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Kveldulf

Pathfinder
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Everything posted by Kveldulf

  1. Just watched the stream and read through the rule changes... PvP I think the PvP changes sound interesting. I can see value in wanting to live on a claimed island. I like the notion of everybody pitching in to save their homes from the barbarians at the gate. I like that you don't have to be a member of society if you'd rather not be. This, to me, sounds like it makes sense in a pirate oriented game. Communities may still sprout up for defensive purposes, but having the dichotomy of two systems sounds interesting. A 9-hour window will still allow quite a bit of offline raiding imho. However, on an island with a diverse population and a good landlord setting up defenses, it just might work. Plus, if the offender lives on flagless, it's payback time. If they live on flagged... restitution or war... Overall, I stopped enjoying PvP in MMO's years ago, but this has me intrigued. PvE Uhm... ok. This doesn't sound like it's very fleshed out. I understand the role of upkeep, but for PvE to be PvE, it needs more than that. What about including some of the PvP elements but have the 'E' part provide the danger players provide in PvP? What I mean is, if you live on an unclaimed island, SoTD pirate raiding parties sprout up and raid your base from anywhere on the island. This can happen anytime, online, offline, doesn't matter. If you live on a claimed island, SoTD will attack, but only within a specific 9-hour window of time defined by the landlord company. You can set your own war with SoTD as an event for your island, bringing people together to defend. The richer your company, the more intensive the warring SoTD. Still have taxes on claimed islands as it will be expected for the landlord company to maintain PvE defenses, maintain player markets, easy to access docks for clients, shipping lanes, etc. If someone wants to challenge the rule of the current landlord company, allow us to vote with our taxes... The competing company's Tax Bank must be placed in a dangerous area and survive repeated SoTD attacks so it requires a team effort over time. The people living on the island have the option to channel their taxes to the new bank instead of the old. Over time, the old decays faster as the new grows richer... OR, the old retains taxpayers and the new fails. If a landlord company wishes to keep their claim over an island, and keep reaping taxes, they have to provide a service of some sorts for those taxes and keep taxpayers happy. There is WAY more that you guys could do with the PvE side of things, and I really hope you give it more thought. Now is the time to do it! Admittedly, what I'm describing above could be added later. I think it could be phased in without another wipe. Keep coding the good fight PS. @Jatheish@Dollie sorry to ping you guys, but not so secretly hoping you find some value or inspiration in the PvE side of the post. It needs a wee bit more love. A raison-d'etre of sorts.
  2. I still don't understand what this gets you though
  3. Much as I loved Star Wars Galaxies, and for good reason, I always very much disliked the limitations placed on skills learned. I do like cooperative play, but I prefer the sandbox feel of absolute freedom in how to shape your character. I don't think that ultimately limits cooperation, it's still very much worthwhile to help each other out, but it does limit the amount of hegemony the players with lots of time can gain over the more casual players. In a PvE environment, I strongly value allowing preference to drive cooperation. I want to trade and work together because I want to, because it's fun, not because it satisfies someone else's gameplay to limit mine.
  4. An interesting theory but then it would no longer be PvE. I don't think that kind of interpersonal drama and incessant stress is something a vast majority of PvE players want, or they'd be on PvP servers where it makes more sense. Finance talks though. I'd be curious if the business model can survive on PvP alone. In my experience, that has not remotely been the case in other games I've played. In fact, ignoring PvE while focusing of PvP has largely led to irreparable financial damage. Maybe this game is different, but still a serious consideration. On the bright side, some unofficial servers have found viable solutions. For example, one has a limit of 5 flags per company per sector. I only spend time in one sector, but it does seem to have helped. We no longer have as many Tax Flags put down purely to steal materials from people as they gather. This limit includes both sea and land flags, btw, and frankly seems to work just fine. Question though: What in the world is the point of being a "Top Company?" Who cares? Are there perks? Can't say I've ever seen any value in such leaderboards. Granted I'm a little old to brag in the school cafeteria, but surely there's actually a point?
