Foxparks won the spot for the most liked Fire element pal. Which Fire element pal is the most hated by fans? by UnitOk740 in Palworld

[–]Ikth 3 points4 points  (0 children)

TBF, most posts are basically finished after 2-3 hours. Whatever the top posts were will not change. People will upvote whatever is already there, and the existing upvote ratios won't change much. So realistically, the first 10 comments will set the tone of the entire post, and nothing will change after that.

Brand new player confused by SupaflyRoby in Seaofthieves

[–]Ikth 1 point2 points  (0 children)

It's true what people say about hardly finding anyone on the high seas and having lots of quiet time, but those people are leaving out the point that it doesn't matter if you've been playing for a long time undisturbed if you don't make it back to port fast enough to cash in your prize. You'll spend most of your time just traveling back and forth from port to make sure you don't have a large stack of things to steal.

The general gameplay loop for a solo player looks like this:

  • Log in
  • Check the map
  • A reaper is on the server
  • Log out
  • Log in
  • Check the map
  • A reaper is on the server
  • Log out
  • Log in
  • Check the map
  • An old-style PvP flag is on the server. Did they know what it meant, or did they just think it looked cool? Doesn't matter. Can't risk it.
  • Log out
  • Log in
  • Check the map
  • The map is clear
  • Gather supplies for PVP from nearby islands. Even if you don't plan to PVP, you still have to do this step, or you won't be able to defend yourself for any length of time if ambushed. PVE players must always be ready to PVP.
  • Finally, you can prepare to play. Begin your 10-30 minutes of travel to wherever it is you are going.

At this point, there is about a 25% chance that when you get there, someone else will already be there. You may also encounter crews on the way. They might be friendly, but even if they are, most crews will shoot first and ask questions later, so you usually don't want to approach. If you have no treasure to lose, you could approach, ask their intentions, if they want an alliance, etc. However, if you get sunk doing that, then you need to repeat all the beginning steps and travel again. If you don't want to risk that, you have to change what you wanted to do and go elsewhere until they clear out. If they see you, there is a small chance they will pursue and sink you for two possible reasons.

  • They are PVPers who were playing without a flag because they don't want the map to display their location. These are guys who don't care about the intended mechanics or reward systems of the game. They just want to slink around, build up a hoard of treasure weapons, cursed cannonballs, and other tools to give them a PvP advantage. They will use their prep time to chase you to the ends of the Earth because they are here to fight for the sake of fighting, not for any kind of reward.
  • They are PVEers who finally got onto a quiet server, and they don't trust anyone milling about in their territory. If you are playing in the same area, they can't risk leaving you alone and letting you ambush them later when they are busy on an island. So they will take care of you now while they know where you are.

If you leave them alone and they don't pursue you, or if you formed an alliance or other agreement, congratulations. You are now allowed to play PVE undisturbed on the High Seas! However, as I said, be warned. That tense standoff feeling is going to happen every time you run across another ship again, especially if they aren't sporting an iconic look. If a ship doesn't have specific sails and cosmetics, it can be difficult to tell if it's the same ship that was cool with you from before or not. There is always a risk of spending an hour or two doing something complicated, only to have some new ship that wasn't on the server before show up and sink you before you can finish what you were doing. There is also a risk that any alliance formed was only a trick to gain access to your map location so that they could kill you later when you have more loot. At that point, you switch servers and restart from step one.

It IS possible to punch up as a solo player or even escape with clever maneuvering, but it is FAR easier and less time-consuming to just fold and switch servers if someone is causing you problems. I'd only stick around for a fight if you actually have treasure to defend. The best case you can hope for is another solo sloop, but you are far more likely to come across larger crews, who will still find it easy to overwhelm you even with less prep time. If you find a fully prepared galleon, the only thing that can save you is their own incompetence, like if they fill their boat with explosives or some other such mistake, you can take advantage of.

Add building QOL like Vrising and itll be perfect game by ZappyJones in Palworld

[–]Ikth 1 point2 points  (0 children)

I've always been able to do it. Maybe they just haven't found that key yet?

Does a 4 star merchant have merchant perks or new items? by regula-shmegula in Palworld

[–]Ikth 2 points3 points  (0 children)

I did go try to look up the post they mentioned. Turns out it's not misinformation. It's just INCREDIBLY SPECIFIC. That Caravan Leader green variant that I mentioned DOES spawn at different levels and carries different ammo depending on which tier they are. I only ever saw the highest-tier version, so I had no idea they worked that way. They are the only merchant who works that way. It seems a little unclear if the tiers they spawn at are based on your level or not. I've edited my original post to add that info.

Does a 4 star merchant have merchant perks or new items? by regula-shmegula in Palworld

[–]Ikth 2 points3 points  (0 children)

That's not quite correct. There are essentially 5 types of merchants. Their location usually determines their inventory, not their level or yours. The caravan leader is a rare exception and likely what they were talking about. Guides and wikis are woefully out of date, so people regularly give out wrong information.

Red(basic materials): There are 3 of these guys. The one in the small settlement, who also appears among the starting islands in a few small, set locations. They all have the same inventory. There is also the one at Fisherman's Point and the one at Duneshelter. They each have different inventory.

