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Cantore

Pathfinder
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Everything posted by Cantore

  1. Good, some players don't live ANYWHERE NEAR salt, but they have lots of ice. Why penalize players for living farther away from salt? If you want to use the salty bags, so be it. But I'd like to use ice, so be it.
  2. I'm actually glad they DON'T have a name-change option yet. I like to know when I've seen the same ship griefing people at my island!
  3. So far, from what I've seen, players do NOT die when sleeping. And, if the player is within the vicinity of their circle, or the overlap of multiple circles, you'll never get their land due to Contention. What I believe IS A BUG, is that sleeping people NOT owning or allied to the land owner can contest your ability to claim the land just by being present on the land you're trying to claim, whether they're just gathering resources, or asleep on their boat. THAT is a non-intentional feature/bug as far as I'm concerned!
  4. Yeah, the idea is that claim circles do NOT overlap one another. But the claim sizes grow as you are more active and the other guys aren't.
  5. You could be right. But, it's just an idea that I believe SHOULD be in the game because it would allow the cooks to actually have time to cook the food before it spoils. There are TONS of islands that don't have 'salt' as a resource. Heck all 8 servers around me don't have it. So, having bags that require a ton of it isn't practical, and Ice Box's/Ice Cellars ARE realistic to that genre and time period. So, why not?
  6. Well, it's official, snakes are still dominating the island... I guess I just had a quiet night that night because people were on the island killing them off.
  7. Cantore

    SotD

    We ran into this issue last night. We avoided 5 or six, then found ourselves surrounded by about 7 of them, all of which aggro'd to us! If it wasn't for my "I know this is going to hurt, but forget the cannons and just focus on repairs" call, we would have sunk fast. The only reason we made it out - server border was 5 minutes away, and I purposely aggro'd a ship that I knew had to turn about to kill me. As I sailed past him, he crashed into another and bottlenecked them for 10 seconds. All in all, I DO agree that they are far too many in number! I also believe that they should come out ONLY at night; making them both haunting, and mysterious.
  8. That's the issue Dilbert - the INGREDIENTS to make the food doesn't last. If I have my guys collect it while I'm not on, it pretty much disappears before I get on. I can see the preserving bags for a ship journey. I'm asking for an Ice Box for my base - not the ship. I guess I could have specified that further though. (And yes, I do realize you can use the preserving bags inside the house, but they are INTENDED for long voyages on ships). I should also mention that I think that the Ice Box should be unlocked with Advanced Recipes... or somewhere around that spot in the cooking tree.
  9. Hi devs, I'm looking for something that would have existed in that time period, and that's the "Ice Box". Normally, it would be a cellar of sorts, but I'm looking for a rather large container to 'freeze' our food, so that the Company chef doesn't return to a big tub of NOTHING. Currently, if you ask around, most people just die, rather than cook the food. After all, who can gather all the ingredients to make them, when they spoil so quickly that farming is essentially pointless as well! You've made a great idea, but no way to make it come to life. With the Ice Box, you can make the cook have a purpose... to cook. Also, given the ingredients needed, perhaps you should consider re-vamping food to something like this: Basic Recipes = 2 vitamin bars affected Intermediate = 3 vitamin bars affected Advanced = all 4 vitamin bars affected Unthinkable Delicacy = all 4 vitamins bars affected, a buff on vitamin depreciation, a health bonus, and a speed bonus. Like my idea? --> hit the like button
  10. Hey guys. If you're on the PVE servers, do what we did - REMOVE your Pin Codes! Your doors are "LOCKED" by default, but make sure they are, and then they can't sit there and try to figure out your pin-codes for hours. If you think about it, all you would need is a third party software that presses "E", then clicks a 4 digit number below 9999. If the program runs fast enough, it can be done in less than half an hour I would suspect. The ONLY reason for Pin Codes is to allow your allies into an area of your base, or into 1 or more of your chests.
  11. Hi Devs, To help to promote ACTIVE players, and to encourage Company growth, the idea I have is to simply have the player's claim start to shrink after 10 days of inactivity, until 14 days, where they can be claimed very quickly, even if the player is asleep on his/her claim. Those players around the shrinking claim will find their claims expanding (if not already at max) to cover their neighbor's land, until max claim radius is achieved. This idea opens land of other more-active companies to expand, or other new players to claim land finally.
