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EatEmAlive

Pathfinder
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EatEmAlive last won the day on February 10

EatEmAlive had the most liked content!

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About EatEmAlive

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    Landlubber
  1. EatEmAlive

    BONUS X2 XP DOES NOT WORK

    I would like to be able to see the rates inside the game not just the loading screen. The loading screen can have miss information in it and has been wrong in the past. So why not put all the rates in the extended hud (the info that comes up when you press and hold the H key)? So this would display something like: Breeding X1 Taming X1 XP X2 Gold X1 Harvesting X2 Also why not have an option to be able to see how much XP you are getting on the screen? Currently we only see the shared XP we get when someone in your company is shooting or killing something. I'd like a toggle option that would allow to see the amount of XP we get as we get it. So I'd like this to flash on the screen just like the shared XP does. Even the shared XP text that shows up on the screen could be made bigger to make it easier to see.
  2. EatEmAlive

    recent patch notes---

    Thanks will give that a try.
  3. EatEmAlive

    recent patch notes---

    Never tried that. Does that mean as they are about to go into the ground you can dismount the tame and they stop despawning? Can you please explain.
  4. EatEmAlive

    recent patch notes---

    I don't see the person you quoted (The Falcon) bitching at all. He is trying to work out what their rationale was with the resistance buff the AotD's got. He is right, all it does is stop solos from being able to do the high end maps. Maps can already be treacherous for a number of reasons. You might be traveling a far distance (danger to get there), to an island you know nothing about. Once you get to the destination, there may be people that sink your ship whilst doing the map (especially if you are a solo with no one to defend the ship), or attack you on land whilst trying to get to the map. Then of course some maps have to get thrown out due to location in people's bases or high up in a mountain. So on top of all this, if you get a good location for the high level map, with no one greifing you, the solo player may not have any tools to be able to do a high level map, not only due to the extra resistance for the AotD's, but due to this annoying despawning/respawnining at full health crap that occurs every 30 seconds. So yes, I too would like to know what their rationale was in terms of giving the AotD's more resistance.
  5. EatEmAlive

    recent patch notes---

    Will a bear that has 200 melee do the same damage per swipe that a tiger with 200 melee? I'm not talking about the bleed damage that tigers do, just the swipe damage each animal does. And again if the AotD stopped despawning and respawning at full health every 30 seconds, problem solved. Extra time to do each map would help too. People might even be able to do maps with other methods if there was more time to be able to do them (and no respawning at full health).
  6. EatEmAlive

    recent patch notes---

    In other words, Solo players can't do high level maps any more. All they need to do if they choose to keep this added AotD's resistance is to stop them from despawning and then respawning at full health every 30 seconds. They shouldn't despawn/respawn at full health at all, but every 30 seconds is ridiculous. It would also help if the time to actually do the map was increased too (ie once you've killed all the guardians and go back to dig the treasure, a new batch doesn't respawn).
  7. EatEmAlive

    Help needed figuring out base stats

    Mutations do give 2 per stat they mutated in. The only way to know for sure what the mutations were in was to look at the parents stats. Sometimes you can get a useless mutation that doesn't help. For example, lets say the Mother had 13 Melee, and the Father had 15 Melee. There is a chance the baby inherits the Mothers 13 Melee, and then it gets a mutation in Melee, so the baby has 15 Melee. You might think it simply got the fathers melee stat and not realise.
  8. EatEmAlive

    Help needed figuring out base stats

    Yeah it would be. He said the bear is level 58 (I assume he hasn't leveled it up yet either). The stats above add up to 57 which would make it correct as the stats should equal 1 less than its level. Both websites have slightly different ways of using their calculators. The second one tries to predict effects of leveling up your tame (but this can give multiple possibilities). Of course to get the most accurate stats, best to do it when you tame it or when it is born.
  9. EatEmAlive

    Help needed figuring out base stats

    Both these websites have excellent tools for calculating the stats. https://exploreatlas.co.uk/ https://globy.dev/ In your case your bear has Health 9 Stamina 9 Food 10 Melee 15 Oxygen 8 Weight 6
  10. EatEmAlive

    Maps difficulty been increased

    As has been reported, high level maps are still impossible. I tried for hours doing a level 18 map. I have a great bear 1300 health and nearly 200 melee. First time I nearly succeeded. Just 3 Warriors were left. These then went into the ground and respawned at full health. I needed to gain health and so I moved around a bit to safety to refresh. Killing those last 3 Warriors took quite a while as they would wait until they were low health, turn around and despawn only to respawn at full health again. I never moved far from the dig spot throughout the whole process and I never died once. I had the map equipped the whole time. Eventually I killed them all, only to go and try to dig the treasure and then the whole hoard of AotDs spawned again! As I was not expecting this, I had to flee, and now I have something like 30 Level 76 AotD's to try and clear up if I want to have another go at doing this map. This will waste more hours. What is with this crap? Although I hate the extra resistence the AotDs got, we can get by with this if they simply stopped despawning and respawning at full health. They do it so damned fast too. Every 30 seconds they keep doing this crap. If they must despawn, why not make them respawn at the health they had when they were despawned? Also when you've given up on doing a hard map, why must these AotD's hang around for days and days? This is the time for them to despawn and not come back. Proposed changes: * Return AotDs to their former resistance level (No need to do anything else) If Not the above: * Stop the AotD's from ever despawning at all * If despawning the AotD's is a must do mechanic, have them respawn at the health they had prior to despawning, * Once all the AotD's are actually killed, no matter how long it takes to do it, or how far you had to move from the dig spot to kill them off, you should always be able to go and dig that treasure without a new batch respawning. Perhaps the proviso being you have to had the map equiped the whole time. Although if you die and then get the map re-equiped, you really should be able to still dig the treasure once all of the AotDs for that treasure map are dead. * The only time we want the AotDs to despawn is when you've given up on the map and left. Maybe the timer for them to despawn for good needs to be set to an hour. The thing is, if some of the older AotD's are hanging around from your previous attempt, after a fairly short period of time, you can still go to the map spot and a fresh batch with now respawn. So theoretically you could fill an island with many batches of high level AotDs that never despawn for days. YAAY. Lets turn all islands into the Golden Age Ruins!
  11. EatEmAlive

