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Kast

Pathfinder
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Posts posted by Kast


  1. 2 hours ago, rasemaier said:

    How deep below the water level must the large stone gate be placed so that all ships can pass through?

    Height doesn't matter, there's no collision between ship masts and the top of the gate. 


  2. 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.


  3. On 7/4/2019 at 10:17 AM, JanuzDarkwater said:

    I get that, thanks.

    The problem is that when we try to place the flag ir says we lack the points, and our island points is 0....we do not know how to earn or get them. 

    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).


  4. 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.

     


  5. 1 minute ago, [GP] Guybrush Threepwood said:

    What's the difference between a flag and a silo for island owners?

    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? 


  6. 2 hours ago, [GP] Guybrush Threepwood said:

    Because maybe, just maybe the silo allows non-island owners to feed/pay their own NPC's across the island?

    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.


  7. 2 minutes ago, [GP] Guybrush Threepwood said:

    It means you need to protect it? You mean protect it in a PvP game? The horror! 😱

    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?


  8. 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.


  9. 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.

    • Like 2

  10. 5 minutes ago, Kummba said:

    So 2 hours for complete world = 1 h for any point to any point.
    QED.

     

     

     

    The one hours is not at any time, but it is doable. People tend to hyperbolism for slower speed, so i did same to make some people think. But dont underestimate a full weight leveled stripped down schooner/gally.
    U know the server have a slight time-offset from east to west, so u can travel at strongest wind all the time for example?

     

    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.


  11. On 7/1/2019 at 5:07 AM, Kummba said:

    Again, it takes less then an hour to go from any point to any point on the map.

    Get good .... weather mechanics, weight management, logistics ..... or complain again.
    Speed is more about angle then strength.

    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.

    • Like 1

  12. 8 hours ago, Jack Shandy said:

    LOL.

    You chose to be lazy and not play the game as intended, and then come here and complain that you being lazy takes too long. That is priceless.

    (For the rest of us, a button press is all thats required)

    Reading is fundamental. A tertiary (non-core, peripheral, etc.) mechanic should, by definition, be optional. Essentially, it's like being forced to play an hourly min-game to avoid contracting scurvy. 


  13. The fact that more or less everyone simply kills themselves when vitamin levels get low has been covered in a hundred threads. So, let me begin 101...

    If everyone takes steps to avoid dealing with the current food mechanic, it's a safe bet that it's a mechanic no one likes. So, why is inevitable death by vitamins still a thing? It's not fun and it adds only frustration to the game. For example, earlier, I was involved in a fairly fun naval fight when I noticed the vitamin debuffs. Ok, well now I need to disengage and find someplace safe to murder myself before I fall over dead at the wheel. Fun stuff.

    As a design principle, no single tertiary game mechanic should kill the player if that player chooses to not utilize that tertiary mechanic. Food should provide a buff (like every other MMO) for those who take the time to harvest, grow, cook and eat quality food; it should absolutely never hinder a player who chooses to play at baseline, foregoing a food buff. I'm not sure who's pet mechanic the current death-by-vitamins is, but that individual has no business designing game systems. 


  14. - Claim Flags now have a toggleable setting in Settlements mode which allows Settlement owners to choose whether to pay and feed the NPC Crew for allies or everyone settled on the island. This will be displayed in the top-right hand corner HUD. A single + means ally crew will take gold/food from claim flags. ++ means everyone will take gold/food from the claim flag. A lack of + means that only the settlement owner's crew will be able to take good/food from claim flags.

    I haven't finished downloading the update, but (call me a cynic) I think we know what the default setting is going to be when the servers come up.

     


  15. So, just to add to the list of new and exciting things you can do with a submarine... Earlier today, one company sailed a sub into another company's harbor (both will remain nameless to protect the innocent), and parked below the row of ships of the harbor owner... as their tower cannons shot their own ships to hell. Good times.


  16. On 6/17/2019 at 3:52 PM, TyGeR_STD said:

    Change the pack spawn of SoTD to back to single spawn, give players a 30 second immunity buff when zoning to a new grid, or a way to see what's on the other side before zoning (I think the buff would be easer)

    The simplest fix is to tether SotD ships so that they turn away from zone lines once they get within a specific distance from one. An immunity timer isn't a bad idea in theory, but (and this is for @Devs who might be reading this and rubbing their chins thoughtfully) do not implement anything like this on PvP servers!  Like every game with immunity on zoning, players will just bounce back and forth across zones for permanent invulnerability.


  17. Atlas player melee combat is probably the most clunky, stilted and unsatisfying implementation in any major online game in the past 10 years (that's not hyperbole; it might literally be the worst). So, of course they would choose to drive player's to depend on it. If they want to see what melee combat should look like, they should look at Conan Exiles' melee update: https://www.youtube.com/watch?v=xwa6_dOqYzk

    Or maybe spend $200 in the Unity asset store.

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