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krazmuze

Pathfinder
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Everything posted by krazmuze

  1. This is a fantasy priate game not rhe real world, so why does #2 even apply The solutions has already been proposed, small flag limit per player and reasonable flag limit for company. You want an grid to yourself? Then get recruiting and get lots of people in your company claiming up to the company limit. PVE cannot be a conquest game because there is no fighting in PVE. Even the attempts at fighting are labeled as griefing with risk you get banned and the exploits you used are patched out. That is an advertised feature that only works in PVP.
  2. Use a smaller grid and put one island in a grid. Islands have their own climates and it must match the grids climate, otherwise you get nonsense temps.
  3. Yep I give up no point in trying to see PVE official become a fun place to play. Everybody was clear they want their own spot and willing to take limits to get that, nobody said they want their own island or a landlord. Let our actions speak louder than words - do not start a new char on PVE official. Now I just hope they give us tools on unofficials to work around this mess.
  4. This replaces foundation spam with sidewalk or tiny hut or fence spam. It does not solve the problem. Even more so with recent patches that made thatch structures very very cheap. Greifers are very easily going to spend less than your base cost to maintain even if you made the replace the structures rather than just repair. That is the fundamental problem - high cost is not a griefer deterrent. A repair structure with a large no build radius is actually less convenient in placement than a flag because you have to design your base around it - so why not just use the flag for claiming and fix its problems (no upkeep, no limits, overlaps, spammable at no cost). Because that is exactly what a no build radius is - a claim.
  5. It was massive enough response on all platforms as well as those who said "that is it I am out" when the system changes were announced, as well as the clear market response that there was a massive reduction in game population with the original systems. It was massive enough feedback that devs felt the need to speak up and say they are taking the feedback into consideration regarding flag claiming - which is very different than their prior redesign of PVE is no flags. They knew what they had was not working, and they clearly have heard that those of us that remain think their new plan was not going to work either. So you can harp about semantics about what massive means, or you can hope they do not dump a massive change nobody wants because they did not really listen. Surely you do not mean to say the response was not massive enough and should be ignored?
  6. In a skilled character based RPG - minigames do not make sense because the have nothing to do with the character and everything to do with the player. I am a skilled blacksmith but because I have a crappy wireless mouse with bad internet lag, I cannot hit and shape anything? Yes this is not in the game atm but lets not go there. If you want a FPS where player skill determines combat outcomes - then get rid of character skills entirely. You simply cannot have it both ways. Either it is a character skills RPG or it is a player skills FPS. Although it is useful to have active systems to combat bots, there are ways to do it that do not require twitch reflexes.
  7. hexes have long been used in mini wargames because they are much better at pathing along natural features than squares/rectangles. I live on a peninsula surrounded on three sides by unuseable harbor with a narrow L shaped strip of resource land in front of the cliffs with a little bit of beach for a base. I need multiple claims to be able to reach out to dock and shipyards. The problem with the predefined grid is what if it stops right at the shoreline - you need multiple claims to cover a sea/land base.
  8. The conclusion of lawless everywhere is not jumping to conclusions - that is stated right here in the meager three bullets they spent on PVE. PvE Network No claim flags Damage decay overtime added to all structures A new auto-repair structure which players will need to upkeep to prevent structures from being destroyed by decay. No claim flags means like lawless Damage decay overtime means like lawless Only the auto-repair is new and not like lawless, as it is for grids outside lawless (per the VOD) Their new restatements are only saying they are reconsidering their plans regarding (no) claiming; this is because of the massive outrage over the PVE plans. They could have the auto-repair structure also have a no-build radius and it would perform exactly like a flag with upkeep would (if it also does not block spawns) They could even add their new improved wavy flag to it, with the drawing and painting import features they spent all that time on. They could even delete the auto-repair structure and just use a flag that would fit better into your base design.... But it is proven circular flags just cause overlap gap problems, and it is well known that trolls do not care about expense. So a hex grid that allows you to claim your nobuild area would be a better system and limits on these flags will stop the trolls more than time, materials or gold would. They could have limits to how many you can have per player, company, islands grid. However if the upkeep comes from the tax bank there needs to be a way to revolt and not pay taxes to kick out the island owner so that the slaves can win their freedom. On PVP that is thru fighting physically, on PVE it could be done by fighting economically (stop paying taxes)
  9. The devs have said they are autoclosing tickets as they are in favor of making exploits and griefing not possible in the game mechanics and they only use tickets to identify the trends. So relying on admins to fix your problems, will only work on unofficials that actively ban those who do not follow the rules. The repair cost for a base will always be higher than the repair cost for a pillar. It only takes one pillar to ruin your ship, block your expansion, etc - and even if they cover the island in a grid of them - your base likely is a bigger structure and will have a higher repair cost. And even if that tilts the other way and the repair cost of the trolling structures is somehow higher? That is the price the trolls will pay as they milk your rage for your salty tears.
