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Leapdave

Pathfinder
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Everything posted by Leapdave

  1. You're a fool who wants this game dead for all but 100 of you Great answer!! You have no answer and everything is vulnerable, easily enough time to sink every ship you have unless you have an island with a nice inlet or sandbar. All you're saying is that you haven't had it happen to you yet. That's *not* a good thing (but I don't expect any rational thought out of you at this point) Are you sure that's the problem? Or maybe is the problem "I was only online for 80% of the time, but people prefer to fight things that don't fight back" Just try fighting players! The lag isn't in a great spot right now for huge battles but you might actually like player combat even better than fighting crew! They make lots of games for people like you where there are no enemy players at all! Just AI to fight
  2. So you're a bigger company or your members do nothing else... you clearly think those 2 things should be required in order to play ... because it's not reasonable to cover the whole 9 hours. It sounds like you agree with me. 7 hours would be coverable. Thanks for the support Not sure if you are trying to agree with me but this is a great point. A well defended island that can't be taken in 7 hours *also* can't be taken in 9 hours, so a war token or many consecutive days would be required
  3. Please instruct me on what settings to change that will allow me to dash in a square pattern around an enemy while facing a constant direction and I will be forever grateful ... instead of floating around them in a circle like a damn sorcerer
  4. Just got (heavy air quotes) "raided" again by a bigger company while we were briefly offline. All ships gone for us and one other island in our square Not once have they attacked us during the 7ish hours we were online. This must be happening to others as well. This type of combat is not pvp in any way
  5. Nobody in history has ever gotten on the back of a giraffe and had the giraffe bash it's head against trees to harvest bark They should either reduce animal harvesting or just remove higher quality tools from the game (significantly harder to get and significantly less effective)
  6. Don't know what is going on for you, I turned mine off and it never happens to me anymore. Because it was annoying. Fake news. You're either not paying attention or not using melee (I wouldn't either, it's warm trash) Disable it in the options and go try to hit a moving player with a mace and see how much fun you have. It's how dashing is built in and melee combat in general. Next try attacking something with a scythe and notice the difference of what we're actually talking about
  7. 5 hours a night is probably enough, isn't it? Does this really need to be a way of life? 5 hours out of 7 (proposed) at least gives you a *chance* to protect your island
  8. Not sure if this was intended as such but this is a great addition. I don't have 100% of the answer but perhaps you should only need to *start* the claim before the combat phase ends (with a maximum timer of some sort) If the defender is not broken enough after 7 hours, where they can get inside of a base and are protected (with pvp respawn timers), then I think you dont deserve to take the island I can see potential exploits but there may be an answer... room for discussion here
  9. It's not about being short on money, it's about allowing yourself to make money by improving the game in good ways. Stop throwing more content that doesn't work great at us, make it work great. That's the feedback... what would "better" feedback look like to you? A majority of people I know in this game say they would buy cosmetics. And everyone I know who plays this game says the game needs to work better None of the people I know who play this game say there's not enough to do.
  10. The masses aren't complaining that there is nothing to do, the game is fun as hell but we are complaining that things don't work right Dont add giant lobsters next or space ships, just focus on making combat work well and giving us interesting choices for character development and tactics. Player conflicts, building ships and bases, and raising pets will never get old if the game works well... and then content creates itself SELL US COSMETICS!! People will pay for fun skins. Don't sell them for game gold because that annoys others in their company (wasteful) and doesn't give the game devs any money (so you can hire some people to work on gameplay and server problems!)
  11. Remove target locking from the game!! If you try to use a melee weapon vs a player who is moving, your man basicallly stops in place to make a slow attack, locked on where they were to your client, while your enemy's server side character easily moves away from the spot you got stuck into attacking. Fists are slightly better but still would be a much better asset to the game without target locking I appreciate the effort it took to create target lock functionality, but it makes melee combat worse
  12. The 9 hour combat phase prevents localized companies that are in the same time zone from stopping offline grief. Taking over islands should not be easy, and should not be done while the owners are offline. Mathematically, people who work typically work 8 to 9 hours. That's 6am to 3pm or 8am to 5pm (approx). This means the best you can do to prevent offline grief is combat phase of 3pm to 12am. You are forcing people who work at 8 in the morning to be up until midnight defending their island every night, or else all of their ships can be destroyed with nobody to defend (on most islands) Combat phase of 4pm to 11pm (7 hours) is perfectly manageable for productive members of society Huge companies fighting each other can already use war tokens to take over islands. If you can't take an island in 7 hours and don't want to use a war token then you probably don't deserve the island
  13. npc targeting is 100% as long as movement is either still or constant direction, but 0% if movement is circular? all you need to do is add a bit of random math to the targeting and (maybe some targeting delays or decrease accuracy based on target's speed) and npc's will act a little more like players, it would make them more fun and decrease their effectiveness vs players who aren't specifically paying attention to outsmarting the AI
  14. this game was destroyed by not being able to start as a new player without joining a big group. more players, and *new* players is what makes a game last. They are making it better (by being literally *playable* for new players) We need to be very careful about removing people from power though. it had better require an 80% vote or else leadership will just start being less welcoming to people they don't know
