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Showing content with the highest reputation on 08/02/2019 in all areas

  1. 3 points
    A) just because the ones you were a part of didn’t do it doesn’t mean it didn’t happen. Chinese/Russian mega clans in particular have been notorious from day one for swarming everything in their path like locusts, not just “picking on people their own size” Please do not try to tell me it wasn’t a problem based on your own personal assertions of the way your company behaved. Since launch it would not be an exaggeration to say I have spoken to players or read posts that directly contradict your assertion here over 100 times. It is your word against theirs. Put yourself in my place, you hear 100 plus times of people ticked because some mega steamrolled their small outfit, then one guy who was a part of multiple Megas says “Nope, that’s not the way it was. Ever.” How foolish would I have to be to believe the one guy after months of statements to the contrary from all directions? As far as the waste of resources argument, I would argue it actually cuts the other way. It is the small outfits with limited resources that must weigh the cost benefits of every war. Megas with their mega manpower are far more likely to have resources to burn. It is why large organizations are almost invariably less efficient than small ones. There is more room for waste, in this case facerolling somebody just for lulz. B) If an entire large company left the game because they lost the ability to speak directly to the devs via ingame chat channel, I have two responses to that, first “cry me a @##$&ing river”. I never had that option. Secondly if their response to the loss of their super special decoder ring access to the man behind the curtain is to take their ball and go home...good riddance. I realize this sounds harsh because these were people you likely considered friends, but based solely on your statements here, their behavior does not strike me as remotely mature. They quit because they lost special access other players don’t have? Forgive me if they don’t sound like the kind of people I’m going to have a lot of sympathy for or mourn their absence.
  2. 3 points
    Time sinks: Spent tens of hours looking for the ghost ship. Got nothing to show for it. Spent days looking for that missing discovery point in A1/B1 but cannot find it. Again, for all my time spent, i got absolutely fucking nothing. 50% of the time, there is no wind. When there is wind, there is going to be fog. No loot, only blueprints. What's up with that? Only 4 different ship types Having to feed the tames. Having to use tames. Is this still a game about ships and pirates? Alliances are worthless. I can't even help repairing an allied ship. Or fast travel to their boats for doing treasure maps together. Too much focus on big corps. Most higher tier content is unattainable for small corps. Offline raiding People walling off areas and building huge fucking disney castles on top of treasure spawns Game balance is tied for the worst i ever had the misfortune to witness in any game i have played in my entire life Losing tens of hours of progress because my bear fell into a crevice or i couldn't get to my dead body in order to retrieve my all legendary loot due to 5 fire elementals guarding it Sorry for breaking the single point per post rule, but that would probably just get me banned for spamming.
  3. 2 points
    Is there a way to end this annoying problem of foliage growth respawning through building foundations. If you put down a foundation the growth under the foundation should cease. Any growth touched by the foundation should cease so structures can be built in growth areas and then be usable without bamboo or trees having to be cut down every time you want to leave or come in your structure.
