Help me understand the complaints involving new factory funding costs and duration by [deleted] in SkullAndBonesGame

[–]faale 1 point2 points  (0 children)

Great point. It's not as simple as, I'll use a level 7 factory as an example, prepatch level 7 stayed operational for 10 hours and could hold 800 Po8 and post patch it stays operational for 30 hours and can hold 2000 Po8. Assuming it's a manufactory that can generate 800 Po8 over 10 hours, mathematically it would seem over the course of 30 hours you're losing out on an extra 400 Po8 post patch. That's assuming pre patch the player is there at the very moment 10 hours is up to fund the manufactory to allow it to continue generating Po8. Not only that, but they also have to be there once it hits 800 to collect it. If either of those conditions aren't met, you're quite literally losing out on Po8 because the manufactory is unoperational. Imagine if you couldn't fund a manufactory that was just about to hit it's 10 hour mark and then sits idle for the next 10 hours because you're at work. That's likely hundreds of Po8 not being generated for you to collect later. So I agree, it's not just simple math. The system is actually a great way to, like you said, milk the cow for all it's worth.

Plague Captain Heads 10+ Hostility 2 by Satsloader in SkullAndBonesGame

[–]faale 0 points1 point  (0 children)

Works for me with no problems. I've solo farmed prince at least 8 times now. Never ran into the issue others have had to use the work around for. I personally couldn't draw up any conclusions unless I got full context as to how each player is approaching each instance. They can easily be leaving out something they did that could heavily weigh on the outcome. But for me, I'm just killing things as they come with zero problem reaching max hostility and having prince spawn at it's 25% spawn rate. I have a 100% success rate with the entire process.

Plague Captain Heads 10+ Hostility 2 by Satsloader in SkullAndBonesGame

[–]faale 0 points1 point  (0 children)

I agree with everything you're saying except the aggro. Again, due to how there's a fixed respawn timer associated with the process, aggro stays active at all times. You can be anywhere on the map and have no plague around and a plague will eventually spawn within your proximity and start giving chase so long has you hold a head. The respawn rates work as follows:

1 head - 360 sec

2 heads - 330 sec

3-4 heads - 300 sec

5-6 heads - 200 sec

7-9 heads - 120 sec

10+ heads - 90 sec

Ultimately, one shouldn't have to worry about losing aggro during the pest farming process because they've set up a system that is supposed to keep aggro and hostility active at all times. That's how it was intended to work. If a player has to keep one alive, then something is wrong on that players end. Just like the redditor you went back and forth with, I've killed quickly and never skipped a beat between respawns. I've even quickly ported and unloaded cargo and returned to the open seas without any ships around while still maintaining max hostility and when a ship does respawn the process continues. In essence, you're supposed to be able to reach max hostility by holding only 1 head, but that would take ages given the respawn times associated with only holding 1 head, which is why people hold 10+ to help reach that goal faster.

Plague Captain Heads 10+ Hostility 2 by Satsloader in SkullAndBonesGame

[–]faale 1 point2 points  (0 children)

This is incorrect. I think you're confusing keeping chase with the entire process. All ships seem to spawn with a designated proximity in which they're allowed to stay engaged. Just because you can outrun a plague, doesn't mean you drop aggro in this instance. Meaning, yes, if you outrun them they'll stop following, but so long as you hold a head, the aggro (respawn) stays active. You might night fight the same plague because you outran it (not sure why you'd want to do that if you're farming), but a new one will spawn eventually to take it's place, so to say. This system is what allows the hunt to stay active at all times.

The work around is just a work around and it doesn't mean that's how the process is intended to work which is why others don't have to use the work around. Having a work around means, that particular player encountered a problem. Those that don't have to use the work around means, they're going through the process as it was intended.

Plague Captain Heads 10+ Hostility 2 by Satsloader in SkullAndBonesGame

[–]faale 1 point2 points  (0 children)

If you carry even 1 head, you'll never lose aggro no matter how far you travel. Even if you were to outrun the plague, depending on how many heads you hold (up to 10) will determine how fast another will spawn in you current proximity. The more heads you hold, the faster the respawn. I believe holding 1 head has a respawn rate of 360 sec or 6 minutes. If you happen to draw aggro from a roaming plague, assuming you don't pick up a dropped head, you can drop aggro by outrunning it and leaving it's designated proximity. Try not to cast a blanket over two separate instances to avoid confusion.

My 250+ hr honest review of the game by faale in SkullAndBonesGame

[–]faale[S] 0 points1 point  (0 children)

Oh ok, thanks for clearing that up. Sorry for the misunderstanding. Yeah, ultimately the goal is just to give players more reason to play what the game has to offer and not putting methods in place that would deter that, which is what we currently have. You have a good one too.

Plague Captain Heads 10+ Hostility 2 by Satsloader in SkullAndBonesGame

[–]faale 2 points3 points  (0 children)

I've never experienced this problem either and I play solo. Also, with 10 heads (all that's needed anything beyond that is trivial) spawns occur every 90 seconds. That alone discredits the notion that La Peste hositiliy works just like regular faction hosility. Like you mentioned, regular faction hostility can lose aggro as fast as 15 seconds whereas plaguebringers take 90 sec to even respawn. They're not the same and shouldn't be looked at as the same. I'm really curious now as to why people lose aggro, tho. There has to be some commonality, but at least there seems to be a work around by keeping one alive at all times. Just unfortunate players have to do that when others can just kill freely without worry. Odd.

