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Skinner NA PVE

Pathfinder
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Posts posted by Skinner NA PVE


  1. Consider a mechanic to allow me to protect settlers on our Island for more than 10 days. Anyone can destroy their stuff after 10 day timer.

    This happened to some of out settlers.

    Also it appears their boat is not decaying at all.

    We think they left EU for NA but was going to give them another 10 days benefit of the doubt.


  2. Now that you have solved “tax” issue and people not wanting to “work for anyone else” please consider the following.

    Everyone has their tax rate at max on PVE and there is not reason not to.... So

    Make tax rate and upkeep cost tied together. Want higher taxes pay more gold upkeep, no settlers, lower tax rate and lower upkeep costs.

    I leave the math up to you.

    • Like 1

  3. Last one. (Joke)

    Bed are limited to the current grid you are in. For fast travel an NPC must be placed call him “ticket salesman”. When you fast travel you board a transport ship, costs 3 gold per grid, each grid takes 1 minute to cross, you can play a mini game to decrease gold cost and travel time.

     

    Please continue doing what you are doing I am really enjoying the game. Please limit wipes to your nose and rear end.

    • Like 1

  4. Actual NPC pirates. Their AI would follow you until you exceeded their range OR they sank you OR you dropped your sails (stopped) in which they “steal” 20% of your cargo. In turn if you sink them the ship wreck yields a map to where they have “placed” all their stolen booty.

    Land owners of the grid, while this ship is in their grid lose “5% of taxes collected”, a notifications of Pirates at the home grid would be appropriate.

    • Like 2

  5. Animal/crew seated points on boats.  A small post that snaps to the deck, small, medium, large varieties that you can “Use teather xxx” command and animals will be (seated) on the boat. 

    In my observation things that use your seated code are never wonky like things just sitting on deck.

    • Like 2

  6. Sails. Please make them all percentages of the ship design. Flat rate on weight sails make them non viable. Make handling sails have a turn radius decrease modifier in addition to wind angle, Make weight sails a percentage of ships max weight. All sail blueprints should have these modifiers visible with RNG focused on the design of the sail but a chance to get a decent roll on other. Very few variants of ships out there because current meta has us locked in. 


  7. We need to see actual ambient temp, not what it is outside... With temp so important to raising tames we need to know what our positions temp is. Current tells you local insulation values but temp is not adjusted based on player proximity to heat sources.

    a feels like 78 degrees would be wonderful


  8. Would it be possible to change SotD AI to not have amiable cannons? Right now they all hit the same plank. Other solutions is to make planks larger. A brig takes 40 planks...reduce that to 20 by combining the health of the planks together and double the area they cover. As is everyone puts cannons off the back and kills SotD that way because broadside fire is a death sentence if you dont have 40 planks with you.


  9. Was just an idea to live in the world they have created. Sailing around I see a lot of pillars still. Beautiful game till people spam it up. I think the build radius is decently large not to need spamming. I lived on lawless and demolished a lot spam. 

    I guess it’s human nature to pee on something to claim it just Incase one day you might want it.


  10. Is there a consolidated place we can see what Devs are saying in replying to the community.

    Also, Jat if you are listening, please lock announcements, I would like for it to show something is new, not a Bobby Joe like me posting on the announcement.

     

    I apologize to any actual Bobby Joes in making it sound like a derogatory term.


  11. 42 minutes ago, MeatSammich said:

    The grid system with a hex grid overlay to prevent gaps/ovelaps is something that a few of us have been requesting for a good while. It makes perfect sense.

    Personally owned, eh, I claim some land, join a company who builds a badass base on that land, then I leave the company and take their base with me?

    No adjacent claims would leave too much land unclaimable. The idea of the hex grid is to tighten up everything, so that there are no gaps or overlaps. What happens if Company A claims a spot, and Company B claims a spot 2 spaces over. Now there would be space unclaimable by anyone.

    edit: Unless what you are saying is that no one can claim 2 spaces together, which would suck too. Unable to have your water claim built and connected to the stuff in your base claim? Unable to build a big intricate base that is larger than 1 claim in size, unable to protect the resources closest to your base, etc

    I hear that a lot about personal ownership. How is it any different for the individual who builds the bad ass base then gets kicked and has nothing. At least going into it with personal owned if everything falls apart you know what you are leaving with.

    The idea of non-adjacent would make it impossible for an individual to monopolize a single area. To solve grieving your claim extends say 15x15 foudations but you can only build on the 12x12 center. This would prevent walled off gardens blocking everything.


  12. How bad would it break the current system if the claim flag cool down (to place a new flag after one has capped) to 1 week.

    It seems it’s already in the code and would just need to be adjusted.

    also If possible a grid underlay that defines claims, no overlap allowed, I guess it would make claims square or rectangular.

    Also as a fun kicker, no one can claim adjacent claims.

    while we are at it claims are personally owned and travel with you, too many good people playing solo/small group cause they don’t want to lose their stuff. I agree totally.


  13. 45 minutes ago, kolonelu said:

    ID like to see a movie, a proof, we try all breeding possible, we start mating on tropical area, BEAR CONSIDER TEMPERATE BIOME NOT SUITABLE FOR MATING!, and yes, we take the female on the ship and run to tropical bione, but most important u need to keep baby bear on the ship and move from shore to deep water, because on tropical area 20 degree come fast, around 6.30 or 7.30 hours.etc, BUT DONT DESERVE A CUBE LEVEL 18 to stay in game 40-50 hours, we found on arctic area bears level 29, we make them wild 40 and final was 75!!!!!!

    BREEDING IS SHIT !

    I can tell you that you didnt try, 

    1. Breed in a Temp Bio

    2. Leave mother near baby (avoids death by loneliness)

    3. Keep babies inventory full of berries until 10% matured (then they feed from trough)

    4. Keep trough full of berries

    5. If breeding large groups have multiple trough, 10 “cubes” will empty a single trough in less than 8 hours.

     

    PS full maturity is 50 hours, so they need to be tended closely the first 2 hours, then check them every 30 minutes till the 5th hour when they can eat from troughs 

    • Like 1
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