  4. 2 points
    I'm perfectly willing to accept the notion that torpedoes were a bad idea as implemented and were a major factor in pvp mega company drop off in participation. I just rarely am willing to subscribe to any theory of why activity in an MMO waxes or wanes that is dependent on any single factor. These are complex social ecosystems with many moving parts. What I'm basing my lion/zabra analogy upon is 15 years experience with MMO's that have both pvp and pve elements, wherein some aggressive (not all, I've played Ark and any number of games with well organized highly skilled pvp clans looking for a challenge not a rollover) pvpers enjoy preying upon weaker targets. When the supply of weaker targets dries up because they tire of getting facerolled (often moving to pve to get away from asshattery), these short attention span nincompoops tend to vanish like a fart in the wind shortly afterwards. If they leave any evidence of their passing it is usually in the form of poorly written screeds bashing anything and everything they can think of on the forums before announcing to an audience glad to see them go that they're out. During Atlas's first few months all indications from both the forums and ingame conversations with players migrating from pvp servers was that this time worn pattern was (unsurprisingly) repeating itself. What I'm hearing from you is that beyond this, many of what I would regard as the more legitimate pvp clans were still standing, but were subsequently driven off by the torpedo thing. Does that sound like a fair assessment? I still don't have any sympathy for the chat channel thing. When you reframe their gripe as a beef about ingame developments, I'm willing to look at that with a more sympathetic ear, but all I had to go on before was your statement they quit because they lost the channel. That sounds childish and churlish. On the other hand, people being upset because of a game inbalance that penalizes defense and causes them to repeatedly lose large amounts of time and effort invested with no end in sight, and then quitting because their communication pipeline to the developers appears to turn a deaf ear, that's something I can find far more understandable and have a far greater level of sympathy for. I think one of the underlying problems in all of this is the developers, dating back to Ark, have an underlying philosophy of impermanence. When attempting to design a massive game world that allows player building that isn't instanced, this may actually be an imperative rather than just a preference, but that still has to be weighed against player feelings of futility if you make it too easy for their hard work to be destroyed. I'm not saying I could do better and in truth I don't envy the devs this task, it looks tricky if not outright daunting. But if Atlas is ever to succeed, it seems a balance that must be struck.
  5. 2 points
    Ark’s optimization took place over a period of at least 2 years. I agree about Early Access because the term is too broad and consumers have no indication of how functional a game they are getting. Where the industry is being penny wise and pound foolish right now imo is the way it is pushing not remotely finished games to EA because it looks like a miracle of turning cost center testing into profit center Early Access. What they’re ignoring is the long term downside to your game’s reputation and bottom line when frustrated gamers quit and badmouth your unfinished product. Atlas is currently the poster child for this sort of thing, with Satisfactory serving as a contrasting example of what a great Early Access game looks like. Both games were released to EA within 100 days of each other, but one was in a barely alpha state, while the other was felt like a nearly finished game from the word go.
  6. 2 points
    I beg to differ. Mega corporations did not "get killed off". Nothing has been done to weaken mega corps in any way shape or form, ever. The one sole reason why they have mostly vanished is that nobody is willing to provide "content" to them by repeatedly dying over and over and handing over all their possessions any more. Mega corps are dying out because they can't find any victims any more, because nobody keeps playing under these conditions. No more people = no more victims. No more victims = frustrated mega corps = more people leaving. If we had fair ground so that small corps could have a reason to exist in the game other than to provide raiding targets for the megas, maybe there would be fewer people leaving. But given their track record, grapecard probably can't be arsed to even think about doing anything remotely reasonable regarding balance issues.
  7. 2 points
    Ohh im aware of REALIST and he does have some valid points depending on what topic he is speaking on. He is some that one skeptical person every forum needs tbh if you want a pros and cons list on a topic im sure REALIST will be happy to point out any cons. More islands are not neaded, we already have too many for the player base. Would be happy with different biome type islands but they didn't go into much detail. Skins are not of interest to me i would much prefer something with a function in actual gameplay. We need some real things to bring back/keep players anf get new players. Things to excite the population. More islands has been done in past 2 updates, people haven't been to all the islands they already have.
  8. 2 points
    @Jatheish @Dollie Can we please get confirmation of this? What exactly do we need to do to refresh timers of ships every 21 days? Do we need to board them? Do we need to unachor them? These are the sorts of things that people need to know and should not be left to guess and find out. I'm under the impression it is simply boarding them, but others claim it is unanchoring them. We need this clarified once and for all.
  9. 2 points
    After over 4K hours in Ark I neither saw nor heard anything to indicate inbreeding increased mutation chances, and I knew some pretty serious breeders. To the best of my knowledge mutations in Ark had a chance to occur per breeding cycle which could be boosted with a certain tek item, but whether the mating pairs were related was a non factor. I used to ask lawyers if a Mississippi couple gets a divorce, are they still legally brother and sister?
