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MeatSammich

Pathfinder
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Everything posted by MeatSammich

  1. Yeah, the fact that the attackers can just keep respawning and attacking/flag spamming is trash. It doesn't matter if its 10 people attacking, or 100, because its nothing but endless waves. The worlds shittiest tower defense game. What if something was introduced on PVP whereas if you were killed in PVP, by another player or their NPC, and not in your own claim area, there was a 10-15 minute or so cooldown before you could spawn anywhere other than your own claimed area?
  2. 10-15 people is not even enough people to fully crew a single brig, let along a galleon. Limiting the number of people in a company that low doesn't make a bit of difference. If you're getting zerged, does it really matter if its 100 of 1 company, or 10 members each of 10 allied companies? Even if you kill or limit alliances, unofficial alliances will form and use discord for comms.
  3. I'm just a small solo company, but, I've discussed it with myself, and we voted 4-1 to cast our hat into the ring. 2 Wenches 1 Tankard out of D10 is on board. I've been setting up a trading port, that as soon as some derelict ships are gone will be up and running.
  4. Aye, the system now is so much better than it was a month ago. And even though the flag timers are glitched to provide 21 days from last activity protection for everyone, regardless of number of flags, thats so much better than everyone getting 2 day protection of a month ago. Another thing that needs to be looked at is how alliances and claims work on PvE. I understand its a protection from PvP carrying over, but right now, you can't place a claim flag on an alliance member's land if their timer runs down. You have to kick them out of, or leave, the alliance, and then take it. What is even more annoying, is that you can't claim anyone's land if it overlaps at all with an ally's land, either.
  5. People were saying last night that Shift+N would still work to get them off the cannons...but, yeah, brokeded for most people
  6. Which is weird, because in our tropic grid, heatwaves hit 120 or so, but we deal with constantly being cold, with cold snaps below freezing. Not quite sure how the coconuts are growing on the island with an average high temperature of 54f and a low of 37f. Its like living in temperate but with palm trees and elephants.
  7. ...which doesn't take into account the gold that you spend on crew, or cosmetics, or resource exchange, or respec soup, which for a larger company can burn through a big pile pretty quick with a couple of fully crewed and cosmetic'd galleons and brigs. It just encourages people to hoard their gold.
  8. To be fair, even when we could claim ships, it was broken. Anything other than a raft or dinghy would claim the ship in name for us, but you couldn't do anything other than raise and lower the anchor. Masts, wheel, decks and planks all still belonged to the old company. The only way to kill them at that point was to A: Overweight what was technically now your own ship, or B: Raise the anchor and have someone else bump you to water deep enough that the anchor wouldn't drop when you got off of it.
  9. The green PVE claim timer on the flag shows the correct claim time based on number of flags the company has. However, when placing a flag, the white timer up top always resets to the full 21 days since the company was last active in the area, regardless of number of flags they hold...which means that you can't claim for the full 21 days.
  10. Yeah, its kinda screwed up. With just a check of the areas around me. Company with 16 flags = Flag: 18 days 15 hrs, Placement: 20 days 11 hrs Company with 130 flags = Flag: 3 days 19 hrs, Placement: 20 days 18 hrs Company with 15 flags (who hasn't been on recently) Flag: 8 days 2 hrs, Placement: 10 days 14 hrs Company with -2 flags who is on now Flag: 3 days 23 hrs, Placement: 20 days 23 hrs Here's to hoping they get this straightened out soon-ish, otherwise its kinda pointless for the flag count to change the timer on the flag, if no one can place a flag for 21 days since last login, regardless. Just as important would be fixing the people with negative flag counts - if the fix the first issue without correcting for that, theres gonna be more than a few people with single, or couple claims, that have to log in every 4 days or risk losing their only claim.
  11. If they got attacked by a tiger, and died to bleed damage, that also just shows as '...was killed', but doesn't say anything about the tiger doing it.
  12. Well, that and their tendancy to glitch into/through solid objects. I've had cobras end up inside my floor, which is solid stacked foundations 2-4 high. (Maybe they tried to fast travel to my bed, because the bed there still consistently puts me inside the foundations if I fast travel to it, but I can respawn on it with no issues) I also had a cobra inside my bank...that sits on a platform of solid foundations. Speaking of the bank, why the hell do cobras, rattlesnakes, and tigers insist on trying to eat the damn thing?
