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Argh!

Pathfinder
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Everything posted by Argh!

  1. The model for the handling sail is rotated 180 degrees -- it's backwards. Just look at the crows nest compared to every other sails. Someone forgot to reset the transform on the model pivot. This should be an EASY fix.
  2. An Update on this -- With the Mega Update, this issue appears to be minimized... I'm still getting the "RESOURCES WILL NOT BE RETURNED TO YOU" on certain items while the ship is in the cradle: - Angled Doors - Angled Door frames - and Catwalks. There may be more, but I haven't tested all building blocks yet. I have screenshots, but I seem to have reached my limit on uploads... It appears t here is a global upload size maximum that doesn't continue to accrue over time.
  3. I double checked, and yes the anchor is/was green -- While this is true, The best way to build infrastructure is to do it before the planks are on... There are certain cabin styles that can't be built once planks are in place, because they cause obstructions. Yes, this is a temporary work around (although I was not getting materials back even after the boat was launched and at anchor) -- I woonder if it's because I didn't have a resource box on board yet?? -- it should really get fixed.
  4. Thanks for the reply @Jatheish -- Yes, that was the issue, but that brings up another issue. There is no instruction or feedback in-game related to unlocking your shop; and "unlocking" a shop full of valuables is counter to every other interface in the game -- (this is faulty UX design). Unlocking ANYTHING in the game currently means "This stuff is public property". Perhaps simply changing the text from "Unlock" to "Open Shop" would fix this disconnect?? I learned the answer from Discord after I posted this, but initially I assumed people were trolling and wanted me to "unlock" a shop so people could loot it. I had one of my mates leave the company and we tested it before I believed it was true.
  5. @JakeM -- I'll check for the green icon next time I'm on, but could you please clarify what "fully anchored" means? This is a strange concept -- Why would a green anchor mean you are not fully anchored (green usually means good)... and why is that even a thing?
  6. An update... I launched the ship, and It appears we are not getting back resources even at anchor.
  7. So far we have not been able to get a shop to function, or to access any shop at any other island we have visited. There are no warnings or indicators of what might be missing... The lack of info in itself is a bug I am assuming (given the number of shops I've visited) that they're not working as intended. If you wish to take a look at our shop you can find it here (cheat TP A8 -77778 281148 113) This is on the EU PvE server...
  8. Recent change in V.104.2, broke ship building -- "When demolishing a non-ship/core type structures on a non-fully-anchored boat, resources will not be returned to you." -- Unfortunately your ship is not officially at anchor when it is in the ship cradle, so this is in effect while building ships. any time a mistake is made, or you need to move something that is past the pick-up timer, you eat the cost of materials. Also -- I don't understand why this change was made?? We survived an attack from a SoD because we were able to demolish some of our ship to reclaim materials when our resource box ran dry, and we had a plank missing -- it was just enough to replace a ship's plank and escape death. That was actually one of the most satisfying moment I had in the game.
  9. I don't fully understand how the store works in it's current form... If you place items in the shop, and it decays after 48 hours, do you loose all those items?
  10. In the current form the player shop would work fine for PVE, -- IF they would remove the 48 hour decay when you place it somewhere other than a Freeport. There is no need for decay if it's in your own colony. There are plenty of resources worth selling. I know many players that are gold rich that would buy resources rather than gather them. Some good examples of goods: Wood, Fiber, Thatch <-- for blueprint builds. Mythos Cooked specialty food Treasure maps for your region Rare recipe/taming ingredients - Honey, Turnips, Beets Ready made Ship parts - for repair or building kits. Seeds Etc. A way to sell ships or animals would be great!!! In its current form it's WAY too expensive -- 60 gems and 70 gold for something that lasts 48 hours (with no foot traffic). There is no way to make a profit. In this form, what's the point??