  10. 2 points
    I think it's fair to say a lot of players had already departed before any time, thought, or effort was put into those alternative game modes. As for Blackwood, it's development did start much earlier but was primarily handled by one developer up until the last two weeks to get it out the door and deal with the technical issues. Obviously the openworld game has its issues, we don't shy from that, but it's clear the direction the team had taken with our updates weren't really impactful in turning the ship around. You could argue that taking a break from it allows us to give it a fresh perspective and tackle different things in order to get ATLAS to where it needs to be. As for not caring, you're highly mistaken. This isn't just a job for a lot of the people here, it's a passion and everyone wants to see the project succeed. There's still a lot more work to do and will be continuing to do it over the months ahead. Whether people choose to return or stick around, that's up to them but the team will always put it's best efforts forward in that regards.
  11. 1 point
    Yeah you guys need to make underwater caves. Not to explore but to build in. ragnorok was the best map by far. The main reason we built our massive base in the underwater blue mushroom cave. It was glorious. Unfortunately, mushers killed the dream lol no hard feelings. either way if there were more underwater caves, this would actually free up a lot of land. yeah you need to do this
  12. 1 point
    he's right I never really get to use my submarine.
  13. 1 point
    And Atlas devs surely wish they could have the 1402 people that played Oblivion in the last hour. Why are these people not playing ESO since it covers the same provinces - you can go visit the capital again see the prequel version of it with modern graphics. The reason is that you are forced into PVP if you want to tread the same ground as Oblivion. I think the devs realized that there are many not willing to play into a forced interaction environment, their reasons for doing so are not considered invalid to the devs because they can see that simply forcing choices on people was not working. It is why they took time out to get SP/coop versions working - by their own statement they realized the MMO PVP or PVE design of the game will never be attractive to a certain player. So they could impact sales by making a subset game that ignored the fact that ARK did not get so popular because it was only a forced interaction MMO, or they could port over the SP/coop login screen knowing it will only increase sales. Those who want only single player or cooperative environment are not going to play other games so the theorycrafting that a forced interaction server will cover the entire populations playstyle is not going to work - the devs know this. Now they may very well take interest in the topic and add a PvEvP server option - but since they know that it will cost them PVE and PVP players they have to consider the cost of forcing them into PvEvP interaction or keeping PVE and PVP seperated servers for those that want the always PVP or always PVE playstyles. Since they already made the choice to expand their game into SP/coop - I think it is pretty clear they are backing away from forcing everyone to interact on the same server if they want to play the game. The reality is if you want such a server - point them to the successful PvEvP unofficials and convince them to add that as a server type. My inclination is they will not do it because such unofficial servers really only work with strongarm admins enforcing the rules, but if you think you can convince them that it can be done with stretching the thin admin staff they have....by all means lobby for it. But as Colonies/Empire experiment shows they was willing to give both modes a try and see what the silent majority actually played disregarding vocal minorities. If you stick to the approach of insisting it must replace all ways of playing the game - then you have already lost the argument and will never get the mode you want. If the mode is so awesome then everyone will flock to it - and the devs will have no choice but to close the empty unused PVP and PVE servers and strip out the SP/coop code as a waste of resources. The fact is if your argument is that the only way to get people to play the mode is forced choice, then you have already lost a large portion of the player base.
  14. 1 point
    We still need confirmation of how ship decay works on PvE @Jatheish @Dollie We so far have the players guessing (we shouldn't have to guess) that the following things are required, yet all contradict one another. Decay is 7 days Decay is 21 days Stepping foot (boarding) on ships or fast travel to ships refresh timers Stepping on ships and simply raising and lowering anchor is enough Stepping on ships, raising anchor, slightly moving ship, reanchoring refreshes timers. Ships have been inactive for longer than 3 weeks with no issues So we need to know once and for all, only the developers know how this works, what exactly refreshes ships decay timers, and how long is the decay timer? Either that or simply place the decay timer on screen when you look at the ship just like structures. This is simple basic things that should not require repeated requests. People shouldn't have to guess at this and learn from losing ships.
  15. 1 point
    ^This and everything that USER1 wrote in both of his posts.