  12. I'm not sure what you point is here, but we did level (and die) a lot with snakes everywhere. I know wolves are faster (and worse). That was not the point of my post - It was the snake issue where 15 - 20 snakes would take out all the friendly creatures on the island, and then spawn MORE snakes, until you could not leave the house without fighting 9 - 13 snakes in the first 3 minutes. I found that a little excessive, and unbalanced. The devs seem to have fixed it, and I'm actually seeing other creatures, other than just snakes and the odd alpha pig.
  13. Hi devs, I have been trying to get contest some land, but there are 2 ships parked on the shore near our base that haven't moved in 2 days. When we place the flag down to capture the land, the only contesting players are those sleeping on these 2 parked boats. They haven't placed a flag to contest. They aren't even ONLINE. It's not their land. WHY are they contesting ANYTHING when they're asleep and it's not their land?
  14. Dear Devs, For the first time since I can remember, I logged in to find about 5 snakes on the island. 1 of them was an alpha snake that caused us to make a swivel gun on our house to rid us of it. That said, I was EXTREMELY satisfied that for the first time since launch, we didn't have to run for our lives everywhere we went on our little island! If this was because of a server patch, then you have my sincerest THANKS!!! I feel as though you devs have done a LOT of listening to the players, and I really like the changes so far! Great job!
  15. Hi devs, I was surprised (and died quickly) when I found that the once 'Giant Snake' (now Cobra) slithered freely through the trees, without getting stuck. So, now you have a super snake species however that can climb our walls, go through our doors, enter our windows, and seem to multiply in vast numbers after killing off all of the local wildlife... leaving nothing but.. you guessed it, MASS AMOUNTS OF SNAKES! In less than 400 steps from my house, I had spotted over 11 snakes, and killed 9. They are EVERYWHERE, and as such, nothing else can spawn on our island and live for longer than 5 minutes. Request: PLEASE FOR THE LOVE OF MERCY - cut us some slack on the sheer number of snakes!!! You could drop it down 50% and it'd STILL be a lot of snakes. I understand those who were talking about the droves of wolves, but at least wolves can't climb their house and get in through small openings!
  16. If the world of game players were peaceful and always respectful, I would understand your viewpoint. But, the facts are that there are American AND Chinese Companies FULL of duche bag turds. See, MMO's can't eliminate turds from games, but they can adjust their game mechanics so that stuff like this is prevented. The most effective ways to do this often take time and a lot of thought process, since any dev doesn't WANT to have to change the logical authenticity of the game, and if they do have to do so, they would want to leave very little footprint on the overall concept of the game logic. As I said before - Give it time, and you'll see this addressed. The perfect solutions are not always ones that we can see, not having looked at their coding logic. Frankly, it'd be nice to see the overall weight of ships go up by about another 50%. I think it'd be a bit more realistic, considering you need a bus-load of resources to keep your boat afloat in times of chaos, and it may help with the overweight griefing a little.
  17. This definitely needs to be fixed. I've found the same thing when our neighbor parked a small shipyard, and screwed 25% of the resources on our small island until I could convince him to build his shipyard somewhere else (on my land). I don't understand the need for any resource despawning beyond 1 or 2 blocks of a foundation or structure. I've already posted about this topic as well, and it's really annoying for people with very small islands with multiple companies on those islands.
  18. Hey guys, I know there's a lot of animosity towards the Chinese Companies. They have animosity towards us (for whatever reason - could be nationalistic in nature). There's a few things we need to consider about the Chinese: 1) They routinely are KNOWN to hack and use glitches within a game in order to achieve their desired outcome quickly. They are NOT 'soft' players like we are, in that many of us don't TRY to break the game to find its limitations and exploit those limitations. 2) The Chinese Companies ALWAYS band together as one unit, even if there's 500 Companies. They don't squabble and fight amongst themselves like we do. Their weakness however is that, due to there numbers, they lack solid mature leadership, and are generally easier to beat in terms of tactical strategy (in a PvP setting). 3) The Chinese are (hate to say it but...) "invaluable" for finding Early Access bugs and exploits, since we often gripe about them after those game-breaking exploits are used on us by a culture that is USED to testing these limitations within software. In essence, the reason why Chinese players are not excluded is not ONLY about money. It's about what they bring to a game like this that makes the game stronger (as a result of fixed exploits), and how they cause us to band together to Ally, strategize, and ultimately become better players. I get the whole "Well, it's PvE here, and they shouldn't be attacking anyone!" argument. But, if they didn't do it, the devs wouldn't know about it. I mean, who among us hate another player base so much that they try any means to exploit until they can sink a ship?? I don't think that way. I just try to enjoy the game! Just thinking outside the box on this one, as I've played in many MMO's where eventually the Chinese were defeated from the MMO because we banded together and out-strategized them, or their exploits were fixed. Give it time, you'll see.
