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Warspectre

Pathfinder
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Everything posted by Warspectre

  1. Yeah, this seems like a pretty absurd oversight. It's also why many of my tames have died in the past, they couldn't figure out how to turn around when they were attacked from behind so they just sat there and died like brain dead lumps of clay. And if you ever wondered why that giraffe you're trying to tame took off running in a big loop to come back and attack you, well, this is why. Apparently all the animals in this game were taught how to turn by Greyhound buses.
  2. As a PVE player I'm happy to see stuff like this being added. We need NPC humans to fight, especially NPC humans sailing ships. I think it'd be good for PVP too, but regular pvpers may have a different opinion. I've been asking for this kind of content for a while now and I'm glad to see it's at least on the horizon. I can't wait until it goes live.
  3. I definitely don't like that feature and quite honestly I'm not sure what the devs were thinking. People have been complaining since pretty much day one about SoD grouping up back when it was happening due to over-spawning. So what did they do? They went and made it even more obnoxious by making it an actual feature. But to answer your question if anyone likes it, yeah, there are actually some people that do. I made a thread suggesting we do away with the SoD fleet mechanic altogether or at the very least restrict it to Golden Age sectors, and had a few people say they're entirely fine with the SoD fleets and in fact like them. Hard to say for sure whether they are a minority or majority but they are out there.
  4. I've definitely noticed this but I didn't realize what the cause was. I ended up demolishing the broken ladders after I launched and noticed the replacements worked better. Not sure why I didn't connect those dots but thanks for mentioning this.
  5. I haven't experienced this post-wipe on my new galleon, but pre-wipe I think I got around it by using wooden pillars for support if I remember correctly. It is an annoying bug though, for sure.
  6. The sad fact of the matter is some people are at best selfish and at worst deliberately enjoy causing drama/grief if the game lets them. You can tell them not to act like that all day long but you're wasting your time. The only ones that can stop them or enable them by doing nothing is the devs. They set the rules and they are responsible for enforcing them.
  7. I'm kind of on the fence about this. I've lost ships myself, and I know it sucks. Maybe not as much as it used to considering how much easier/cheaper it is to rebuild them now. Part of me says it trivializes consequences, and another part of me says as a casual player losing a ship and potentially everything on it is probably too harsh when I only have an hour or so to play every once in a while. I know the hardcore crowd will probably be against the idea, most of them are in active companies with more than one person so recovering from the loss of a ship or two is maybe an hour or two of grinding resources. For me, it's about 2 days to build a brig and it took me about 3, maybe 4 days to build my galleon. Well, to get my galleon in a basic seaworthy state anyway. It's still not what I would call 100% finished. I guess my point is I'm not opposed to the idea entirely and I'd most likely take advantage of it if it were there, but it's not really a priority feature for me.
  8. Ultimately it's the devs' fault. Judging by resources being blocked by foundation proximity they bloody well know how to make things not spawn inside or even near a base. So that's on them. I'm sure they could also make the maps not spawn on top of the 20 mile high pillars that no one can get to without a few days to spare building a ramp or ladder up to it too, which happened to me more than once over the weekend. Talk about irritating. But here we are. Maybe some day we'll get a QoL patch for this.
  9. I agree, cheating in single player is a non-issue. Personally I usually don't, but I don't have any problem with anyone who does. With single player they're not hurting anyone or affecting anyone else's experience but their own. For myself I find it can trivialize games and lead to burnout because it can take away the challenge if you get carried away.
  10. And/or let us put ice/preserving salt into the larder/trough to increase the decay timer. Even if it's half the affect of the preserving bags it'd still help.
  11. I had two bad treasure maps this weekend, one wouldn't trigger even though I approached it at 3 different heights, and the other was way up on a massively high rock pillar. Man what a waste of my time those were. There really should be some kind of accessibility check on these.
  12. Ah just like the bad old days again huh. Cobras are my least favorite aggro predator with their damn wall hacks and glitch teleporting. Did they ever fix their collision detection or is it still past the center of their body so they can attack through walls/foundations? I'm so glad there are none near me.
  13. I agree, it isn't some single player sailing sim where you can just shut the game off with no worries at any point and has to respect actual realistic sailing conditions. I know some players wish that it was a super accurate sailing sim, but that was never really going to happen. Some of us can't be on the game for hours on end waiting for our ship to slog along because the wind died. I do appreciate realism except in cases where it makes the game unenjoyable.
  14. You might try adding a small speed sail, it does make a difference. Other than that, you aren't offering any details and a lot of factors affect sailing speed, such as cargo weight, skill points in Weight on the ship, wind direction, wind strength, did you add on cargo containers, (10% speed reduction per cargo container)?
  15. 3 large speed sails will be the fastest as long as you can catch the wind. I've run a brig with that set up pre-wipe and it was pretty quick. That said, my current brig uses 3 handling sails and it can outrun SoD, it just can't get away quite as fast. Being able to catch the wind from practically any angle is pretty handy though. Now this is just my opinion, because I haven't tried the 2 LSS and 1 LHS config, but I believe it would be plenty fast, with the added bonus of at least one sail that could pretty much always catch the wind.
  16. I have to agree, as I've said before there is such a huge leap in power and scale between the brig and the galleon, the frigate would make a lot of sense to fill that gap. Historically they had between 22 and 32 cannons and up to 3 decks, which sounds just about perfect.
