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Sleepinator2000

Pathfinder
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Everything posted by Sleepinator2000

  1. + grapeshot + mortar + explosive barrels + greek fire + grenades + crossbow + catapult + ballista Not sure about fire arrows, I haven't tried them since the meganerf.
  2. To wrap this back around to the OP, from a "rules" perspective, it was not clear to me that using puckles, catapults, mortars, grapeshot, greek fire, explosive barrels, killpens, and murder holes on the undead was "against the rules" anymore than it would be in other multiplayer zombie games. It WAS clear that it was significantly more fun than bears and sticks. Even after the patch that broke everything, I am still not convinced that it was anything more than a very sad unintentional casualty of a hasty and overzealous exploit reaction.
  3. 3 speed and one cargo container would be my recommendation. The brigs are so maneuverable, even one handling sail makes them oversteer like crazy for me. The three speeds will more than offset your cargo container (which will lower your overall speed by 10%), but you can carry more than twice as much as a brig without it, so if you tend to pile up gold on long trips with chain maps, it is a godsend. One of my guildies runs two handling and a speed, and it usually takes him 50% longer to get to a destination. If we are running together, I have to stay at 2/3 sails the whole trip. Winds matter 1% of the time. I think the only argument for a handling on a Brig is the great acceleration/deceleration speed they offer (deceleration is much worse than a Schooner OR a Galleon for some reason), so if you are hitting lots of flotsam, or constantly anchoring, you might save a bit of stress.
  4. Sorry for your loss, that is a painful investment for zero benefit. It hasn't been working for over 2 months now. They barely acknowledge it, and certainly don't go out of their way to publicize it in anything like a "known issues list". Whether it is a bug or a design decision, I can't understand why they don't simply modify the blueprint information to reflect the current issue to protect innocent bystanders like yourself from having a truly bad realization after it is too late.
  5. This is great! I performed a similar adjustment on our large interconnected docks between structures by simply replacing one row of square tiles by a row of triangles at good aesthetic junctures (which leaves about a 6 inch gap). Tames still path over the gap seamlessly. If you do it right, it can actually improve the monotonous appearance of the docks.
  6. I also experienced this with a bear/cargo saddle yesterday. Same as above, starts with an audible clattering, and then at some point the bear blinks off the ship. I have observed no problems whatsoever with regular saddle bears under the same circumstances.
  7. I'd go so far as to say that once per 4 hours of sailing would be fine with me. I saw eight cyclones in that same period last weekend. EIGHT. Essentially once per zone that I transited.
  8. It does feel like the frequency per rain event has gone dramatically up in the last few weeks, almost like they inadvertently disabled the randomizer that was supposed to make it happen 33% of the time. I don't have any hard data to support my claim, but I used to sail out in rain because I liked to take advantage of the high winds with some risk, but lately it feels like they occur 66% of the time.
  9. Presumably a side effect of the nerf to all forms of damage against Armies of the Damned, they now no longer despawn if you cannot destroy them within the timer. In addition, if you return with the map after the timer has expired, an entirely new group of guardians will spawn IN ADDITION to the armies already there. The group I could not defeat (due to the new nerf) were there 6 hours after I initially spawned them. I haven't tested, but I assume they will continue to multiply if you keep visiting with maps.
  10. They went overboard with the nerf for AoD. So overboard that they also broke whatever mechanism was meant to reset them after the timer. Now they just stand there forever if you can't kill them, and if you retrigger them, you get a whole nother batch on top.
  11. This change removes about 2/3 of the fun left in the game for me, unfortunately. My daily routine used to consist of seeking high level maps, travelling the insane distances involved in finding them, using it as an excuse to have adventures along the way, and then engineering a creative way to engage and destroy the undead in the peculiar location they popped up, whether it be a remote mountaintop inaccessible to tames, a craggy valley with highly constricted exit points, or a spawn point too near player structures to effectively build any ramparts. Until this patch, I assumed they knew how fun using all the tools they gave us against the undead was, but it is clear now that they only intended us to fight them one, boring way. 75% of the maps I used had something unique about placement that made tames either impossible, or extremely dangerous to use, and I lost one too many dear tames to them to consider that the first line of attack, or even the second for that matter. My character is the crafter, so I don't have any stats to consider melee, and even my mythical ranged weapons cannot output the DPS required to destroy the biggest warriors, even when I could get someone else from my small guild to help fight. So I basically needed to use everything they just nerfed. I have killed undead using TNT minefields, grenades, puckles, swivels, flame turrets, mortars, catapults, traps, pits, murderholes, and usually a combination of several. It sometimes took me over an hour to set up, and there was always an unexpected snag that made it desperate and interesting, but it was always mayhem, always glorious, and always FUN. Not sure how much longer I can remain interested in the game now with this gone. Also, they introduced a bug where the Undead won't despawn if you can't kill them, so if you can't win by the timer, it spawns an entire new group in addition to the ones you couldn't kill, making it even more difficult the second time. Shame that in one fell swoop they killed a fun subgame that they apparently didn't even know they had.