  16. 1 point
    This is more of a sandbox MMo. A lot of people that play the private servers are playing by a specific set of rules that are different then the public rules and settings. They pay for the right to do so. You will not force them into public only force them to leave the game. So either way you will not end up with an extra person in public. The same with single player. Some just recently bought the game for single player/play with a few friends. You will not force them into public servers they will just stop playing and go play something else so again it will not be an extra player in public. So for a sandbox type game it isn't really good to force things like this. I mean who cares if someone wants and enjoys playing solo. Who cares if a group of people enjoy playing RP without the hassle of of those that are just playing the game regular. It isn't always good to force things especially a sandbox type game. Now as far as having a separate pve and pvp I don't see an issue with grouping them together if done right. I do think it is still to early to say one way or another though. I imagine that they feel once the game is more involved and closer to getting out of EA or even when it is out of EA that more people will get back into it as well as new people. If that happens then it might be to many people to make just one public server. If by that time the numbers don't go up I could see it happening and would have no issues if done is done right. Just leave those that enjoy the game in a different way as in solo and those that pay good money to play the way they want alone.
  17. 1 point
    I remember when Ark suddenly came out of EA, sometime after the first DLC, lol... I was actually shocked that it was coming out of EA because of all the bugs and poor optimization. I assumed the dev team just said where done working on it and left it half-a$$ optimized. To date, I think ARK is one of the worst games I have played when it comes to optimization during EA, besides all the abandoned ware in EA titles. Considering its popularity I always thought it would get better, but it really didn't. I really don't expect Atlas to get much better than it is right now tbh.
  18. 1 point
    How long did that took them? (i have never played ark). imo they kinda started the house from the roof with atlas, they should have never released an early access until they had built an at least half decent product, i do understand the most efficient is to optimize when you have a semi-complete product, but i believe giving priority to customer satisfaction is (specially in this type of cases) a more beneficial move than just waiting for the game to be in a more finished state, even tho people already paid for the game, many will simply never come back when the game is in a somewhat decent state, also it hurts the reputation of early access games overall.
  19. 1 point
    Yeah you guys need to make underwater caves. Not to explore but to build in. ragnorok was the best map by far. The main reason we built our massive base in the underwater blue mushroom cave. It was glorious. Unfortunately, mushers killed the dream lol no hard feelings. either way if there were more underwater caves, this would actually free up a lot of land. yeah you need to do this
  20. 1 point
    it all boils down to people wanting to have their own personal space (as expected) because who the hell would want to live under a lord for god sake we are in a pirate game not in a sims MMO
  21. 1 point
    man, I miss the underwater blue mushroom cave so many good memories but I agree it will give me a good reason to use the submarine.
  22. 1 point
    a) Atlas is infested by hackers. Wallhackers, teleporters and flying pople with bullseye 5km headshot ability roam all over the seas b) Atlas is rewarding submission instead of skill. Every authistic kid able to hold a wooden pick but who is member of some megatribe is level100+ with mythical weapons, ships, subs and loot. I am just level 53 as solo Player and have no more chance as a snowball in hell against one of these guys. c) death teleport. No effort needed to raid someone, just a mass of naked players with beds and grenades. d) STONE as highest tier building material is a joke. About 20 cannonballs or grenades. Huge Stone walls are a joke. One broadside of a sloop (or a raft) = game over e) Defense is not possible. Playing smart and using exploits works..and only that works ! Building a superfortress that takes months to build is full fail... 5 minutes of work for a megatribe.
  23. 1 point
    Very true on everything. I started gaming way before skins, and I can be the first to honestly say I have literally never used a skin in any of the 100’s of games I played. Seems too much like dress up to me. you are also correct on the whole adding islands thing. That so also why I recently made the thread of underwater caves that you can actually build in. Sure, some won’t like it but that is all good. You/I/anyone would come up with an idea and I guarantee someone won’t like it lol. i swear to god that factions would be a success. Even if you don’t agree with me. At least agree that it would be fresh, new and interesting, regardless if it is bad or not.
