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My Time at Portia enters Early Access on Jan 23rd 2018!

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Topics - Omidawn

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Planet Explorers General Discussion / VS Mode: How does this work?
« on: August 17, 2018, 04:39:31 PM »
I posted a thread on Steam.  I was hoping to get comments from people who understand VS mode.  How is the arena supposed to work?  How long is it supposed to last?  and most importantly, does the server need to be reset?

Currently there is only one team that is active... I am hoping that someone will join Team One and build something.  I have built a pretty defensible colony for Team Two.  (Possibly using unfair exploits.)  However I'm not sure that the actual VS game is even running, or if it is played out and needs to be reset.  What are the goals and objectives?  How do you win?

Does anyone know how this game mode is supposed to work?  I have checked the wikis and there is barely a mention of VS mode.  Is this game mode still a work in progress?

For my part, I really like the VS setting.  The coop with survival feel of it is what most people are looking for in a coop mode, and there are things in VS mode that you don't find in other modes that make it interesting.  For instance, you can set beacons on the map to establish teleports to important locations, and when you approach the other colony you are recognized as an enemy and the defenses open fire automatically.  Honestly, I think that's how it should be in other game modes -- unless you team with someone they should not be allowed inside your colony shield.  What's the point of defenses if they are only used for shooting random stags?

EDIT: I forgot to say, there is no in-game information for VS mode that I can find.  The Help screen is the same as the one for other modes.  I think if you are playing VS mode you don't need the basic help screens, you need help screens specific for VS mode.  You should already know how to play if you are on a VS server.  There needs to be information about the goals and victory conditions for the VS game.

The thing that I would like to add would be a VS variant that was skill tree enabled and scripts locked, so that you really had to work to build up your position and find all of the scripts that you need.  it would also make the colonies more defensible if it took longer to get things like aircraft (which can demolish a colony from a safe distance).  Or, possibly even disallow the aircraft scripts entirely.

I have notice a few times that the dungeon generator has added inaccessible rooms.  I haven't commented before, but I can't help but wonder if it is a bug, or if it is/was intended for there to be secret (hopefully treasure) rooms to add a little depth to dungeoneering.  If there is some kind of trigger to open these sealed rooms, I haven't figured it out.  If it is just a glitch in the dungeon generator, I think it would still be great to have secret rooms with extra boss treasure if you figure out how to open them.

Anyway, I just wanted to put a word in the developers' ears:  food for thought.  Also, if it can be verified that these are treasure rooms, I might try a little harder to figure out how to access them... especially if it can be confirmed that they can be accessed somehow and aren't just a glitch.

Planet Explorers General Discussion / Revisiting Glass Blocks
« on: August 12, 2018, 05:28:45 AM »
I know that glass is tricky, and there is probably nothing that can be done about the faceted patterns that appear in complex shapes.

However, I find it exceedingly difficult to craft using glass because of the optical illusions and distorted patterns that appear at various times of the day (most of the time).  I am not really complaining because the crystal patterns are interesting in their own way, but I have given up on my build (dome) because there is only about 1 hour during the day that I can actually see what I'm doing.  It is simply too hard to see the shapes the rest of the time.

What I would like to suggest is that when you go into BUILD mode, the glass blocks become an opaque shape so that they can be manipulated more easily, and then when you leave Build mode they become transparent again.  That would make working with glass SO MUCH easier.

I don't know how complicated this would be, but it would be a huge help.  Thanks!

Another method would be to have a replacement feature like the one in the creation editor.  If I could build it using, for instance, wood, then select and replace all wood in the selection with glass, that would work also, and might be an easier implementation.  Also, one of the corner shapes still seems to be a different texture from the rest of the glass, so it looks like there are holes in the glass even when the piece is in place.  The piece is more transparent than the other pieces of glass, and so it basically disappears when you fit it into place.

