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Thor Ragnarock

Pathfinder
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Everything posted by Thor Ragnarock

  1. I could be ok with heavier cannons if they also increase the capacity of boats. I don't have an issue with a Schooner having 20 cannons and ammo if that is all it's being used for is to combat ships. Schooners should also be faster than brigs they were the speed boat of the past. somehow brigs out sail everything. They probably should go through all the weights and overhaul the numbers across the board before release. Lighthouse which is huge structure weighs 6. 100 berries weighs 10. Cannon weighs too little for sure. Also ingots are fairly light compared to the raw metal used in them although I realize in the production of metal a lot of slag is lost but here we are taking pure metal to make pure ingots. I guess they could add another step ore stage, metal stage, ingot stage or have the option to make ingots or metal from the ore when processed. That probably won't happen just me and my own ideas of if I was designing the game. There is a lot of weights that make sense as is and a lot which don't.
  2. I scrolled through them and saw at least one NSFW photo as a profile picture. So may be best to not include that if they do this but otherwise looks good. Nice work. Interesting to see how many accounts were made and banned within a few days to a week.
  3. Yea I am on an unofficial and one of the guys in my company had this happen. He was climbing and just got a black screen and died. Another guy said he also had this happen sometimes the screen is black. They were saying it has something to do with going into/under the mesh somehow and it just insta kills you and leaves no body to get your stuff back. I have become a lot more paranoid about climbing with all my good gear now. I will have to see if this happens to me if my body gets teleported to the middle of the grid. I don't know what happened to his he didn't see it where he died so he assumed it was just gone.
  4. Yea I agree you should need to replace the panel, maybe a timer before the ship starts taking health damage due to the panel being missing. I am not pushing for a Galleon with just the bottom layer or two of planks and the top decks all open for cannons which I guess could happen if they just remove the sinking condition, didn't think about that. but I do find it funny the ship sinks if a top plank is missing.
  5. I agree the ships HP should be increased a lot more than it is. Two well placed broadsides shouldn't leave a ship sinking with a bunch of its panels missing. A few flame jars shouldn't take a panel off. I would rather see much higher hp and hole patching added for shots below the waterline if they do enough damage. running around with pitch and fiber jamming it into the holes/cracks from the splintered wood. ship health could be one metric which is in reference to how well repaired the wood/sails is across the entire boat. Adding levels to health could increase this health. They could add another one showing the hull from a front on cut away view that shows how much water is in the boat. Taking multiple broadsides without running around patching (npcs should be able to do this at a rate, having more should let them be fixed quicker) where you use pitch (I mean I guess we can use organic paste although we ought to have to cook oil to make pitch and then mix it with fiber) and the the ship slowly takes on water from the holes if the hull fills with water the ship sinks. More holes = faster sinking. Could also allow npcs to use buckets if that isn't already a thing. Also could add a screw pump or something as a sump in the bottom of the boat which can help to a degree but ultimately keep up for minimal water leakage. Sinking a ship out to take a hell of a lot of work, many many broadsides and be something which feels like you actually achieved it at the end. Currently it is very easy to sink ships.
  6. Why does my Galleon begin sinking when the upper 3 layers of planks get destroyed. Is there some magical force in this game where water can climb up the planks of a ship and pour into the ship? I think my Galleon ought to be able to lose the panels above the waterline and stay afloat just fine. I can understand maybe a very slow sinking rate if I lose the top panels and it's raining or very choppy seas. Same for the Brig the top panels sit above the waterline although a bit closer where they meet so I guess I can't argue heavily on this maybe a bit towards the top panels causing the sinking condition more slowly. They shouldn't cause the sinking condition at 25% health if anything just showing a yellow flashing X and then once the panel breaks the X goes red like it does and the sinking condiiton begins. Just my opinion though. Also would be nice if npcs could repair the ship if you come to a full stop while sailing. I mean I can repair the ship at sea, why can't they? Also does anyone know if npcs with buckets actually do anything to slow the sinking rate? Haven't lost a ship to any of this just find it silly when out killing ghost ships that my panels up on the top decks start leaking and causing me to sink when they are well above the water line.
