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Showing content with the highest reputation on 07/15/2019 in all areas

  1. 4 points
    Hello Devs, hello Community. Since I read this forum (nearly daily since I play atlas) I am confused about the way you take care on your playerbase, dear devs. There are sooooo many open question in here, only you can answer. It's fine, that u use discord, twitter, forum, facebook, letter-doves, smoke signals and many more other platforms. But in my example, I just read the forum, because I'm already an old man. Do you only get an hour/week for the q&a in the official forum? That would explain why there are so many open threads only waiting for an answer or a statement. Please take a little more care on your playerbase on your official website. It's the only real way, where we can get proper informations. I don't want to wait two days until maybe a player post a answer u gave on twitter or in the discord. Don't let a huge amount of people who keep playing your beautiful game stand alone with the feeling of getting lost. Sry for my English.
  2. 4 points
    If I ever -for what ever reasons- decide to leave my ship and take a swim in the ocean, it's very rare that more than five or six sharks instantly spawn around me. They are ridiculously underpowered too - they need two or even three bites at my ass before I'm dead!! And after I'm dead I sometimes- even when the sharks camp my lootbag, as they should - manage to get my loot with less than ten tries! How's that a challenging and fun gameplay? Another problem is after killing a SoD ship when I (covardly suited in diving suit) jump into the ocean to recruit new crew members I sometimes manage to move them on to my ship before they get eaten by a shark. Luckily most of the times when I kill a whale that gets eaten by sharks with any possible gold before I get change to overload my ship with gold coins. So clearly there are not enough sharks in the sea and they are not OP enough! Can we have more, bigger ones, possibly with lasers?
  3. 3 points
    I really like the idea of WPE, that is something I was hoping since almost the beginning of the game, awesome it will be added. Though, I came with an idea : Make different kind of WPE, make a "company like" Here is the idea, instead of having everytime the same WPE but with different difficulty/size, make different WPE Company, with each their own skins/flags/constructions type. Here are some fast exemples : Blackbeard company : Pirate theme, pirate skins (Cloth and Hide armors), weapon : pistol/saber/throwing knives, special tactics : like to board, use Harpoon, mainly alone at sea, very aggressive. Royal Navy company : Marine theme, officer skin, weapon : pistol/saber (or special skin ?)/carabin, special tactics : mainly in groups, defensive. Asian company : Asian theme (japanese ?), Hydra Heavy skin, the new sail skin, weapon : sword (katana skin?)/pike/bow/crossbow/fire arrow, special tactics : like to use fire a lot (...) WPE Company would fight eachothers at sea, some kind of special event. Make the WPE Company live in their own region, so you need/want to travel a lot to discover every of theses WPE Company. All thoses region would become even more unique. Having to fight the same type of WPE everytime will become veryyyy boring. If their is many WPE Company, it will become unique everytime (I'm not saying that it needs 1 company per island, hell no, but 1 company per region would be very awesome) (edit : By region I mean "Tropics", "Desert", "Tundra"). Let us participate to create/image thoses WPE Company As we all know, some of Atlas players are very talented to create/imagine, just look at the Show 'N' Tell and see how awesome things emerge from it. Make a contest like the Show 'N' Tell, where people would give : Company name Theme Flag (with image) Construction design exemple (with image) Ship design exemple (with image) Lore/story behind the company For the more talented one, draw all the concept art if it doesn't already exist in the game, and if it's really awesome, implement it in the game with Atlas Team (dunno how hard it could be ?) The contest would work as a Show 'N' Tell, people send their proposition, and as for Show 'N' Tell, that's the Atlas Team that choose the winners. (so no troll as "Area 51 with Naruto Runners flags, even if it's funny, that's not the point here. It also let the Atlas Team choose to not break the actual lore of the game or everything) FURTHER Make quest through WPE Company If you completly wipe a WPE Company, you win something (dunno what, it could be a skin ? a skill ? else ?). All WPE Company have one main base with their captain (a mini-boss ?) Each outpost you destroy/claim, the more the main base become vulnerable ? Be able to interact with company ? Buy things ?
