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Kappinski

Pathfinder
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Everything posted by Kappinski

  1. Let's forget companies for a moment and talk about settlements. I have a crazy idea and I can't wait to hear from all of you how bad and stupid it is First the Simple explanation Companies can only have 1 Island which merges Company and Settlement into one and the same thing. Players can join multiple Settlements. Second the complicated version 1. Get rid of Companies (just hear me out) 2. Implement Crew (explained below) 3. Expand on the Settlement mechanic so that Settlements become a substitute for companies Crew A crew is just a casual party of players who meet and want to play together for some time and do stuff. This group is absolutely temporary. The limit should be about 5 - 10 people. The leader of the Crew is the captain. And if the Captain owns a ship the crew can use sails and stuff. Maybe different settings for chests but ... details. Or maybe it is bound to a ship like the settlement is bound to an island. Raid Group Just a group of crews. This is also temporary just for raids like the kraken or a fight. Settlement The settlement works at least as we know it right now. You claim an island and all that stuff. That's why we need the Crew as a small substitute for the company because it would be difficult to play with other people. The Settlement owner can allow single players, or a whole crew, to become a permanent settler on the island. From here the whole thing could work as a company but it is bound to the Island itself. Players are not limited to a single settlement/island. They can become a settler on several islands. Maybe without limit. There are different ranks for Settlers and with that different things they can do. Building houses, building cannons, etc. The Settlement owner can set basic laws and of course taxes on farming and trading in player shops. (Or for docking your ship?) Alliance An alliance is formed between two settlement owners. Each settlement has the alliance rank and it applies to every settlement member of the allied Settlement. So why this change and where are companies? Companies are gone in this idea. This applies to players on islands. There are no companies on the open sea. Just temporary crews and maybe bigger raid fleets. The ocean is lawless. You are just you and your crew and your ship. If you set foot on an island. The options you have are determined by your relationship to the settlement. The thing I see here and that is the main point where I hope we can solve some issues with the game, is that right now people identify too much with an abstract name or company. If they identify with a settlement, at least in my fantasy, we could get a more open world. More cooperation (even on PvP). More trade. More piracy. I don't know. I think this sounds wonderful.
  2. @sgzeroone & @boomervoncannon Can we get back to the topic please? I love this idea! I don't really care how, but to actually get some of the real ship parts of a sunken ship is super cool. This could lead to a little bit more player based economy. Because without the effort of farming it yourself you could sell mid - high tier ship parts or cannons for decent profit. You shouldn't get 100% of the ship. The most simple solution would be to add a chance of 20%(maybe higher, maybe lower) to the demolishing of sunken ships that you get the structure itself instead of common resources.
  3. If you can get your ship back at any freeport you are right. But still you would have to sink your ship to get the insurance. But here is a solution. If your ship was sunk and you organized the insurance before. You can buy it back for additional cost at the freeport in form of a ship in a bottle. And you can summon the ship only in the grid where it was sunk. The Bottle would be an abstract item like cosmetics or compass so you cannot trade bottled ships.
  4. I see your point and it's a good one But if a company is willing to sail out and seek someone to do ship battles than we can assume that other companies would do so as well and the situation you described would just be the "worst case" for ship vs ship combat. But if the attacking company is there to attack the island it would be really stupid to not use your ships aka your first line of defense. So how would you know what the attacker wants? Do you know that they are coming to play battleships(c)? Very unlikely. The situation you described is a bad case! no question about that. But I think it is still questionable whether this would happen most of the time. If I would want to attack an island for whatever reason I would be happy to see that they don't want to use their ships. (Of course the cannons wouldn't work if the ship is docked) I think what @Vurmis said about agency is also true. But here is another thing and I just want to invite you all to think a few steps further. Because you think very critical which is a good thing imo. If we can bring solo/small groups and bigger companies together and let them enjoy the same gameplay this game will succeed as an MMO. With only big groups it is just ARK with ships as often stated. I see a big picture here where it is possible to start player built towns. Sail there, anchor safely and go to the marketplace do some trade get what you need. The bigger company is holding the city. The small sailor is doing some trade. This is a romantic fantasy. This is what the trailer sold us in the beginning And I think it is what got a lot uf us playing this game in the first place. This idea is meant as an incentive for bigger companies to build a safe harbor for other people (because gold). And it is just a tiny step in that direction. It is not perfect but it might fit into a puzzle of other mechanics. So how can we make this basic idea safe? How can we make sure it is not exploited by the defender?
