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n0ttsweet

Pathfinder
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n0ttsweet last won the day on February 1

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About n0ttsweet

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  1. @George Catcher @Ranger1k and @Gortok You guys will like this... I finally got the 50k gold for a galley and built one. Took it on its maiden voyage to get crew, im manually running the sails in the interem. Run into a fleet of level 30 SoTD. I cant turn fast enough, they blast a half dozen of my planks and take out 3 decks of the ship. Im using spare planks and repairing when BAM! my ship resource chest goes along with my 4th deck. I cant get to the wheel. I used all my spare planks. I had 15 spare planks and couldnt place them fast enough. I ended up using them all and still had 1 missing and 4 needing repairs. I was en-route to an island and sunk when i was about 500m from the shore. Galley sunk after sailing less than 1 hour. Before this I've spent 2 weeks on land. I literally spent less than 2% of my playtime at sea. HOW IS THIS A PIRATE GAME? The game is now just "satisfactory" or some material harvesting simulator, but it randomly decides to rollback progress that it needlessly gated to begin with. Its not even a game anymore. Its more just a trashcan that you work really hard to put as much trash in as possible. (OH YEAH, I SPEND SOOO MUCH MORE TIME AT SEA NOW) Btw... the SotD were camping the map border. They attacked me the moment my ship switched grids... WHY ISNT THERE AN EXCLUSION ZONE? Why dont SotD move BACK AWAY From the edges of the map if they arent ACTIVELY engaged in combat??? So what, log in 30 min a day for 2 more week and rebuild and do it again? or just quit? you guess what Im doing... GG Atlas devs. Im done again with this game for another year until they fix their shit.
  2. Agreed. I pretty much mastered the Trading/market system and was making 5k gold a day. Which sounds nice until you finally get your first galley after 10 days and go on its maiden voyage to collect crew and get killed by a horde of level 30 SotD camping map grid. I have LITERALLY a million mats to rebuild, but no gold. So... my time is 99% spent doing nothing in that circle. It just spent WAITING.
  3. All great ideas!! Not sure how businesses would generate gold though, as in, based on local crew? Just flat rate? does it scale? I like the idea, im curious how to implement. Pretty much. I only sailed in the past to gather mats and tames, in order to get enough stuff to make strong enough ships to take on SotD. Now, I just log in 30 min a day to queue farms then log out. By monday I'll have my galley, which i will use to fight SotD, but itll take hundreds of SotD to earn what I invested back (50K gold, alone)
  4. @Ranger1k What it comes down to is that it is possible to like something, and still find faults with it. @Chucksteak oversimplified and was intellectually dishonest. I am, in fact, lacking gold for a Galley. I expanded on this in my initial reply. If he feels 5k a day is nothing to complain over, fine. However, I intend to complain because it negates the incentive to do ANYTHING else to earn mats or gold. I should be allowed to like the ability to passively generate gold and materials and well as trade them around island, while also disliking the gameplay loop that is inadvertently created. Sure, I COULD go make gold other ways, but unless I genuinely enjoy those other activities, its not worth doing. ...Which I don't. TMaps are 70% sailing, 25% climbing to hard-to-reach places, and 5% fighting. Worse, TMaps on top of stone pillars make it impossible to get bear up there to fight the mobs, so unless i re-spec my character for combat, i cant really fight them unless i bait them off a cliff to where my bear rests below. TMaps suck ass. Diving nets teeny tiny gold and its random quality. What I do enjoy is making ships and fighting SotD, but I cant make gold doing that. In the past, I took pride in how efficiently I harvested mats and enjoyed taming and breeding animals to do accomplish that. I now have near 1 mil mats of the primary types and am still 3 days away from a Galley. The time to get a Galley for me used to be about 10 days for my first one if I grinded for the mats, but that included taming bears, giraffles, elephants and rhinos. After the first Galley, I was able to build a 2nd or 3rd one in much less time. Now, I'm gated to 10 days with optimal trading, or less if I grind maps all day. I can spend 30 min a day to make 5k, or 5 hrs a day to make 2k doing maps. Really? In the past, I didn't need gold at all, so the only gate was materials. Even if I manually gathered materials without using farms, I could still trade those mats for Gold via markets and have mats for a Galley before 10 days. My issue is that farms removed all incentive to tame, breed, or gather mats. Gold for ships made getting gold more important than ever, but markets made doing Tmaps or diving worthless by comparison. They added a feature set that GUTTED most of their other features. It seemed to me that @Chucksteak was more concerned with attacking ideas he didnt like than having a real conversation. So I dismissed him. lol
  5. Right, well cognitive disorders are an issue that we have to face together. However, I dont think I can help you here.