  4. 3 points
    Yep, but you still manage to hit the nail on the head. The "90%" that left most likely left without a refund. Their money will be spent on marketing when the devs start to care about concurrent playerbase. The 10% that stayed tho may not necessarily "like what's going on" but understand the process of development and are willing to stick through to the bitter end. The niche that do are a percentage of that percentage. What matters in the end is new sales.
  5. 2 points
    With having 1152 Hours played - Since Pre-Wipe. I think I can safely give my frustrations to the Dev's - I am a loyal player and will remain loyal. Atlas is a fantastic game, with plenty to be done, I play with my family of 3. We have obtained all the power stones, All the Trench Power Essences, we have killed the Kraken. Did the Ice Cave - Got him to 20% before running out of ammo. Here is my issue. So yesterday I came across a Masterwork Treasure Map for H6 and it was Bonus boosted. So yah gotta check it out right? I sail on over to H6 about 7 Grids East and 5 North. No worries I enjoy sailing. Put the crew on the wheel, and head on out. I get to H6. And I know its a golden age so I am expecting it to be difficult. Put having the treasure in between the Hydra, 2 Fire Elem, 2 Rock Elem. Is just damn impossible. It cannot be done. Alright no problem - Bummer RNG Map, didnt go to well in our favor. Pack up move on. Come Across another Masterwork Map for O6 so sweet, Im already in H6 let me sail 8 Grids East - Gotta head home anyway - I get to the map island start running around to look for it. Thanks for your eagle eye lv3 - And guess what, The Treasure map is located on the very top of a pillar - That cannot be accessed unless, i use climbing picks and the grab hook maybe!, I would need to respec into stam to make it to the top tho. Problem being that it is a level 22 quality map, You stand no chance in hell, killing the AoD's without your tame. And more importantly I know for a fact, 1, 2 or even 3 of them would be pushed off the side fall down to the bottom and yep - There goes that.. My frustration - Can't we get a team to work on the algorithms when generating maps, that the coordinates used are 100% accessible with mounts,. 7 hours sailing yesterday and nothing to show for it. Its a Rant, and I hope it can be looked into. With all that being said, I am not going anywhere. We enjoy the game very much. And almost ready to setup shop so other players can purchase goods, resources, ammo etc. etc. Trade hub so to speak. Like the Mall idea on other post's. Thank you
  6. 2 points
    So I took a break for a bit owing mostly to rl and recently returned to check out what's new with Atlas. I haven't had a chance to really dive into some of the newer stuff yet, but I did notice something I found disapointing: the removal of individual debuff effects from vitamin deficiencies in place of more mundane taking damage when any one gets too low. I'm aware this was almost certainly done out of player dislike for the system and complaints it imposed too much of a burden. I'm also aware that many find the vitamin system unappealing in it's entirety and want it eliminated. For what it's worth my two doubloons are contrary to this view and here's why: The vitamin system adds to and enhances the survival genre and seems a natural step to differentiate it from other games that just have health and stamina. Many people put forward an initial complaint that it was overly punitive and unrealistically required micro management of eating and drinking. I will conceed that the system in its initial form lacked polish and needed tweaking, but many people pointed out that vitamins don't drop that fast irl. You also can't build an entire building or a massive ship in a single day, so I think it's safe to say things in Atlas can occur faster relative to real world time frames. Stil, many players were unhappy with initial tweaks to make vitamin consumption less punitive. I strongly suspect many objected while at the same time being unwilling to put points into the skills that mitigate vitamin drain, or invest points and effort into cooking. I think cooking holds a lot of potential for Atlas as providing a reason to gather far flung mats and to maintain land based operations as well as ships. However, vitamins have now been nerfed to the point that cooking is at best a flavor option, rather than a strong means to mitigate vitamin loss and manage it and the food meter more effectively. I think a balance needs to be struck where cooking isn't necessary, but is highly useful for both buffs and managing vitamins. To the degree vitamins become increasingly easy to manage on their own, this serves as a form of nerf to the cooking tree. I would encourage the devs to cointinue to add depth to cooking by adding more recipes, giving most recipes a distinct use or advantage, either a buff or a good combination of vitamin heals for more commonly found ingredients. Right now it's a good start but needs work, and is somewhat dependant on vitamins for it's viability. Combined with the crafting system which requires an increasing variety of mats for better and better gear, cooking could be one of the core things to spur trade and exploration, as players fan across the map to locate ingredients for all sorts of recipes. For this to have a meaningful risk:reward ratio, the devs must carefully consider how good a food buff needs to be to make finding or trading for it's ingredients worthwhile. If they can find this balance, I think it could be a significant step towards helping Atlas develop a vibrant and engaging economy. At present I would say that most of the buffs are lackluster in comparison to the effort required to get them. I also want to urge the devs not to listen only to players complaining about managing vitamins without considering whether those players have been willing to avail themselves of the available tools to manage vitamins better, or are just whining out of laziness. My personal experience so far with Atlas is that vitamins have always been manageable because I was willing to invest in the relevant survival skills and cooking. That's just my two doubloons.