  17. I understand, some things they do make me wonder if they aren't from a different dimension where up is down and backward is sideways and god knows what else is going on. For instance, instead of being called roosters in the game, to this day male chickens are called male chickens. And there is no discernible difference between the male and female chicken. How can someone from this planet not know about roosters? I don't get the sea horse either, or the elfant or whatever it's called. I don't get the SoD fleets. I don't care for them either, at all. I'm not a huge fan of the SoD in general for that matter. I have an idea of why they made them, but I want to fight sailing ships. Ships I could blast with broadsides, board, loot, capture and or scuttle. Ships that have a definable crew. Fighting the SoD is like fighting floating piles of nonsense. That said, I still see the potential for it to be good. I also see the potential for them to tank this game right into the ground. It's a bit of a roller-coaster ride where you know it might just fly off the rails at any moment, or maybe it'll all be fine.
  18. I agree, both systems are flawed, but I think this current one is less flawed. Honestly though, of all the flaws this game has, I fault the devs the least over the claim system, because they have to try and compromise between many conflicting issues to try and make it as fair to everyone as possible. That'd be a monumental challenge for anyone. As far as Lawless, under the old system, yeah, you could build there if you happened to be there around when the game was released. I don't know if you did much traveling at that time but pillar and foundation spam was rampant about a month in on Lawless islands. And even where there wasn't, a great many of them were saturated with structures, shipyards every few feet, and sprawling bases. I don't know if there will be an influx of players after it's officially released, but they should allow for that possibility, however remote. Planning on success can be as important as planning for failure. Maybe more so in some cases. Why would I think this game will get more players? Mostly because despite the game's flaws and current state I think it has potential. It's really up to what decisions the devs make and how the development is managed. I'm not positive of how it'll go at this point. I know they need to hire more people. The combo of developing a large scale MMO, having a public ER, and small staff was bound to bite them in the ass. The situation isn't insurmountable yet though. No Man's Sky did a pretty decent job of turning things around I hear, despite a major debacle of a release. It's always better to have your sh** together the first time around, but crazier things have happened.
  19. I'm inclined to agree, temperature should probably be the only consideration. There's still a lot of aspects of breeding that could use some adjustment. At least they are making adjustments though, and it is getting better, if only incrementally. The polar lions thing has to be a mistake. That's just silly. I can just imagine that documentary, "Every year, lions swim thousands of miles to return to their native breeding grounds in the arctic region. Many don't survive the long and grueling swim, and why they do this is still a mystery as none of their cubs can survive the freezing temperatures there. No one has been able to figure out how lions are even surviving as a species."
  20. The old claim system was never going to work, it didn't work at the time and it sure as hell couldn't have gone live as it was. The new system isn't perfect, and in some ways I think it's better, but at least it's not categorically worse. This system has features in place that allow new players to find a place to set up and build a base. That's essential, because if you lock new players out you're strangling the life out of your own game. That's not to say the new system doesn't need work but it's a start anyway.
  21. I'm having this same issue, I thought maybe my small shipyard was blocking me from building the large shipyard somehow so I demolished it, now I can't even rebuild the small shipyard in the same goddamn place it was before, let alone place my large shipyard, this is seriously pissing me off, it makes no goddamn sense.
  22. I'm having the exact same issue, I can't place my large shipyard in front of my base or anywhere near it because it's obstructed by some magical invisible barrier, the water is too shallow, or there is some mysterious yet equally invisible enemy foundation or gate that I can't see. I submitted a ticket and no response.
  23. Sure, at the moment it probably would get boring after a while, but assuming they keep expanding PvE content it'll be kind of like playing in a huge sandbox like Fallout 4, and I have 1120 hours in FO 4. Granted they've got a long ways to go before they're even close to the level of content of that game though. A long long way to go.
  24. This is what I was hoping for from the very beginning, but they're going to have to invest more in the pve content side of things if they want to keep it interesting. And they definitely need to hire some AI guys. I'm not gonna lie though, I definitely like the idea. Being able to adjust the settings that I don't like, not having to worry about wipes or trolling behavior from neighbors that don't know how to act has a lot of appeal to me.
  25. You flatter me, snowflakes are intricate, complex, and beautiful, but I have a gf so don't be hitting on me any more, she might get jealous. As for the rest of your post, you seem to be indulging in hyperbole. Just to clarify though, my issues with SoD fleets are: A) Most players don't sail around with fleets that I've noticed unless they happen to be in large companies, so why does it make sense to have SoD fleets? It is intrinsically unbalanced. The only purpose this could possibly serve is to encourage players to make cheese builds and use cheese tactics, or to grief players. B) I don't find fighting SoD particularly satisfying, they don't obey natural laws and aren't beholden to wind direction like players are, have 360 degree firing arcs, and you can't board their ships. But if I do fight them I'd prefer 1 v 1 if I'm in anything smaller than a galleon. In an Age of Sails type game I want to exchange proper broadsides with other sailing vessels. C) I get that I will sometimes lose things, it makes me angry sometimes but I deal with it. But if I am going to lose things I prefer it happen because I made a mistake, rather than I simply zoned, found myself surrounded and destroyed, and there was nothing I could do about it. That's not fun for me, there was no point to it other than to waste my time and resources. Games are supposed to be fun, and this ain't it. I would like to see SoD returned to single encounters, or at most 2 or 3 in a general area, not 6. If they want to put whole fleets in put them in areas that are indicated to be higher difficulty areas like the golden age ruins. I don't think that's unreasonable at all. I would also like to see proper NPC sailing ships that I can exchange broadsides with and fight the way actual ships fought historically. I get it's a fantasy game but SoD just aren't that interesting to fight for me.
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