  24. 1 point
    If you are a development team and your game fails because you were swayed too heavily by an outspoken minority on Reddit or a forum without cross checking their input against other sources available to you, then your game deserved to fail. I have the highest post count and the highest reputation on this forum. I have 15 years experience playing online games in general and most of that MMO’s specifically. I have never worked on a game and never written a lick of code. I write many long winded posts offering my views on the game. If Grapecard pays too much attention to what I have to say relative to other inputs available to them, they are being foolish. I certainly hope that they give some consideration to my views, but if just posting a lot here had a really big impact on Atlas’s development, you would already have noticed that this game was starting to feel more like an Olivia Munn simulator than you cared for and that it was becoming excessively Cheeto flavored.
  25. 1 point
    Yes. pro tip: given the mat cost of the racks is marginal, if you are wearing the racks on the way there ur doin it rong. Only take the penalty on the trip home, when you actually need the capacity. Also since the racks can add 48k weight (galleon assumed) capacity for the same speed penalty as filling the ship to about 20k weight (referencing that per simonsays guide 60% of max speed occurs at about 2/3 max weight and also assuming default max of 30k for the galleon), it depends partly what your galleons weight is before cargo but it’s obvious that a ship without racks would need to make at least 3 trips to haul the same amount of cargo at the same speed. That’s a lot of assumptions but the core point is most of the time using racks is the way to go and this becomes more true the further you need to go. Lastly I hate you because you just tricked me into doing math.
  26. 1 point
    I did all the quests and was at 150 right before I got the cartographer, no extra needed.
  27. 1 point
    LMAO, where is this at? Are we seeing the same map because I am not seeing anything but same old. Been all over the southern half just not in the cold yet. Thought I would check it out but nothing spectacular yet?
  28. 1 point
    Cant wait for some decoration items but its more Likely to come now After the last Performance patches i guess,cause those really got some fps out of the PCs
  29. 1 point
    If the wind is weak only half of the time, then thats already too much. Its an arbitrary gamemechanic that doesnt contribute anything but wasting the time of the player for the sake of "realism". Imagine travelling in Ark or Rust, and at random times the game reduces or halves your movementspeed. There is nothing "smart" about sailing in its current form (actual pvp ship fights excluded). And there is nothing I can do about it as player if the wind is weak. I dont just equate my preferences to everyone without reason. I've seen the number of players this game has left, and hear people complain daily, how fucking bad the wind is again and again and again. And its a point I agree with. One big issue imho is how this game in its current form wastes too much of its players time. And I simply assume that most people value their time I basically had zero expectations going into this game, since the trailer didnt show much actual gameplay and so I lagged through the first day of the launch and shrugged it off, I'm not easy to enrage But If I see glaring issues where change could maybe improve the game, and save it I'll voice my opinion.
  30. 1 point
    The more egregious example in my opinion is our inability to place pillars on the edges/corners of ceilings.
  31. 1 point
    Well hellllllloooooo sailor! *bats eyelashes*
  32. 1 point
    The short answer is you have joined a game 7 months into a 2 year Early Access development cycle that is struggling with some fundamental design issues, some of which relate directly to where and how players should be allowed to build. The good news is expansion of building options and greater variety of building pieces is almost certainly coming. The bad news is probably not soon. I am however willing to back that statement with Boomer’s guarantee.* *Boomer’s guarantee: All predictions wrong or your money back.
  33. 1 point
  34. 1 point
    Damn those are some breathtaking pictures.
  35. 1 point
    Blackwood is really beautiful Even if there is bug, they will be patch in time, while cool concept/beautiful things will stay there (some of screens aren't mine but Otawa)
  36. 1 point
    Yeh if you were complaining you would have had more replies it's sad to say. The islands are excellent and deffo at exactly the right distance. It might seem weird but my favorite part is the crows cos the island i'm on has loads of them. I also like the fact that everything you need is reachable now, no fast travel needed on this map. I hope they spawn more fish round the islands soon though, as mine doesn't have any but they aren't far away so it's no biggy. The islands are beautiful too, especially at sunrise.
  37. 1 point
    You may want to visit your doctor and adjust your diet if you're soiling yourself that fast. Or if it's not you doing the soiling, you may want to find some new friends. For me though, I'd say the time it takes to do anything worthwhile. It's been many times I've found myself saying "I got two hours before I have to go to work... Well, can't really do anything on Atlas in that time aside from maintenance, so I'll play something else instead."
