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Kast

Pathfinder
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Everything posted by Kast

  1. That was it. The bears in question were started before the update. Thanks!
  2. While the 3x this weekend is great, it's causing issues with taming/imprinting. Specifically, tames mature 3x as fast as normal, but the imprinting interval is 1x. So, basically it's not possible to get the max number of imprints before the tame fully matures and the tames end up with less than optimal stats.
  3. Watch the live stream video where they discuss and demonstrate the ship harpoon. Basically, it's like ship ramming in that you can only stop ships the same size as your own or smaller. That's why I predict tackle brigs (name coined) as part of the new meta. And for PvE servers, anyone who ever played Archeage remembers ship harpoons and the fact that they were predominately a trolling tool. When trolls lay their pointed heads down to sleep they dream of ship harpoons.
  4. That sounds fairly accurate. In the live stream, one of them mentions how 'Darksiders will love this - now the Royal Navy can stop those brigands before they escape to the freeport!' They seem to overlook (in a less than RP way) that it will also kill maneuvering in naval combat, not to mention dissuade captains from taking risks since a harpoon might mean that they can't egress if things go bad. If they go ahead and implement it, 100% guarantee that they'll have to tweak/nerf/remove it within the first week.
  5. I truly hope that Grapeshot reconsiders adding the ship harpoon to the game in the May update (at least on PvP servers). Some of the most enjoyable naval fights we've experienced occurred when we were outnumbered. Being chased by four or five enemy ships, dodging fire, maneuvering for a quick shot and trying to stay ahead of repairs. But with the ship harpoon, one ship gets one hit and the fight's over. Mark my words, the new meta will be stripped-down max-speed brigs with just a ship harpoon (and maybe a few fire-swivels), followed by one or more max-damage ships. I.e., a single well-balanced ship will never be able to outrun or out maneuver multiple ships: the ship will be tackled (ala EVE) and destroyed. This is a highly avoidable error. Hopefully they reconsider.
  6. Please reconsider adding the ship grappling hook to the game (at least on PvP servers). Some of the most enjoyable naval fights we've experienced occurred when we were outnumbered. Being chased by four or five enemy ships, dodging fire, maneuvering for a quick shot and trying to stay ahead of repairs. But with the ship grapple, one ship gets one hit and the fight's over. Mark my words, the new meta will be stripped-down max-speed brigs with a ship grapple, followed by one or more max-damage ships. I.e., a single well-balanced ship will never be able to outrun or out maneuver multiple ships: the ship will be tackled (ala EVE) and destroyed. This is a highly avoidable error. Please reconsider adding this weapon to the game.
  7. Maybe it's time to add a CAPTCHA function for posting.
  8. Region blocks... I like it! Now, it's going to be SUPER important that no one ever tell anyone from China about VPNs.
  9. There's a thread about this in the Bug Reports forum, and Jatheish said that they were aware of it - granted, this was three weeks ago.
  10. That's good news. Less good is the fact that it's nearly two weeks later, several patches have come and gone, and it's still a major problem. Do we have an ETR?
  11. I suspect that this change had a lot to do with kiting ghost ships - stack a few rear-facing large cannons and kite all day, no damage. But either way, forcing ships to do most of their fighting broadsides is generally a good move.
  12. How about no upkeep cost at all and just take a percentage (tax) from every sale? And vary the tax rate based on island claim value or population.
  13. Maybe it's more severe in some places. All I know it that fog or cold front (which is also basically fog) occurs literally every 10 minutes in polar and tundra.
  14. Players teleporting across zones can be killed by their own defenses (puckles etc.). Company logs will show a purple-text company-kill message, but the victim is listed as "player". It seems like NPC-manned defenses will target and fire before registering the teleporting player's company membership.
  15. Well, I am a pirate IRL and fog is just something that we have to deal with - let that barque slip away in the fog and you'll have the devil to pay with your crew! But when we make port and it's time to relax and enjoy a game, ideally it's not one that randomly blinds you with ill-conceived environmental effects.
  16. There's a cooldown before any cannon/swivel/puckle can be fired after you place it - it applies to the island owners too, apparently.
  17. Of all the random environmental effects, fog is the most obnoxious. It's not fun and it's not a challenge. If you're hunting ghost ships, whales or players and fog hits, the best thing you can do is drop sail and check your various social media sites and maybe The Onion (in fact, I'm typing this while waiting through the third fog in 30 minutes). If you're going from point A to B, you just ignore the fog and travel via map; and if you're looking for something - well, the game has just politely asked you to stop doing that for a while. The only possible use for fog might be as a means of stealth through heavily PvP'd regions. There is a value to that, but good grief, it shouldn't occur literally every 10 minutes. Make it rare, but maybe last all day, and announce it the day before: "Tomorrow will be very foggy!" etc.. That way, the blockade runners can prepare, and the rest of us can spend the day RPing on shore or something.
  18. After opening the map, while on the wheel of a ship, right and left mouse click no longer cause the view to zoom in on the compass or map respectively.
  19. You need to anchor the ship during peace time (at a settlement you control) and at least 15 minutes before the start of combat phase. Also, from.... experimentation... it seems like the ship invulnerability applies only to actual ship components (planks, decks, sails, etc.), but does not apply to things like wooden ceilings, walls or NPC crew.
  20. Hi, this is still an ongoing issue, FYI. This is particularly annoying because the forge will continue to burn (consuming all of your wood and thatch ingredients/fuel) after the tin alloy queue fails. Honestly, the fact that tin alloy is using two components that are both ingredient and fuel is going to be problematic. IMO, just change the recipe to something like coal + crystal.
  21. It'll be tomorrow. Which means that it should happen around June 14th.
  22. We probably need to consider the possibility that the gold cost per island is greatly reduced on PTR and will be higher on live (like having every skill at creation - it's just for testing). Also, from the Captain's Log: Islands will be delineated and ranked through a points system predominantly based on size. A Company will have a total of 200 accumulative points to “spend” on claiming and settling islands. "Accumulative", i.e., grows over time. Which means the fact that companies can spend max claim points at creation might also be just for testing, and it could take time, achievements or some combination of both before anyone can claim anything. So, plan your launch day accordingly. Or don't, who knows? It's not as if we've had much of any dev feedback here.
  23. The nine-hour PvP window proposed for the Colonies server isn't the best solution, but it isn't the worst either IMO. But, if we think about it, that model sort of screws over ..."Pacific regional players"... the most (you know, the ones who run 90% of the offline raids on US/EU PvP servers). I doubt that Grapeshot would bother trying to stand up Pacific PvP/PvE regional servers since it's unlikely many of the locals would actually play there anyway. So, how do you prevent offline raiding when half of your players' prime time is opposite the other half's? I don't have an answer - it's just an interesting predicament.
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