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Sleepinator2000

Pathfinder
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Everything posted by Sleepinator2000

  1. Saw this prior to the wipe, but not recently. Sad to hear it can still happen. The most painful part was that they were occupying important slots in a weapon group that I could never again fill, and never again remove, so my "right 20" slot had only 12 valid guns in it, the rest were ghosts. I have no way of knowing if they were still applying their weight.
  2. I have seen this under two circumstances Being rammed by enemy ships will commonly dismount cannoneers local to the impact area. To me that seems fine, and kinda accurate really. You can see the dismounted ones on the UI, so just have to hold right shift for a couple seconds to get them back on the cannons. Firing arc impacting on my own structure - if the cannon hits a part of my ship, even though the shot goes through to my target, and doesn't actually do any damage to my structure it will almost always dismount the gunner. It took me forever to figure this one out. You mention it being related to your design, perhaps that was it? I have had high level enemy ships straight up kill my gunners in exposed positions, but I don't recall ever having them dismounted due to fire.
  3. +1 hugely. I would suggest a lightening pass for most of the text colors, if possible.
  4. Yes that's my biggest problem now too, and tames only barely help. Wish I could get those lazy NPCs to help. Would love to see the Caribbean conga line marching back and forth to my base container while I smoke a pipe on my observation deck.
  5. Wow ships count? I had no idea. So presumably you could park all local ships out of the area to lower your overhead?
  6. When hunting in my Galleon, I will frequently ignore loot crates from ships under level 10. Completely not worth the three minutes it takes me to turn that fatty around for 8 gold, 15 blackberries, and a common dingy hanger blueprint. I have no idea how long they last once I leave the area. Perhaps out of render range they stop counting down?
  7. Followup to my previous comment, I am really not understanding how/when iceboxes make ice. Not only have I seen ice being made in significant quantities in completely hot climates where the temperature never seems to get below freezing, but now I have seen several occasions in polar zones where the current temperature is significantly below freezing and the icebox mouseover indicates that "it is too hot to make ice". I am still not complaining mind you, it seems that I can make about as much ice as I need everywhere I go, but it is a little hard to understand how to use the system to increase ice output if travelling and parking in cold areas doesn't have a predictable impact on output.
  8. Whoever suggested that they broke ice+salt stacking was thankfully mistaken, but you got me and made me look. All is well. Perhaps there is some order of stacking that makes it work? I always keep my ice on top of my salt, FWIW. Also I have no idea if other players passing through my area are causing my icebox to work as some have suggested, but since I got one, I consistently login every night to have between 30 and 60 ice accumulated, even when parking in remote regions, and surprisingly, even in pretty hot areas where I never see the temperature drop below freezing. No idea why that is working, but no complaints here, keep them snowballs coming.
  9. I am sure they are tracking the number of players using them and in what quantity. If nobody is using them they will probably adjust them in a future patch. I have one permanently on my Galleon, and it is almost constantly filled with something. Based on other Galleons I have seen since the patch, that seems very common. 6% is almost nothing. On a trade mission, I will consider mounting two temporarily but no more. I think most players can justify one on an all-purpose Brig, but no more. 10% is noticeable. Schooners are pretty rough with just one. I don't see many of those. 20% feels bad, and puts you into a danger zone with cyclones and zone edge ships of the damned.
  10. I can see that. I think the the current server population probably doesn't help in your case. If there were 20,000 folks active in the game and you had a suitably large island, I imagine you would have a lot of tenants pounding alot of metal nodes into your coffers all the time. For my small group's needs, 3000 metal per week from our tiny island doesn't cover everything, but it makes a huge dent in the time we spend harvesting when we'd rather be adventuring, and there are a couple resources that we have built up such a reserve for that we will never have to even think about harvesting ever again.
  11. So many concerns, screaming for a solution. What ever will we do? Content/encounters aren't frequent enough while travelling: Fix speed sails Distances to trade/hunt maps/seek resources take too long: Fix speed sails Bad winds make travel extra boring: Fix speed sails Does this completely solve these problems? No. Does the timing of the increased concern over travelling boredom coincide with the rough timing of the bug/tuning that broke speed sails? Yes. Does it provide a mitigation and goal for people who really care about the above issues? Yes. Does it adversely impact those who don't care about the above issues? PvP - Yes. PvE - No. Will people continue to leave the game never to return because they are bored? Yes. Are there reasons not to fix the bug/tuning that caused the break? Definitely, but we don't know what they are, and because they haven't discussed them openly, we have to assume that they are either because of an exploit, impact on backend server performance, front-end client performance, or some combination of all three.