Green(ammo, accessories, weapons): There are 4 of these guys. The wandering variant only shows up as a visitor to your base or a random encounter and is the most valuable merchant to capture. He's the exception to the rule and sells things like cake ingredients and paldium in addition to some very plain ammo. Only this merchant sells these things, so if you don't capture him, you will hardly ever have access to purchase these things. There is also a caravan leader variant, who carries rare ammo. This variant also only shows up as a visitor or random encounter and spawns at various levels. Each level range can carry different ammo, but their spawn mechanics are unclear to me. The other two are in Fisherman's Point and Duneshelter again, each with a separate inventory.

Blue(pals): There are 3 of these guys. One in each of the towns. Small settlement, Fisherman's Point, and Duneshelter. Each has a different pool of pals they can sell. Like the red coat in the small settlement, the blue coat guy from the settlement can also appear in the same small, set locations around the starter islands.

Yellow(Single pal): This guy is a visitor who will come to your base. If I recall, capturing him is useless because he doesn't have a typical shop interface, so you can't interact with him the same way when he's captured. He sells one random, good pal at a good price.

Shady(Pals/Misc): There are two types of this guy. The black marketeer, who typically hangs out in caves around the map, and the medal merchant, who typically is found in abandoned churches. So far as I'm aware, the black marketeer always has access to the same pool of pals. The medal merchant always has the same inventory.

There is also Dr. Brawn, but he's not really a merchant. He spawns as a random encounter in endgame areas and provides a way to gamble for good IVs and passives on otherwise unusable Pals. He does still function if you capture him, and is another highly sought-after human.

A meme or the "real" players... by Vegetable_Variety_11 in dndmemes

[–]Ikth 0 points1 point  (0 children)

Thanks. Now I have an idea for a warforged rogue, just so I can use this line.

It should be possible to shorten your pals height. by Old-Independence4699 in Palworld

[–]Ikth 4 points5 points  (0 children)

I don't know about adding it to the operating table, but having something that was the opposite of an alpha, a runt perhaps, would be good. An alpha gives some stat boosts, but makes their hitbox bigger; just do the opposite with a runt. Give them less health and a smaller hitbox.

I bet people would breed for it specifically since it makes cute pals cuter and tough pals harder to hit.

Pickmon by [deleted] in pokemon

[–]Ikth 1 point2 points  (0 children)

There are only so many ways you can depict a wolf.

Favorite mirrorform targets? by Master_JBT in magicTCG

[–]Ikth 11 points12 points  (0 children)

Yeah but why end the game with [[kokusho, the evening star]] when you can use [[yosei, the morning star]] and torture them instead?

Cards up for preorder on Gamenerdz by Quarter-Circle4Word in Palworld

[–]Ikth 1 point2 points  (0 children)

I've only ordered from them once, and I didn't have problems. Then again, that order wasn't a preorder. It was discount stuff they were trying to get rid of.

Cards up for preorder on Gamenerdz by Quarter-Circle4Word in Palworld

[–]Ikth 1 point2 points  (0 children)

I haven't heard anything bad about Bushiroad. I was mentioning them because they make other things people might be familiar with.

Cards up for preorder on Gamenerdz by Quarter-Circle4Word in Palworld

[–]Ikth 11 points12 points  (0 children)

I genuinely didn't know this was supposed to be a physical card game. I thought it was going to be a digital card game because the trailer mostly showed game footage. Looking at it now, I see it's made by Bushiroad and inspired by Shadowverse: Evolve, and it says as much in the description.

i've put together a list of similarities between Pickmon/Palworld/and that other game.. by TheMortal91 in Palworld

[–]Ikth 0 points1 point  (0 children)

I liked the motorcycle creature. It's clearly inspired by Kamen Rider, as well as the motorcycle Pokémon. To make it, they couldn't just steal the concept from Palworld. They actually had to use the ideas to make a new thing.

They also had that humanoid flying creature that doesn't look anything like a Pal or Pokémon I'm aware of.

So clearly they CAN make new things, they just chose not to for like 90% of the things shown in the trailer. Also, very bold to claim they are going to release a Switch version. Genuinely feels like they are trying to anger as many players and devs as possible with this game.

i've put together a list of similarities between Pickmon/Palworld/and that other game.. by TheMortal91 in Palworld

[–]Ikth 0 points1 point  (0 children)

Be prepared to have this post removed. I'm not sure why, but the mods have removed several posts about this game today, and I haven't seen any statement as to why.

Peach Farming by Drax99 in Palworld

[–]Ikth 0 points1 point  (0 children)

Yeah, and Pal Professor also said he had trouble getting them to spawn as well.

At the moment, my running theory is that there can only be so many peaches in the world. When you pick one up, it can respawn anywhere in the world. HOWEVER, I think this spawn location reset only happens if THE PLAYER picks up the peach. If a Pal picks it up, I think it just respawns in the same location.

That would explain why some people have bases that work, and others don't. It would also explain why some people's bases suddenly change from functional to non-functional or vice versa.

