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Ostkinferno

Pathfinder
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About Ostkinferno

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    Pathfinder
  1. yeah i didnt even think of that. i guess either making a 1 time fortune fee to buy islands or put a limit on number of islands 1 company can hold????? the easy bypass there is making a second tribe or allign with one. But its not out of reasons that a pvp tribe would want land in both pvp and pve just as a pve player would want land in pvp and pve. but would diffenetly have to implemement a within reason safety net to slow exploiters trying to push people out of the game
  2. i feel like some yall didnt even read this just skimmed over it got what you wanted outta it then commented lol.. first pvpers wouldnt be able to hide in pve. as i suggested any recent pvp actions would have a timer that would lock you out from entering a pve zone forcing you to stay in the pvp zones for whatever alotted time ppl thought fair. i feel 24hrs is a decent timer. this is a dual sword it would contest the already pvp fighting and hiding in freeport currently being used. second there would be a freeport in a sence but it would be just 1 islands located in select pve zones. and itd be unbuildable upon as it stands now. i dont mind the feedback together we can all come up with a great format but at least read the stuff all way if your not
  3. i really love this game as im sure most do as we keep playing. i was thinking about how this games future could be enhanced to make it better and bring more players cause lets all admit half the fun is the social aspect. So i came up with some ideas that MAY work and may NOT. I'd first start off by combining all realms into 1. PVE and PVP EU and NA. 1 massive MMO. Then id partition the grid into two worlds 12x5/ 12x15. the "west" 12x15 would be a spawn selection for any NA player that chooses to live there or even EU if they choose. and the "east" 12x15 would be the EU spawn port and na should they choose. Each side would be controlled in their perspective regions in real life to reduce lag or however its maintained now. Each grid would also hold 80 percent of all the resources found in the game where the other 20 percent would require you to travel to either Eu or NA sectors to find. Id remove ALL freeport zones and add 1 freeport island that is unbuildable upon and add islands to the rest of the grid to act as PVE zones with some of the old freeports being lawless and others being settler zoned. I would increase the numbers of these grids as well to reflect a better PVE game mode and ensure that a player is able to journey from 1 pve zone to another if not directly then swiftly upon entering a pvp zone if entered a corner. Id then remove all current lawless zones and turn them into PVPVE where the new added AI pirates would reside and sail and live. where both PVP players AND pve players can beat up on the AI ONLY. Lastly id the remove all Current settler lands and switch them to PVP only zones both lawless and settler. Again spacing them out and adding enough that so a person could travel from a pvp zone to another withought having to go into PVE unless by a corner and can swiftly turn to a pvp zone. so now that the zones are defined id work the system as such. Any player can freely roam to any grid he or she chooses and their own discretion. However all PVP actions have cooldown timers connected to both the ships. player and company. meaning if your mainly a pve player but you decide one day to test your hand in pvp and you engage in pvp you would have a cooldown timer before you could re enter any pve zone. weather that be 12 hours. a day. 2 days even 4 days. This would give the opposing side a chance to attack back and keep players from attacking and running back to pve. This timer would effect all players in the realm that engage in PVP. so everyone equally gets this penalty for entering PVE after engaging in PVP battle. the ramining 15 grids unassigned would be powerstone islands and kraken spawn spread out randomly in the realm where all current laws and remain. the kraken however would be in a PVE zoned only since having that in a pvp zone is obvious a major recipe for trolling. this is the base of it id love player feedback feel free tag me up maybe together we can add to it or edit it and grapeshot would listen
  4. Dollie and jat and them dont care about our ideas ive gathered that a long time ago. NOT unless it aligns with there own vision ofc. Like you said there is no reason to sail around besides a few key mentions. It takes way too long is the main issue aka grindy which is what the key note here is about this game. its too grindy in its current form to be a long game.. i know that sounds wrong but for me the extended grind scares people away they give up. especially on pvp side.. to even be somewhat successful youll have to get lvl 20 and have guns unlocked and artillery and metalsmith.. it takes time to get to that point its not something you can get to easily within a few days enough to defend yourself from raids. skills are way too grindy to achieve . plus the fact that a 52 level soft cap needing discoveries to get to 150 lol nobody got time for all that BS.. just like eating to keep vits and balance your food.. nobody got that time either just die and respawn. even if you have the food depletions learned and over eating learned your still got no time..atlas in current stage is too boring.. to grindy. and devs dont care... granted i play and still play as i write this doesnt mean these things arnt true.
  5. 1. reduce berry gathering in elephants and giraffes and rhinos. 2. increase thatch harvesting in giraffe more 3. allow 1 claim flag same as pvp to pve. this would allow pve to utilize tax office. all same rules to flag apply from pvp.. able to claim whole islands however reduce the flag to just 1 if claiming whole island. if being used as a normal land flag then 5 or so. otherwise pillars will rule the world like ark 3b. If flags cannot be utilized in pve then use foundations only to act as flag replacements and only take effect as land claim when placed in junction with 30 or more within its range. this way a single foundation or even a couple would have no effect and its range so minimal that not worth the time. but would allow land claiming in small portions and ability to use tax bank still 4. make age progression slower. 5. Add decay timers to ship based on class where anchor will raise after timer is up allowing pve players or pvp to claim or destroy by being able to mount the ship due to a raised anchor.. this would uphold all safety measures of anchored ships and yet allow us to clean up areas of afk. 6.re spec the skill class that allows players to utilize all advanced armor and weapons and ride animals without having to learn the whole skill tree of armor and tools and taming. this would allow larger tribes to assign crafters/tamers and trading would be more viable to these higher ended bps and animals. 7.add a kennel feature to ships that would allow player to assign bays to animals that when told to board ships would go to those areas and add selection to animals that when anchored would beach. for galleon specifically 8. a dry dock or auto docking feature 9. have water bouys act like foundations or pillars. this way players can better protect there bay entrances
  6. im a solo player im very interested in this.. add OSTKInferno on steam and discord#7641
  7. 1.) The ability to use advanced crafted items without having to learn all areas that also allow being able to craft. As it stands now all tools, armor, structures require advanced learning to craft and use or put into hotbar. 2.) The ability to be able to use animals without having to learn the entire skill tree of taming and breeding. 3.) Being able to dock a ship against a shipyard or a drydock 4.) Do away with sea flags not by any islands 5.) Move sotd to mostly show up on artifact islands
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