  19. Hey Devs, Bottom line - Land is in short supply, as you well know. People are settling literally ANYWHERE they can. There's a HUGE problem with that though. Since the islands are mostly small, RESOURCES are rapidly disappearing because the land clamp radiuses of structures (particularly Small Shipyards, Large Shipyards, Lighthouses, and Foundations) are de-resourcing the areas in a MASSIVE way! I had a nice chap settle next to us in a prime location. I let him know that he had to build on the water like I did, because the resources de-spawn and the island is so small. We got his house built just off the shoreline, and he wanted his Small Shipyard. He placed it, and all of the resources up to 100 blocks were GONE after we harvested them once. This radius clamp is REDICULOUSLY HUGE! Please help us get our island's resources back by lowering ALL structural land clamps to +1 instead of +100 blocks. Make is so people don't HAVE to build with the sharks in order to preserve resources on their island. Thanks for your attention to this matter.
  20. Hi Devs, PROBLEM: Currently, when I build structures, my tiny island becomes DERESOURCED (I'm aware that's not a word, but it should be! lol). With the up-coming V10 patch, this particularly will become MORE of an issue. See, I'm one of those people who wouldn't MIND having a neighbor build on one of my 4 flags, BUT - I know that in doing so, they will ALSO deresource the island FURTHER. With islands being already so SMALL, this quickly will become a big-bag-ugly-'nobody wants anyone to build on their land'-issue. SOLUTION: Every structure has a radius that affects the respawning of resources. Just lower this circle to 2 squares away from the foundation, and it will allow a LITTLE space between the structure and the trees, but not totally deresource the island, allowing more ships, more players to build, etc. THAT'S MY PITCH.
  21. Personally, for PvE AND PvP, it should be impossible to sink a ship by weighing a person down. I defies logic that a person could hold over a tonne and not be crushed. Frankly, I'd like to see people start DYING if they start holding that much weight, and items that are dropped on a ship not count for weight when docked. You DO need a weight system so that people aren't holding EVERYTHING safely on their ship without consequence. That mechanic would make ships the ultimate 'vault'. You'd see people building a Galleon, and never moving it. That said, I DO support the idea of weight only counting if you're part of the Company; as long as there's NO weight-stacking enemy inventories after they are dead (an exploit that would allow them to drag a body to their own ship, and weigh it down). FURTHERMORE, there needs to be a 'warning' and a 'log' of any person boarding your ship who's not in your company. This isn't hard to implement. Once in the 'zone' of your hull, your screen shows a warning (similar to when they're trying to take your flag). If such a thing is implemented, it's easier to see who is griefing (catching them in the act with screenshots), and further disciplinary action/game updates can occur as a result of showing the devs exactly what's going on in the game so this sort of thing stops quickly - BEFORE everyone leaves the game as a result of inaction.
  22. Hi Devs, So far, I'm being very patient, since you all are busting your butt to make this game great! I look forward to enjoying the progress! BOW ISSUE: Currently, you can only shoot 40 arrows at an alpha animal until the bow breaks. Problem is, even if you carry a 2nd one, you don't have 10 - 12 seconds to open your inventory, drag a new bow, and wait the 10 seconds for it to render on your character. You're easily dead in that time period! I've personally fought Alphas that can take 50-60 shots to the FACE before dying, and about 2x that if you hit the body. That means, often you need up to 3 bows to kill an alpha. SUGGESTION: Fix the bow so that it shoots 120 shots before needing a fix, OR increase its damage output to account for 40 shots (but if you do this, you'll have adjust other weapons so that the bow isn't too OP).
  23. Hi Skody, I feel for you. I feel as though you shouldn't be penalized for actually using the ships that you've built, and being away for a few RL days. A simple dev fix to this would be: If you claim has: 1) a tiny shipyard = no claim stealing until 1 full 24 hour cycle is complete since you left your area. 2) A small Shipyard = no claim stealing until 2 full 24 hour cycles are complete since you left your area. 3) A Large Shipyard = no claim stealing until 3 full 24 hour cycles are complete since you left your area. In a game that is MEANT to build ships and have a home, I agree that it should NEVER penalize you for using its intended game mechanic. TEMPORARY ALTERNATIVE: I've made a separate Steam account, and made a character for my company who's roll is to simply sleep at my base. For the extra $33 Canadian dollars, I felt it was worth it in order to never lose my base.
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