  7. I wouldn't mind seeing that as a mechanic although I honestly think the cap on ships should be increased regardless. The unofficial I am on has the base level for ships raised to 71. The experience really starts slowing down in the 50s. You have to sink high level ships to get a good amount of exp into a level. The Galleon we are currently leveling pretty much takes them down in two volleys of our stern cannons though. Hoping ships eventually can also hit level 100, this would make their max weight reach where I think it ought to be for end game or close to it. Although ships are still far to easy to take out on official so I doubt you will see many ships reach those levels there. I am also annoyed how often a common blueprint will surpass a masterwork blueprint in quality. Why is the range for a common not locked between A and B with the next tier up starting at B to C for Fine, C to D for Journeyman, D to E Legendary, then E to F for Masterwork, then F to G for Mythic. I can understand if you want a little overlap between the tiers. But I have far to often found masterworks from specifically grinding out high level ghost ships and maps give me Masterwork and Mythic tier stuff at 105% or even barely over 100% with commons that give me 115%. I have thrown out so many higher tier schematics that were surpassed by a lower tier which took far less effort to create and outfit my boat with superior cannons to the higher tier stuff. Same goes for armor, weapons and tools. We have legendary picks with 167% weapon damage base 80 dur 5 upgrades. Today I found a masterwork with 10 upgrades 110 base durability and was super stoked until I saw the weapon damage is 110%, so the easier to make legendary is actually better for gathering. Even if I crafted the masterwork and spent all the upgrades into weapon damage it wouldn't even come close since each level on weapon damage is a few % at most.
  8. I mean if not releasing on xbox anytime soon due to it costing them lots of extra dev time is an actual thing delaying it might be best course of action for cost and efficiency. Of course they also want to get more sales as money pays the bills in the long run. But at the same time the bad publicity on the pc release wasn't great out of the gate delays, communication etc, although I think in the long run people will still wind up getting the game once they get things sorted... Thinking NMS situation. I am definitely hopeful the devs are able to keep going in the right direction and people who assume their goal is to tank and sink it are probably just bummed the game didn't live up to their expectations and in reality are hoping the game development goes well as much as I am. EA is good for companies who need money brought in to actually afford finishing development but I feel far to often gaming companies, even big triple A will drop out an unfinished game on release and do major bug fixes, patches and game balancing on the run which leaves a super sour taste in the people who expected the game to be fleshed out at the start. It happens time and time again instead of them just doing closed alphas and free to play betas to get the biggest kinks worked out.
  9. We had this issue where we couldn't shoot the swivels and it kicked us off we had the gun mounts behind the windows so they could get good angles all around. But you can't shoot when its up against a window for some reason only when its far back which winds up shooting the frame of the wall for a good chunk of the aiming region. We replace it with halfwalls and the problem was resolved. Considered using door frames too but didn't try it. downside is the npcs are a bit more easy to snipe. Upside is the base they are located at is on a pillar so if someone crosses the edge its instant fire from up to 3 swivels and they won't have much time to actually shoot since 1 of the 3 is liquid fire and the other 2 are grapeshot.
  10. Yea I have yet to find one myself. Although to be fair the rhino works for stone and the elephant for wood. My legendary pick is lovely for gathering thatch. Not sure how much I would actually use a hatchet BP but I agree it should be an option.
  11. They actually said lawless was meant to be a jumping platform for new players from freeports to eventually reach claimable land. Now the player base and even myself thought lawless was what it has become. Flame arrows were the meta. Then Barrel Bombs by glitching through the hull and oil jars. Now it's just Oil jars... Don't worry it's neutering is surely on the way which isn't a bad thing. the game needs to be balanced out. It's far to easy for a few players hell a single player to cause absolute havoc on huge area with very little effort.
  12. I think the server size and grid size is fine... However I think the islands are far to sparse though and should be more numerous. I think there should be some REALLY big islands think Cuba... and then lots of scattered ones in chains and such so it actually looks more like the island chains around the globe. It's like 95% water to 5% land. 8 Zones are powerstone islands where living would be a constant effort. The Kraken zone is all water. A lot of the island layouts on the map are copy paste slightly altered in placement and either flat, rocky, pillared, or statues. A few of the current "big' islands look like the got some effort put into them as do some of the freeports. I hope they put some more effort into the map and unique islands and features.