  7. 2 points
    @Jatheish @Dollie Is there any update on this? I'm curious to understand your thoughts on how giving PvE players a nuke to wipe entire islands of months of innocent active players structures is considered PvE?
  8. 2 points
    Day 1 of ARK EA to Release was also quite the train wreck. Claims and the Economy are additional curveballs sure (very challenging to get right) but they still have time. A lot relatively speaking. The roadmap that you claim doesn't exist does have one public facing fact and that's 2 years of EA development. We're only 7months in.
  9. 2 points
    It's going to be far less than 10% because many of the people who stayed are staying for the potential of the game, which could be very great, and a chance to influence the design back to a better potential. (Which is seeming much less likely based on the types of decisions that are being made) There's a good percentage of people still playing the game who dislike a lot about it, but really like the original concept.
  10. 2 points
    It would be cheap man pvp, true. But it will not be offline raiding! That means worst part of current PvP would be gone good, leaving fun part in (toggable for those who just want to build). I'm all for it. But truth be told, for now I'm happy with devs adding any kind of WPE at all .
  11. 2 points
    I would like them to play the game a few hours a week. Shit like green screens would be fixed quickly.
  12. 2 points
    No-one has yet come forward with a legitimate case that states how a player wiping an entire island of other players structures is considered PvE. A player action that results in wiping bases of other players is PvP pure and simple.
  13. 2 points
    Sure, ill base hours and hours of work on the believe that players wont screw others just because they can. Man on which planet are you living on.
  14. 2 points
    agree, npc settlements to trade with and recruit sialors from, would be a nice feature
  15. 2 points
    Weren't you just in another thread bragging about how your company was the perfect solution to all problems?
  16. 2 points
    The only thing about the npc blackwood idea that annoys me is there will be no friendly colonies,can't an mmo for once actually have a realistic balance of hostile/non hostile npc's? it would seem that the need to get everyone playing this game to start fighting or warring in some way is completely dominating any future changes.If you're constantly battling all the time you might as well play pvp.I like the idea of giving players something more to do,but why is that always just fighting more people or elements or monsters etc?Has no one on the team got an imagination beyond more things to fight?what about more things to explore that aren't just an excuse for more monsters to fight?
  17. 1 point
    Here is the jist. So, you go to a freeport, and you buy stuff on marketplace, no problem. Here's the catch. The item has to be delivered to "your" freeport in the form of a cargo haul, so you gotta wait around a while to get it. There's another catch. The cargo hall is essentially just a cargo container that some random player has to buy for some gold that can't be looted so we can always just assume it was somebody else's items, or the cargo rack can be taken to the freeport and cashed in for some gold. Player should also have the option to do a pickup and get his items immediatly. You could also pay premium shipping any amount you want to expedite the transfer of your goods, that gold would go 50/50 to the delivery guy and the freeport. Here's the intended effect of the system. It gets players moving goods around. The more people trade, the more they play, the more opportunities you have for piracy. Yes piracy, not just fighting over land like a bunch of cowboys. The money that a freeport acquires would allow players to instantly sell items to the freeport that the freeport lacks, which would probably be resources from further and further zones. The lower they are on the resource the more they will pay, eventually incentivising players to move those resources to that freeport. As for treasure maps, there should be a "map vendor/collector" that you can give treasure maps to for something like 5% map cost. You are then able to buy the map for 20% map cost. The catch now is that the treasure map when bought has no gold in it, instead it has a novelty item that you have to go back to turn into a (not the) "collector" to get the full gold reward.
