

    - Create switches for Farmhouse collection. Users set the switches to be On or Off for base types of material (generic settings), so if that particular resource is available, it will be collected or not collected based on the switches. For example, if a switch is set on  for Wood, the Farmhouse will collect any Wood within its area. If the switch for Metal is set off, it will not collect any metal at all, regardless of how many types are within the area of effect.
     

    Hopefully, these could make Farmhouses more helpful with a little editing by using the existing algorithms and game mechanics.
     

    🍺

      You presume the devs used object oriented code where they could reuse existing systems rather than making a mess of spaghetti megapatches on megapatches.   They are all good ideas but selling the idea as being system reuse is not how these devs work!

    The only issue I have is the one per island, that means colonists never have any shot at resource automation as only the landlord would get that one and it would have to get every resource on the island.  With more per island then there actually becomes a strategy involved of which nodes do you want to harvest and a reason to fight the others in lawless that are farming the valuable nodes.

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