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NagohShan

Pathfinder
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About NagohShan

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    Pathfinder
  1. 15.1 removed the need to use the Ghostship powerstone to summon the kraken, basically making it superfluous. In order to remedy the situation I would recommend that powerstone 9 be made into a consumable that grants a wish. When activated it should pop up a menu that asks what you wish for and you would get options. Things that people want, but tend to be heavily controlled by devs. Three options that come to mind immediately are "Youth", "Riches", or "A Second chance". Youth would be obvious. Use it to summon a Fountain of Youth at your location for a period of time. Think 20mins or so. Riches would function like a very high tier treasure map completion granting gold and blueprints A second chance would grant all nearby allies a respec. Basically give us a reason to go after that ship and use the opportunity to hook into other systems for a more cohesive interconnection of gameplay.
  2. More stuff mid castle building: 1. Fireplaces. Copy the ones over from ark, and add a chimney-less variation that it can be swapped to. 2. More decorative options. More bed, chair, and table designs. 3. Stone tier storage. A 1x1x2 stone vault with 150 slots and weighs 72kgs, would have lower storage density and weigh 50% more than the equivalent large wooden chests in the same space, but would require explosives to break into, making it good for land based builds but terrible for the cargo hold of a ship. All assuming they ever make the large storage boxes better for holding cargo than a ship resource box. 4. Please for the love of god let us irrigate grills. 5. Speaking of water systems, allow water to find equilibrium in a water system. If a stone reservoir would have 200 water, but is connected to 3 other empty ones, spread it out to 25 each.
  3. Few more that I'm thinking about: 1. Weight sails should increase the weight a ship gets when you level that ship's weight. If you make the base weight of the sail too high then it replaces leveling weight, if it's too low, people won't use it, but you may find a sweet spot if, for example, a large weight sail gave 1000kg base that it normally does, but also 200kg per level in weight. Then, not only does it not replace leveling weight on the ship, it incentivizes it. 2. Bookshelves. I see we're getting bookshelves, it would be nice if they could act as refrigerators for maps, making them last longer 3. Wall hooks should double as a smithy for lanterns, with an extra slot to put the oil. 4. Shelter bonus needs to insulate more or actually reduce the ambient temperature. It feels ineffective to non-existent at the moment
  4. Some suggestions that I've written down as I've played: 1. Storage boxes should reduce weight of items stored inside to 1/4th, similar to what the elephant did with wood. This would do two things, first it would incentivize not using the ship resource box for mass storage, by reducing the weight of items players will want actual cargo holds, and will be able to carry more in transport. All without nerfing the storage boxes. This also creates an opportunity for the cargo saddles. By attaching a storage chest to a cargo saddle it would create an opportunity to reduce weight in a similar way for up to 45 slots of the animal's inventory. Animals would then be useful for transporting items from shore to ship. 2. Brass knuckle durability consumption is excessive. Right now with 47 max durability on my journeyman knuckles it consumes 3 per hit. That is so off the standard for things like the swords which consume .2 per hit. I don't know if this is a decimal error or intentional, but it should be brought back in line. 3. More building options. Right now we have the ability to pick walls that take the same material for half the space covered, and people use them, for this reason I don't think it's unreasonable to add the 45* corner floors and diagonal walls. By adding a diagonal wall option, it gives people options to build both types of angles 60* and 90*. Yes the diagonal walls will cover more space than the standard, but it would be more likely that they would simply be used to fill gaps similar to how the half walls are used. 4. Medium gates. Right now there are two main gate sizes I've seen requested. 4x4 and 4x6 adding a medium gate/way with both options as a "T" selection would fill the two primary requests on the same item 5. Stone tier recipes: There were two divergent classes of materials defensive and offensive. This made an item economy where you're offensive material usage was more efficient vs ships than it was vs fortresses. This way sacking a fort came at a cost, but taking a ship could be a net resource boost. Raiding forts then needs to be a specific decision for some strategic gain rather than simple reaving. Stone needs the damage taken nerfs reverted, and if it is too cheap for this game and this game's item economy then introduce cementing paste to be used instead of organic paste. Made from stone and keratins it would increase the cost of the items while maintaining the offensive resource/defensive resource dichotomy. It would also require some measure of combat action gameplay to making the fortress structures through the keratin requirements. All while being available in virtually all biomes.
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