  11. With the global update to weight they now weigh 0.7 pounds each -- a stack of 100 is 70 pounds.
  12. It's worth bumping this again -- the "Extreme Weather Events" don't make any sense, and are only there to kill the player at the most inopportune time. Short of magically having the right stuff in your inventory to deal with the threat, the player is guaranteed to just die randomly, and often at the worst time. (mid-tame, during a treasure fight, or mid-fight with SOD). My suggestion is to limit the range of extreme events, and give the player the ability to escape the event somehow: - Extreme heat -- should only occur in the desert... the hint says to get in the water (this currently doesn't work) -- Going inside (home buff) should be enough to escape the heat. There are no "cooling" items in the game yet. - Tropics -- Favor warmer temperatures (rare extreme heat) - Temperate -- Favors cooler temperatures (rare extreme cold) - Extreme cold -- should only occur in the Tundra/Arctic... any clothes (Leather or above) should slow the effect. -- Going inside with ONE fire should be enough to survive. Currently even with fires surrounding the player, it's impossible to survive the cold in the arctic (if you don't have furs). It might be worth asking the question (What does this add to the game) I'd wager most players would likely reply that extreme weather events should be a removed. Extreme weather is fine if you can plan for it. -- I'm heading for the arctic, I should make furs!!
  13. More to the point -- Basic resources should not be limited by island biome -- these are essential for early game development, and not viable as trade commodities, since they are needed to build up the basic infrastructure for trade. I can see less common and rare commodities having variable rates (to encourage trade), but not the common stuff.
  14. I TOTALLY agree some tweaking could be done... I suspect the rates feel more or less punishing depending on the island that the player settles on; for instance the island we are on has almost no metal (which we can deal with), But (especially in early game) the fiber ratio seems really low. I've found this on most of the islands in our zone. Until we were able to scrape together enough resources to build a Schooner and tame a bear, the struggle was painful -- Not fun. I agree with the non-hardcore crowd here. the time sync is too much for the average player with the current rates. This game should be less about spamming the "E" key, and more about trade, sailing, and adventure. The "survival struggle" is a holdovers from ARK, and (to the designer) it would be worth doing some soul searching to see if those mechanics truly belong in THIS game. <-- in some cases the answer may still be yes, but I would wager you could trim this down and still have a really enjoyable experience based on player interaction, rather than the daily grind.
  15. I am pretty sure that the large gate got LARGER in the Mega update!! The request for smaller, wide gates is a good one, and shouldn't be that hard to add to the asset list. For that matter, couldn't it just be a variant the same way that you have implemented variants on walls and floors?
  16. Sounds like the perfect thing to suggest to the devs... This game is more than code, it's a community, and all good communities need good moderators. Grapeshot/Wildcard should invest in this.
  17. NPC -- Pirate ships -- that you could claim if you defeat them without sinking. (chance for interesting ship variants you can only get this way) Merchant cargo ships -- Common, rare, and legendary resources. (Unique resources only available via merchant ships) Ports and Settlements (as mentioned above) Pirate bases (claimable through defeating them) Mini-boss creatures (like alphas, but less random -- drop unique loot, and only spawn and stay in a limited dangerous area) More loot in general -- It's great to craft stuff, but it would be sweet to get swords and guns that are only available on certain islands from certain NPCs) Sea witches and Voodoo witch doctors Systems -- Earn-able "titles" that give access to special craftables. Player created (and posted) quests requesting resources, needed items (seeds, ingredients, and such), animals, or crafted gear... (in exchange for gold) Ability to generate Deeds for any sell-able item (ships, houses, tames, a sack full of beets) Just to name a few...
  18. I figured you could potentially have more than one settlement on an island (3-5 maybe?)... They would have a radius like current claim flags, but with far less restrictions to build... the value of the settlement could be based on both what is built as well as how many different companies you include. The benefits to sharing would be faster resource and character growth. I can totally see the issue you are highlighting... I imagined that joining a settlement would be a bit like joining a guild in other MMOs -- with ranks and privileges... you can't get away from having owners/leaders -- If the health and wealth of a settlement is tied to attracting settlers, doesn't that still constitute a reciprocal agreement?? <-- This could also be solved through "stock" in the settlement... new members get a cut of the riches, distributed to their resource chest via the bank, and could set quests for needed items? I imagined Admins having a lot less power than land owners do now - maybe with a line of succession so settlements don't end up in limbo. They could also be subject to claim if abandoned. I would have to sit down and do a real design exercise to work out all the kinks. <-- of course isn't that Grapeshot's job. I've seen systems like this work in other games... I did another post "This game is missing the RIGHT kind of conflict.", one of the issues that makes this a harder design challenge is that the PVE is really light on the "E" -- We still need ways to be pirates or merchants in the PVE version of this game. There are tons of SOTD, but no NPC pirate/merchant ships or NPC ports to plunder and take over. AC Black Flag did a pretty good job of NPC port battles. Thanks for the feedback!
