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Found 37 results

  1. I'm growing tired of animals vanishing into thin air when I take them on trips with me. They float away, they disappear from ships when crossing borders its obviously broken. Fix it.
  2. If u are near alpha horses they will agro you and kill u really fast. This is without hitting or anything just for it being in your vicinity. Is it deliberate or a bug?
  3. hi i have been playing in madness island for 3 weeks i thought its an issue and will be sloved but its the same and even getting worse the island is full of all kinds of alphas and it spown 2 or 3 of the same kind u see 3 or more alpha wolf or lion vaulture or so ever in totally normal there was able to make some pictures note every tame there died :(
  4. First time suggesting ideas on here, but I had a couple things come into mind in the past few days of playing that I thought would be good to post. 1) Animal corpses or entrails as 'wards' around bases. If you've played The Forest you've probably encountered a similar concept. In that game, you can build effigies that keep the cannibals away from camp. My idea would be that you can kill predators (or prey, really) and use their corpses or entrails to make a ward (spike in the ground or a box on the ground, whatever) that wards off that type of creature, in a radius, for an amount of time. It prevents us from having to use turrets to defend our bases and harvesting areas, but still encourages us to go out and kill things on occasion to refuel the wards. To prevent players from placing wards all over an entire island and completely destroying all spawns, they could be limited to placement within a certain foundation range or only placeable on walls or foundations. 2) Further refining resources to get more benefit. As an example I'll use wood, but this can be used for most of the primary resources (thatch, wood, stone, fiber, metal). For wood, you could add a sawmill structure down in the construction tree. You can still harvest wood with a regular hatchet and get a modest amount, or you could use a logging saw. The logging saw would add an extremely heavy single piece of lumber (basically the whole tree) that you have to haul back to your base. Once it's back, you can process the lumber in a sawmill, which would give you more wood than you would have gotten with the hatchet. It requires more steps and more work, but in the end you get more benefit. For thatch you could use the sawmill as well, fiber could be processed in a cotton gin or similar, and metal could be refined in a blast furnace or something. This would also enable bulls, cows, and horses to have more uses. There could be a lumber saddle that lets you drag logs behind, greatly reducing the weight of the large trees but only letting you drag one at a time. This ties into the resource weight reduction issue we're having right now. I think most of us would be fine with no weight reduction provided there were ways to increase the amount we gather or reduce the time needed to gather resources. As a survival game I understand that gathering is necessary, but as time goes on, like in Ark, you should be given more ways to gather resources and gather them more efficiently. It's a natural power progression for humans to develop ways of doing things easier. By the time we're sailing on galleons and brigantines, we would have logically developed ways of getting more resources for them besides simple hatchets.
  5. WILD ANIMALS ARE TOO STRONG! too many sharks, can loot wreks. wolf are to fuking strong. and fast. let then easyer. they are not Dinosaurus.
  6. This has gotten ridiculous. On our small, very small, island, we have alpha snakes, wolves and vultures that spawn almost every 20 minutes. Most of the time all together. I can currently see 2 alpha vultures and 2 alpha giant snakes just within my render. It makes the game unplayable. This is a regular island, things should not overspawn this much and keep you from doing something as basic as farming trees. This needs fixed and soon.
  7. so we lost all our tames this night.... seems the wolves are still glitching inside walls and killing all your tames when you are offline they where behinde big stone gates and our elephant even whas having his owne pen so the alpha wolf glitched trou 1 big gate to get to the first group of tames and then trou a other gate to the elephant and you guys say >> we fixed the wolf<< ???realy where??? they still glitch inside bases and kill tames / people and when you fight with them they jump like frogs and yesterday i got even launched into the air and almoste fall to my death and now i can spend hours replacing my tames just to find them dead tomorrow again?? fix those wolfs ASAP and there stupid instand respawning when you have 1 dead can spend hours and hours on this shit way of taming all for nofhing -.-"
  8. I added 2 chickens to a sloop that had 2 people running it and it started to sink! It was sinking because we had 4 out of 3 allowed crew. I wanted to add a source of vitamins and food by getting eggs. 1 female chicken for eggs and 1 male chicken to inspire her. It is ridiculous to count chickens as a crew member. They are cargo and should only count as weight. How are we to trade animals and run a ship? All tames should only count as weight/cargo.
  9. I would love to have more varied wild animal behaviour. Animals behave different based on their hunger, health and maybe babies. Examples: Wolves: Hunger based behaviour: Defensive when they aren't hungry/ only start attacking when the player comes too close or sometimes even flee for a bit when their hunger decreases they start hunting for smaller pray once the hunger meter is below 50% start ocationally attack players when under 30% attack bigger animals and players consistantly Health based Behavior: behave normaly on full health and don't disengage when they get hurt in the battle if they come out on top of a battle but are wounded are less likely to attack even if they are still hungry disengaged hurt (once in battle they should stay in battle) are less likely to attack player. Infants/children: defends children of the same pack and with a chance children not asotiated if anyone has thoughts about it or additional suggestion about this topic feel free to post it^^
  10. Just as the title says, NPC animals that stand on your deck count as crew. I feel like this isn't intentional, but could really have dire consequences if people crew up their ships with AI sailors and players and several birds land on it causing it to start sinking. I posted two pictures of a seagull on the deck of my dry-docked Brigantine, before and after I shot it. I've had 3 gulls on there at once and they all counted for crew. Please change this.
  11. So my company finally found us an island, stole it from an inactive clan...this is snakes, lions, wolves and crocs are on it. We can handle the snakes, crocs, and what not, what kicks our tail are the lions and wolves, so many...and respawn hella fast. 4 hits from a wolf and we dead...lions...well lions are easy to kill, it's just they can jump like 40 feet, and jump up and grab you from 30 feet from the ground....3 walls up from ground...there jumping is insane...have you ever watched them jump halfway across the map ever....wow.
  12. I have a sloop with a max crew of 3. I have 2 people and a chicken. We were not overweight. However, when a wild crow decided to land on our ship it began to sink! Why? The crew count went over the limit. One of us jumped overboard to stop the sinking but I could still see 3 crew members listed on the ship. I looked for an intruder and only found the wild crow. Of course the problem ended when it flew away. Please remove all animals from the crew count. In my suggestion post(to remove tames from crew) someone said make a new count for livestock but also please don't include wild animals as livestock. If you add a max livestock count can we also have that added as a choice to the level up? So animal traders can create a specific ship for carrying live animals for trading?
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