  12. I think Guy was pretty clear that he doesn't reproduce it consistently (neither do I, for the last 3 weeks since they applied some fixes). If YOU do, why don't YOU do what you just said and record it for us. You clearly are passionate enough to ask for a fix every few days. Are you passionate enough to help the devs fix things, or is that where you draw the line?
  13. Things look so good in general, this just feels like a wiring mistake that nobody points out, like the art guy made a believable boom with a believable sweep based on some real-world images or models, and the wiring guy just got the angles off by 90 or 180 degrees when plugging the animations into the ship template.
  14. Unfortunately they don't seem to allow food getting placed in the icebox, which is a shame. Would love to have it function like a preserving bag, would look nicer too. I haven't tried it myself, but for someone like yourself, it seems like a viable option to build a tiny base in your nearest tundra zone with an icebox that you can visit from time to time to get your ice. Also others have suggested that an icebox deep underwater is an option. That latter one is a bit too cheesy for me, and I spend enough time in polar to get more than I need anyway.
  15. The level designer who placed the rocks along the equator was a total sadist. They seem to have purposely placed an enormous number of them just inches below the waterline in deep blue water in a region that sees lots of storms, and of course they don't show up on charts. That's just a formula for rage quitting. I did build a seabase in G8 directly over a cluster that killed one of our ships as "revenge". Nowadays I go so far as to throw away treasure maps that have a 7, 8, or 9 in them, just to avoid the wreckapalooza.
  16. If they removed the misleading information from them, I am happier. At least the silent masses won't be throwing good resources at them anymore.
  17. I don't remember that either. What version of Risk are you playing? It has always been 3 dice for the attacker and 2 dice for the defender, but defenders win ties.
  18. I notice this most frequently after zoning, and the further the ship, the less likely the graphics will display, or the longer the delay for them to appear. I can't recall seeing this problem when I have been hull-to-hull with another ship.
  19. I noticed this in proximity to several of our ships a few weeks back. Once the ships were moved, it worked fine. Note that at no point were any of the ship structures actually blocking the line, they weren't even close really, but there seemed to be an enormous invisible bubble around the ships preventing usage of the zipline.
  20. Based on my experiments, you might have temporary success if you can delete your bottom deck and then replace with a new one. That's assuming of course that you don't have much to lose on your bottom deck. I suspect that the problem will return again once you have logged off.
  21. Tried an underwater cliff platform? Sometimes that can provide foundational support if the lines from your dock horizontally trace down to them, even without being attached.
  22. Luna's analysis is right. Disregard my blabbering. The one thing I never thought to do was to remove the salt to see how the timer changed (it doesn't). The timer with ice is so long that it seemed implausible that ice could be THAT good by itself, but it is. My Fish & Chips will last for 70 days before losing one off the stack. We'll probably be wiped before that happens.
  23. Nice analysis, though I am not certain I understand your method, I do like the principle of having more variety be viable. I didn't realize there were speed "points" associated with the various speed sails (i.e. 22 for small, 46 for medium, 100 for large). That was purely from testing the impact of one mast on one boat (presumably a schooner with no extraneous weight)? I am skeptical that the math is that simple, however I can't argue that mixtures of other types of sails are just dramatically slower.
  24. When you say the top of temples, did you actually get one on the roof? I have done a lot of maps at temples, and I have seen one atop a wall, but I can't tell if the location you describe was inaccessible or could be triggered from the ground? I have almost always been able to pull them down to a more fightable position. I don't personally mind having some of them on mountaintops, since it makes people who only know how to use tames adapt a different strategy, or at least admit that they can't adapt. I have developed about 6 alternate strategies for difficult maps, some involve explosives, some involve traps, some involve artillery, and only one of them involves tames. I have had more fun with the hard ones than with the easy ones.
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