  38. 1 point
    Interbreeding does not produce negative effects in Atlas, however mutations can arise in Ark from inbreeding. Feel free to let your Alabama bears do what Alabama bears do.
  39. 1 point
    lol guys i claimed all sorts of tames paid fk all for them . and any direction i sail to there are signs and billbords all over the place selling this selling that, yet i havent met a person in weeks who was either willing to or was capabble of handing over the kinda gold ye ll blabbering about here .. no offense but at current population levels breeding just doesnt seem to be a viable option, and as for maps i kinda find it hard to believe that a person would pull together 100k worth of maps let alone sail to all of it and do them in a single day.. just sound a little ... bs-y.. wheres realist when i need him lol
  40. 1 point
    It did in my family.....
  41. 1 point
    You lost your bet before you even posted it.
  42. 1 point
    More players and less Realist? What is not to love about that?
  43. 1 point
    That is some unfortunate RNG. The chance for a creature to be an alpha is pretty low so you've been unlucky in this scenario. No one is watching you but I'm glad there are a helpful group here to give you a hand
  44. 1 point
    I've done my fair share of fighting AotD from treasure maps before and after wipe. Often you go to the beam and the AotD spawn with no problem, and you can just start killing them. However it feels like that there is a fair amount of times where the AotD spawn underneath rocks, mountains, map placed structures etc. Some time it can be resolved by trying to resummon them a few times, but often you have to abandon the map due to the fact that you have no chance of getting through the mesh to kill them. I propose that treasure maps gets changed, and have an additional effect. You still collect them and go the the grid/mark the same as now, but instead of them instantly being summoned you make it a player action, maybe using E or the like while you have the map equipped, while on or very close to the beam, just a small radius, the AotD woukd then spawn on the player who "used" the map. This could resolve a lot of issues caused by having AotD spawning within mesh while players are just barely unable to reach them, and have the additional bonus of giving a chance if the beam happens to be on an enemy structure.
  45. 1 point
    They need to get rid of companies and as people have said already include factions into the game so when people are in game they are apart of 1 side helping along with an objective or in PvP 1 side against another which is also helpful to play alone. Scrap the claim system and re work it, it's clearly not working I'm not saying I have all the answers but if they had any sense they would have been looking at how people are feeling about it and changing it or planning to change it. Each faction could have their own safe zone, and way apart on the server map. To me it doesn't feel like a pirate game right now, it's all well and good building a ship but you can't do much in the game, it lacks alot of content. Bringing people together is what they need to focus on, you keep pushing the smaller companies away or solo players they will just give up, keeping players engaged will keep the game going, right now I see the opposite.
  46. 1 point
    Colonies has not failed... What failed was that the large groups are so few and don't want to play alone (in a MMO none the less), therefore everyone but Talono joined Colonies... Colonies also was a success as it gave island claim flags, compared to company claim flags which failed spectacular, like any 'claiming' in PVE/lawless still fails toxically. The whole afair of Empire and Colonies was just that the Devs wanted not to enforce the Colony system on the player base, knowing how that would result in spoiled rage-quits. But to give players the subjective option to choose and than get the Empire servers shut down, because of low population, as was know would happen before that change... It is called 'to nudge', happens to you every day... otherwise there would be a revolution... The island claim system is important, as it is not as toxic as lawless and the company system before, which was unable to moderate by game mechanic or admins. The moderation was given to the island owner and it was for the better. Any problems still existing are in PVE (which is a problem of Atlas PVE unsolveable), Lawless and in the mind of the people that "don't want to be a slave" and/or are not able to be a "slaver", therefore resign to lawless which does not work for them even more... And could we please give up the idea that you could somehow control company or alliance member numbers, while there is an outside world with multiple options to organize large groups? It is technically not possible and please don't think that somehow moderation can enforce numbers in the real world. Also, as already said in this thread, limiting the number of alliance members is more a problem for the mass of small companies which in-game cannot organize to strenght in numbers. Or to organize a 'neutral' alliance for each company where they put the companies which they are not allied with, but want to be neutral to, for better organized community living therefore reducing the problem of either you are allied or a vaild target. What has failed this game is PVE. People demand to build anything everywhere and can't, or make toxic use of it. Damn those neighbors, so unexpected in a MMO...! What has failed is land PVP. Totally makes ship PVP useless, as ships sink in harbor than in combat. Nothing is save and therefore not worth doing in the first place - or for the third time. Currently it seems like if someone gets wiped half the players leave the game, the other halfs joins the half of another wiped comapny... And what has failed is the willing missunderstanding by the single-players and non-dedicateds that do not understand how the claim system is there for protecting them from the big guys, and which was not intented for them to own an island of their own, nor the need to do. Hell, there are so many islands available for claiming now, because even when they can, the small guys can't and should not do it. But complaining they can, still not understanding it... Oh and by the way... when you next also complain about the bad game performance, give thank to the island claim system, moderating the mass of useless stuff build. Without it it would be way worst, as this game cannot handle that amount of stuff, especially if everyone wants to have a giant base, just because and damn the torpedos...!