  10. Contesting only works in PVP as it is one flag per island, go kill every last player on the island you win. In PVE how will you kick the players off the island contesting your contesting? It would only work if the players long ago quit and nobdy is left on the island (and all their NPC have mutiny), in which case flag decay is a more elegant solution. There is a repair mechanism, call it a bank or machine, the point is it is centralized so there is no going to every object and repairing it.
  11. So you are saying you prefer to be blocked in by sidewalks?
  12. You would prefer the trolls build sidewalks that block you in instead of pillars?
  13. try out the map editor I went from zero to watching reading tutorials to doing our unofficial map in only a few weeks time. It is really clever way of allowing dynamic flexibility for custom servers by reusing island objects and their sub levels, giving things the appearance of being unique when they actually are not. It allows easily making your own servers without needing to dive into devkit modding.
  14. Does not matter how high or low the upkeep setting is, it is very likely any griefers foundations will always be less quantity of objects than your base. Your base will always have higher upkeep than the griefers foundations, so the troll will always win the repair fight.
  15. Of all the places this is the only one that has focused subforums that has long running feedback and back and forth on specific topics. But they seem to do be doing reactionary design based on tweeter feed. Not a feature of the map editor, you would have to mod the islands (move their sea level) with the devkit.
  16. Maybe the tax bank would be repurposed for PVE - they said nothing about it? Our unofficial left it out of our server, it only functions in PVP if the slaves can revolt against their master. In PVE it is more about people would leave if overtaxed if there was actually somewhere to go. It is rather unfair the first come first serve gets gold from treasure maps that they do not do - that was a PVP mechanic to create valuable locations to be fought over.
  17. flag decay solves that problem if someone is inactive then their flag vanishes and their base is now free for all as it decays. The more flags the faster the flags decay. There is no need to have a claim stealing feature on PVE. Just repurpose those claim stealing timers as flag decay timers.
  18. There is not a Z coordinate for islands, only sublevels have Z coordinate (things like shipwrecks and docks) But you are trying to solve a problem that is a feature not a bug. They put water hazards into the game by design; be they pirates, water spouts or rocks. The entire point of those features is that you cannot sail AFK, you have to watch where you are going and scout out foreign harbors. It is also a defense mechanism for base locations that ships unfamiliar with your base might sink or ground themselves due to their poor navigation scouting. So reading too much into a statement about "general adjustments of other biomes" that really just meant moving some islands around for more copy paste room, which is what they said on the stream they are planning for the other biomes. They cannot change any of the island templates waterlines that unofficials use as that would cause a base flood (wipe), which they are on record as saying unofficial would not wipe.
  19. I was talking about PVE, there are no base defenses. spam is not an issue on PVP. You cannot wipe people in PVE (assuming there is no new exploit with damned or ship sinking). All you can do on PVE is watch them grief. That is why as broken as flags was, their intent was to keep people off your land.
  20. How could the devs possibly think the griefers will not do it because of the decay and repair machine requirements when it is actually easier than it was in ark? Put a bed next to your tax bank, grab all the mats your island slaves have been harvesting for you, move it to the repair machine. Teleport to the next island. Profit in the tears of those grieved. The repairs do not have to be done manually at each spam, and even if that was the case did not stop it in ark. Or maybe the tax bank goes away because no flags on PVE? Repair mats for foundations on an island are probably less than that needed to repair your base, who do you think will win that repair fight?
