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LockeMurdock

Pathfinder
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Everything posted by LockeMurdock

  1. Got it, thanks. That was an absolute nightmare and I can't fathom how anyone is supposed to do it without running naked over and over until you luck into a success. Good god.
  2. Where's the location on D12? It's a nightmare of absurdly high level enemies and just about every kind of monster there is, so it's not exactly easy to look around for something I've never seen. Is it inside one of the big temple buildings?
  3. Is it only anchored rafts? I know I've been bumped into by other players' ships and they just nudged me out of the way (or the other way around). If it's about anchoring, I guess the solution would be to anchor your vessels far enough out that people can't plop down a rafter completely around you. Bigger ships have longer anchors, so a raft shouldn't be able to reach the same depths. Hopefully that'd be a temporary protection to it. While it seems unrealistic for raft-blockades to pop up everywhere, I see how it'd be super annoying and 100% griefing. Trying to think of a protection against it is pretty tough, though. You can't limit anchoring in a radius around other ships because then nobody would be able to enter an island with a large company. I guess the only real fix for PvE woud be to let there be some clipping of non-crew / non-alliance ships around the shallows of islands. It's a bummer that it has to be like this, but people are so keen to troll on PvE.
  4. Maybe we should be able to "Yell" at them with the Delete key bind, then they'll stop? Not requiring people to actually speak, of course, so even people who don't have a microphone can signal them. Just hold the key down near them and let the trade ship slow to a stop. They could start up again once no players are detected within their range.
  5. It'd be nice to have a wheelbarrow, honestly. Load it up, move at a walking pace. It'd be a good balance because you'd have to use both hands to move it, making it more risky if you get attacked, but still lets you get a good haul of resources to and from locations. Mining carts with dedicated tracks could also be added in to assist with stuff like this. It'd be a lot of fun to build up dedicated wheelbarrow or cart paths. Neither would break immersion, since wheelbarrows were in Europe around 1100 / 1200 AD and mining carts were around in the 1500's. This suggestion would also help keep people focused on skill tree differences. I personally didn't want to have any taming on my character, but they're pretty crucial for gathering and hauling when you start building larger structures and ships. If we had wheelbarrows and mining carts in the middle of the crafting trees, builders could do that instead. (Granted, we still wouldn't have nearly as strong gathering options, but hopefully more will come down the line there).
  6. Not sure I quite follow the "surrounded by rafts" issue. Can't you just swim under them to get to your ladders, then climb onto your ship that way? You kind of snap to ladders once you get the prompt, so it shouldn't be too difficult, right?
  7. Updating with a solution. You have to fully repair an item before you can upgrade it or even see the upgrade menu. I think that's the big problem currently. There should still be the upgrade menu option, but it should prompt you to repair the item before you can actually do the upgrades. It isn't clear that you need to have full durability first.
  8. Just a heads-up for anyone who might not know this: paint colors aren't actually 'paint,' but more of a 'tint.' This means that white is transparent (which is a major bummer, because I wanted to paint the wood of my ship white.) If your starting color is a dark brown, then you're multiplying the brown by another color. Blue X Brown isn't going to be blue. It'll be a dark, murky blue. This is why using green paint on leather will give it a different color than using it on cloth.
  9. Hiya! Have you got the new version up and running? I'm excited to try it out when designing / building a Brigantine.
  10. Has there been an update on this issue yet? I haven't seen any notes in recent patches about fixing costs.
  11. Same issue here. I have a journeyman carbine which says it has 0/13 upgrades on it. No option to do that on the smithy. I made sure I had all the materials and blueprint for it in there, just in case.
  12. This happened to my group a few times. It seems like it occurs when the person holding the treasure map dies and respawns. Even if you kill the guardians when the player returns, it counts as a bugged quest. Best way to get around this bug is to have your treasure map holder be ranged and avoid hits. Never let a melee or unarmored player trigger the map spawn. EDIT: It might also occur when one of the enemy spawns gets to far away from the treasure map location. They bury themselves and heal up, so maybe the game thinks there's another enemy rather than a 'restored' enemy. Only way around that one is to just stick close to the area.
  13. This is gorgeous. I hope the game itself adopts this layout. It's so much easier to use! (Also really great being able to see skill trees before spending points to unlock them) Thanks for posting it!
  14. I did level up, but maybe I need a second one to do the trick. Another member of our crew wasn't able to respec after leveling either, though.
  15. Can't respec either, and there was no warning for that being removed. All those new skill points went to a useless, terrible late-tree skill that I'd love to get rid of.
  16. They're doing way less damage to creatures as well, which is insanely bad for anyone. Guns used to do around 300 on a head shot. Now they do 150ish. That's terrible. Creatures can attack us so rapidly and for so much damage that we can barely fire a shot off before we get mauled. It used to be that if you luckily got a headshot, you could survive an encounter. Now you can't. Please reverse that change. Guns are worthless, melee is too hard and fire arrows are just godly overpowered, even on PvE, where I play. There's no reason to use anything else, really.
  17. Updating this because you can't rebind crouch from C. I made mine left control and now I can't block, can't change my map from camera mode, can't tell my NPC crew members to stop free firing. Worse, I can't reassign these options aside from the captain order. No way to block in combat. It's definitely a big issue.
  18. 100% agreed. It's the first thing to vanish when a ghost ship attacks. Way, way too low. It has to be an oversight.
  19. I tested the flotsam gathering by just swimming up and looting the crate, and there wasn't an issue with the spoil timer. It's only when using a grappling hook to reel it in that the timers break.
  20. Every piece of food or otherwise spoil-able item I get out of flotsam immediately spoils when I pick it up. They all seem to have 0% remaining on their timers as soon as they're spawned into the inventory. I'm using the grappling hook to pick them up, if that makes a difference.
  21. Same issue here. Can't enable it with Backspace.
  22. Do you mean that everyone should spec into combat, farm XP until they hit max level, then respec out of combat in order to be able to do crafting lines? Because if so, that's not very fun at all and defeats the purpose of players being able to assume different roles or specialties. Another problem is the tax of needing to unlock skill trees further down the line. It'd be a different story if all the trees were unlocked from the start, so that you didn't need to burn points on the way to unlock Piracy. I didn't mind getting Archery to unlock Firearms when I was spending 1 point along the way for everything, but if I *never* use a bow, why should I have to waste skill points on that line to work towards Firearms? Why does a pirate or even a captain have to know how to build ships if they're not a crafter? Working firearms, I need to unlock gunpowder for ammo, but that means unlocking the mortar and pestle line. My small company and I were having a ton of fun just last night (playing until 3am, even, because we were so excited for the stuff we all were doing), but today none of us can step back into the roles we'd carved out for ourselves. Our cook / farmer can't do more than plop down a cooking pot now, because you still need to be able to survive in combat and have to mitigate other basic survival taxes like vitamin depletion. It's easy for you to say that folks should just battle-grind, but the very first post in this topic summarizes everyone's reaction to the patch change: "It isn't fun." This is a game first and foremost. It's supposed to be fun. It currently isn't, so that should be corrected. Yes, it's early access and in development. That's why our feedback matters. The overwhelming majority echo the same thought of "undo the skill change or make it far, far less expensive."
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