  5. People are still worried about their ships so here is an idea. What we need: - 1x claimed island - 2x new structures - 1x ship The claimed island could be the island of any company with a good amount of gold in their bank (or flag?) They will build a new structure, which also solves the need for a requested feature. The Dock I imagine docks like they are done at DarksideRP they have a mod for that but thats about the cosmetic part So you have a dock structure that you can build and snap onto each other so we don't have to use wood structures. The Bollard This snaps to a dock and you can attach a ship to it. They could look fancy. You can set a gold price per hour that a ship has to pay to stay attached to this structure. As long as a ship is attached to a bollard it is invincible no matter what phase the island is in. The gold is payed from the ships resource box. And the gold doesn't vanish into nowhere. The gold goes directly into the bank of the land owner. The ship could be any ship. If it is a ship of the same company as the bollard it costs nothing. Or you can make some settings in your claim flag what enemies, allies and company members have to pay. But why? This is an easy way to make gold. Every single player wants to have its ship protected. As solo player or just a group of new players you could anchor in the harbor of another company. The ships would be invincible as long as they have gold. This would give players who build their harbor a meaningful decision about how to build it. You can protect it with automated NPC cannons but then nobody that isn't part of your alliance can anchor there. So less gold for you. Or you make it open to everyone entirely and provide a safe option for traders and player shops. This would also lead to more gold on ships because they don't have to pay only the crew. And that could lead to more piracy in open waters. If you know a famous port where many players park their ships you could patrol this area. The big advantage I see here is that if that works and players open their ports to others. You don't need a base on your own to protect your stuff. You could just play with your ship as a base. Other thoughts The question is whether the bollard and the dock it is attached to becomes invincible as well or not. Because you could destroy it. Does the effect for the ship still stay as it was? Just details
  6. I was watching a video about another MMO in space where someone mentioned that you can buy insurance for your ship and if it gets destroyed by someone you can get it back. Sounds to me like a good solution for ATLAS. Let's think about this together The most obvious thing would be to use the ship vendor in freeports to buy insurance for your ship. But how does he know which ship? closest range? We could add some magic here A new Structure! The "Ship insurence box" You can only buy it at the freeport for little gold and have to place it on the ship. Then you have to fill it with gold depending on the class and weight of the ship and if it is full it disappears in magic sparkles and your ship is saved with everthing inside of it at this specific moment. So if it is sunk you can get it back. What do you think? Any ideas? How about a ship in a bottle?
  7. Simple but not easy. Make the first post of someone in the forum only public after it is reviewed by a moderator.
  8. Honestly! I have never tried to upgrade something xD I should do this someday
  9. But what to do with gold? Even if we get filthy rich, what do we do? There are no fancy items to buy. Everything you could sell gets its value by time it took to farm it or a little bit of RNG. This gets a little bit too far away from the topic but I would love to see a crafting system similar to this other MMO New World. There you get different quality levels of "wood" for example and you can craft something with just tier 1 wood or tier 4 wood. Or a mixture. And the higher the quality of materials the higher the stats of the object. Love it! Imagine this for every single type of resource Not only could you buy aged wood but you could buy aged wood tier 4 which is super rare
  10. Alright we are into trading. I agree that we need to get law and order somehow automated. The new claim system is a step in the right direction. I also agree that we need something valuable to sell. Something that is very rare & unique. To scroll through blueprints just to find the highest number seems boring. But for the shops: I would love to see a feature where you can ask for stuff in your shop. "I buy wood stacks of 500 for 50g each" for example. So you can buy & sell in the same structure. Why? So that if you get a marketplace with a lot of shops you can scan all offers and maybe buy here, sell over there and make profit. Thats fun! I like the idea of getting more info about player shops on the map. So how about this? Don't show single shops but show the density of shops on a certain island. A big purple circle that grows bigger if there are more shops from different companies. So you can see that there is a big market but thats it! How to get a big market? Give the Land owner an advantage. The bigger the market on your island the smaller the upkeep up to a point where you generate gold in your flag. (Just an example, that would inflate the gold value even more and could be abused) How to protect the market from dogs? Add the good old claim flag Only the Land Owner can place it and maybe just one of it. And inside there are of the flag it is PvE and the more shops inside, the lower the upkeep of this one Just thoughts
  11. Maybe it works if you put the balista on your smaller ship? We didn't try ^^
  12. Today I tried to tow a schooner with my brig. The brig got the balista. The moment you hit another ship with a harpoon. Your ship, the ship that shoots the harpoon stops immediately. This is weird on its own but it means that you cannot tow another ship with a harpoon because the towing ship can't move. I hope that this will be improved someday. But I guess it would be very complicated.
