Jump to content

Sleepinator2000

Pathfinder
  • Content Count

    305
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by Sleepinator2000

  1. Just be careful when zoning at the edges of the map.
  2. In that case I am shocked at the number of unmarked deepwater hazards still left in the public servers.
  3. Anyone know if buoys despawn on timers? I've dropped dozens of them in places where I had a close call, but generally have never been back to see if they are still around.
  4. 166% fine carbine is bananas. I wish that the blueprint quality was determined AFTER the rolls were added up, not before, it would be so much easier for sorting when masterworks and legendaries had some minimum cumulative value to merit their categorization.
  5. Must have been the matched piece from the one I got yesterday quality 18.699999. Held a mythical wooden gate. I don't suppose yours held a mythical wooden door?
  6. It's fun to charter an accountant and sail the wide accountancy, to find, explore the funds offshore and skirt the shoals of bankruptcy!
  7. Yesterday I ran into a cluster of satchels with a 29 minute timer arranged in the approximate shape of a small base. I now realize that bases and containers won't actually get destroyed until a player renders them in. It made me wonder, if I were that base's owner, and nobody else ever came in render range, would it destroy my base as soon as I appeared, or would it reset my timer on everything first? If the latter, that's actually pretty neat. If you had a remote enough base, perhaps you could cheat base death, like those Japanese WW2 soldiers that finally surrendered in 1974.
  8. I know you are asking devs to fix this, which I hope they will, but you sound like you have no workarounds until they get to this. I have never been completely stopped from building in valid locations on the front of a Galleon by temporarily adding the bottom deck, and then installing a wall section on the bottom deck directly below the front of the ship, then deleting the unwanted decks and walls after I have made the modifications. It's goofy, unintuitive, and not very efficient, but if you are a perfectionist, like me, it does work.
  9. You're right. it is 8k to 1.6k. Still the capacity is 4x what the OP is listing.
  10. How big are the cannons you fire for re-enactments? The tall ships and replicas I have visited usually sport 8-pounders and up. I recall the holes being larger than my thumb (though admittedly my thumbs were smaller when I visited many of them).
  11. You have one mathematical assumption off in your math. Each crate converts 8,000 kg into 1,000 kg. You listed 2,000 to 200, so your numbers are off by a factor of 4.
  12. Point taken on the hollywoodness of the epee, but I'll stand by the stiletto. They came into vogue among Italian barbary pirates, and were a common multi-tool for cannoneers who would use them for clearing fuse holes.
  13. Considering that so few things can do damage to AoD now (except melee, tames, and a couple firearms), I was shocked to find out that Tremendous Force (a 2-handed Mace melee feat) does absolutely nothing (damage or stun) to the undead. On PVE especially, what else could this feat even be used for? I have to assume this is an unintended side-effect of the nerf to damage against AoD, probably because the attack is classified as something special.
  14. I agree that at least one feat per major weapon type would be nice, to break the monotony of the exact same attack every time, considering how many points we have to spend to unlock the various skills, and I also agree having a spear/pike slash is bizarre. Traditional pirates certainly had a variety of melee weapons to choose from - stilettos, cutlasses, epees, and sabres come to mind, and they would each excel at some important aspect, from speed to penetration to power. Would seem like an easy job to develop some scale-able abilities and feats to accompany those attributes. (Bleed on Stilletto, Armor penetration on Epees, Stagger on Cutlass, Parry on Sabres). I don't recall anything relating to Pikes or Two-Handed Maces in the pirate lore I have read, so it seems a bit bizarre that they have them at all, but... dinosaurs. They can add all the weapons in the world, but without animation support, they will all feel hollow and repetitive. The whole melee tree is pretty unrewarding and barely functional really, it feels like a placeholder for a real system that has yet to be created.
  15. Heck yeah, I'd take that improvement over the current, completely broken state of speed sails. I assume that would mitigate the concerns the designers have with increasing the top end. But at this point I'm practically apoplectic about the reluctance to address the issue either in UI, public discussion, or in-game balance. They have been "pondering" it for over 3 months now.
  16. Sheared our sheep yesterday (on official PVE). No problems that I saw. Definitely changes the texture from the tail to the head in 10 increments while shearing. Just curious. Does your sheep look like it has a fleece coat? It doesn't do anything when I try to shear them after they have been fleeced. Maybe hair isn't growing on single player?
