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Kast

Pathfinder
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About Kast

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    Landlubber

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  1. Kast

    Large Stone Gates

    Height doesn't matter, there's no collision between ship masts and the top of the gate.
  2. The +velocity bonus on speed sails gives no additional top speed, and the +acceleration bonus on handling sails actually gives velocity. So, basically the meta is to run with +130% acceleration maneuvering sails or higher since that would make them as fast as unmodified speed sails. Weight sails seem fine (and 100% unused by literally anyone).
  3. Kast

    To wipe, or not to wipe.

    Atlas official servers wouldn't survive another wipe, sadly. A lot of the very very few hangers-on would likely throw in the towel.
  4. Kast

    Anymore Confused???

    On PvP, in the past, we've had solos and duos living on our islands - generally, we don't care as long as they don't cause trouble (the tax haul is nice). But what happens when we abandon an island or it's captured? (lolz)... Basically, those settlers will find themselves at the mercy of the new landlord who can just DEFCON 1 everything they own with a menu click. There definitely needs to be some asset cleanup, and landlords do have rights, but this seems like a fix with a lot of potential collateral damage.
  5. Kast

    About island claiming on PvP

    It's not very intuitive. You need to have enough gold in your inventory in order to claim (for some reason, the game refers to gold as 'points'). The cost varies, but 500g should be plenty for any island. Once you place the flag, there's a one hour timer until the claim is complete. When it's complete, you can see what the gold cost for the island will be - place gold in the flag inventory to cover it - gold is drawn from the flag inventory every 12 hours (the duration increases the more 'settlers' you have on your island).
  6. Grapeshot's efforts to prevent hacks and cheats consists solely of a monthly check to Battleye.
  7. I've seen level 38 in polar regions, that's the highest I've seen outside GA zones.
  8. The PvP timer definitely needs to be reduced from 9 hours to 5 (or 6 at the most). Unless, you're part of a large international company, a 9 hour timer more or less guarantees that there will be some period of time when everyone's offline (or very few people are online). From what I've seen, most small-scale island raids happen in the first or last hour of combat. A 5 hour timer makes it more likely that defenders will actually be around to defend.
  9. Kast

    Crew Silo

    Enemies can't destroy a flag unless they capture the island; silos have 10,000 hps and can be destroyed. On a PvP server, that means you'll need to defend the silo. Why would island owners ever put food in a silo rather than the flag?
  10. Kast

    Crew Silo

    You're grasping now. Allowing more than one silo wouldn't negatively impact non-island owners at all. If the stated purpose of the silos was to give non-island owners or lawless island residents a form of centralized feeding to replace a flag (which it wasn't), then you could make your argument. But as it stands, those are the only players who will really benefit from it; for island owners, it's fairly useless.
  11. Kast

    Crew Silo

    Sometimes it's important to read the whole thing: Having just one means that you need to protect it - and if you need to protect it, why not just keep the food in the flag?
  12. Kast

    Crew Silo

    Apparently, you can only have one silo per island - adding more will give you an 'already have one' message. Why? Why not have an unlimited number of silos and feed the crews from whichever one has food in it? Having just one means that you need to protect it - and if you need to protect it, why not just keep the food in the flag? As it stands, the current silo is of limited value. However allowing unlimited silos would be fantastic, and we wouldn't have to dump a million berries when overloaded on a giraffe away from the base.
  13. I like the idea of factions - but I'm not sure that a 'navy' faction works; a few competing pirate-themed factions would be easier to pull off. Each faction has a common chat and would function as a ready-made alliance, which would be huge for solos and small groups. Add in faction affinity, bounties, titles, faction-only blueprints, and you could have something very cool.
  14. Kast

    Why wind should never die down

    Yes, I know that the world is round. "World-crossing" means 'to the furthest port from your starting location'. Maybe you might win the wind-lottery and have gale force winds at your back the entire trip - but we all know that ain't gonna happen ever. Anyway, the point of this thread is that doldrums aren't fun and turn sailing into a painful chore. Like fog, they should happen extremely rarely.
  15. Kast

    Why wind should never die down

    An hour from any point to any point? Comments like that don't help your credibility. A stripped-down schooner with high quality speed sails will take 10 to 15 minutes to cross an entire zone with excellent wind; and oldrums will increase your time x2. Add in storms, SoTds and the inevitable bad winds, and two to three hours for a complete world-crossing is much more realistic (with that same speed schooner). A slower cargo ship can be looking at four hours plus. For a lot of people, sailing is what happens between accomplishments. For folks with jobs and families, there are a lot more fun things one can do in four hours - as we can see from the dwindling population.
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