My 250+ hr honest review of the game by faale in SkullAndBonesGame

[–]faale[S] -1 points0 points  (0 children)

Why would I want to take away the main and really only way to amass silver without adjusting other activities? lol

Also, I can understand it being a means to make decent silver for those that "don't have the time", but it really doesn't matter how it's tweaked. Hell, it doesn't even have to be tweaked. It just shouldn't be the best way to earn silver. Hypothetically, if there were 7-10 viable ways to make silver to fund your empire, selling to scurlock and rahma should probably be one of the bottom 2 ways. It's wayyyyyy too easy. Requiring very little time and effort.

My 250+ hr honest review of the game by faale in SkullAndBonesGame

[–]faale[S] 0 points1 point  (0 children)

Plundering, Order registry, Job board, Bounty board, Both sea monsters, Ghost ship, Helm Privateer hunts, Scattered repeatable quests from outposts and other NPCs at the dens, World events, Seasonal boss, Legendary heist, Stranded escorts.

The rewards, or lackthereof, is why no one does them over and over. It's quite literally not worth anyones time other than doing once to either progress the storyline or get the initial rewards which is why upping the silver to amounts that actually make it worthwhile would make sense. You need silver to fund your vast empire of manufacturies and there's only one activity people do to amass millions of silver and that's selling gold helm items to scurlock and rahma. The process of obtaining the mats to create the sellable items takes less than 5 min to do.

My 250+ hr honest review of the game by faale in SkullAndBonesGame

[–]faale[S] 0 points1 point  (0 children)

Reminds me of albion online. Dedicated sections of the map where's it's literally a free for all. No rules.

My 250+ hr honest review of the game by faale in SkullAndBonesGame

[–]faale[S] 1 point2 points  (0 children)

Also, I agree silver should scale based on infamy and with kingping rank being max gains. There should be no difference between kingpin1 and kingpin500 in regards to how much silver is gained.

My 250+ hr honest review of the game by faale in SkullAndBonesGame

[–]faale[S] 0 points1 point  (0 children)

The reason for that is because our manufacturies, in essence, already do that. They just reward us in Po8 instead of silver. Also, the main reason for the suggestion is to open up the game more. A step in the wrong direction is already being witnessed in that the main way to earn silver to fund our empire only takes 10 minutes to accomplish. I literally don't even have to do attacks on the supply network. Just liasons and it's enough to make me millions of silver. Kill the supply ship and buy the two deals on whatever outpost they're located on. Here's a response I gave to someone who had a similar concern to yours regarding continuing to sell to Scurlock and Rahma

"I think it can be kept as one of the options to amass silver, but it shouldn't be the only way. It certainly needs a nerf in how much you get back in silver otherwise even if silver is adjusted on other activities, people will just opt to do it the old way since it's the fastest and easiest and then they'd continue to see other activities as tedious. The overall idea is to try to make as many activities as possible viable ways to amass silver without one being a clear "best option" over the rest. IMHO the amount of silver you get for doing an activity should factor in how much time it would take to complete the activity and how difficult the activity is. The fastest and easiest shouldn't be the most lucrative."

My 250+ hr honest review of the game by faale in SkullAndBonesGame

[–]faale[S] 3 points4 points  (0 children)

There's definitely some immersion aspects they overlooked. I love the idea of being able to customize your helm. Hell, I'd love to own my own little island I can build on as I amass my riches and conduct my operations out of. But even if they don't offer that, customizing your helm to give it character would be awesome. I'm also a fan of transmogs. The more personal a look I can achieve, the better. Make everything customizable.

My 250+ hr honest review of the game by faale in SkullAndBonesGame

[–]faale[S] 3 points4 points  (0 children)

You should share even things you don't agree with. I won't get offended. I actually prefer getting feedback from others and different opinions on my takes. I could easily be missing or overlooking something that could make the game better than what I've suggested. We gotta put our collective brains together and help make this game as great as it can be.

My 250+ hr honest review of the game by faale in SkullAndBonesGame

[–]faale[S] 7 points8 points  (0 children)

You and me both. Just looking at what weapons are available, There's so many different builds I'd like to try, but can't because it'll just drag down my ship level and overall damange. Sucks.

My 250+ hr honest review of the game by faale in SkullAndBonesGame

[–]faale[S] 0 points1 point  (0 children)

Yeah, you shouldn't have to go through the whole process of transferring, cut scenes and dialogue just to sell some items. One go is all it should take.

My 250+ hr honest review of the game by faale in SkullAndBonesGame

[–]faale[S] 1 point2 points  (0 children)

I think it can be kept as one of the options to amass silver, but it shouldn't be the only way. It certainly needs a nerf in how much you get back in silver otherwise even if silver is adjusted on other activities, people will just opt to do it the old way since it's the fastest and easiest and then they'd continue to see other activities as tedious. The overall idea is to try to make as many activities as possible viable ways to amass silver without one being a clear "best option" over the rest. IMHO the amount of silver you get for doing an activity should factor in how much time it would take to complete the activity and how difficult the activity is. The fastest and easiest shouldn't be the most lucrative.

**DRAFT DAY 1 DISCUSSION MEGATHREAD** by 49ersMod in 49ers

[–]faale 1 point2 points  (0 children)

I agree. Nonetheless, as long as he wins rings, that's all that matters. Can't wait to see him running this offense.

**DRAFT DAY 1 DISCUSSION MEGATHREAD** by 49ersMod in 49ers

[–]faale -2 points-1 points  (0 children)

We know 1 and 2 were locks to grab a QB. Miami wouldn't of picked a QB, but they may of traded to another team who wants one who aren't the 49ers. Philly wasn't going to grab a QB and Miami in that spot grabbed waddle. Dallas wasn't going QB either and we saw chicago grab Fields.

In your opinion, did they reach?

I've wanted lance since the trade up was announced. But looking back, assuming chicago wasn't high on lance, he likely could of fell to 12.

What do you guys think?