  5. This does sound like a game breaking issue though. At least getting these reports lets them know they have the problem to fix going forward. It sounds like their aim would be to fix it with SoTD behavior changes, like not shooting anchored ships, or other programmatic changes. This does make sense going forward as they can't realistically police every instance of asshats being asshats. They can do that for occasional issues, but not when it's a fundamental flaw to be patched up... like this is. Sure, I'd love to see these winterdouchenozzles get wiped and repeatedly griefed by the devs themselves. A dozen alphas on their tail every time they log in, with video for us to enjoy. One last note, on unofficial servers you'd be far more likely to get remediation and justice. Those admins don't have the responsibility to address the greater programmatic issue. They deal with the immediate effects, official admins try to deal with the effects more permanently and long-term. Still, if @Jatheish or @Dollie are taking a break on a Friday night and want to have some fun, it wouldn't hurt to put on the god-like GM superpower suits, roll tape, and drop some hell on the griefers. Funny and cathartic for everyone else.
  6. Vaenix, take a step back for a minute. He's not saying he wants a single player game. He likes positive interactions with people. What he doesn't like is the system as it is gives too much power to the few who prefer negative interactions in which they come out on top. Engaging in diplomacy and trade is great. All for it. But... how many times does one have to do that only to find those with ALL the power just turn around and screw them? Having taxes is fine, if there is an associated cost to owning the land for the owner him or herself. Currently, there is not. A company with 585 flags? Honestly that seems rather excessive. Keep in mind, they have literally no cost at all associated with holding all that land and imposing substantial taxes. Then, on top of that, they're going to demand specific amounts of farming? That makes a great PvP system. Absolutely. Grab the pitch forks and take the little royals to the guillotine. In PvE though, it simply means the rejects who can't hack it in PvP come and hold dominion over players who were looking for the positive interactions of PvE. That's the problem.
  7. Biggest problem I'm having with vits is they run out before I get hungry again. Kinda my fault though, I do a lot of standing around going "uuhhh, ok, so, how'm I gonna do that!??" when I really should be running around more. Can't say this game isn't immersive and true to life when it turns out I need more exercise.
  8. @NesquickPT First off, Nestle's Quick rocks. Grew up drinking it, still not enough. Sucks that this has been your experience. I have to wonder where we've done things differently though, as I can't say I've experienced any of the glitches you have. I believe you, I just wonder where the difference lies for you to have such a horrid go of it. Maybe I don't get out much (in-game). I have to agree with you regarding the number of animals at the powerstones. I know of some hardcore fans that were really turned off by that and the futility of it. I have no idea why the devs insist on keeping that as is. I also have no idea if they have any idea why they're doing this. **see edit It does sound like you really like the game's concept, so may I suggest you try one last thing... I recently migrated to an unofficial server. I got lucky in that they had just wiped so, for the first time, I got a small bit of land and got building. It has been a completely different experience. Absolutely loving it. Just this morning, I was trotting through the woods on horseback exploring the island I live on. Immersive as all heck, I was well-outfitted with a cozy home waiting. I wouldn't really expect to "claim an island" anywhere, even unofficial unless they've limited the player numbers to make it possible. Some islands are more than plenty big enough for multiple companies to live comfortably, and there's a lot to be said for also have a summer home somewhere. Lastly, I really can't imagine what's caused you to experience so many glitches in so many random ways. Perhaps you are the ultimate beta-tester! I can't really promise you won't experience them on unofficial though, since I have no idea what could cause such vastly different experiences. Maybe if they could compare your data with my data, it would give them a hint as to what's causing the game to glitch so much for you. Good luck, and safe travels. **EDIT: Just noticed they'll be addressing that shortly. The latest Captain's Log 19 talks about it, so that's good news!
  9. I also like the QoL changes they will be implementing, and that it's on the forefront. Most notably for me is the Territory Message box-size. Very cool that they're altering it! Also like the bookshelves coming, I just like bookshelves in all games :) More reason to spend time underwater sounds fun too. Different thread of information than what Realist was talking about, but good changes coming nonetheless.
  10. Delete it? Why would I go and do something like that? By full release, I presume you mean the $60/per launch they're hoping for. If they are to get there, the technical glitches aren't the main concern. The core systems are what needs attention. Now is the time to address core design elements. Trying to do so further down the road would require rewriting systems that are being written right now. Waste of time, waste of money, waste of early access. Technical glitches are far easier to fix than design elements. I'm not worried about their programming skills. I report those kinds of bugs in the appropriate forum as I come upon them. I make suggestions where I think they would help. I do get all kinds of ornery when I think they're making a monumental blunder that should/could have been avoided. Seems you are more about trolling than truly advocating for the devs, so this is surely to fall of deaf ears, but helping the devs means holding them accountable when appropriate to do so. That's what I plan on continuing. If you want to mistake it for whining, I'll just chalk that up to the blissful ignorance of youth. No biggie. Nice emojis.
