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PeglegTheAngry

Pathfinder
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Everything posted by PeglegTheAngry

  1. Well do you want convenience or safety? You could save yourself five minutes by going into dangerous waters; or stay in safe waters and eat the extra five minutes. Why does it work on unofficial but not official? What's the difference? Why can't GrapeShot make the game so people can't brreak rules? PvP exploits wouldnt be solved by updating the map to begin with. People already move stuff between island raid timers.
  2. Your complaints have all centered around age; or you have given age as examples. If you feel that I am not adequately understanding you; perhaps stop involving youngsters in your complaints. General Discussion is for everybody; PvE and PvP players. I am well aware there will be a lot of pushbaack. If the playerbase is already this diminished... (and waning) what is the harm in trying a change like this? There is nothing to lose at this point. I feel perturbed that yourself and others want to cling to the current system that is clearly not working. It's not a deliberate misunderstanding. You have justified every complaint with "teenagers" and "idiot 20 year old." It reminds me of my HOA meetings that half are dedicated to listening bout complaints of brown people and eleven year olds on skateboards. If you can make an argument against a merged grid that doesn't involve how other people are playing the game around you... I'm all ears. Hold, on... I know what you are about to say; and here's my rebuttal: Why do you need the entire map to sail in? Even in the best conditions it takes eight hours to do a full loop if you wanted to go East to West. Even for a person who doesn't work, that's not a healthy amount of gaming. That's not even getting into the fact that the map is set up so that all the resources you need for mythics are within five tiles of you (this is also why lots of private servers are 5x5s.) The map can and should be modified so strict PvE players never have to go into PvP areas. Being affected by PvP events: Allright, let's assume someone brings their war to your front door; you have to leave game chat for a bit. Now your grid is littered with corpses and dead boats for YOU to salvage. Do you not like free stuff? Think about how that war will stuff your tax bank. Think about the people you'll meet. You might actually find lots of us PvP players are older than you think. Don't go by what the worst people do. With this being said, I find it very saddening that you aren't willing to make simple concessions like muting chat and avoiding PvP zones. From where I am standing avoiding a scary zone or annoying players has zero impact on your enjoyment of the game. I help run a server with this set up... none of our PvE players have the problems you are worried about. YIKES, CAPTAIN
  3. https://en.wikipedia.org/wiki/Money But I am an admin on one of the REALLY successful ones. So your dig is moot.
  4. Sigh.... There is no hope for this game. Why did I even bother with this write up.
  5. How do you think the PvP players feel about not being able to blap everyone everywhere?
  6. Both Reddit and this forum have a group of very outspoken players who's attitudes hinder the game's development. They tend to be really ignorant of other games and development practices. It makes me fear that the game isn't going anywhere. Lost tames due to RNG or goofy mechanics S...... a...... i..... l.... s..... o..... u.... n..... d.... l.... a..... g..... caused by the sound in game being always forced to quaternize. Cyclones The sleep inducing color palette of tropical zones.
  7. I actually think all of the Ark items are in the Atlas item table. See if using the command to give yourself one works in game.
  8. Interbreeding does not produce negative effects in Atlas, however mutations can arise in Ark from inbreeding. Feel free to let your Alabama bears do what Alabama bears do.
  9. Add the the "powerstone tames" mod to remove the tame level cap.
  10. Are you a developer? Why do you think this going to be a massive change? It's already something that they could implement in a few minutes by changing ini settings. Alot of you in this thread do not understand development. I have heard goofy things like "having to maintain two codebases" or a million excuses about how difficult it will be to code said changes. At this point, I am not trying to make a case for this idea to you personally. You are not a player who is interested in the MMO or social aspect of this game. That's okay, I get it, You don't like young people, and... I guess that's something that comes when you are older and forget that you were young once too. I understand how you could feel insulted by being told an opinion sounds entitled. However, if you want to play the insult game; rather than just accusing me of insulting you we can do that. It is very obvious you did not read my suggestions in the least, Winter. Jat did though.