  18. 1 point
    Economy is the key to success for atlas: -marketplaces on freeports to sell resources, items, ships and tames And serverwide connection of those stores (ex: all 4 stores in a Freeport server share the same goods etc) So people have more acces points and blocking is not that easy If this results in massive server overpopulation you can split freeports servers into 4 own server (triangles) -storehouse on freeports for companies (and private) where people can bring their stuff and store gold and from which transactions are calculated -gold generation! More ways for gold to get into the game -gold consumption! (maybe companies have to pay for the amount of crewmembers, a big safe (structure) to store money for company <= only one per comp) great for smaller ones and big company size is expensive, need for more interactions -blackboard in freeports for comps to recruit new players and new players find comps for joining or renting) This is important, finding a safe place to life should not be a long and frustrating procedure -private message ability: pigeons maybe + pigeon house where messages can be read Comes with the blackboard, people must have a way to contact those companies who offer recruitment or renting -and a tavern on freeports where you can buy Crewmember that spawn ON your ship, there is no need at all that they spawn in the middle of the island and have to follow us, especially if the freeports get more crowded. Crewmember selling guy asking on which ship you want to have them and if you buy them they will be there -if above is implemented QUIT farming events like x4 to not f**k up economy! Why? Because this is not ark, even it feels like it it got special needs to work, it's an MMO(Interaction) where the first M stands for Massive what means 'a lot' and so there needs to be a lot of interactions available (especially some not completely frustrating ones) And why economy in a pirate game? Because there is no piracy without economy.. Think about history ^^ Atm people have no reason to drive with a ship other than discovering or treasure maps, travels are long and not even exciting, encounters are rare and if then totally random. With economy you can calculate an encounter of you wish to have one, you can set traps or patrol routes of trading ships. And if lucky you will also get a reward for being a pirate! And you also have a reason to use ships which rizes the traffic on the seas because people want to get their peace of the trading cake and sell their resources or maybe they want to buy a super nice blueprint ship? Or a bred tiger! This economy change forces people to get out there for a reason, and make some money with what they have on their own island, perfect I tried to think about all the content to fit into the game as it already is so that there is no need of another wipe With those things implemented there are a lot of new opportunities even for new players and for smaller comps
  19. 1 point
    Please let animals turn in place, without having to move forwards. It would make moving them around in tight spaces, or on ships much easier. Imagine if ships could only turn when moving forward. They would be so frustrating to use as to be almost unusable.
  20. 1 point
    So, why aren't leaks and what caused them on the Company Log? Devs, FIX THIS!!!
  21. 1 point
    Even with the notification that you can destroy foundations in Lawless, still cannot? If it's abandoned long enough for the timer to go down, we should be able to clear it out no matter what is built on it.
  22. 1 point
    Oh my god the arrogance is through the roof. I once though negatively of @Realist but man you are the worst i've seen in the these games. You expect tenants to do what exactly in 48 hours? You realise that most of us don't have the luxury to play 16 hours a day 6 days a week. Most of us have full time jobs, and things called lives. PvE is designed for casual players.... but nice to see you think of yourself as much more than a casual player that is hiding out in PvE because you know how bad you are at this game. I mean the number of times i've told you that taxes on PvE DO tax gold yet you still fail to accept this just goes to show the fact that as you spend 57% of your life playing this game it is all going to waste.
  23. 1 point
    When it comes to PvE I don't care. Because I've found PvE servers/communities just as toxic as PvP, but in a far more passive-aggressive way. And those who cause all the problems hide behind the rules. As for land ownership, I like the one-flag rule for small island. I do think larger island should be divided up into a few predetermined lots/territories. I also like they are adding more islands. The water to land ratio has always been off. I did like when they added the ability for you to set who could build on your land under the old flag system. I wish they would bring that back. Part of the reputation system I keep talking about would be if you sink a boat (or cause a leak) or damage structures or kill tames on land they own, you get a worse reputation hit that say in lawless areas. And that reputation would follow them around. I too consider myself a builder. Though I'm one that tries to build the "Disney castles" but my bases end up looking like a random collection of boxes stuck together, with some failed attempts at aesthetics mixed in.