I can't seem to make a screenshot that is small enough to be uploaded, but you can see my build on the Survival_Ad2_Skill server northwest of Markham Village, if you need to see what I'm talking about.  It is especially noticeable on the inside shell.  It's the one that kind of looks like a space station.  I would like to finish it, but honestly it hurts my eyes and gives me a headache.

My Time At Portia General Discussion / Ingall's Mine: Advanced Engine
« on: June 08, 2018, 01:40:36 PM »
Hi, when you added the new patch, you changed the Advanced Engine in Ingall's mine to Industrial Engine?

Where are we supposed to get the Advanced Engines for our quests now?  Please change it back.  I can't make the buses or the sewing machine now.  I can get Industrial Engines by the dozen in the other Hazardous Ruins.  We need the Advanced Engines for the new assemblies.

If you moved them to level 3, that's bad, because I can't beat the clock on level 3.  I can't kill them fast enough, the clock doesn't reset when you make a kill, and there are no boxes to add time to the clock.  I can't even find the other door in the second room before the clock runs out.  I love the maze rooms, but the clock is ridiculously unforgiving.  If I ran to the exit and ignored everything in the room, I might make it in time... but then it wouldn't open the door for me so yeah, I'm pretty much screwed on level 3 until I can kill these guys in one or two hits.  You need to add a few seconds to the clock with each hit, not just with each kill, and like I said, we aren't getting the kill clock bonus either.

My Time At Portia Suggestions / need ammo
« on: June 08, 2018, 07:21:40 AM »
I crafted the new venom dart gun, but I have not been able to figure out where to get the venom darts.  They do not seem to be craftable on workstation or any other piece of equipment.  Please add the ammo blueprint so that we can use the weapon.  Maybe it's part of a quest that I haven't gotten to yet?  Anyone know?

My Time At Portia Suggestions / Wind Wheel
« on: June 06, 2018, 03:13:01 AM »
The wind wheel is available as a reward for first or second place workshop.  The blueprint says that it can also be made at the workstation.  This is sadly not the case.  In order to complete the wind turbine quest you have to be #1 workshop for 5 months to collect all of the wind wheels (9).  Granted, if this had been available when I was a lower level workshop, then I would have all of the wind wheels now that they are needed.  As it is, I have an (S) level workshop but have to wait another 3 months to finish collecting them all.  It will really be bad if I start losing part of the reward, or fail the quest because it takes so long.  It would be really nice to add the wind wheel to the level 3 workshop.  I could have it knocked out in a few days instead of 5 months.

My Time At Portia General Discussion / New Dating Values
« on: June 03, 2018, 06:22:28 PM »
Well, it has been a while since I added anything new about dating.  Those who have been around for a while are certainly aware of the recent changes.  I just thought I'd comment on some of them and see what other people think.

1) Dinner dates:  The Dining aspect has either been nerfed or "fixed" so that the reward earned is very little more than playing the other games, instead of the double to nearly triple value that it used to have.  Since you have to pay for dinner and the other games are free, that makes it fairly useless to include dinner in your dating regimen anymore.  The benefit isn't worth the cost.
2) The overall gain is about half what it used to be.  With ALL of the social perks, I am only gaining +42-44 relationship per date, where it used to be 80+.  If you do not have the social perks, I imagine that dating will be an even longer process, if you are only getting half of what I'm getting (20-25 points), or about a quarter heart per date instead of half to three quarters.
3)  Gifting on a date is an absolute waste of a gift.  Even one that would normally give you 6-8 relationship by itself gives NOTHING (no difference) as to the number of relationship points rewarded at the end of a date, even if it advances the mood by a significant amount, it is still no better than using your token to do something that is free when the final relationship count is totaled at the end.  You are much better off giving a gift either before or after the date so that you get full value.
3)  Gifting has become easier since many residents will now declare (from time to time) what some of their gifting preferences may be.  Many of these items are now craftable, while many are still elusively in the development stage.  It will be a big help in the long run, I think.  If there is a specific person you are courting, and you find a craftable preference, then you can have a stockpile of goods to boost them up in relationship fairly quickly with daily gifting.
4) The sparring bonus does not seem to work all of the time.  I think that there is a minimum 1-2 points per spar with the full bonus, and there are a few (like Mint) who gave me +1 on the first fight, +2 on the second fight, and +0 on the third fight. 