  21. No they said every server will be a home >server< not a home >port<. It will be exactly like when lawless was turned into home servers at the start to handle the overflow. You will get dumped in the ocean on top of a pile of bodies eaten by sharks and crocs. While they could change the island templates to copypaste the same ports used by freeports - that would cause unofficials to have to wipe (else someone gets buried by a port), and they said this is an official network wipe only. I think this is only a temporary measure to get everyone back in the game, as everyone has been complaining about bed teleports to the front lines. I doubt they would leave the homeservers up for free death teleports to sloop to any front line anywhere on the map for an entire company without even any bed limits.
  22. Atlas islands are shapes placed on the ocean floor using a map editor. The biomes are local to the island, which makes it different than Ark which had mixed biomes on the same island. To theme the biomes over the same set of 40 island shapes, the server loads different rocks, flora and fauna. The map editor just loads these variant islands as library references. Islands can be added to any grid, and southern/eastern grids can be added live without wiping. Eastern tundra is not changing existing island library references as that would force unofficials to wipe - and they specifically said unofficials are not being forced to wipe. This is how eastern/western tropical was already done by expanding the variant set, they just did not do it for tundra at release. The only islands that exist in eastern tundra right now are copy pasted western tundra and those would get deleted and replaced with eastern tundra islands so that the biome region lives up to its name at the expense of a tundra wipe. Island additions do not cause a wipe and they clearly said on the video that the additional islands outside tundra will be more copypaste - there are no other new islands and no map based reason to wipe other servers. The only reason for an unofficial to wipe tundra servers is if they wanted to mimic official and replace western tundra with eastern tundra - but there is no need for them to do that. Unofficials can put the eastern tundra in with existing western tundra without wiping - many of them do not have enough servers to have massive biome regions and instead prefer more dense grids and much smaller biome regions. For unofficial it is purely just a different island template they can add into their existing grids without wiping or they can add southern or eastern grids without wiping. Same as the trench - find some empty ocean and drop it in the map editor. I say this as the map creator for our new 5x8 unofficial, we have no intention of wiping. We will just add eastern tundra and mix it in with western tundras, or expand to a 5x9 and add it as a row depends how many new islands there are. Unless our players in eastern tundras plead to have their copypasted western tundras wiped so the carefully balanced map is preserved - no need to wipe. Even if unofficial used the same 15x15 map, they need not update to the new one, otherwise it would wipe tundra. But there are very few full size unofficials. Where in the VOD did they say anything about redoing islands for safer harbours, that seems to be just wishful thinking. The only thing being wiped on unofficials is the flags and I am not sure they want to add a setting to use the same old buggy flags. Even though they work on unoffical because they have rules and admins that prevent flag abuse.
  23. There is no island redo because then unofficials will also have to wipe which they said was not the case. They are removing copypaste in eastern tundra and replacing those islands (wiping) with ones that missed release, but everywhere else is just more copy paste (not a wipe) . So outside of tundra there is no map reason to wipe the other servers. Listen carefully to what was actually said in the VOD
  24. One flag per island is designed for PVP conquest, it is not suitable for PVE. How do you decide who gets to be mayor of the island? The megacorps (now deconstructed into discord allies) that got there first when the release they patch while you was asleep and then once you could get on you spent hours treading water because they will not add spawn docks when they make every grid spawnable? Have people forgotten how we got into this mess in the first place? How do you kick a bad mayor and tear down their flag? How do you deal with the absent landlord bed spawning to move mats from the tax bank into repair bank, that does not actually live there? How do you keep people out of your garden? That is why they did not adopt the one flag per island for PVE - how do you make it work without PVP conquest? The only way to make flagging work is PVE flagging different from PVP flagging. There are many good suggestions on how PVE flagging was a good idea with a bad implementation, but that required Jat to start having a discourse on these forums about this or that and pros and cons.
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