  11. Well aware it's early access. Not bothered by things like foods giving the wrong buff, or glitching at border crossings, or getting kicked at every patch despite their announcement we won't be, or the comically delayed "in 15 minutes" non-sense, or the lack of attention to a chat system, or the size of silly territory announcement, or how players abuse the land system, or the lack of shoreline access on lawless, or encumbrance hitting at the wrong weight, etc. etc. etc. Not even upset when cobras and spiders spawn inside a completed and secured house killing people while offline. It's a bug, it's early access, it's unintentional and it'll get fixed. However, EARLY ACSESS! doesn't even begin to explain horribly poor design from its very conception. The punishing nature of the FoY and lack of correction comes to mind. The blatantly ill-conceived and utterly idiotic fix to weight-griefers punishing the entire population even if completely innocent. Not to mention it didn't actually solve anything. Early access is not an excuse or a pass for everything that comes up. Some things, particularly technical issues, absolutely. Other things, like mind-numbingly piss poor decisions before implementation, not so much. Lack of redress after intentionally releasing utter crap design, not even a little. Lots to like about Atlas... but that doesn't mean absolution from all accountability though.
  12. The FoY issue is not a programming issue. It's a design issue. They could very easily tone down this first iteration so they can gather data while letting people who have been playing since day 1 get on with things. It's not like their idea for FoY was all that difficult to conceive. Throw the hardest mobs in exceedingly high numbers to make it as punishing as possible. That'll be fun! Their design means people are just throwing themselves at it 100 times naked til they get lucky or quit. It's a design issue, and mostly a lack of any design at all. Mistakes and ill-conceived ideas are bound to happen, but recognizing it and correcting it really doesn't need to take any time at all when it is something this obvious.
  13. Said 100 times already hasn't made any difference at all, apparently. Get your point about keeping to one thread but would have been just a quick to grab the link and add it to the bigger thread. You're just rubbing salt in the OP's wound right now. From the look of things, he has a legit grievance shared by many, and pretty much completely confirmed. Should have been addressed by now.
  14. Rather than go, I'd like to see it evolve a bit. I like the idea of an epic end of life quest. I just think implementation was a bit simplistic and low-brow. Mentioned this elsewhere but... since there are 2 FoYs, use that to have 2 approaches. One can be like now for those with the numbers and preference for brunt hack n' slash. However, have another that can be done using sneaking, diversion, craftable disguise/camo for stealth... could have various micro-environments requiring to survive extreme heat, extreme cold, etc. to get there so planning and preparation wins. Essentially showcasing logistics and strategy. A chance for brains over brawn for the small single-digit squads and solo player.
  15. One trouble with this, though, is it's already really hard for the "little guy" to get to shore as it is. When first starting out, getting a raft anywhere near shore, especially in lawless, was hell. Particularly as the raft is a perfect fit to get stuck in dry docks. I'd agree a solution would be good. Just keep in mind access to the shore of some kind is important for new players too. Personally I'd love to see the dry docks pushed out to deeper waters so they don't take so much shoreline away.
  16. Looks great! Good work, and thanks.
  17. Forgive me if this has already been pointed out, but some of the inter-personal bickering makes it difficult to weed through sometimes... New content like new armor is largely re-skinning and maybe changing some stats in a database, is it not? Mostly art-team work? This is very different from people programming the network stuff or core components of the game's mechanics. Perhaps different teams are working on different areas of the game simultaneously? Not to say there haven't been mistakes: The 1000 mobs defending the FoY reminds me of devs in the past giving ai perfect aim to make a game more challenging. It didn't because it just wasn't interesting. It wasn't challenging as much as frustrating. What is needed is a more intellectual challenge. Since there are 2 FoY's in operation? How about 2 different types of challenges? The brute force of a 1000 mobs for those with the numbers to tackle it, and those who prefer to brow-beat it. Another kind that requires more sneaking, more planning, more finesse? A topic worthy of its own thread maybe. Don't forget QoL updates! The chat system comes to mind. The chat UI is huge and often gets in the way. The territory announcements... that box is way too big! Need eyes on the horizon to survive and then view is obscured by the same message I've read 50 times. Smaller and expandable if it looks interesting, which honestly it rarely is. Defensive thinking before releasing something... Overweight ship fix w/ floating to death. Haven't tested how it is lately, and got over the experience, but someone on the dev team should be in charge of thinking more defensively prior to releasing something. Who will this affect, how will it affect them, can we mitigate the damage? FoY, how many players over 90? How do we prepare for the rush? How can we mitigate that? Hindsight is 20/20 of course, and one can't foresee everything. Someone paranoid in charge of "worse case scenario," a healthy voice of dooom might help. World of Warcraft had a rocky start. A lot of games do. It doesn't mean the end of days. I love how the ocean feels in Atlas, the vitamins frustrate me sometimes but love the survival aspect and logistical challenge. There is a TON to really like about this game. Let's not let the devs forget that either.
