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Myth

Pathfinder
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  1. Definitely does not stop them from trying to pull you off in later encounters. The time I was pulled off a ship I completed the quest entirely by accident mashing buttons as guildmates talked on top of one another attempting to explain how to not fall off the ship and complete the quest all at once. I never even saw the mermaid. Sailing through powerstone zones I've had numerous other encounters, though hitting 'X' to lie on the ship deck has worked every time for not getting pulled off.
  2. Anyone done 'The Wreck of the Edmund Fitzgerald" ?
  3. That sounds like a GM going rogue. Regardless of how 'nice' they were about it the problem lies with that staff member not having the proper training or not actually having needed access to the log data of what character placed the offensive text on the sign to properly do their job. That kind of log data plainly exists as the in-game company log shows very similar data regarding who has built or destroyed various objects in a region. Regardless of whether you as company leader could see who placed that sign and placed the text - on the developer side that information exists.
  4. It's a rare resource dropped from mythical creatures(Cyclops, Fire Elemental, Gorgon, Rock Elemental, Yeti, Drakes, Hydra), used to craft and upgrade Mythical quality blueprints and couple end game food recipes.
  5. What would be an improvement would be if you got a tiny bit of mythos for breaking down all the junk blueprints.
  6. Myth

    And it starts

    Probably just me, but I enjoy building ramps up cliff faces to get to the peaks. Pillars coming down from much higher ramps don't block nearby resource node spawns at their contact point with the ground. But yeah I agree the pretty much pointless **** blocking walls and gates on islands gets absurd. Found a large cave passage through a barrier cliff along one side of an island. The location itself was a discovery point - and of course at the interior exit point someone has put a large stone gate. (No base on the other side.)
  7. I noticed it helps to have more than one ship there - or even a person on shore hiding in a small structure or behind trees and firing at it. That way the dragon spends a fair amount of time flying between and attaching each location allowing the others to attack freely.
  8. Was stuck good with a brig I had just built last Friday. Looking under the ship both by hitting K to view under the ship and by actually swimming under the keel the ship appeared to be off of the sand. Not by much, but it was not graphically touching. Reading some old threads I found a method that allowed me to eventually turn the ship 180 degrees around and sail out. Drop the anchor, wait second, release the anchor and immediately hit S to back up or hold S and A or D to turn a little then drop anchor again. Repeat as needed until you are out. If you get stuck and absolutely can't turn anymore you may need to sail forward a bit, drop anchor, then try to backup and turn again. As always have a repair hammer handy. I managed to do only about 1,000 damage to a few planks working the ship out.
  9. Decay rates tied to the proximity of other structures and the size of those structures by the same builder/guild seems the most effective way to clean up unwanted spam but still allow established residents the ability to maintain a reasonable building area and reduce land grabbing and harassment foundation spam. For example a single foundation by an island owner or near a large building made by the same player/guild/(alliance?) would have a normal decay rate. Individual foundations or tiny multi-piece constructions near nothing but other single foundations or large buildings by other players would have a very very fast decay rate. It would be a fairly complex system of hierarchies and distances based on what's adjacent - but that would better address many of the issues without going to the extreme of petty bans and impossible arguments over what constitutes gameplay vs spam.
  10. For the Hydra cannons and ballista work quite well. It also helps to start with the center electric attack head then work left to right to finish the heads off. For the dragon we've stuck with carbines to get more hits in to keep aggro as the dragon is far more mobile than the hydra. Obviously higher quality guns make the kill faster. We had good success with Doc's method using a back loaded Brig with only a top deck to leave lots of room for equipment and animals below. Putting a mast between yourself and the dragon's flame attack or dropping down a ramp into the hold prevents getting set on fire too often. *Important Tip!* If your group is getting help from or working with another group make sure the dragon is between your two ships or at least not on the very far side of the other ship from you when the final kill shot is made. If the dragon is too far away you won't get keys when it dies or you'll inadvertently prevent the other group from getting keys.
  11. I'm able to build in the water again. As far I could tell the only nearby non-guild foundations were a small building another guild had placed on the island a fair ways from where I was building - though easily within the massive radius size RZs post indicated. As this is a bug report thread Depressedsailor please provide details of what isn't working for you instead of nonconstructive comments.
  12. From tonights v104.31 Patch Notes - The extra Water-structure foundation checks now only check against other Water-structures, and do not apply for Settlement Owners Hopefully that will resolve most of the issues. Though where there are pre-existing in-water structures with overlaping check distances it could still be problematic.
  13. Something with the new 4X radius expansion for enemy foundations in water is utterly bugged. Was able to place foundations, pillars, and a buoy fine last night and now with no enemy foundations or shipyards anywhere nearby above or below the water - I cannot place new foundations, pillars, roof tiles into the water, or buoys due to the "Too close to enemy foundation" error message. Even existing ramps into the water cannot be extended. Several players searched thoroughly for any non-guild foundations or pillars under the water anywhere in the area. Nothing. There are pre-patch guild foundations below the water along the shoreline. Foundation or any tile cannot be attached to or placed near the existing foundations. "Too close to an enemy foundation or gate."
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