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Found 30 results

  1. I was wondering, are you able to equip nps' (hired crewmembers) with a gun (carbine)? If so, how do you equip the crewmember with a gun?
  2. More ship styles two more types of single sailor style ships, not just a raft a speeder type ships low health low weight available but high speed with a rudder for travel between islands that dont have fast travel a "defense" type ships again solo ship has high weight limit but limited deck size to hinder stacking of items, allow for a cannon on swivel and ammo storage and storage chest many many more sloop and schooner level ships, following same as previous a travel/speeder ship and a defense ship. at schooner level add a barge cargo/trade style ship high durability high weight, sail-able by three players brig and galleon level needs to be from 10x to 30x harder to build. the galleon should be 100 to 300x harder to build, not just a resource count but maybe have to use items from Golden age or kraken or other boss type fights. again have multiple ship styles at these levels.\ Claims Claims need to have a timeout/maintenance mechanic if want to keep it storyline viable make it a sacrifice to the "GODS" for example 500 of each meat type (red meat, fish) needs to be placed at each flag every 5 days. but not a continuous deposit, instead every 5 days you have 24 hrs to place enough meat. once that threshold is met the 5 day claimed counter resets. This is outside the normal contested mechanic, but cleans up abandoned claims and adds a resource sink the "anyone" even those not in the defending claims alliance or company can reset a claim flag timer is not fun and makes no sense. dropping a claim in water making it 2x the size is such a cheese mechanic just keep them same size as land based claims. do not allow for contesting claims to over lap add blue color for allied claims add flashing claim circle or other visual UX indicators on the map for claims being challenged. can even tie this to a skill mechanic Resources very very very inconsistent. M9 for example is the best freeport to start, it has all mats easily accessible except salt make a decision either make resources biome locked or have a type of each resource class on each sector. sure tundra should be harder and not have fiber on land, but the seaweed spawns are super inconsistent, and the lack of sap and inconsistency of sap on the map in general makes little sense. more clearly label resources in flavor text. what is medical plants? what are herbs for cooking? this is not intuitive NPC add more to liven up the game, adding npc trade ships back is a start, but there should also be regular npc pirates not just ship of damned and ghost ships. like random traveling NPCs on rafts, sloops and schooners would add to the life of the game and give content to smaller ops and solo players. have NPCs be mission spawners, that create mini events randomly on the map, open ocean and lawless areas. MAP keep lawless areas these are good "med sec" land areas and the middel ground rule set is nice, it allows those who do not want to join mega corps the ability to play the game make map 3x to 5x bigger the game is not big enough, we are too compacted and the level of conflict is higher that should be this makes the resource/trade game very limited as the biome sphere for certain specialized items is so sporadic or limited to 2 islands. COMPANIES/ALLIANCE need better role/access choices need to be able to see allied lands dynamic map needs to show top level alliance not top guild need a mecanic that makes super corps and super alliances detrimental, allow them but make the upkeep harder (see claim mechanic, ships balance). That's what i have for now to try and make this more of a mmorpg and not a darkfall game. the game its self is fun. the daily or twice a day updates are great. you all have set yourselves a super high bar to keep at, if this is the level of commitment given during holiday, what will rest of year look like. Final questions, Devs, will there be wipes? should we expect them quaterly, yearly, only when offical launch happens? only when very major changes to game happen? Is there going to be a test server to have guided testing sprints to help development? what is your aim? mmorpg? ARK online? there is many POIs in game but they are empty.. what is road map plan? Thanks
  3. I would love to see them make the game world more dynamic and in general feel more alive. The game world feels static and Ark is the same way for me. I love Ark, but as we all know it has some of the worst ai out of any game you'll ever play. It however is completely functional, it just isn't what I would call immersive or fun. I think adding more unique interactions between animals, players, and npcs will go a long ways. They could have nests and baby versions of creatures which was very popular in the Ark modding community. At this very moment in the game the creatures really are not that unique at all. Making them behave differently than other creatures would be a good start. Most creatures in real life are not hyper aggressive or hyper passive. My main complaint at the moment is the lack of immersive npcs. The human npcs could really set this game apart from Ark. I would love to see settlements, camps, pirate hideouts, etc. You could then raid, trade, or recruit them to your crew. This not only makes the world feel like a living thriving pirate simulator, it gives people fun distractions other than just killing "noobs". Having npcs that could wander or potentially even raid your base would be so engaging to me. The original bush people mod for Ark had a feature that allowed them to raid you and it was epic when it happened. As it currently stands npcs are very limited in their capabilities and it's a shame as I think it was supposed to be a highlight of the game. I think they have a pretty solid foundation, but I really hope they plan to expand and improve this. The freeports especially were disappointing. I expected something much larger than what we were given.
  4. Hello, after a day of farming (tribe of 10), we finally managed to get our schooner out on sea. It was a very long grind in the lawless region, and we decided we had to sail out and find somewhere safe to log off. We sailed from L9 to L8 and I kid you not, we encountered 10 ship of the damned at the very least. Most of the time these ships would be very close to each other, making maneuvering away from them very difficult. When we did manage to escape, this was because the ships would suddenly steer in the opposite direction (they are very unpredictable). But after an hour of sailing (from L9 to L8), we got caught in between two ships of the damned. They clapped us. We had 6 cannons with 50+ cannons made, a crew of 7 online, and resources to repair. I was in charge of repairing, and I had points in the tree. Still, even though I was repairing, I could not repair the structures fast enough because the DPS being dealt to us was too great. We lost HOURS of work in 2 minutes, not even to other players, but to broken NPC. So my suggestions: 1) Make ship building easier. 2) Reduce # of Ships of the Damned in a zone (and let them sail on independent courses that ensure they don't group up) 3) Reduce their speed and power in lawless regions (like a debuff that affects their health/damage and speed, making fighting them an option) 4) Make repairing easier
  5. I have a problem/bug where i can only rotate 1.5 times with my mouse on the raft. After that i cannot rotate more. Only the ather way back where i rotated from. I had it 1 time with a npc to. After again talking to it it was fixed.
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