I think it is fun that Gust and Russo fight for Ginger if you challenge her to get the extra points.  Russo is a beast in the ring, if you haven't fought him.  Easily the best fighter in town.

OK, so here's my thought:

1) You currently have the ability to play date everyone up to BFF without impacting your relationship with your boyfriend/girlfriend.  That's great and very useful.
2) As long as you are not caught on a romantic date with someone else, there is no impact upon your relationships for having more than one boyfriend/girlfriend.  You can have the "Lover's" bonus from as many people as you can manage.
3) Ack is able to assist you at your workshop instead of a husband/wife, so the only benefit of marriage is a "romantic" one of having someone share your home and give you a morning treat every so often.  That may change if more husband/wife activities are added, especially if it provides more bonuses or access to new content/items.

So, there is nothing preventing you from play-dating anyone and everyone up to BFF, and then asking them to be your boyfriend and girlfriend in order to unlock the lover's bonus and never have to date them again because they are then already maxed at Soulmate, so you never have to worry about offending anyone and losing all of your bonuses.  That is a very powerful combination of bonuses, if you achieve them all.  Of course the ones who do not give lovers' bonuses can still remain as Best Friends for whatever bonus that may give.

My question, if anyone has been in this position:  If you get married, does it impact your relationship with other boyfriends/girlfriends?  I am quite sure that it didn't used to make a difference, but there have been a lot of changes and I don't know if there is now an automatic downgrade or if it is still safe to do?
Second question: can you still declare intention if you are already married?  I am pretty sure that this also used to be possible, but not sure if it still is.

It would be nice to be able to Soul Mate everyone who gives you a bonus, then select one to propose to in order to get the marriage benefit, or be able to declare to other people even after marriage with no penalty.  Since you don't have to date Soul Mates to retain the status, it would be nice if you get to keep all of the bonuses.  Otherwise it really isn't in your best interest to get married, if you lose all of the bonuses by getting married, or if you can't add more Soul Mates after you get married.  It is much better for your stats to be a "Player."

I know that I can save a backup and test it to see what happens, and I'll post if no one else knows the answer, but it would save time if someone has already done it recently and knows what happens.  There are lots of other things to do!!

Also, for the devs:  if it is safe to marry and still be a lover, please don't change it.  I know it sounds sleazy, but it really is beneficial to "play the field" in-game... especially since you don't really need to keep dating them.  You just have to work everyone you want up to max before you announce your intention.  Then as new people are added, work them up to BFF and declare your intention for each one to get the bonuses, then since you are already at max you will never get "caught on a date" with anyone. (Hopefully you can still do this if you are married, but you may have to wait to get married until you actually meet everyone -- some who may not be available yet -- so that you can collect all of the bonuses before you marry).

Anyway, I hope to hear from you if you know the answers.

My Time At Portia Bugs / Chunk of Terrain isn't loading...
« on: May 27, 2018, 10:40:22 PM »
I woke up one morning and a big chunk of the world disappeared!  If you try to cross, you fall into a layer of water below.  This has happened twice, once I was cut off from McDonald's and Sophie's Farm.  Reloading from that morning seemed to fix it.

However, I have played through about a week since then and have just noticed that the Tree Farm and Harbor have lost their chunk, and it is in the saved game.

I was hoping that waking up the next morning would reset the terrain, but it seems to be saved and reloads with the chunk still missing.

EDIT:  Exiting and reloading the game does reset the terrain.

Planet Explorers Suggestions / Heat Packs instead of Torches
« on: March 16, 2018, 11:51:18 PM »
I know this is an old topic, but it hasn't been addressed and I think it's important.

