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TargetOne

Pathfinder
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Posts posted by TargetOne


  1. So, if farmhouses no longer gather mineral resources of any kind, and there have been no changes to the functionality of mines or quarries... then we need something that can gather OIL (crude, shale, naphtha, etc.) and COAL (sulfur, nitre, etc.).

    Either add something like an oil derrick,  or add these resources to the mines and/or quarries.

    Having to go back to manual gathering of this stuff is a step backwards, given GS' stated goal of getting companies to spend more time at sea.


  2. Hi,

    The markets, as they currently exist, are a good start for trading. But, I really wish we could trade ALL physical goods, including weapons, ammo, tools, armor, and consumables (both raw and cooked). It doesn't make much sense to limit it to mostly metal/gem/crystal and fiber/thatch/wood. We should be able to trade ANYTHING that can be carried on a ship, with the possible exception of tames (and even then, it could be argued that trading tames via Markets should be allowed).

    Personally, I have a ton of Schisandra, Chamomile, and Oregano, which my Farmhouses are gathering all the time, yet most of it gets thrown out because I don't need it. Kind of a waste.


  3. If (and it's a mighty big "if") they ever revisit the Blackwood map, it would be nice if they also fixed the issue where the ocean offshore of one of the islands doesn't behave like ocean.

    If you walk far enough away from shore, you suddenly drop to the bottom as if you were still on land. If you fall far enough, you take fall damage (possibly dying). And you're still walking, not swimming, so you can't just swim your way back up, you have to walk along the sea floor all the way to shore (assuming you can find a slope gentle enough to climb).

    What's more, this also affects any tames you happen to be riding or have on follow.

    The only good thing about this is, the game still acts like you're on land, so you don't start using up your oxygen meter.


  4. On 12/31/2020 at 1:48 PM, eeeceee said:

    This is funny to me. The first thing on your list is that you mention ecosystem. Did you ever play Ark? One of the things that the devs wanted to do when they started working on ark, is to create an ecosystem. They failed, and gave up basically. Atlas devs afaik never mentioned any intention to create what the ark devs failed at creating. What you have described there is a single entity called a lion fighting another single entity called a bear. It is not amazing. It is not an ecosystem. If you think fights between wild animals in ark or atlas are intense and they make you crack up with laughter, that just makes me sad. In 1998 we had wild animals in video games fighting each other, and what year is it now? It also makes me realise that the devs are just hoping that the game they are shitting out appeals to the lowest common denominator.

     

    I have to agree with this. There is no "ecosystem". Just a bunch of randomly-chosen animals walking/swimming/slithering around, doing things at random based on a handful of lines of code.

    Many of the animals are wildly inappropriate for the biomes in which they are found. Cobras and lions in the Tundra? Bears in the Tropics? Come ONNN... (Sure, it could be argued that the islands and biomes are close enough together on this world for creatures to migrate between them while clinging to flotsam, but that's stretching it.)

    Creature AI is bare-bones at best and unrealistic. Ever notice cobras and rattlesnakes aggressively attack everything, and KO other creatures, but never actually EAT them? (Heck, the surest sign there's cobras in the area is the random "Wild sheep (unconscious)" label floating in the near distance.) If they wanted snakes to be realistic, rattlesnakes would only attack larger creatures/people if they got within a meter or so, and cobras would unhinge their jaws and SWALLOW unconscious creatures whole, then lounge around lazily (with comically swollen bellies) for hours, barely able to move. Most other wild creatures seem to make no attempt to eat anything. And wild creatures in general would be leery of humans, tending to wander AWAY instead of TOWARDS us, which would make the passive tames that much harder.

    • Thanks 1

  5. Quote

    Having trouble taming some creatures? Might we recommend the new Tranq Arrow? The Tranq Arrow is a new ammo type for the Bow that deals high amounts of Torpor and little physical damage. It can be used to put creatures to sleep, allowing pirates to more easily contain them for taming. Tranq Arrows can be crafted in the Mortar and Pestle after learning the Taming Tier 2 skill in the Beastmastery Tree.

    But can creatures be FED while unconscious?

    • Like 1

  6. 2 hours ago, DannyUK said:

    If they really wanted Atlas to succeed they could easily take devs from Ark and stick them onto Atlas and focus on that until it is at a decent level then go back to splitting team.

    They're never going to take devs FROM Ark. Ark is their bread-and-butter, Atlas is just a side project. If anything, they may take devs from Atlas, like they did before.

    • Like 1

  7. It seems to me that irrigation systems also have unreasonably long decay timers. I've lost count of the number of times I've run across an abandoned base, and about the only things left were some pipes and water reservoirs, hanging in midair. (It's also funny how there are buildings where all that's remaining are the second story and above, supported by maybe one wall and a foundation, because the ground level was subject to random fights between wild creatures, while the upper stories only have decay.)


  8. Quote

    Crafting

    • Cloth Armor and Simple Bed may now also be crafted at the Loom
    • Waterskin may now also be crafted at the Tannery
    • Wood Wall/Floor/Ceiling/Roof, Repair Hammer, and Storage Boxes (including large) may now also be crafted at the Smithy

    Thank GOD. No more shuffling resources into my personal inventory just to craft the simplest, most common things.

    • Like 3

  9. That's just the output of the console command "CCC", which copies the player's current grid and XYZ coordinates (in Unreal Engine distance units) to the system clipboard. It's used for debugging purposes, and often requested by GMs to help them quickly get to in-game problems reported by players. It just happens to include the "cheat TP" command at the beginning, so the GMs don't have to type it themselves.


  10. 9 hours ago, ZetaZhan said:

    I don't think your reading their posts. Because it clearly says they are putting 1 global PVE server out.   Both the EU and NA PVE servers were dying off in population.  PVP servers had way more population then PVE servers.  It makes sense this is a Pirate game and people wanna fight others in ship battles which you can't do on a PVE server. 

    From what I understand, all the official servers, NA and EU, are based in Germany. The split/distinction between the NA and EU ones was made simply in anticipation of demand which never materialized.

    Edit: Nevermind, I did a bit more reading and the physical servers are indeed split between USA and Germany.


  11. Maybe you guys ought to just come up with other, non-compass-related descriptions to replace "Eastern" and "Western". Those tags really only make sense in a globe-based map (like the old one, even if it was flat). Perhaps "High Temperate" and "Low Temperate", "High Tropics" and "Low Tropics", to resemble the desert zones?

    Speaking of global, will the map still "wrap around" left/right and top/bottom?

    • Like 1
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