  13. https://clips.twitch.tv/SillyDreamyMulePRChase An example of this bug in this clip So how did this happen? There was an Elephant stuck in water trying to get on land. I used the grappling hook on him just out of curiosity. The next time I used the hook was the situation in the clip. And it attached to the ground in front of the elephant (thats not in the clip) I was able to reproduce this bug several times but not really sure how. I grappled onto the elephant again and it still worked that way. Whenever I used the hook it attached to the ground in front of the elephant and sometimes it teleported me to him. I wasn't able to use a ladder afterwards. Server restarted few minutes later (private server)
  14. We don't have to agree on this point But I think a tedious task is "tedious" because it has no meaning and no impact besides "get stuff from A to B" The improvement I see is that every action regarding gunpowder becomes more meaningful than just refilling a box. Even refilling your ship is spiced up because the most efficient way to do this is also the most dangerous. Carry a full barrel onto the ship. You could just fill your inventory but THIS is tedious. Crafting and storing gunpowder in your base? You could use 100 Mortar & Pestle and just craft it in advance but this seems very tedious to me. OR you build a protected storage with barrels that you can carry onto a ship. The thing is and that's the main improvement in my opinion. You have a choice! You can decide how to handle this and live with all consequences, good or bad. It requires an element of thought if you look at those changes in connection to each other. It is by no means "just another container to fill". If you decide to use 1 barrel as an explosive weapon in any situation it is always a trade off because you limit your ability to load your cannons. So it is a meaningful decision the player has to make. But again. It is fine if we have different opinions. That's what this forum is for, right? So to get back to the topic. What would you change? That they don't blow up? Keep Explosive barrels and just add the new barrels as cosmetic storage? You are worried about the situation where your ship is still good. Lots of repairs and ammo but you are missing one god damn plank on your brig and a schooner comes by and shoots at your gunpowder storage out of luck. Right? I wouldn't say that your whole ship blows up. Maybe destroy 2 or 3 ceilings/walls in close range. This is not meant to be a death switch. But if this is the only gunpowder barrel on your ship. You cannot load your cannons anymore. Which is interesting in my opinion because you could have built a second barrel and placed it somewhere else to keep your ship operational. This situation shouts the me "come on board my ship, we cannot shoot" And it is everyone's own fault because of the way they designed their ship. So I wouldn't "kill" ships with that. It should do decent damage. But If you could disable their ability to shoot because they don't have any gunpowder. Doesn't this sound like a nice turn in a fight? Maybe I am too optimistic about that Have a nice day.
  15. I never played world of tanks but I guess you cannot build your own tanks right? The possibility I see here is that you have to think about the location of these barrels on your ship very carefully. That makes it more complicated, yes, but also it makes the ship part more deep. Do you spread your gunpowder over a lot of barrels rather than one big barrel to minimize the loss of everything at once and to minimize the destructive potential? Doing this the chance of blowing up would increase. But if you use just one barrel the chance is minimal but IF it blows up it does a lot of damage. Every ship gets a weak point and you have to decide where it is. And your enemy could do spy missions to find out or just be lucky. From a PvP perspective: You could go with less walls as possible to have a faster ship but that makes you more vulnerable. I think it is a good trade off but you might be right. This would probably make bigger ships stronger in comparison to smaller ships like Brig vs Schooner because the brig can take more interior walls to protect the gunpowder barrels.