Most people who have played for any length of time will agree that it is as annoying as snot that your storage, replicator, and processor are taken over by the production of torches due to the food recipes that use torches.  Equipment storage is used up since torches still don't stack in storage (thankfully they do now stack, sort of, in the replicator) and they are considered equipment rather than resource, so it limits the equipment you can actually store.  Replicator queues are filled up because storage is full and there is no place to put the new torches (thankfully two slots have been reserved for player use only).  Processor requests for fat (for instance trying to make beacons) are immediately stolen before you can grab it, why? to make more torches, of course.

Players have asked repeatedly to replace all food recipes that use torches to use heat packs instead.  This is a small and easy thing to do.  Torches can still be used as equipment, if you want to place a torch, or swing a torch as a weapon.  Do not use equipment as part of a food recipe!!!  It bogs down every process.

Thanks in advance.

My Time At Portia Suggestions / Birthday Dating Bonus
« on: March 04, 2018, 07:47:06 PM »
I think it would be cool if you remember to make a date with someone (ask them for a date) the day before their birthday, that all bonuses/morale would be doubled on their birthday play date, including gift options (which should be quadrupled, since it takes 2x morale to make +1 relationship, so a 2x birthday bonus would be 4x morale bonus for a gift).  Currently gifting on a date gives you less bonus than gifting normally, because it doesn't account for this, so I think that should be fixed even without a birthday double.

If so: making a play date with someone for their birthday would have the potential to fill an entire heart.

While this might not be that useful for someone you are diligently working up (you probably won't see their next birthday before they are maxed anyway), it would be beneficial for maintaining and upgrading everyone else who is on your friend list.

Moved issue to bug tracker.  Problem is with corrupted auto save for everyone on that particular server (Official Survival_Ad2_Skill).  No character progress is saved.  Server needs to be reset or specifically fix the auto save function.

[EDIT: this seems to be fixed with the server reset.]

My Time At Portia Suggestions / HP buffs in dungeons
« on: January 19, 2018, 05:55:24 AM »
Can you put some things in the dungeons that drop meat that you can use in the Stew Pot?  It was nice having the stew pot available when fighting in the WOW ruins (and in the Haunted Cave), but I didn't go in with a stack of meat, so it was a one-time buff for me.  I nearly didn't make it in the last battle because I was low on HP buffs going into it, and you got rid of the apple slice/HP buffs that we used to get in the dungeons.  I think there is a 10% HP buff that you can make now, but I didn't have any with me, just a few dozen ointments which I went through pretty quickly.

My Time At Portia Bugs / (3.71) Rat King Treasure
« on: January 19, 2018, 05:51:43 AM »
I didn't receive Nitre when I finished the Rat King.  I didn't get a chest, and I thought I remembered a chest the first time I did it.  He did drop a bunch of stuff, but there was no chest and no Nitre (which I was expecting).  The cut scene was different too... when I finished it before, there was only one cut-scene stub.  This time it seemed like there were 3 or 4 stubs, so maybe the cut scene stubs messed up the appearance of the chest?

My Time At Portia Bugs / (3.72) Quarrying piles
« on: January 19, 2018, 05:41:26 AM »
I have noticed several of the quarry piles on Amber Isle are disabled (they may have been added in 3.7).  I appreciate that the crystal seems to generate a little faster, but most of my income is from quarrying and manufacturing/selling stone tables, glass, gems, talismans, and bronze items from the quarry stone.  I can actually make over 2000 gols on a good day, but there is regeneration time, so the more piles that are working, the better it is for me.  I have given up on most of the commissions for now... I check daily and take them if they are bronze or something I can complete quickly.  That leaves the rest of the day for socializing, farming and quarrying.  I don't know what the rubies are good for, but Higgins will keep the #1 spot until resources are more developed.  I haven't seen them requested or used for anything yet.  I hope I'm not missing out on something super valuable... maybe they are just something to sell for bonus income?

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