  11. Related Thread: General Play QOL + "Short Term Implementation" Suggestions: QOL for Blueprints: More consistent and predictable based on level: Common 101%+ Fine 110%+ Journeyman 135%+ Masterwork 160%+ Legendary 185%+ Mythic 200%+ Ascended 300%+ SoD, Flotsam, and Bottle Glow VISUAL QOL: The colored glow of the aforementioned items should match that of blueprints/maps of the same quality. Water: On islands without fresh water, players should be able to dig a well in which a underground pipe can be placed. Terrain Issues: Will touch on this in a later thread, almost every island gets it's own one of these. Sextant Skill: QOL: Having played the heck out of servers with the "Master Navigator" mod I find that the sextant buff is critical to enjoying the game. This buff should be reworked and it's benefits active all the time. Instead of granting its current benefits; it should instead allow ships to have a better wind angle and allow the player to mark a known place on the map, drawing a becon on the compass and in world for them to follow. Cyclones and Storms: QOL: Okay, so... cyclones are... in my personal opinion one of the dumbest mechanics ever. Instead of spawning tons of them on ships, why not spawn far fewer and make them more of a threat when actually encountered? Entering one, rather than damaging you and your entire boat should throw you off course and damage sails. Tames and the Taming Tree: QOL: A Stirrup equip-able (with item health of course) that prevents dismounts. Something like 100% resist for PvE, 10% resist for PvP QOL: Skill: "Master's Call Feat" The pathfinder shouts loudly, alerting any tames set to follow the player; or those recently ridden to teleport to the player. This feat also causes tames to disengage from their current, ignore new targets, and become immune to damage for a short duration. This feat is granted upon unlocking the taming tree. Skill: "Intimidate Feat" The pathfinder's vast understanding of animal body language and vocalizations has granted them the ability to dominate any creature. The pathfinder shouts loudly also encouraging any nearby or ridden friendly tames, to do the same. The more involved the stronger the effect. This causes wild creatures to freeze in fear before running way or disengaging from the player. The creature will continue to run and ignore any creature or player that shouted. When used on enemy tamed creatures it causes a stat debuff, and at stronger levels a short stun. Against other players it increases aimsway, debuffs stats, and causes melee attacks to occasionally do no damage. Skill: "Familiarization Feat" Can only be used while riding a breed creature raised by you. Entering a trance like state a pathfinder uses this ability they temporarily become one with their mount, disappearing and changing the mount visually. If the tame is killed, the pathfinder is killed. This feat allows the pathfinder greater control over a mount resulting in a faster turn radius, increased stats, faster speed, and more effective Natures Cry/Touch effects. QOL: Taming should be changed in a few ways. Bola's should last longer (but cost more.) Head thrashing and having to feed at a certain point on the critter feels really icky; allow it to be fed from anywhere. QOL: Powerstone Tames Theres no reason the wilds at a powerstone shouldn't be tameable. I can tame a 130 dino razortooth there, but not a 75 bear for no reason other than "lol its magic." If a player is willing to risk it, and has the powerstone for that island they should be able to tame critters there. QOL: Breeding: Breeding times are FAR too long and dont allow for healthy play habits. Reduce them to a maximum of 8 hours from conception to adulthood. NPCs: QOL: Covered in my other thread, but Ill touch on it here. NPCs need to be able to do anything a player can do. Repair ships, baby sit, harvest resources, etc. QOL: Allow players to place their own crew recruiter. Ships: QOL: De-Planking: As mentioned in my other posts, deplanking is a really poopy mechanic right now. Instead of losing my mythical planks, they should leak progressively, starting somewhere around 200. In the Long term, visually, rather than darkening planks could show what sort and amount of damage and they took. Player/NPC Cannon Damage: Starts as splintering and misaligned boards at low damage, medium to high damage sees cannon balls sticking in place on hit (if from an SoD they continue to glow) at the point of being "planked" they show large holes that accordingly burn ghostly colors or with a worldly fire. Whale Damage: Low damage shows dents and misalignment over large areas, medium damage shows splintering and dropping planks, at high damage the plank loss looks like it does now. Terrain: Low damage shows splintering and scrapes, medium damage shows light gashing and exposed wood pulp, high damage shows large gashes exposing the inner decks. Sails: QOL: Speed sails should increase top speed potential, and a CORRECTLY RE-RENAMED ACCELERATION SAIL (handling) sail allows you to reach said top speed. Weight sails should also be worked into the meta by causing them to reduce the weight of anything stored in the ships cargo racks, docks, or resource chest. QOL: Alert players when there are low or no repair resources. Intimidation Feat: Activated on a boat, All crew and players attempt to intimidate the enemy, clattering melee weapons and jeering, those with firearms and mounted on cannons fire salvos of blanks. Has a slowing effect vs other ships. Power Stones & Mythic Content: Mythic content and powerstones are a little too difficult. More players would be interested in doing this content and using mythic tames if these areas were more forgiving. There are plenty of ways to use mechanics to make these areas less punishing without removing any challenges. This could be as simple as turning down the spawn rate. Some of the ruined buildings are a great example of this. There are so many lions, tigers, and bears stacked up in one spot it not only slows the clients performance, it destroys any chance of progressing in that area. Mythic creatures like Cyclops, Elementals, and Gorgons should each have ways to disengage from and not get totaled. For example, Cyclops could be semi-passive like Shieldhorns and leave you alone if you run away. Rock Elementals, for example could ignore you when you stop moving or crouch past them requiring the player to dismount and sneak, lava elementals could fear getting splashed and will run and disengage at the sight of a bucket, Gorgons could be passive if you dont look at them for more than a few seconds. Kraken: I managed to solo the Kraken but it was impossible to do it as part of the Destiny Alliance. Go figure. It is simultaneously