    Maps difficulty been increased

    And lets also not have them constantly despawn every 30 seconds and respawn at full health. Or perhaps if they despawn, they still respawn with whatever damage they had.
  12. EatEmAlive

    Maps difficulty been increased

    Not only this but how on earth could you kill them even slowly when they continually despawn every 20 seconds and respawn at full health? I just lost 2 good bears. I isolated one warrior of the damned, thinking this would make it safe to try and take them down one at a time. The single level 76 warrior of the damned did 192 damage in one swing and the rest is history. Absolute stupid update. High level maps are are now literally impossible to do unless you have a team of at least 3 players all on high level bears, and even then it is a risk.
  13. EatEmAlive

    Upcoming Patch and Happy Lunar New Year.

    So if levels are going to be reduced to 120, does that mean you will have enough skill points to have every skill in the game by then? Was that even possible at level 150? Yes I know you can respec to change and reassign your skill points at any point. However you would think that by end game, you should be able to have every skill unlocked when you can't level any more.
  14. Some excellent suggestions here. Some little things could easily be changed and would make a huge difference ie Berry stack size, or finally being able to craft from a smithy or whatever without taking stuff out of the ships storage box. One thing I wanted to comment on is this I think to be fair you should have to pay a huge amount of gold (dependent on the ship) to be able to do this. If successful, the person losing the ship gets the gold. How they would receive it might be the tricky part. Maybe some sort of credit card system that the company can use any time, but perhaps all gold from that transaction has to be used all at once when it is accessed. That way if you happened to be in a part of the world not convenient when your ship is claimed, you would be able to access that gold at another location of your choosing. Everything else you have said is very good, but I really liked this above. Maybe for more realism, you could either have floatsams with the cannonballs in them (as your said) and/or getting cannonballs when diving for shipwrecks (the NPC shipwrecks). Currently all they give is gold. Makes sense for them to have cannonballs in them too. How about some random parts from these dives too (not just blueprints but finished parts, planks etc). As you said, this encourages us to stay at sea which is what the devs want. If we could find finished planks, possible cannonballs or even cannons from these dives, no need to go to land very much at all. You did mention doing this for enemy ships, but could also apply to the NPC ships too. Some extra ideas I want to see: * Fix the bug when diving for NPC ship wrecks. How annoying it is when you stop your ship in the middle of the ocean (taking a risk someone or even ghost ships can come along and pummel you when you are diving), dive and then realise that the shipwreck in the water is bugged and you cannot access the treasure it has. I find that more than half of the shipwrecks I dive for are bugged. * Allow us see the quality of a shipwreck more easily maybe with the use of a spyglass. Currently even a spyglass doesn't show this. You have to literally pull up so close to the shipwreck to see its quality. * Maps could be tweaked to be more useful and fun. Maybe some way of looking in your inventory at them and seeing a distance you are from them. We could then sort them out by closest distance too. * Maps could even include the island name on them. * Maps could even work without being equipped. So if you have 100 of them in your inventory, they would still work. The benefit to equipping them could simply give you the advantage of zooming in (as it currently does), or showing the distance you are away from it. Or even what I've put below: * Maps that are equipped could be revealed with a cross on the sextant map, if you have the sextant buff. Or it could show the distance they are from your current location and direction (similar to when you put co-ordinates for a sextant to track to). Could make it that just the map in your last slot shows this or all maps equipped shop this. * Make all beds fully usable for all ranks in the company. Currently there are settings in some companies where people can't access higher rank items. So if a bed is a higher rank than a certain player, the lower rank can fast travel to it (this is good). But once they go to it, they cannot use that higher rank bed again to fast travel to another bed. This potentially gets them locked in a room or even a ship. So make all beds work regardless of ranks for going to them and for leaving with them. *Trading animals, ships or anything should be able to be done a lot better. People should be able to advertise a mission to transport a certain amount of resources or a tame or whatever. So they may say they want 10,000 bark and will pay 2000 gold and 1000 iron (Could even include a haggle system). Once they are delivered, the item(s) go to a credit card system so it can be used anywhere. Maybe a timer can be associated with how quick you need to redeem these items. So how it would work is you would have to accept someone's request when on a ship. You must complete that quest with that current ship. The game recognizes the distance you have had to travel to complete that quest and you could even get XP based on the successful transfer of those items and maybe blueprints rewarded too. Only you would be able to complete that quest, but you have a certain amount of time dependent on the distance to complete the quest. If you don't, you could lose some rating. If the ship is sunk on the way, you do not lose rating. Also your ship could be allied to the company that you've agreed to transport the items too so that their island cannons etc don't attack it. * Ships. Have a quick way to be able to check all the health of all the planks, sails and steering wheel all at once. Nothing worse than thinking you've completely repaired all the planks on yours ship and then leaving a ship in the freeport to find out later that you missed out on repairing one plank and it sinks. Also useful to know the health quickly even for just traveling in it.
  15. EatEmAlive

    Treasure Map Sorting.

    Your idea is good. What would be real cool is to be able to sort each map by the distance you are from it.
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