  12. I get a lot more of certain resources than I could ever reasonably farm on my own during my limited playtime. I just passed 3 million hemp over and above what we could trade away, for example, and we haven't farmed any since week 1. On the other hand we only have 2 silk trees, so the bulk of what we get from them we farm ourselves when they are available. Related trivia if anyone cares: bank/flag/resource stacks top out at 1/2 million per stack.
  13. Haven't tried one of these yet, but just got a blueprint for a mythic one with +500% efficiency. Anyone who has used one think it might be worth the heap of mythos I would have to spend?
  14. Oh god, please don't say they patched it out. I'll definitely have to test tonight. I do know there was a significant delay to them stacking for some reason. It wasn't instant like either salt or ice alone.
  15. You probably were seeing the timers for salt + ice. Which is staggeringly awesome. If it were only like salt, it wouldn't be worth the effort or extra weight. Now if only the icebox functioned like a preserving bag...
  16. I LOVE my island, just for how low maintenance it makes my playtime. Spent a little time setting up friendly docks and advertising our resources, and placed the smithy and mortar right next to our flag. With a couple of clicks and a 20 foot walk, my ship's ammo container, resource locker, and larder are full, and I'm off to the next high seas adventure. I just wish I could figure out how to attach my flag to my ship. That would be utopia.
  17. Last company wreck we had disappeared 2 days after salvage was complete. Icon seemed to be tied to the skeleton, or vice-versa.
  18. Haven't observed this. Usually come back to a decent stack every day, depending on the region I am in (temperate for our main base, tundra for where I park my ship mostly).
  19. Well stated. I understand your reasoning. Ironically, I personally refuse to use tames on maps above 10 quality because I found that I would frequently toss a particularly resilient defender into an inaccessible location (like a chasm, or under terrain), and have to wait the full cycle to try again from scratch, simply because there was no mechanism to recover them beyond the mindlessly boring wait. Now that I have switched to in-situ traps and heavy ordinance, I can virtually guarantee that the attackers are physically prevented from pathing into spots where they will prevent me from killing them the very first time. Setup takes longer, but it pales in comparison with the time it takes to sail to a 20+ masterwork, so is worth it to me. Perhaps the OP could try something like that for a change?
  20. For what it's worth, I was seeing this at practically every edge of my latest Galleon on day 2 of construction. Even things I had originally placed, when removed, couldn't be placed again in the exact same spot. On a hunch, I added the bottom deck (which wasn't originally present on my designs), and everything could suddenly be placed, even things 7 decks above it with no direct attachment. I still suspect that placeability might decay over time, so I just rushed to finish everything off during the same play session. I intend to delete that bottom deck tonight, and hope that it doesn't cause any collapses (nothing is attached to it). I suspect that somehow the attach points are optimized on logout, and formerly connected things lose the presence of a supporting structure. Update edit: Removing the bottom deck fortunately did not cause any collapses, but the problem of placement at fringes returned as soon as it was removed, so if I ever have to place/replace in those spots, I'll have to make another temporary bottom deck. Not optimum, but at least I have a workaround until this issue is fixed.
  21. I have seen about a dozen mythical shipyards after ~75 maps of 10+ quality. 3 Tiny 9 Small 3 Large The quality has varied between 120% and 190%. I am fairly certain that I never saw a mythical drop from any map below quality 15.
  22. I have completely changed my approach to speed sail preferred stats since I found out this was broken, but will happily rip them all off and replace the moment they get fixed. I feel most sorry for the silent masses who have no idea this is a problem because it isn't visible via the UI. They burn lots of materials and effort on good faith and end up with a Placebo. If you can't, or won't fix it, please update the UI to at least let those people know. After more than a month, it feels dishonest.
  23. The name of the quest seems to imply that completion makes you a friend of the mermaids. Does anyone know if this stops them from messing with you in the future?
  24. I think you just unintentionally pointed out the main advantage of owning an island. As I sail around, I see foundations spamming more and more, for absolutely no good reason that I can see. At this rate, eventually the only beautiful islands left will be ones that are owned/curated by good owners. Related question for anyone on PvE who knows the answer: I know that there are destroyable timers on everything that get reset when somebody visits. Is there also an auto-destroy timer for stuff that has been left for a really long time? Seems crazy that old crappy spam requires somebody to actually go around and remove them since all it does is reduce performance and make everything look like a Walmart parking lot.
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