  17. When you say it has gotten a lot better, do you mean: 1. Bottles poof less often? 2. Location of map is more approachable? 3. They are not appearing close to structures? If 1 or 3, it *could* be a result of all the improved autocleanup that is now removing abandoned structures and spam that might have been blocking maps before.
  18. I believe you, and perhaps there is a limited number of spawn clusters per island, but on a small island, I have 5 separate clusters of spawns that appear to literally take up all of the usable land (except where my base and barn are, locations that were chosen arbitrarily before we had seen any spawns). Exactly. I suspect this is the reason that 25% of map bottles go poof when you pick them up. Somehow the verifier can't identify a non-enclosed place to spawn, so better to delete the map than cause heartache to the finder.
  19. Still love the bookshelf because I can remember what it was like without them - awful. +1 to the idea that maps decay more slowly on them though. Getting something (besides your belt) that preserves them for 7 days would mean that you can harvest all week and binge them on a weekend.
  20. I regularly pull whales with carbines, as recently as last Friday. They have a very strange hitbox. Head hits usually penetrate from low angles (like a Sloop), other places just porcupine, but high angle shots (from a Galleon) seem to penetrate almost anywhere.
  21. I stopped doing Treasure maps about a month ago, after the ubernerf, but since that time have been introducing new players to the game, and low-level treasure maps seem to be fun for them. As a result we have all been collecting maps from islands local to us and getting a serious pile of them in our own zone that would have been too low for me to consider playing with in the past. I have a few new observations based on this large sample in a concentrated area, especially on our own island. 1. In another thread that I cannot seem to find, there were huge arguments about spawning AoD on top of other player's structures, and the fact that island owners should know where their spawn points are and not build there, I was skeptical then, but most of my experience had been on very high level, very remote maps, which by definition were rarely in the same zone, much less island, so I didn't feel my experience was sufficient to comment. After doing more than 20 maps on our tiny 15-point island, not even once have I seen a duplicate location. There seem to be about 5 areas that they are generally clustered around, and I have seen a few of them within about 20 feet of previous spawns, but never on the same spot. I am now certain that the idea anyone knows precisely where you can or can't build is patently ridiculous. 2. After encountering several pre-built structures that other players left behind from fighting high-level treasure maps in remote locations, like on the top of remote pillars, never once did the undead spawn in the location that those players had obviously built "around". Instead it seemed to always spawn some distance away from an enclosed structure. Whether that means that maps modify their spawn location based on existing player structures, or if the above RNG is to blame, i don't know. I don't really have an adequate sample of this, but after roughly 200 maps, I have yet to encounter one that actually centered the AoD spawn within an enclosed player structure. The closest I have seen is about 10 feet away from a player structure built over a temple, which made sense to me if the spawn was actually supposed to be on the temple somewhere, but got kicked to the nearest side by the location algorithm. I'm also quite sure that once a map is 'locked in' at the moment a player picks it up, the location is never modified by subsequent player construction, mostly because I used to construct tons of traps and enclosures before spawning a map, and it never moved the beam as a result.
  22. The accessibility community has done a good job getting the major game publishers to recognize the value of including toggles, hotkeys, and controller actions to reduce the impact on repetitive motion disorders, much the same way that the epileptic seizure warnings are now commonplace. Unfortunately this is not a major game publisher. For anyone who is familiar with ARK, do they have a run toggle? If so the implementing engineer wouldn't need to reinvent the wheel, just copy some code and call it good. We KNOW they are good at that.
  23. I first noticed this the day that they ubernerfed everything but tames and melee against AoD (about a month ago). At that time, if you couldn't kill them, they would just keep standing around. Even worse, if you went back with the same map after about 10 minutes, you would spawn ANOTHER horde that also wouldn't despawn. Since that time, I've found high level undead somebody left behind on my island that persisted for days, and even survived a server patch. Pure conjecture, but I am guessing that they swung the nerf hammer so wildly and with so little consideration of repercussions that they even nerfed their own functions. They probably had a script that used to destroy the undead after a timer using a function that the undead are now invulnerable to. To think that this was done to prevent powerleveling of ships on PvP... I have neither face, nor palm sufficient for this.
×
×
  • Create New...