  24. 1 point
    Well I personally think they are well aware of the implications this mechanic brings to pve,maybe i'm just more cynical than other people.
  25. 1 point
    Doubtless. To be clear I wasn’t blaming you for pointing it out, but crediting you for bringing it to the devs attention. The fact it will be used is a foregone conclusion based on past events.
  26. 1 point
    You are so right. Underpowered sharks are clearly the downfall of Atlas. I think the addition of lasers is a good first step, but really to correct the imbalance fully, shouldn’t the devs give Sharknado like abilities to hurl themselves onto land and attack our bases? Think about it, sharks are literally powerless when you’re out of the water. I feel like the game would be so much more challenging with flying sharks with lasers hurtling through the air towards my base like harbingers of Dooooooom. Jat, please make this happen ASAP. It will fix everything wrong with your game overnight. Promise. PS. OP please stick around and post more. Love your sense of humor
  27. 1 point
    Isn't the goal to give feedback and try to get it right the first time? If someone and in this case many see the flaws to try and figure something else out regardless if it will happen or not? If can happen and it is a flaw it should be addressed right or wrong? I don't maybe it is me. I been reading every post here for a day or 2. I agree this is a bad thing for pve. I think it is also a good thing but needs something more to it. 48 hours isn't that long of time for the casual players. What harm is it to give 10 days on it? Also on top of that would it be that hard to put something in the game to add to it such as those that are active in those 10 days can some how put in the cookie jar that I'm active and live here so after the 10 days when the island does wipe anything you or the company you are with built is safe anything else is gone. Something like that idk. Sorry for the run on sentence I'm at work and on phone and in a hurry so apologies lol.
  28. 1 point
    Players pushed you out by doing things the devs allowed and even encouraged and wrote code for them to do. So they added a way for you to return. I'm assuming that's more than the fact that there just aren't very many players left. What way was that then? The way to find an unclaimed island and wipe all the other players off it? Maybe the way to be a good island owner and police your island by using the log which tells you someone has "settled" on your island, meaning, they've picked a berry and left, or killed a pig or something? (Because who the hell knows what that message means anyway and isn't it fun looking for beds hidden in the weeds every day?) The way to do the most popular game activity, treasure maps, by sailing halfway around the world and finding that you can't do the map because it's locked behind gates or buried in the geography? Or maybe the way to grief some other player by spawning AOD inside their tame barn with a high level treasure map that someone was too lazy to assigned fixed spawn points to? (The tame barn holding tames that were not supposed to be "a thing", according to Jat, but inow are the only way to do maps?) I'll admit, it's a real thrill not knowing when your ships will disappear, so it's got that going for it. Do you have to render them? "Base" on them? (whatever that means.), lift and drop the anchors on them? Who knows, no man can say, and certainly nobody is telling us. The way to have structure decay to reduce spam (that won't reduce spam) that oops....removed your legitimate structures instead? The way to enjoy the new NPC village content? Oh, sorry...that's not on officials, but you can have a CAT (which at least is not as ugly as the 3 previous "not a thing...not a thing at all" tames inflicted on the servers in the big MEGA RELEASES. If there is some sort of "way" here, I'm having a hard time seeing it. Maybe it needs some signs and some flashing neon lights or something.
  29. 1 point
    are you all rly so many ppl that play solo in an mmo game? do you all even understand the reasons for the change? in pvp it is to clean an island because you can not clean up a bigger island by yourself for pve it is because some scrubs took islands and pillared them without paying the flag for an island, and if you have claimed an island you could do shit because of the pillar spam. and now there is a solution for that all. and this is the last resort solution for the players wich is not a bad thing (you don't have to use it, and it will only get used if it is neccessary) keep your mouth shut if you don't have any clue obviously some of you all only think for themselves and not for the game how it can work in a full released game, this is still Early Access, and like the devs said they have pull it back if it is shit. so let us play and test it out! (if you are one of the "victims" think about that: it's an mmo sort of game and maybe you are the guy who took unclaimed islands and pillard it) and if you find something gamebreaking i am sure the devs love to hear it.
