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LunningStooks

Pathfinder
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Everything posted by LunningStooks

  1. I'm sure many old timers can recall at launch we were met with the tease of a magic skill tree acting as a placeholder for future content, which was again further teased during the first developer livestream. And here we are - over a year later - with no word on this system. So I figured i'd take this opportunity to lay down a few ideas to get everyone interested in magic again... 1) Totems - A static object providing various effects beneficial to the owner. Crafted with mythos and a range of materials, similar to the submarine. Examples include:
  2. Been muckin' around with multi-canvas paintings today. Thought y'all might appreciate some slight copyright piracy... Also figured someone might appreciate my schooner... The ship of the Spammed
  3. Yeah, you get a disco point for each stone, plus more when you have all the stones and do the kraken. Same for essences and v2 kraken. As for the hydra ect., i know people farm it for mythos.
  4. Ice cave requires all the powerstones to enter, so someone without all stones can't enter it even if a clan mate with all the stones triggers the entrance. There's also an incentive for doing powerstones and having the powerstones at the kraken fight, as there's a nice chunk of discovery points you don't receive otherwise.
  5. This is only true on PVP. On PVE its 20% max, and it doesn't get subtracted from harvested resources.
  6. Tbh anyone willing to buy another copy of the game for a whole 2 extra *Insert resource name* for every 10 they gather by hand should be allowed lmao.
  7. You can already do this. Whilst at the ships wheel hitting V by default is the "Shoot at whatever you feel like" button.
  8. How on earth does having an alt lead to more taxes? If anything, it just means larger islands get occupied freeing up cheaper ones for those of us who don't use alts.
  9. I find it easier to hit the keel (Spine) of the boat from the lower decks. Just gotta back off at the right spot, but once you've found it its dead easy to repeat.
  10. I run in to this, i believe its because you don't have enough wood for it to do the craft AND burn as fuel.
  11. The timer is based on distance from point of origin, so the further you are from the bed, the longer the timer will be...
  12. There is still a sweet spot to tame elephants without getting hit, it just relies on trial and error until you have it down. On the belly side, approach from the back feet towards the middle ear slow as hell, until you reach a spot where it's breathing temporarily plops a feed x to tame is visible on the inhale.
  13. I've ran into this issue using tames somewhat recently, very rarely can my tames not put out enough dps to do it though. I lobbing a few grenades as they spawn tends to make things quite a bit easier...
  14. So, i've been attempting to tame an elephant in the most inhospitable, crocodile, vulture and cobra infested stretch of beach i've seen so far, and i've finially figured out why the 20 or so elephants i've baited have been dying to cobras so much. Apparently they can just phase through closed doors with no issues...
  15. It's possible, just really frustrating. I find the best method is to down it on a relatively flat surface, approach from the back leg towards the ear, and theres a sweet spot where it breathes in that it'll let you feed without it smacking you 50 feet. But generally feeding only works from belly-side.
  16. Same here - Had an entire base stolen, as well as a couple of ships. As a solo player its proving to be a bit impossible to actually test anything...
  17. Pretty much the same thing. A ship of the line would generally refer to anything in the first, second and third rates (Which basically boils down to how many guns a ship has, and whichever country is rating them). Man o' War is a catch-all term for warship (iir it stems from most ships being referred to as female, but because during the era war was considered a mans job, a dedicated warship was often refereed to as male)