  13. What about if they just change up the feeding trough to be like the resource chest/bank style of 1 bigass stack per item? Would solve the problem of the majority of the food in the trough spoiling, and I would think that it would help server overhead since it wouldn't have to track 50+ stacks of decay for each persons trough. Same thing with preserving bags, larders, grills, etc. It would even be a nice mechanic to change over all crafting stations to that style as well. Would make it so some of the legendary/mythic items like the shipyard would be craftable.
  14. Yup, needing to spec to use better quality gear is kinda pointless and limits trade. Instead of needing to spec the points to use it, it should be that the points speced in are to use it better. Less stamina drain, better damage etc, less durability loss, etc. I can pick up a walmart quality axe and chop down a tree. I can get a hand forged axe that holds an edge longer, and is perfectly balanced, and with no additional training, chop that tree down faster....but an experienced lumberjack is still going to drop that tree a lot quicker, with less effort, than I could with the same tool.
  15. Lawless? Most of the claim islands I've seen aren't so bad (on PVE) Most of the lawless lands...oh, yeah. For some reason, people there seem to think they each need 4 small shipyards, and 2 large ones.
  16. Because they remembered how much people who lived near the swamps in Ark loved titanboas, and wanted to give everyone the same joy here. Last night, I got to see a new one for me. Alpha cobra took on 2 elephants and an alpha elephant. It killed the two regular elephants, hit the alpha elephant a couple times, and the alpha elephant decided to flee...with 80% hitpoints. So you had an alpha cobra with less than 10% of its hitpoints, chasing an alpha elephant that had 80% of its health? That seems...odd.
  17. I typed fiber in the searchbar, and it didn't show me any of my metal, damnit! Speaking as someone playing with a controller, the less typing I have to do, the better.
  18. It just seems...dumb...to have to ask devs, whose support is already spread too thin at this stage, to zap ships. We know the first attempt failed, I think these conversations are more to A: Let the devs know that this is still an issue and it just keeps getting worse as more people quit, and B: Offer suggestions that may be more workable for them to implement than the last 'fix'.
  19. Its more the fact that a brig or galleon that was left from previous claim owners blocks a helluva lot of your build/anchorage area. Most of the ships that we're complaining about haven't moved in over a month, and aren't by anyone who owns any land on the islands. Granted, I live on a narrow island, so I wasn't thinking about people who only own landlocked claims, so that would be something that needs consideration. We understand that there will be visitors - my biggest issue is that there are multiple sloops, rafts, a schooner and a brig from previous claim owners blocking where I'm trying to build a trading port, so I WANT visitors - thats why a delay before decay is needed. The problem is amplified by the fact that the shoreline of a lot of islands doesn't have a ton of good anchorage. The limitations of where you can anchor makes everyone get in close, to find that magic little spot where you're not running aground, but its shallow enough to anchor - so you're almost always going to be anchoring in someone elses build area - not even counting sea claims.
  20. Not as of yet, but that is something that has been requested off and on since launch
  21. Aye, the first two are solid suggestions, as well as the 3rd. So many islands go from 3' deep to abyssal dropoffs with no way to anchor. Although, instead of shipyards, the idea of bollards that you can place on your docks, and tie up there, is amazing.
  22. I do wish they'd throw in another set of stone and wood with different textured. The stone on the bank and the footing of the large stone gateframes looks great, and fits the overall aesthetic of the game. As is, cinderblock, or ancient temple is the only look we get on stone.
  23. This is a random glitch that happens at least once every couple days to me - suddenly, you're not able to craft 1 or more items that are inventory craftable. It happens most often with wood ceilings, but that might just be because thats what Ive been crafting the most. I've had stone arrows, storage bins, wood roofs, pillars, etc all not be craftable in inventory. Re-logging doesn't help, about 90% of the time fast traveling to a bed in another server fixes it. The one thing that always seems to fix it is...die. One thing that I would LOVE to have put in, would be to be able to craft personal inventory items, on the smithy. Its annoying that you have to pull the mats off to build something when you have a bench right there.
  24. The little hop was due to trying to avoid meshing. During very early Ark, you would sometimes fall through the land when exiting the water, and the little hop was put in to avoid that. (Similar to the thing thats causing tames to go floating off into space) There has always been something funky where the water meets the land - when you would lose a tame through the mesh, you could get it out by whistling it to follow you, and swimming out into the ocean a little ways, which allowed it to pop up through that water/land seam
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