too hard and too easy. Offical PvP QOL Based on my experience of US-PvP and forum posts. Torpedoes still suck: Can we do away with all future PvP "tek" style stuff? The Sub was a smart addition, but the torps are a little advanced. Airships have more of a place than torpedos. (Actually a slow, unarmed, lumbering cargo airship event would be SUPER COOL) I could see torpedoes being used for PvE content. Let's stick to cannons for ship to ship fights. War has come down to China v US at this point. Creating a reason for players to naturally band together regardless of national origin is needed to quell the loss of players. Group limits suck. "Ahhh real megas!" Things were better with no group limits, and the population drop off right after this change is all the evidence you need. Big groups are the backbone of this game Dont listen to the Reddit cry babies. While its not my cup o grog, mega groups drive the economy, and emergent gameplay in all other games like this one. Tames kinda suck to fight The crab, lions, and bears are all the worst things to deal with in fights. Tames should have a less critical role. Structure Regeneration/Raid recovery. As detailed in my "Nations" post; if an island is not lost in a raid, its structures should heal and anything popcorned/left to decay deposited in the tax bank/claim flag. Offical PvE QOL Based on my experience of US-PvE and forum posts. Bring back the ability to demolish abandoned structures: Exploring and pilfering player ruins was an intriguing and engaging part of PvE play. Structures can still auto-decay but the ability to destroy should come days or a week before auto destruct. Players who remained in these structures become skeletons or mummified corpses allowing anyone to loot them. Decrease the cost of islands: Since PvE players are generally solo or very small groups up keep potential is generally very low. Plenty of 55+ islands remain unclaimed. Price for both upkeep and island point cost is too high. Global Chat: This is a feature on lots of private servers. All servers share the same chat channel. This would make trading and arranging to do hard content easier. Wind Patterns: Wind should always be strong. The reasons behind licky winds are purely PvP. Slow winds just make for a slow play experience. Ship Loss: As detailed in my "Nations" post; there should be a way to re-float your ships that have sunk. Lawless is pointless: As long as PvE is in it's current state Lawless areas serve no function. Allow them to be claimed.
  12. Right. Well, I'm going to continue to advocate for a merged-platform. Along with its multiple code-bases.
  13. That's pretty much what I have been suggesting... but in a very very distilled form.
  14. I already covered such a system, and it doesn't change much at all over the current one. You could implement what I am suggesting in less than a week. All of the fancy stuff to tie it together, like reputation and NPC Factions would be some work. Check it out.
  15. "Just stick to Empire Waterss, you cant be attacked and it has all the resources and there are lots of abandoned bases you can demolish raid! It's great!" Such a terrible future.
  16. Players who undertake more risk deserve more. Participation trophy gaming killed WoW and Runescape 3. If players want to leave for getting a little bit less than someone who is risking losing everything AT ALL times... I dont know what to say.
  17. PvP Players would not be safe in PvE zones. Stop bringing this up. Easy solution: PvP players can not ally PvE players.
  18. I think just buying the island or grid your are in is the perfect system.
  19. 1. Being at war with someone means you arent safe in a PvE zone. 2. I don't know what you mean by this. 3. Official has admins too, player moderators can also be volunteered, these are not difficult work arounds. 4. This is true of all games, all the time, on all servers. Look at speedrunners. Not really. Powerstones and dungeons would be PvE areas only. PvP areas would have more abundant resources but going there is not a requirement, instead... its a risk you take for the sake of convince, or large profit.
  20. My proposal isn't really a new system, its just another layer on top of the current one. Depends. If it's someone else's land that's the risk you take and part of the intrigue and emergent gameplay. If it's your land, that's on you since pure PvErs cant lose their land unless they go inactive.
  21. Yeah. Someone who is just now getting into sailing this bothers me! Especially when I am running a sloop; it really takes me out because I am used to a fixed single sail that looks just like it in real life.
  22. Exactly. As long as there is reason to go to a PvP zone, PvErs will do it because the risk vs reward is almost always worth it.
  23. Ah. Yes. The ole "All young people are degenerates" routine. No, its more like you are unhappy that your neighbors are listening to music, drinking, and throwing up on their own couch. So, why have neighbors if you don't let them do their own thing? I can tell you feel other people play the game in a way you don't like and interact in a way you don't like. However, it is very entitled of you to expect the game to be catered around your needs. Its also very entitled of you to speak for all PvE players, even though this thread is being replied to and supported by other PvErs. I can tell you don't like the idea of having to turn off voice or leave chat while people smack talk; but I don't think that's reason enough to separate people. Also, what is wrong with just *not* going to a dangerous zone that has nothing to offer over the safe zone next to it? With the current playerbase one server is more than enough to host a PvP and PvE zone and still have room to spare. Splitting the playerbase up so that you can sail where you want with no risk and not deal with young people is super entitled. Nor does it make sense because all of that smack talk and grief exists on PvE too. You also keep like, making the false correlation between PvP and age. I know a 96 year old who plays Rust and tangles with even the most teens... and he WINS. Almost all of your complaints are age based. So, it really feels like to me that you have a gripe with young people... which as a 30 something I feel a bit offended by. Im not young, but nor am I old yet. I feel for these kids, your hate just seems so icky and misplaced. If you are feeling personally insulted by getting called out for entitlement, or obvious dislike for youngsters I really can't say anything but... please don't play online games, for your own sake.
  24. Wow that... is very entitled of you. It sounds like you want to play single player.
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