  18. For 3: You can put swivel guns on ground bases and man them with AI crew.
  19. After watching the livestream, I was inspired to write up a list of neato things i'd like to see in the future. Firstly - Gameplay mechanics Commodity trade routes between freeports - A simple, tried and true sailing game mechanic. Buy X product for Y coins in Freeport A, sail to a freeport in a different biome, sell for Z amount of coins. I can see the player-trade system being used for this, but it'd be nice to be able to purchase a hefty amount of biome-related goods from freeports, and have to haul them to another part of the world in order to turn a profit (Providing player shops are region-locked, instead of being accessible anywhere). Thinking about it, this would probably provide a more predictable way of generating merchant ships, that patrol between various freeports. Better NPC crewing - Simple things, like assigning riflemen to the fighting top to act as snipers, and a "Weapons storage" item similar to the resource chest and food pantries, that allow NPC's to grab weapons and tools automatically to repel boarders and the like, as well as an improvement to their AI that stops them manning a station if an enemy is on the boat and within stabbing distance Regional diseases - Add communicable diseases that can travel between NPC's and players alike. Simple things like scurvy from a lack of vitamin C with varying stages, to pneumonia from being consistently cold for too long of a time, and malaria as a risk of living in a tropical region. Maintaining a proper diet (Vitamin balance) makes catching diseases less likely. Now, Onto the more content related stuff Rifle sized pepperbox style weapons - Multi-barreled firearms were commonplace on naval vessels, for the same reasons why shotguns are considered a CQB weapon today - More bullets in a tight space makes stuff deader. In this instance, would provide more shots between each reload, but have a long reload time, whilst doing the roughly same amount of damage that would be expected of a pistol (Most firearms like this fired pistol balls). Unique loot items - Weapons and such similar to other MMO's, that have a unique look or attributes based on where they were looted - for instance a more ethereal looking sword from the ghost ship, and who wouldn't want to shank someone with a piece of whale bone? Could be either in blueprint form, or as a one-off dropped item. Could also including unique and rare bowspirits to show off how tough you are. Ship-to-ship grapple: A big-ol' cannon that fires a grapple, pulling two ships closer to one another Ground-based NPC work camps: A simple implementation of getting NPC crew to work on the ground as harvesters without strip-mining an island single handedly. Add various construct-able structures, similar to the lighthouse and tax bank, that act as NPC work stations, these provide a reasonable radius where NPC's will automatically go out and harvest the resource for that station, providing they're kept paid. For instance, a lumberyard where 3 or 4 NPC's could be assigned to continuously harvest trees within a few hundred meters. Add a slightly larger exclusion zone that only allows one to be constructed to prevent abuse/spamming for these structures. Player would have to set up reasonable defenses such as setting guards to prevent workers getting mauled to death by the local wildlife and/or rival companies. Player gambling activities - The thing asked for in every other game these days now has even more getting asked for. Could be simple things like liars dice, to more advanced card-games like Whist. Some larger landmasses - A stick-on solution to the other solutions around land claims, adding more, and larger, landmasses would see more use for using mounts and such to get around. It would probably also add some more challenge to navigating waters, as well as some interesting ideas for leading a raiding party across a larger section of land, rather than having to blast through naval defenses. Private journal - A simple item that allows players who have aged out to resume their quest from roughly the same point - minus the xp progress to the next level they have. Players would have to craft this, acting as a 'save point' up until that point (So if its written at age 50, with level 40, you'd resume from that and all the skill point allocations, even if you had made it all the way to age 100 and level 100) And finally, an idea or two for dungeons: Isle of the Damned - An island, surrounded by mists and dangers, housing vast treasures. Jumps around to any random piece of ocean x amount of distance away from any landmass, large enough to house it, similar to the fountain of youth. AOD raids on freeports - A low-level based encounter where a weak, noob friendly AOD force attacks a freeport for 10-15 minutes before retreating. Defeating them gives a moderate reward similar to sinking a SOTD to make it worth it for players to participate, without being overly incentivised for outside players to swarm it. Will probably update with more, and edit to be less ramble-y once its not 3 AM.
  20. Elephants continue to remain untameable during the current live version. The option to feed wheat appears correctly, however upon pressing E nothing occurs. This is apparently consistent through several players in the D7 region of NA-PVE. The option to feed is also unavailable from the radial menu. Tried taming with the following: Wheat Coconuts Rice Potatoes
  21. Not sure if y'all caught the livestream info, but I actually kinda like the direction they're taking the steampunk-y stuff with what they've told us so far. For a recap from what i recall: The first thing we're seeing is a small, 4 player exploration submarine to explore planned underwater biomes and content, and to assist with deep-sea salvage. I'd also be ok with seeing some sort of aerial variant of this, keeping the bulk of the content about sailing the seas, but the option to head off and do some crazy vernian inspired adventures.
  22. They were just examples of names, based on their use in other pirate games
  23. My first sloop sank the second it launched because the rear was just a few inches too shallow. The god-knows-how-many sloops, 3 schooners and a brig i've solo'd were all grief sank. Never lost a ship to combat with a SOTD.
  24. I'm more suggesting along the lines that they introduce the different types of hull at each tier, and even insert a tier between brig and galleon as the gap in resource dedication is fairly large. For instance speed hulls would be thinner, cutting through the water better but sacrificing cargo capacity, cargo would be the opposite, dedicated combat ships would have significantly thicker hulls for better defense, ect.
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