  19. Well -- you seemed to understand in the end. situations like the BfA in WoW is exactly what I'm talking about... PVP by choice, not forced on the player. You are entitled to your opinion, and I can certainly understand being a PVE purists -- I am a PVE player as well. I typically don't do PVP unless it's with friends that I trust. I did try Eve Online, and I had some pretty interesting interaction with PVP players. shortly after I started, I was killed by a pirate while I was mining... lost everything I had worked for. I messaged him, and congratulated him on being the first person to kill me. After a polite and earnest conversation, he transferred me enough credits to replace everything he had destroyed, plus a million more for upgrades. I made e new friend that day. It's not all bad. <-- I'm not suggesting that this is for everyone. The point I was hoping you would see/read, is that my post was all about PVE ideas and solutions -- focusing on the one PVP comment/idea doesn't further the conversation. So I politely ask again -- did you like any of the other ideas?
  20. Totally!! This is possible through the current in game system -- Just have "pre-claimed" areas with no expiration (claimed by the game). The system takes care of the rest.
  21. The only PVP suggestion in the whole list, is that we could have specific zones that are set aside for PVP (piracy)... This game is not designed for PVE at all, and they are trying to shoehorn PVE rules on to a PVP core. SO In this example, the majority of the servers would be PVE... MANY really good PVE games allow for limited (controlled) PVP (as long as it's the player's choice) -- All this addition would do, is add another style of game-play to the PVE server cluster -- we loose nothing. that's why I like the idea. Did you like any of the other ideas?
  22. ^^ YES!! ^^ The land-grab mentality would become irrelevant if the game didn't force the "need" for permanent land bases... Here are my thoughts on how to address the broader land ownership and PVE issues: Allow building anywhere, but it decays naturally over (x) amount of time. *bear with me ALL "abandoned" structures decay -- but you can combat this with a "settlement" (see below). Add in temporary buildings that can be packed up (also decay over time) -- Tents and base camp equipment -- These could be limited use light versions of all the basic needs --> hammock/spawn point, sawhorse/crafting, camp-stove/cooking, portable resource chest for gathering, taming cages ... The Bank becomes the new flag (town square) for a "Settlement" -- requires a goodly amount of resource to build one, but once you do, you own a physical settlement -- Players can then request through an interface on the bank to build (a residence, trading post, port, etc). Upkeep, taxes, resources to repair, all still apply. Post jobs in the bank, (gold for resources, or items needed for the settlement) -- this becomes a center for trade and commerce. Structures in settlements decay VERY slowly, and can be destroyed by Settlement "admins". If you park your ship in a settlement (you are not a member of) longer than two days, the settlement will begin to pull money from your resource chest (dock fees)... If gold runs out, an abandoned ship will become "unclaimed", and available for claim or salvage. <-- this could work for abandoned buildings as well. Settlements are not Companies, but can be owned by one (or more). Base the success of a settlement on trade volume (leader boards). Allow all members of a settlement the ability to use all basic crafting equipment. Resources for crafting are pulled from your own personal or a public resource chest that's within the towns radius (like a lockable resource trough). Players can buy and sell settlements (deeds) -- the value set in game, and based on the resources and amenities within the banks radius. Increase crew and weigh limits on ships to a reasonable level so they could be used as a mobile base --> encourage exploration and trade between settlements. Turn select zones in to PVP "lawless zones" -- Encourages piracy <-- which would be far more lucrative if there is strong trade. Going in is a choice, and might cut time off of lucrative trade routes, but you go in at your own risk. ALL PVP rules would apply in these zones. These are just "brainstorm" ideas wandering down a slightly different path. I know these are rough. This thought exercise riffs off the goals of simplifying (where possible), using existing game systems, adding healthy PVE tension, while attempting to decoupling players from obvious grief systems. Thoughts??
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