  6. Yeah, so 5k/day is great, but it takes 10 days to get 50k for a galley, and that doesnt count other gold costs like island claims and crew. 10 days doesnt seem THAT long, I suppose, but sitting on 500k mats and unable to use it isn't very engaging. I literally just log in to collect and reset each day. I dont spend time sailing, because I dont have gold for a ship. So for me, my gameplay is basically just 20 min a day, every day, for a week or two and then I can actively play again. 2 weeks of not really playing makes me start playing something else. Plus... working all this out took 2 weeks of effort to optimize routes. I had enough mats for a galley after 1 week, but I'll be a month in before i have the gold to build on. I COULD do TMaps, but i really hate those... sailing 5 grids for 500 gold was always awful, but its worse when i can sit and do nothing and make 10x that.
  7. It is actually a really great idea, poorly implemented. The main requirements they need to handle is making the interface more flexible on markets and making Trade Preferences more flexible as well. All trades are currently virtual, they need to have a server options toggle for 3 settings. All virtual trades with current trade volumes. Virtual trades with 1/2 trade volume OR optional "live trades" at flexible trade volume (up to 5x) trade volume where the ship actually moves across the maps/servers. Only "live trades" with flexible trade volumes Trades right now are for like 700 tin for 700 copper. thats a pittance... If I need to escort trade ships, then i better fucking get more than 700 metal. Virtual trades are fine as-is The trade system is excellent to help remove the burden of moving tons of mats around islands, but there isnt an effective way to make 1-way trades, multi-good trades, or large single shipments. It needs work... To note... my market trade log using the strategies above are netting me 5k/day with minimal upkeep. (Log in, clear out farms that are full. Restock coal. REmove goods from warehouse) I have over 500k of the base mats after 1 week. (wood/stone/metal/fiber/thatch/flint) and 200k of things like crystal, gems, etc. I have 100k of some "other types" of mats that I dont have on my home base. The only thing im lacking as a casual player is gold for ships, and BPs.
  8. A few mini-tips on farms and markets. You will likely need to INTENTIONALLY lower the efficiency of the farms by placing the foundations in order to prevent them filling up quicker than the warehouse can drain it. It will not auto-start once it stops. It will just drain and remain stopped. I have a farmhouse running at .3333 efficiency that stops after 12 hours, and another that runs at .6 and runs 24/7. It all depends on the specific farm and how many "nodes" its harvesting from, as well as the weight of the resources harvested. Mines, lumberyards, and quarries seem to fill and empty at a rate that keeps them from stopping. Only wood and stone farmhouses seem to have this issue. Warehouse trade ratios are averaged, and need to match at both ends FOR MATERIAL, but DO NOT need to match for ratio. If I set a trade of "Slate" for "Granite" at a 1:1 ratio. I can ONLY trade Slate for Granite. If my neighbor has a trade of "Granite" for "Slate" at a 10:1 ratio, we WILL TRADE at an average of our rates. I will send 5 Slate, and he will send 1 Granite. You CANNOT PREVENT THIS except by cancelling the trade route. If I set a trade of "Slate" for "Stone" at 1:1 ratio, I can trade Slate for any other stone. Averaged ratios still apply. Some 'evil' person can set a bunch of "Marble for Stone" trades at 1:100 and if you have a route trading your local stone for "Any Stone" in return, you WILL trade with them at a 50:1 rate. CHECK YOUR TRADE LOGS FOR FUNNY BUSINESS!!! To elaborate further, if I set a trade of "Slate for Gem" and my neighbor has a trade of "Gem for Gem" we wont trade. If they I have a "Slate for Sunstone" and they have "Sunstone for ANY Stone" we WILL Trade. RE-TRADE for profit!!! If you trade "Slate for Stone" and get a ton of Granite in return, set up a trade of "Granite for Stone" in return. You'll trade it back (and forth and back and forth) and possibly have an endless loop of trades. This will not affect total stone (If everyone is 1:1) but will MASSIVELY increase gold yields I have TON of trade logs like "714 Tin traded for 714 Tin" which is pointless for mats, but generates shitloads of gold. Gold earned is based on distance (in grids) but currently everything is 1 because there is only INTER-grid trading. Gold earned is PER trade, at either 10 gold for two different companies trading, or 5 gold for inter-company trades. (trading with your own markets) You can set a market to private and have a few of them on one grid and just set a bunch of 1:1 trades between them to passively