  15. Too many ships have the exact same sails. Having exactly one way to make a ship is not good gaming Large vs medium vs small sails are not balanced in the slightest. Every sloop needs 1 medium sail which costs less points than 2 smalls and is easier to control solo. Every schooner needs 1 large 1 small, every brig needs 3 large (even though it can have 1 large and 3 medium sails (worthless)) Control sails are inherent in skill tree, this basically tells everyone they aren't as good. Either all sails should be inherent or none should, so players can make interesting choices. Control sails should do better in bad wind angles than they do, compared to speed sails Weight sails should increase speed at higher weight (don't slow down as much at higher weight). They just add weight which doesn't make a lot of sense (but may be ok). You can add weight capacity with levels (overlapping jurisdiction of benefit, maybe ok, but it's the *exact* same benefit right now) Speed sails catch too much wind when it's at the complete wrong angle compared to control sails. Control sails are only faster at extreme wind angles (like the *very* back of the boat) and even then a speed sail boat can catch the control sail boat by using angles. If people want to sail into the wind they should have to either go slow or use control sails
  16. Melee weapons use too much energy for the damage they do, using a sickle is better dps, uses less energy, it doesn't target lock (which makes melee weapons clunky and nearly impossible to hit players with) and you can use it while jumping and sprinting the extreme energy cost makes it a death sentence to use in water (making it worthless for ship combat) and makes it a death sentence to use against predator creatures (unless you like sleeping). This is also true for hand to hand the mace slam feat that stuns: it doesn't do much damage, leaves you exhausted *far* longer than it takes for the enemy to get back up (and they sure aren't exhausted!) blocking with these weapons costs lots of energy, doesn't reduce incoming damage, (so it's only for parry maybe) and doesn't seem to do anything vs creatures fists are slow and there seems to be no reason for this, are all characters physically disabled with parkinson's or something? Reduce the damage and energy cost, increase attack speed, remove target lock make all melee weapons available at the opening skill (since the mace isn't any better... than anything) and make them just *different* from each other. Skill points can be used to improve other things about them, maybe effective range, attack speed, interesting feats etc
  17. Rework the skill trees so that it focuses on interesting player preferences and choices instead of forcing you into certain paths everyone has to start in the same place (survival)... boy, I wonder what I'm going to pick first! (I bet it's survival!) Everyone takes building (except you 3, I know) because it's on the way to so many other things. That's not an interesting choice. Also currently you have to pick beast mastery or you are wasting your time (not a good thing) Redesign skill trees so you start anywhere you want and make choices that are interesting, add more feats (I'm sure players would be happy to help with ideas if your don't have any) and fewer required picks that you may never use There is plenty of replayable content with player interactions. focus on character development and improving the gameplay you have rather than throwing more pve content at us and then SELL US COSMETICS!!! (Ever heard of fortnite? Allow yourselves to make money!)
  18. What: There are 2 things people use right now: cannons with cannon balls, large cannons with large cannonballs Why: all you need to do is break planks and ships sink, cannons do plenty of damage to sails suggestions: cannon balls should not do splash damage to structures, they are not grenade launchers... that's what a spike shot is bar shots should be the only thing that can do much to sails. Currently a good burst of heavy cannons can completely destroy a sail don't make planks come off completely from cannon balls. instead, weak planks can be pierced, hitting the things inside the boat make cannonballs lose at *least* most of their momentum and damage the moment they touch water dont make loss of planks sink ships, especially top planks that never touch water. This would add to realism too... wooden ships did not sink from cannonballs (hitting water, especially) they sank from getting really messed up, and even then they floated, in wreckage. A ship can start taking on water from having an overall loss of hp, maybe a % of damage to all planks and decks, or possibly just *lower* planks and decks. Losing a ship from 1 missing plank out of 40... or 72 is just less fun
  19. Feats are just warm garbage right now, and it feels like many "skill" choices are just there to fill up space. Add more fun feats instead and reduce the base cool downs and negative effects intelligence: you can put 40 levels in it for 3x faster cooldowns... so you can use piercing arrow once every *minute* instead of 3 minutes? Cooooool (worthless) mace slam: I've killed myself from exhaustion by using this. It takes forever, does no damage, and is basically a suicide to use solo piercing arrow: does the same damage as a regular arrow shot vs a pig standing next to me? But can't move while doing it and 3 minute cool down?! fists hard hit: most of the time it literally does nothing, makes the sound and then puts it on cooldown sword whirlwind: little range, stuck in place, big cool down, if you are surrounded by creatures you are going to die, you will never be surrounded by players (they shoot you while moving around) tames healing and damage: these are worth using... big surprise, the only thing effective in the game is tames, and feats are no exception
  20. apparently I read you can change the order of the feats using the "show feats"
  21. If you try to use a melee weapon vs a player who is moving, your man basicallly stops in place to make a slow attack, locked on where they were to your client, while your enemy's server side character easily moves away from the spot you got stuck into attacking. I appreciate the effort it took to create target lock functionality, but it makes melee combat worse
  22. Things you can't do when toggle sprint is on, even while standing still: prone and crouch block shoot firearm attack with melee weapon special attacks with fists all of these should be available, even *while* sprinting. If necessary, make these actions cancel the sprint and sprint toggle toggle sprint key also doesn't make crew turn your sails, no benefit to this being true
  23. They have war tokens for large companies to fight each other, this is a complete non-issue Also... It should not be easy to take over a large company's island!!!! Making even *more* people play for 9 hours straight is ridiculous! (Without a war token)
  24. You would absolutely not lose that fight *anyway* because you have mortars It takes time to get your attacks in position and having the entire enemy force there all at once is the exact goal of "the element of surprise"... you don't need the surprise at that point
  25. I have an island. Localized companies (which should have a place, in a well made game) can not be online for the entire 9 hours There is no benefit in catering to people who enjoy destroying your things while you are offline, especially if they only need a tiny bit of damage (1 plank) to wait for the boat to completely sink in 3 ft of water The most successful games are *fun* and preventing anchored ships from sinking would improve fun in this game. A 5 minute start to the anchored protection would prevent abusing the rule
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