  13. Yea I agree totally on this. I tried using an elevator to block off the harbor but it doesn't take much to get through it. Pillars work really well at messing up ships who sail through your door since most people don't look, I have sunk a lot of ships with pillars but these get old to break and replace anytime you leave and come back. Also would like to see sea mines at some point although it's not necessarily period accurate there isn't much you can do to keep a ship from getting close. Npc's don't use mortars anymore since they aim to well and I am not sure if they will add them back to using them at some point. Large cannons mounted up high can out range a ship but don't turn so it's not hard to find the spots they fail to hit. It's very hard to keep a ship from getting near. Of course it all doesn't matter because bear cannon/swivel carts are the ultimate siege weapon. Catapults? haha...
  14. I like both of these. I really wish they could expand on npcs. Set npcs to farm plots, pickup poop and make fertilizer, move items, gather items, craft basic items in their inventory for me while I am out running about working on the base... This would all probably eat up a lot of server resources but I mean they already are because they are essentially dumb tames that use turrets and allow you to automate your ship functions for sinking SOTD and use sailing hotkeys at the captains wheel. Why not let them actually do something useful like help around the base for all the gold and food I am farming to pay them. I feel like I own a bunch of comatose crew who have no purpose but to live off me. Could also expand on npcs by adding skills to them and allowing us to train them in specific jobs. Charlotte Nine Toes the Farmer... Big Billy the Feared Cannoneer... Ugly Joan the trimmer who is good at adjusting sails... Old John the Cook... Then all these wild 44 crew I have can have some useful skills and earn their keep on important jobs and all the lower levels can be thrown onto less important jobs. The only difference between them at the moment is health. Otherwise their stats are pretty worthless. If you guys make npcs more useful would be nice to setup crew groups where you can have all the crew of ship X and whistle them all off the boat once you get back and put them on jobs then when you are ready to sail you can easily get them all back together and throw them back onto the boat to go do sailing things.
  15. Uh pretty sure that is normal ship decay. We used to sail like 6 sectors and take at least 500 damage on all the planks every trip. There are the decay rate buffs under the captain tree which give up to -30% on decay if the player with the skills is captaining the boat. Anytime a ship isn't anchored the decay starts pretty much instantly and just slowly drops down. Also sailing through cyclones can really eat into health. Sailing through a few of these especially since the buff on their damage can eat through a few thousand. I never really paid attention to if the schooner decay was quicker than a brig, galleon or sloop. guess I might have to give it a look tomorrow and un anchor in the harbor and wait 20 minutes and see how much each ship takes. Maybe the schooner is taking slightly more than it should.
  16. I have no idea on a date but I would assume it's going to be a while. Pretty sure ARK didn't come to xbox until the day it left EA... so if that is likely to happen again Dec 2020 assuming EA actually ends in 2 years and doesn't extend beyond that.
  17. Try smacking it with a spyglass? When you say move it on off the boat you can ride it? Isn't that interacting with it? Or are you whistling it. Tried loading it into another boat? I haven't seen mine flash like that but I have had it get stuck before and had to do different things to get it unstuck.
  18. Every island has points to be gained if you haven't been there and most have points of interest on official. A whale kill gives you some points as does doing the powerstones. I was close to 52 the base max with a bit of discovery points on official when I had finally switched to unofficial. I had explored a good bit of islands but had really only scratched the surface. Had planned to start exploring but the daily offline raiding got old and I was literally spending every day rebuilding just to lose it again. The cluster I am on has a few named islands per grid and they give 1k discovery each... max level no problem. They also bumped skill points so you can actually get through all the trees by the time you max. Mind you I have been playing unofficial for a bit over 2 weeks now. I have done a LOT of maps. Alphas give almost no xp for me now. And maps give me a small % of a level each now. I am level 78 and the exp rate is 5x on the server. On official to get anywhere close to max level will takes many months and hundreds... and hundreds of maps. Map exp doesn't seem to be greatly affected by quality except the masterwork gave a bit of a boost. The Fine and Journeymen give about the same amount. Common have not really been worth the effort on the few we tried and I would recommend throwing them on the ground if they are low gold and not close.
  19. I don't mind the mechanic. It is definitely not fleshed out. When it first dropped I dreaded the idea of going to a power stone island and getting inside... And mind you it was pretty terrible in actuality. But it only took a couple hours. Afterwards I enjoyed the buffs and was glad I took the time to do it. Definitely an unfinished mechanic though and I think it's fine as is.