  16. Sorry for the click bait title I was thinking about something I find very interesting let me explain my idea. 1. Get rid of explosive barrels like they are now 2. Gunpowder can no longer be placed in any container or storage we currently have Instead, implement another barrel that works more like the water barrel but is filled with gunpowder instead. This barrel gets heavier the more gunpowder you fill in there. It is the only place where you can put gunpowder after you take it out from mortar & pestle. This barrel can only be carried by hand (like a penguin) and not placed in any inventory if it is filled with any amount of gunpowder. This barrel is always explosive and doesn't have to be activated so you can shoot it with any gun to let it explode. This barrel does damage based on the amount of gunpowder inside. This barrel is necessary for cannons. It as important as the ammo box container because you will need gunpowder AND cannon balls to operate a cannon. Gunpowder in this barrel spoils really fast if the barrel comes into contact with rain or with water in general. Gunpowder wouldn't be necessary to craft cannonballs but to craft other stuff that need gunpowder there must be a barrel in close range to the smithy for example. So why this change? It would make ship battles much more interesting because you need to design your ship in a way that the gunpowder doesn't get blown up too fast. It makes ship management more interesting because you need another resource. It is a high risk, high reward object that you can use to attack other ships and structures but it is very fragile of course. So if you can manage to get a full barrel dry and safe onto another ship. You deserve to make huge damage. You would need to think about the location where you store gunpowder inside your base and ship. It gives the player the opportunity to make meaningful decisions. Both for the player owning the barrels and for the player who is attacking. And to me it sounds like a nice challenge to play with these things. I know I posted a less formulated version of this in suggestions but I feel like the suggestion section is cluttered with months old up-voted threads nobody needs anymore. So here we go!
  17. I am a fan of physical cargo. And I know that lately we are able to stack gunpowder in the ships ressource box. But here is the idea: Either replace current explosive barrels with the one I will describe or add them as an addition. How about a barrel structure like the water barrel. A barrel you can place and pick up with its content but not for water. Just for gunpowder. And what if this would be the only structure that stacks gunpowder? If you shoot it, it explodes. But damage depends on the amount of gunpowder inside. Or gunpowder gets a spoil timer (because it gets wet over time) And it is only save inside the barrel.
  18. I would love to see this feature in the final game. You as a player can bury a chest filled with gold or other stuff you put in. As soon as the chest is 6 feet under, a map item is created. The map has an infinite spoil time but if it get's destroyed the items in the chest will be gone forever. You need the map to find the treasure. Like the normal treasure maps. If someone raids your base, steals the map and isn't long gone you still have time to reach the spot, if you remember, and wait for revenge Why? 1. Very nice for Roleplay 2. You can protect stuff in your base by making a treasure map while you are away. 3. Such a map would be 10x more exciting because you really don't know what to expect if you get your hands on them. 4. Adds to player based economy and storytelling. You can sell "adventure" and if you scam other pirates with a chest full of Hemp, they will remember your name 5. If you can put player made maps inside of a chest to bury it, we could see very long, player made, Quest lines.
  19. I used Honey and it worked. Drag honey in your inventory onto the fishing net.
  20. Same here! Happened several hours ago from N7 to M7. Still no login possible.
  21. you can reduce all the fancy parts of your story basically into a scenario where two guys have a melee fight and only one of them has a sword. Sounds fun? Nope! But you cannot even out every difference in this game. This is not a MOBA or another Esport game. It doesn't have to be perfectly balanced because THAT wouldn't be fun either. Skill is not everything and that's a good thing. No need for a change. If we would end up in even scenarios every time you could scrap ALL of the farming, crafting, exploring, leveling stuff. Because it would be pointless.
  22. I remember the first stream where they showed the submarine. They talked about tech stuff because people were worried about the game becoming a tech fest. They said they will add these things in tiny amounts where it makes sense but their goal is to keep that pirate/age of sail feeling and fantasy. So let's believe them and hope that the Airship on the promo material is a mistake :D
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