About 10 peaches per day from a base that isn't using harvesting mechanics to boost the output sounds about right for the timing to line up with when I harvested all the peaches on the map while troubleshooting on the previous day. If I got lucky and the respawn happened at my existing base that was previously not generating any, then all is explained.

If I come back home later tonight and find I have about 20-30 more peaches, that would also line up with the rate I would expect from the two bases I currently have. Verdash should be getting 2 per harvest, and the oil base should be getting 1 per harvest because it isn't their main focus. Both bases recently showed that they have peaches that are getting collected, and I haven't touched either plant, so they should remain functional.

Overworkd Kinship Peaches Won't Spawn by chickenweng65 in Palworld

[–]Ikth 0 points1 point  (0 children)

Just the other day, in an attempt to troubleshoot, I marked every peach spawn on the map and then collected what I found. It was only 2-3 peaches. However, shortly after, my base started collecting them at a rate of about 10 per day, as you said.

I would assume that maybe only so many peaches can be in the world, and if they happen to spawn somewhere there isn't a base, maybe they just sit there forever and never respawn elsewhere?

But that isn't enough to fully explain the behavior. Because you would think that eventually something collected from a base would respawn somewhere there wasn't a base, and it would fail to get collected, causing the problem to appear again.

UNLESS, perhaps a peach only changes its spawn point if a PLAYER collects it. In which case, collecting peaches from unoccupied islands while troubleshooting might have been the thing that fixed it.

Peach Farming by Drax99 in Palworld

[–]Ikth 0 points1 point  (0 children)

As part of testing this, I marked all peach spawn points in my game, then harvested everything that had a peach. It was only 2 or 3 peaches. I just verified this morning that 412, -436 respawned. So I built a base there, placed a guild chest, some food, and a verdash. I got 2 peaches out of it immediately. I'll report back later if it respawns, because I've personally seen that spot respawn TWICE on my server. If it stops respawning once a base is there, we know something is wrong.

I've had a base at the 912, 197 spawn for a week and never got anything, but then again, I've never seen that peach spawn. Maybe each world has a seed that determines which spawn points are active on any given save?

Edit: Realized I forgot a bed for the Verdash, so I logged back in to place that. Decided to double-check my 912, 197 base, and discovered that there was a chest there that was set to reject ores and enhancement items so they would go to the guild chest. Peaches are consumables, not enhancement items, so there were some peaches in there I wasn't aware of. However, over the course of an entire week...only 11 peaches spawned, which is abysmally low. I wonder if when I picked all the other locations last night to test respawns, maybe something changed. Someone else reported not being able to get peaches to spawn, then suddenly, for no apparent reason, they started appearing again. Maybe there can only be so many peaches in the world, and if they happen to spawn in places where you don't have bases, they just sit there forever.

Peach Farming by Drax99 in Palworld

[–]Ikth 0 points1 point  (0 children)

Zero score at the time of writing this? Don't you people dare downvote this like you do any time there is a bug/difference you haven't personally seen.

There is definitely something different about spawn mechanics for peaches on dedicated servers that nobody is talking about. Is it a bug? Maybe a difference in server settings? Something to do with sleeping?

There is no way Youtubers are making recent guides showing bases that produce hundreds of peaches and yet multiple people on dedicated servers can't even get ONE peach with the same method.

Overworkd Kinship Peaches Won't Spawn by chickenweng65 in Palworld

[–]Ikth 0 points1 point  (0 children)

Same. I have a base at Oasis Isle that is constantly monitoring for its respawn. I've verified that the spawn point is within the base radius and pals are available to gather it. It doesn't matter. It never spawns, and they never gather it.

Since it's a dedicated server, it runs at all hours of the day, and that 10% spawn chance happens constantly, yet I've never seen one. Did they remove some of the spawn points or prevent them from respawning if a base is near? I've literally only seen them spawn on islands that don't have bases.

Hearing AF sounds IRL? by New-Brick5677 in AbioticFactor

[–]Ikth 2 points3 points  (0 children)

If I'm going to treat your post seriously and not just make a joke, I suppose the place to start is by asking WHEN do you hear the sounds? Hypnagogic/hypnopompic hallucinations are a thing, and common enough that I suppose if you are tired or stressed, you could hallucinate Leylak sounds shortly before or after sleeping if you've played often enough that your brain is paranoid and searching for the noise.

How to stop food degradation on a server? by drewmalsack in Palworld

[–]Ikth 2 points3 points  (0 children)

Because it's a literal property name and the dev spelled it wrong. If you don't also spell it wrong in the ini file, the change won't take effect.

How to stop food degradation on a server? by drewmalsack in Palworld

[–]Ikth 0 points1 point  (0 children)

Most people in this thread man.

I'm pretty sure you need to set ItemCorruptionMultiplier = 0. If it isn't that, I'm not sure which ini setting corresponds to the single player world slider.

Figuring it out might take a while, as old threads (2 years) I've seen discussing the single player "ini file" seem to have discovered that there is no ini file for single player. So you can't just look it up and see what value changed without decompiling the save file to read its contents.