  20. Bear - I think this tame is in a good place I never leave my port without a bear on the boat. It is the workhouse tame and best all around. Fiber, Berries, Sugar, Meat, Fur, Mapping, hauling. If there was a tame worth getting the bear is the first on my list. Chicken - Seems to be doing it's job just fine. Would love to see a way to build bird boxes or a chicken roost to stick them in and have the eggs gather in an inventory. Cow - Milk is nice give a fairly big bump to vitamin D without bumping up food but instead pushing up water. Bull - I haven't really used this tame much, I hear it gathers thatch from small trees but so do bears. Could make this the thatch gather animal as that one is missing. Crow - I haven't tamed one yet, I have been meaning to test out how huge of a bump Intelligence gives on doing blueprints. Not sure if its just a few % on top or a huge chunk more. Something I need to figure out. Not sure what other uses these guys have beyond that so can't speak to it. Razortooth - Have not tamed in here so no idea what it does. Shieldhorn - I hear this is a tanking beast that reflects damage like in ARK. Have yet to tame one and see how effective/useful it is. Elephant - Probably my number 2 favorite tame between split between a rhino and Elephant. Gathers TONS of wood so quickly and a little thatch. Can haul a bit more weight than a bear if it's base stat roll is good. I use these in a conga line for hauling weight back from metal nodes or as I am running around manually gathering thatch. Also good at getting berries although I usually use a bear for filling larders/troughs. Giant Pig (Boar?) Kind of a meh tame. I have a few since they poop a lot and you can have them poop on command to get fertilizer. Don't gather much of anything well. If you don't have any other ride able tames on the island they are ok for getting around if you need to scout and don't require a saddle. Giraffe - Elephant is better although these guys move much faster but I still prefer the elephant. Not sure what I would change about them, could make these better at thatch gathering instead of the Bull and drop their wood gathering rate. Horse - A great scouter, decent weight. Confused as to how these don't also include the cart as an option. Also why does the cart not have an inventory. In my mind the cart should offload some of the "carry weight" off the tame it's attached to. Say the cart is behind and has 5K weight the animal will be burdened by 50% of it since the cart is offloading the weight to the ground. Also would like to see the cannon carts adjusted somehow or make a new saddle called combat saddle that serves that and a work saddle which work's as a hauling cart for the horse, bear, possibly a tier for the elephant. Lion - Bit weak on stats tamed for health and can die fairly easy. But they have the bleed ability that causes some massive damage. Biggest issue is they also have terrible base weight and it takes a decent tame, lucky rolls and lots of levels to make them worth using if you are fully geared up for exploring/combat. Sometimes bring these to map and bear to carry the gold. Removing from mount ability is a bit op. Monkey - Love this guy I carry one when I am taming stuff. They have saved me quite a few times from dying healing me up between feedings after being knocked back.I hear they can unlock doors of houses supposedly if there is a window but I have never actually tried this no one ever has windows and using a cannon is a much faster way to knock on the door. Poo flinging is funny but not sure how useful. Ostrich - Another great scout. Decent weight, SUPER FAST. Bit weak but it can pretty much avoid all danger if you don't d/c or something. Use this to bring predator tames into the taming pen since it can jump a wall with no problem. Not sure what I would change on them we use these a lot around the base and when exploring. Parrot - Another tame I use a lot if not having the monkey. the foritude bonus is nice if you get a good high level base and get it leveled up a bunch you can easily get the fortitude bonus to survive some of the heat waves /deep freezes without needing to crank a ton of points into fortitude. Penguin - Have yet to tame one. I have mostly killed them for blubber, it feels wrong but I need the oil... poor guys. I know they are supposed to provide a slight heat bonus when close but haven't had issues with the cold areas once I got my fortitude up a bit and a decent parrot and fur armor on it's no problem. Rabbit - Not sure what these are useful for, assuming nothing. I haven't taken the time to tame them. Rhino - Love this tame about the same as the elephant. Carry weight could use a bit of love but use for gathering stone and flint. Would use on metal nodes but gathering with pick is usually better especially on bonus weekends. I know some people wish it would gather metal off rocks as well. I wouldn't mind it but don't think its necessary. Also great for charging and pretty much 1 hit killing most non alpha creatures. Seagull - Most annoying creature to accidently hit in game at the start. Probably could use some love as I haven't found a reason to tame any. Sheep - Wool... yep does it's job. Tiger - Same as lion. The removing off mounted tames is really annoying... especially since once you get free they bleed you, break your bone and you are pretty well doomed if your tames don't save you or you fail to get a good headshot. Vulture - A funny tame to sick on people. Wolf - Overly weak since the nerfs. We have some and have tamed some... and have accidently killed so many while taming. They are useful ish but could honestly be brought back up in their glory. People who found these hard to deal with were doing it wrong. All of these tames could be given a unique type of meat. Mutton, Bacon, Ham, Chicken, Horse, rabbit, beef etc etc. Ostrich could also lay really big eggs periodically. You could REALLY expand the cooking tree and recipes by having different types of meats and incorporating them into the menus. If .. No when you fix breeding and it doesn't take 2 days and the heat/cold is fixed people could setup farms raising some of these for the purpose of slaughtering for meat. Probably would be controversial to some people but could get some other resources off some of these like Ivory off elephants to make things like pipes, chess pieces, other things down the road. Feathers off some of the foul types to be used in making arrows and flashy clothing down the road.
  21. I think the large gates are fine. They need to add a large wall variant so people can actually have long stretches of walls that look like walls surrounding a fort. You can easily climb over these doors at the moment. You act like there isn't a game mechanic which lets you get around or destroy these walls if need be. People are building bases. Not hotels for people to waltz up to. I doubt the walls are causing that big of a performance hit. A wall built with lots of stone walls would be way more objects to load. If anything they need to increase the range at which these things load when you are close. I don't know how many times I have sailed into these near someones harbor because they load up very late in front of my boat as I am hauling by an island or to an island.
  22. Yea I agree the tracker which existed there right after Atlas came out and battle metrics and other similar sites which let you lookup someone and find out where a majority of the members are at kind of giving you info about their main base is an issue and should be resolved in the long term. I think this should be an admin tool not something which is available to the general public or I should be able to opt out of it. I should be able to lookup my own info but not someone else's. Another thing they have in the game is you can set it to show when a player joins your zone. If a raid is incoming you will see a bunch of "player X" joined the zone giving you a heads up that a bunch of people just entered. They may not be raiding but I saw lots of alarms raised when I was back in a mega company every time a big influx came into a server. Tracking players and players joining/leaving a zone should be turned off on official. I would be ok with leaving joining/leaving on IF you are in the company but you shouldn't see every player who joins and leaves. I would also be ok with them removing the server player count. Again these are admin tools as far as I am concerned and not things players need to have access to.
  23. I don't understand how they can't set resources to not spawn directly under a foundation. I feel they definitely should also put exclusion zones around certain resources like metal nodes, crystal, gems to keep people from blocking and building over them. Trees are fairly abundant as are rocks so this is not necessarily as big of an issue unless people block certain types of trees like saps which are not always plentiful on every island. some islands also have things like hives and sap plants which give tons with a bear but are not necessarily as abundant. Fiber is less abundant in Tundra and to a degree desert but plentiful on all the equatorial zones I have been to. I have also seen coal in mass on a few islands but only a few nodes on others. So it may be a bit of work to exactly figure out what resources in what areas should have an exclusion zone (even after gathered) to prevent this. They could easily add a marker when you hold H which shows a colored circle around the resources which you can't build near so you can figure out if it will affect your planned base layout.
  24. Render distance I agree on for sure on sotd and in general but sotd seem extra low. The speed they sail at is already slow due to the buff they did to player ships, I have to slow down to keep aggro of a SOTD in any kind of decent wind sometimes as low as 40% sails and even then I slowly outrun them as they turn back and forth behind me. If your ship isn't encumbered it will easily outrun a sotd even in low wind. It also doesn't take that much effort to sink a sotd. Couple cannons, few npcs, chunk of cannon balls. Set to aggressive. Just captain the ship and watch the carnage. We go out and kill a few sotd every day. Periodically we will see lots, we sink a bunch and they seem to be less plentiful for a while. It's really not that much effort to sink them.
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