  30. 1 point
    I agree, was more meant as a statement about the sad state of the communication I probably spend more time here than they do
  31. 1 point
    So with this new system, why would anyone wish to be a tennant? Tennants are good for you the "Landlord", you pay less for the island, you get free resources. Tennants now are better off on lawless, they have the same decay as settled islands, and don't have the (maybe, sometime, landlord leaves) loose everything you've built up over the months and months you've been playing. (It might never happen, but people are not going to hang thier hopes on a maybe.) So tell me, Why would anyone choose to be a tennant rather than build on lawless?
  32. 1 point
    Doesnt matter if it is a single occurence if it hits you, isnt it?
  33. 1 point
    Not certain but i suspect it is on the action wheel of the flag when you claim the island, or 48 hours after you claimed the island. The option will only be available for 24 hours.
  34. 1 point
    That's a good point, for pvp then, keep after death, would make pvp abit more consolised and arcadey maybe bring people back, more fun, less grind.
  35. 1 point
    While not true for you it is a common experience, the problem is the game will reach 144F in starting tropical freeports which will kill you in the ocean in cloth in 10-15 IRL minutes. This exceeds the hottest recorded temperatures on Earth in the worst deserts. This is just bugged because the formulas for calculating the temperature are so convoluted with all the variable interaction that the devs themselves have no idea how to realistically bound them. I saw Jat acknowledge the problem months ago - and nothing since. Normally heat waves are not enough to even damage you, they are really just intended to make you thirsty. This is using the official map - offline, online and singleplayer.
  36. 1 point
    Even the people on this forum in favor of it have said they want it to get rid of "eyesores" and ugly buildings. They specifically see it as a chance to finally get to attack other, active players, simply because they dont like them. And you dont have to farm gold for this. Just leveling gives you insane amounts of gold. We have enough to do this a dozen times over just sitting around, and we have never once gone out "to get gold."
  37. 1 point
    The majority (which he made up in his head) have not been seen in PvE regarding supporters, there's a simple explanation for that.... people don't support it. The majority that do support it are playing PvP so that majority has no say in PvE. You are right, Martyn is the minority in PvE supporters. You know why he supports it? Because he's a landowner and unfortunately one of the few landowners that is arrogant enough to think he is the only one that has rights on his island and that he can wipe anyone he wants in a PvE environment..... you know why? BECAUSE NO-ONE CAN FIGHT BACK AND WIPE HIM. He also plays 16 hours a day 6 days a week because he is unemployed. He thinks of that as the base line for everyone else, and if you don't play Atlas every day you have no right in commenting on Atlas. But hopefully once the weekend is over we'll see what the Devs have to say regarding all of our comments and hopefully they'll realise the majority of PvE players, which as you say are settlers, are not happy at all with this. If they listen to the minority, which is basically Martyn, then that says a lot about their decision making. Anyone looking at the feedback from this recent announcement, in regards to PvE only, will clearly see that there is little to no support for it.
  38. 1 point
    Well, step one of giving a response would require logging into the forums. You realize that's a huge thing to ask for, right?
  39. 1 point
    There's a lot of people with a lot of gold in PvE just waiting to be wasted on stuff. Anyone can be almost certain that there are people in this community that WILL spend 25k to grief people. They won't need to grind it out as they already have it. And stop with the "people who don't play". I play the game, pretty much 99% of the people in this thread play. Your arrogance over the fact you play 16 hours a day 6 days a week while the rest of us have full time employment and can't play 6 days in a row is disgusting.
  40. 1 point
    Use a med kit. You are pretty much invincible if you have one.
