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Fishstyx

Pathfinder
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About Fishstyx

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    Pathfinder
  1. Couple brief thoughts. The vitamin change coming.. We'll see what happens with it. I guess that's all that can be said for now, because prior to the notice of this patch, they were a complete disaster. You'd starve faster than your vitamins would drop so if you weren't careful down to the single piece of meat, you would give yourself a surplus just to keep from starvation. The new skill tree. I don't think anyone disagrees that it needed to be updated, every skill costing 1 point wouldn't sustain outside of testing. Got it. But I feel like this change went overboard. I understand wanting individuals to specialize in a single skill tree to provide a unique existence among the tribe, but for anyone trying to play solo or in a small group, this change made the game damn near unplayable. It just needs some refinement, ease up a bit on either the skill cost, or give more skill points per level (a multiplicative curve possibly, so the early levels aren't broken either?). I think a fair starting point would be to give enough that at level 50, a player can specialize in 3-4 skill trees, instead of 1. It would give solo players and small tribes a more well-rounded crew, without breaking mega tribes - because honestly, 1 skill tree or 20, mega tribes will always have someone around capable of any tree. 3-4 would allow for players to pick 1 or 2 of the lesser sought-after trees without impacting their play as much. For example, one player could be your builder, and specialize in both home and ship construction, and still be able to pick up captaining and piracy - while another could be your tribe's blacksmith and work the tribes' metal into melee and ranged weapons, in addition to being an armorer. The predators, ghost ships and resources you've already mentioned about changes coming tonight/tomorrow, so we'll see how those fare. All in all, just my initial thoughts so far on some of the patches. Thanks for the read
  2. I dont necessarily support a complete revamp of every skill taking 1 point to learn.. But this new system is definitely a bit much. I understand where the skill tree idea came from with the Devs.. They seem to want every player to be able to specialize in one (1) tree, and branch out slightly into a second, which with a large tribe mentality could work, given all of your tribemates are online all the time to provide you with whatever you need when you need it. (RIP to the poor bastard who gets stuck with Artillery as his specialization). But limiting players to that one tree kills off any sort of solo or small tribe playability, when the solo's and small tribes already have a hell of a time doing anything because the game is practically asking for everyone to join a large zerg guild. I would like to see a small revamp with a compromise. Maybe instead of limiting everyone to 1-2 trees, they give us enough skill points to specialize in 3-4 trees. Then, even with a small tribe, you can cover a wide enough spectrum to get some of the necessities and quality of life skills. Someone can be a home builder, ship builder, and work on some captaining and piracy, while another is a true blacksmith who works the gathered metal into both melee and ranged weapons, and provides armor. Etc etc. Ultimately it would help the solo and small tribes out without breaking the massive tribes, because lets be honest. These mega tribes who run 50-100 people if not more... They've got everything covered by at least a handful of people anyway.. So all this would do is let that poor cannon-building buffoon spec into literally any other tree as well so that his existence is worthwhile. Just my $0.02, I'm no Dev so I couldn't tell you all the in's and out's, but I too feel that some sort of skill change is necessary. We're too limited with this new version of it.
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