  18. Should raise both yellow and orange. Raises only yellow.
  19. Specced to carry 280, get encumbered at 240.
  20. but isn't it the disrespectful nature of the word that categorizes it as a "curse" word? Otherwise how do you differentiate a curse word from one that isn't a curse word, you farming potato.
  21. I think with the cursing, they lose credibility with their elders, but somehow feel they've gained credibility with their peers. In fact, losing credibility with their elders is likely just added gravy. There was recently a thread titled "where the hell is something or other." I remember thinking the "hell" was completely unnecessary and superfluous. Oddly enough, you open it up and the post itself is perfectly normal. So, why the grandstanding and posturing in the title? Beats me. I would say, though, that I wouldn't expect a family friendly atmosphere in a game that features public executions (hanging, guillotine) and caging of other players.
  22. So, my thinking may be completely off, but it goes something like this: 1) Say I build on Lawless. Even though I'm busy IRL, no problem, I can manage to log in often enough to keep what I've built. Now, say I want to travel the high seas. I'm in one corner of the world, and I want to sail to the other corner. I need to make sure I organize my time both in-game and IRL so that I sail to where I'm going, get to spend some time there, and sail back before the 4 day timer expires. No matter what I do on my travels, I have to get back in time. If I decided to build another place on the other side of the world? I have to be sure I can go back and forth within every 4 day period to keep both. Keep in mind, Real Life takes precedence. If the dog needs out, or the baby needs the remote(what do I know), I'm grabbing the nearest island and tending to real life. OR... 2) I work something out with a landlord and build there. Sure, I pay a tax, and hopefully a reasonable one. If I have a business trip for a week, I might lose all my stuff, but unlike Lawless it is not more likely on Day 5 than it was on Day 3. Now, I again want to travel the high seas. I find a tropical paradise full of pretty people with diamond studded peg-legs. I want to stay there a while. I talk to a local landlord, work something out, build. I now have two places that don't need my immediate attention each within 4 days. Maybe I go far north, meet a nice Yeti lady. She owns some land. Now I have 3 places. In the meantime, all these places have different variations of resources I can bring back to my other landlords when I go back to that home. SO... If you don't mind staying close to home and like the certainty of things being in your control, Lawless makes sense. If you think you'll get kinda bored staying in the same area, and you have the sailor's bug... no, not that bug, that's gross, have it looked at. I mean the travel bug... and Real Life makes rigid time-tables in-game difficult, renting might make sense. Again, could be completely off, but there goes my thinking. I'm still working on rented home #1 so it's rather theoretical.
  23. Totally understandable. It's a *facepalm* kind of fix I would never have expected. I was sure it was a bug for a while. With the weight, I sort of wonder if that would still be griefing potential. The boat wouldn't sink, awesome, but if they then can't sail and can't dump the weight, not so awesome. Still, rather than having people stuck, why not just teleport them right back into the water? Seems to me like that wouldn't have been that complicated either.
  24. In theory, sure. Practically though, not everyone that hops on a boat has bad intentions. Not by far. There were other ways of handling this that would not penalize people doing nothing wrong. That's the problem with this "fix." For instance, rather than make people kill themselves and lose their belongings, just have the game boot them off into the water. No harm, no foul, and your stuff is just as safe. If you were not affected by this "fix," great! If you're going to condone "fixes" that randomly hurt innocent people... you may well be next. It would be a valuable lesson for you, but I wouldn't wish it on you.
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