  47. 1 point
    How about three factions? North (PVP), South (PVP) and Merchants (PVE) on a single map, so no separate PVP and PVE servers just faction you are in defines what you can do. If you belong to the North faction you can only attack members of the South faction and vice versa. Norths could build bases only on the north side of the map and Souths on the South side, that way PVP players could build and gear up deep in their factions area in a relative safety and we could see massive attacks on the border of those factions and dearing infiltrations deep into hostile area in hope foor great loot. Merchant faction could build in peace in their own faction area and trade exotic materials for both pvp sides. Maybe there could be a lawless zone in between two pvp factions that has really rare resources and where even pve players would be voulnerable to attacks from other players - so true piracy could be practiced there.
  48. 1 point
    As said before, give something more meaningfull at your destination, and the sail speed become secondary. Otherwise: If i only sail to pickup some tames, and i can plan my journey it takes 6min per grid. At this speed means you can go everywhere on the map in about 1 hour. Oc the ship is more then empty (~12% load)! The hardest part is sailing trough equatiorial where there is no space. I have a 3 122% handling sail (fighter) brig, which is fun to sail, not to slow, wider angle and turnability of a schooner and beyond. A good BP of this is a welcomed game changer. The speed sails BPs need a purpose asap. To fix sailspeed they can not easyly increase the max speed. When traveling with 21 knots, you can not reakt to SotD with a galleon, neighter correct a beaching course other then spam x. Going fullspeed is taxing. Also avoiding other player ships can be hard (not that it matters in PVE). You might deload while laoding an island. I would like to have (speed) sails have a higher efficacy for lower wind senario. Like atm speed at lowest wind is 0.57 times highest wind (not storm). How about making speed sails to bring it to ~0.75 or even higher? That would be 16.35 knots instead of 12,4 knots for a 21,8 knots topspeed galleon. Kinda reasonable.
  49. 0 points
    and planets, where you could fly to and enter another game like ark or star citizen , cant wait bring back my first xenomorph egg to atlas !
  50. 0 points
    Uhhh... no. It has NOTHING to do with disappearing "bobs." The decline directly correlates with the decline of mega-companies. In my entire time in a mega company I never once saw anyone who wasn't a rival get "preyed" on. It would be a waste of resources. It's really hyperbolic to say that its because lowbies disappeared (as if they have anything to offer a 100 man strong guild.) We lost a HUGE amount of players because of the change to group limits and alliances. Torpedos were the death blow. Worse, right after torps came out, Dollie also, inadvertently killed a portion of the playerbase when she left/blocked a chat that was meant for the mega clans to talk directly to the devs; this was the last straw for No No No... their entire clan left after that. Put this "megas prey on lowbies" delusion to bed already; all of the ape-like behavior on lawless is from other small groups. Large groups got totally fucked by recent updates; because bobs complained, ones who still quit anyway.
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