-
Content Count
195 -
Joined
-
Last visited
Posts posted by Tezcatlipoca
-
-
I am not questioning the change. I'm more interested in the meaning of this design. Why should open gunports weigh more than closed ones? What is the meaning behind it? Or is that just stupid?
-
On 2/10/2019 at 2:05 PM, Shintai said:The same stupid math applies to weight sails. If they get destroyed for any reason you sink as well.
Technically you can "lose" around 10000 weight on a galleon, assuming you stay alive but open gunports and lose weight sails.
They need to learn to use debuffs and buffs instead of trying to make rocket science out of it and shooting themselves in the foot.
Open gunports should just reduce ship speed with say 10%. Weight sails should change the linear speed decrease graph of weight to speed ratio by applying a buff.
I do not understand the effort around the gunports. Why should that open or close change the weight of the ship? In my view, this is a completely useless function.
-
Travel takes to much time in that Game. Yesterday, i sailed from c11 to E3 to F3 and back to C9. This takes serveral hours only for sailing. The grid is to large for reduced sail speed by wind and weight. Especially if you want to return at homebase in the end.
The MMO evangelists, who like to waste their time on useless game content, do not need to answer.
- 1
-
This morning, my neighbor's galleon has been sunk by SOD on my doorstep. Only a few meters park 3 of my ships. It makes you a little thoughtful ...
Bad enough that you can use the SOD in the PVE for the Griefplay. What is worse, however, is that developers have completely forgotten about offline protection.
The islands need a kind of spell mile, in which the SOD decay immediately. Salazar could not go ashore in PotC5 either. Of course there should not be a loot in there so that it can not be exploited.
I have nothing against a fight or defending myself, but I would like to be present and respond.
- 2
-
Melee? Really? LOL!
I do not know anyone who really uses this crap. Why? It's slow, does no damage, and you have to take damage yourself. Melee combat is a total failure. I do not want such a slow and ineffective combat system, nor will I ever use it. This is content for a turn-based game, but not for a real-time game.
The best thing would be to bury this crap and return to Ark's fighting system. That would be much better.
Nothing against a good improvement, but that just makes it worse.
- 1
-
I would like to build a new warship. So I'm thinking about how to spread the levels in a useful way. I need a significantly larger crew at the guns and must not neglect the weight of the ammunition.
How useful is Sturdiness and Accommodations in your view? The reduced cost of the crew is nice, but not really necessary. I do not really need more beds as the ship is designed for NPCs. For the rest, I simply lack the experience to rate that.
-
Gold is not the only one too heavy. A chicken egg weighs 1 kg. My chicken obviously lays ostrich eggs you might think.
-
I have not understood the meaning of this thing until today. What's the point?
-
Did I already ... My question results more from the desire to distribute the skill points usefully. Some unlocks are expensive and it does not help much with ammunition, for example when someone builds a large cannon for me.
-
I have already noticed that. I need a detailed description of the skills, where and how they work. Does that at least count on the ship for the NPC crew? Otherwise, the skill is pretty much worthless, because I'm certainly not in the front row!
-
8 minutes ago, Archsenex said:On a galleon, weight sails only add 1100. The DESIGN behind them is probably fine, it's just that the number you get is worthless. a 3% weight increase (10% if you build 3 sails) isn't worth sacrificing 10-20% of your sail force.
I have no numbers, but it feels slower than handling sails...
Just now, KNZVgame said:Weight sails should work differently, for example, to reduce the penalty on the speed of the ship depending on the weight.
That sounds like a good usecase. Same speed like a handling sail but a large reduction of the weight penalty.
-
The weight sails need a revision. I built a brig with 3 weight sails as a cargo ship. The ship is so infinitely slow already with a load of about 70% load capacity that I would have been faster with 3 speed sails and 85% capacity at the end. The bonus of the sails is not so big, that at the end, although slower, but only one tour would have to do.
-
It's okay, even if the points are a little bit. Especially the special explorations in the middle of the islands and on mountains should be worth a little more.
-
Maybe you like to refer to it in your list or take over?
-
Give us a cargo box for our ships. Technically like the Ship Resource Box, but you should not be able to get any materials for the repair. Of these, several should be able to be placed on the ship, which are technically all connected to one virtual cargo space.
Why? The Ship Resource Box is safely below deck and you can only place one on the ship. Sometimes you do not want to risk removing rare materials from the crew for repairs. This would make the loading and unloading of ships more efficient. Depending on the size of the ship, a cargo box left and right, if necessary also in front and behind.
As an upgrade, a port building (Kontor) would be possible, which could be manned with NPCs, which load the ships against gold and unload.
-
1 hour ago, Daigari said:A little metal for construction is always necessary! I do wonder how Your wooden buildings do not fall without nails
This is the world of pirates and ships, trips to distant Islands, for wealth, and all want to sit still, and build-build-build... It's not Sims-city!
Of course, in your remark there is a truth - metal ages very slowly, and it can be excluded from the process of natural aging.
You're wrong...
I just do not want to build all the time. But I want and need a safe haven where I can clear my cargo. Ammunition and supplies must be received.
I can not take my entire household at sea and the risk would be far too high. The construction of the base is required by the current game concept. Every minute or hour that I have to invest in maintaining my base is deducted from my active time at sea.
-
9 minutes ago, Jorm said:Kiting, Headshots and Running.
Does not work with lions and tigers. Any other usefull options?
-
The developers do not want to or can not ... so we have to pay for it. After the nerf of the fire arrows, I do not remember how to deal with the shit.
Can someone give me a meaningful hint, how to proceed against it now?
- 1
-
I do not see the benefit for the game in this decision. The stone may be too cheap, would be quite debatable. But with the current costs, the use of stone is almost prevented.
Is that why fewer buildings are being built? I'm afraid that, in case of doubt, wood will simply be used. The goal is somehow not recognizable, or lost sight of.
On the islands there are 2 types of large structures. Some consider Atlas to be a box full of Lego and build really nice but completely useless houses and harbors. The others are literally walling in to lock out uninvited players and wildlife. This motivation is not affected or taken into account at all by the cost increase.
The players will still build or turn away from the game when they can not. No player will have a permanent desire to constantly repair his buildings and to collect material for it. The base is the safe starting point for sailing trips. If the player is forced to spend even more time and resources to maintain them, this time will be missing for the actual game at sea and foreign islands. In the long run, this may lead some players to look for another game that offers them more opportunities in their free time.
- 4
-
The problem is not to get down. The problem is getting the stupid NPCs up somewhere. They do not even manage to get around the elephant.
-
I'm afraid all the mythical creatures are not really making the game any better. It subtly reminds me of Ark when they introduced all the Tek stuff.
- 2
-
8 minutes ago, gadefence said:You can also have them follow you - 10 of them with maces and 200% damage would clear beaches on most islands pretty good.
Sure... But with that lag and their bad wayfinding, i prefer to go alone. We do not even talk about cliffs and similar obstacles.
-
I wonder why it is necessary to make the complex system of breeding and taming even worse? Why can not the mechanics be taken over from ARK 1:1? These developers manage to change existing ARK mechanics to make them worse than they already are. They just make shit in the last few weeks ...
-
Spawning on ships is not restriced? So if i die I will always come back to my ship / bed on my ship?
Just remove fast travel
in General Discussion
Posted · Edited by Tezcatlipoca
Disabling fast travel would be the most beneficial for large companies. Smaller groups can not sail at the same time and provide or guard their base.
A really stupid and short-sighted idea.