generate gold. Warehouses will stop collecting (I think) if they fill on weight, but not on slots? This one is weird. Substitute currency! If you want to trade something to yourself, and dont want to trade with others, but have a public market, use a pseudo currency. (I use cannonballs) Create a trade of "100 cannonballs for 5k fronds", for example, and then on the other end do the inverse, then create a 2nd trade to send the cannonballs back "10 cannonballs for 400 cannonballs" This lets you "pay currency" to export a material back to yourself, without exposing it to others via "Fronds for thatch @ 1:1". Lets hear more tips and exploits! This system is SUPER broken in terms of potential gains and abuse. Issues : Limited to 20 trade preferences I wanted to have private markets to send goods back to my main base, and one trade hub, but the limit on trade numbers makes this impossible. Cant make an "Any stone for Any stone", so to export 3 different wood, you need 3 different trades. No "AND", "OR", "XOR", or "NOR" operators. Let me trade ALL but 1 stone for any of 3 other stones. If youre going to limit total trade prefs, let me at least make VERY specific trades. Only 1 type of mat for 1 other type. This is an extension of the prior. let me trade "Any stone" for "any wood, 3 types of thatch, and cotton" Just write better code. Literally 1st year college students with Python or a determined person with an Excel sheet could make a system that does this. Internal vs External trades, or specific trades per partner. I have a market that gathers a ton of mats, but one of them Iwant to send home (Strongwood) and not export to other people. This is impossible if I use a public market with 1:1 trade of "Strongwood for Wood". Instead i have to make a fake trade using cannonballs or some other material and then trade it back to myself. Instead of market being public or private, let TRADES be public or private. This solves both problems at once. Honestly, theres a ton of other issues, but the core functionality is already so broken and exploitable, that it needs fixed first. As a test, I set up a 100:1 trade "quartz for crystal", (I got the quartz in a one time go, i didnt have a constant supply) I received a 50:1 in return, then I retraded the crystal I got again at 100:1, and let it run for a few hrs to get myself a decent supply. My neighbor had a 1:1 "Herkimer for any crystal" trade this entire time. As a result, he got a teeny tiny bit of quartz, and I got a ton of herkimer. Now I have a Herkimer for Herkimer trade at 1:1 and noone is the wiser. Free mats? Please and thank you.
  9. A few mini-tips on farms and markets. You will likely need to INTENTIONALLY lower the efficiency of the farms by placing the foundations in order to prevent them filling up quicker than the warehouse can drain it. It will not auto-start once it stops. It will just drain and remain stopped. Warehouse trades are weighted, and need to match at both ends. If I set a trade of "Slate" for "Granite" at a 1:1 ratio. I can ONLY trade Slate for Granite. If my neighbor has a trade of "Granite" for "Slate" at a 10:1 ratio, we WILL TRADE at an average of our rates. I will send 5 Slate, and he will send 1 Granite. You CANNOT PREVENT THIS except by cancelling the trade route. If I set a trade of "Slate" for "Stone" at 1:1 ratio, I can trade Slate for any other stone. Weighted ratios still apply. Some 'evil' person can set a bunch of "Marble for Stone" trades at 1:100 and if you have a route you will send 50:1 in return. Gold earned is based on distance (in grids) but currently everything is 1 because there is only INTER-grid trading. Gold earned is PER trade, at either 10 gold for two different companies trading, or 5 gold for inter-company trades. (trading with your own markets) You can set a market to private and have a few of them on one grid and just set a bunch of 1:1 trades between them to passively generate gold. Warehouses will stop collecting (I think) if they fill on weight, but not on slots? This one is weird.
  10. YOu can set up trades with your own markets in order to transfer materils without using a ship to haul it. I do it in PvE servers. IDK if it works in single player.
  11. So basically back to the same issue they had when the launched the game. The whole map was first come, first serve and if you didnt get a claim early, you never got to play the game. Only difference is now EVERYONE gets to get some materials, but a few people get SHITLOADS while the rest get a pittance by comparison.
  12. Max distance is currently 22m. Thats about 10 foundations, but I've found its 10 foundations from the CENTER of the warehouse, and only works with 1 market per warehouse. Try placing it RIGHT NEXT to it, to make sure it really isnt working...
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