  41. 1 point
    I don't think it's a lack of a roadmap. They knew exactly what they wanted to do. Make a PvP sandbox game with a massive map where large guilds/clans could fight it out for domination. Also add some PvE boss fights. Basically Ark, but making server transfers that much easier. Unfortunately I think they really missed what made Ark a success. Hint: It wasn't people playing in Alpha Tribes on the official servers. The official server population in Ark makes up about 15% of the people playing at any given time. As for Atlas, it was around 65% on the four official servers. It's been around 55% since single player has become available. Because so few people actually play on Ark Official servers, the Ark devs (who's management and much of the creative team created Atlas) never felt the need to make Official servers playable for a wider array of people. And because each server can only hold 70-100 people it doesn't really matter as the 6500-9000 can fill up quite a few official servers. Or at least give a large number of them good player density. Though in Atlas, where the game world can handle up to 35k and you have four servers, 1500-3500 players at peak doesn't make for high population densities. It's not that they didn't have a roadmap, it's the concept was faulty from the beginning. They didn't analyst Ark's success. Which is heavily reliant on single player and unofficial servers. And in creating the Atlas world map as they have, it means you won't get the same game play experience as you do on the official servers. With Ark, every map is the same, official or unofficial. You can have the same, or even an enhanced experience. I've spent quite a few hours on unofficial Atlas servers and they are missing way too much. Now they are stuck with no clear way forward because they don't even understand the nature of the problem.
  42. 1 point
    As you can use a vanilla gun without having learned the skill or a vanilla crossbow without knowing the skill, it should be similar for better ones. It seems ok to learn a single skill that lets you use better tools or weapons in general. And it seems more than ok that crafting requires detailed skills. In reality, pulling the trigger requires no skill compared to building the gun.
  43. 1 point
    Pretty much. The weirdest thing is.. the entire purpose of this "feature" is to bypass another feature. The fact that things can't be demolished after 24 hours. that feature was put in place for this specific reason.
  44. 1 point
    We pay tax on gold, get you're facts right. If a player claims an island a wipes EVERY players structures on the island THAT is PVP. End of. Just because the Devs are struggling to resolve the spam issue why do PvE players that settle on claimed islands have to suffer? I've had 2 island owners since the wipe. The first one quit EU PvE when NA PvE opened up. So taking this new change into account that would have been 2 different opportunities for players to grief an entire island. And just because it's a one time thing and a 48 hour window doesn't mean that it is a ONE time thing for the entirety of the game. We all know you spend 16 hours a day 6 days a week playing games, but the rest of us aren't so lucky to have free time to commit. Now the Devs are FORCING us to play every 48 hours in case someone claims our island. So instead of having the 10 day structure cushion for you know taking a few days break from the game, we've now got to worry that every 48 hours we don't play that there might be a new owner that wipes your stuff.
  45. 1 point
    No. You are misunderstanding the patch notes. This change doesn't give tenants 48 hours after the wipe is triggered to remove their stuff, it just limits the new owner to a window of using the option from 48 to 72 hours out after acquiring. There is literally nothing in the patch notes that indicates settlers get any notification or option whatsoever. So, a settler could be gone for a few days (you know, that rl thing that seems to come up for a lot of people.) and return to the island they inhabit having changed hands while they were gone and the new owner having razed everything they did without warning. Show me the patch note indicating settlers are given a direct notification when island ownership changes hands. Show me the patch note requiring new island owners to communicate their intent to existing settlers. Stop stamping your feet up and down and insisting it's your island you can do as you please. In the real world, if you buy a building with tenants, your rights as an owner do not entitle you to knock the building down 2 days later with no notification whatsoever. Ownership in a civilized society has limits and clearly should. This is not meaningfully different.
  46. 1 point
    And that is what is wrong with the game in PvE "MY ISLAND" it isn't your island and it never should be in PvE. Settlers should be able to stay there regardless and this feature will only go towards killing PvE off. The claim idea needs to change also, it is PvE. You might be used to PvP and this "MY ISLAND" mentality might have a place there but it doesn't in PvE or it shouldn't at least. It is a trolls toy, it will be used to grief people left right and centre.
  47. 1 point
    If the company is long dead, then all their structures will magically poof after 10 days. This feature literally can ONLY hit active companies. And since in PVE the only time you lose an island is going inactive, it's only intended to punish the previous tenants and settlers
  48. 1 point
  49. 1 point
    I'm still bemused that they thought flotilla's of ships of the damned were a good idea.
  50. 1 point
    I get that for PvP somewhat, but for PvE this is a dealbreaker. Unless you feel like grinding buggy maps to pay for an island you are at risk now all times to lose everything over night. Fun concept. Time to popcorn.
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