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Thayxen

Pathfinder
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Thayxen last won the day on January 25

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About Thayxen

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  1. They interact with people on their discord - the only reason I'm in the loop is others I play with keep abreast of that channel. I believe they do not pay much attention to the forums.
  2. Yep file integrity is fine. Display is an RX 5700 XT Haven't played with drivers - I'll do that, but I'm prone to believing this is a common memory leak. Multiple people on a boat will all crash simultaneously while zoning sometimes. This particular stack trace hasn't come up since the latest patch, so they may have looked at it. I do still get this one about twice a day.
  3. The ongoing crashes. I've experienced this since season 3. I know I'm not the only person that experiences these. People I play with report the exact same behavior - the game sound suddenly hangs, followed by "bzzzzzzzzzzz" through your speakers / headset, etc. Sometimes you get the stack trace, sometimes you don't. I can't copy and paste the entire trace because even it is frozen. So here is a photo of the error. If you guys fix nothing else, please fix this. It's deadly especially during pvp encounters, because the server doesn't recognize you're gone for several minutes, so loading back into the game will fail unless you wait a bit.
  4. @Nacona - Thanks, that's good to know the icon issue is known. I believe #7 has been hotfixed since I wrote this up. For sloop handling, it has been a while. Typically what I remember is your turn radius handling improves up to a point, while going from stationary to in motion (or more accurately, it scales with your sails being unfurled). 12 - 15 knots is what I was seeing with strong winds, and I get up into the 20's with tradewinds. This is using a medium speed sail. After being back in a schooner yesterday, I can say that handling on the schooner seems normal.
  5. I'm returning as a hopeful yet disgruntled player after the barrel bombs from cannons - I was happy once this was reverted, but further aggravated by the gold for ships. I've grown to accept this system to an extent - but certainly think it needs tweaking. (Schooners in particular should be more around the 1500 range). But what I'm posting for today, is the plethora of bugs. I'd like to keep pushing these off to the bug report form, but it's simply out of control. This makes me think there's a systemic issue with the QA / unit testing that goes into these patches. Sextant HUD Compass disappears on zoning, while there is still plenty of time remaining on the Sextant buff. The other info from the enhanced HUD is there, just not the compass. Crew members are asking for 23 ish gold every two to three real-time hours (at the 'at-sea' rate), this is with the second level of the skill that slows the crew's request frequency. Sunken Treasure chests which appear on the map after acquiring the Sextant buff, are only valid 50% of the time. I do not believe this is due to other players reaching the sunken treasure first. One assumes that these refresh upon acquiring the buff, or upon zoning with the buff active. Rope ladders 'demolish' on cliff platforms, when manipulating structural elements elsewhere on the platform (elements that the rope ladders do not rely on). This occurs if demolishing, or if picking up before a placement timer expires. Sloop turn radius seems broken. Perhaps other ships as well, haven't tested yet. It seems that I now need to almost come to a complete stop and pivot the ship, if I want to turn even more than 3 degrees on a trajectory. Gather rate on sugar cane is abysmal. There is virtually no difference in the rate whether using hand, scythe, or having max points into hand gathering skill. Owning a sea tower / control point in peace phase, makes a company's ships in grid invincible. (Forgot this one earlier as I haven't experienced it. Others in company and grid are aware of the bug) Y'all are in an 'ok' place as far as the newer mechanics. I know some of the community is hopeful here. Please now prioritize fixing issues, before breaking new ones. Thanks.
  6. Looks like the Devs should be hiring these guys. These custom mods on their server?
  7. Tread carefully here devs. Simplifying this system will likely lose the hardcore player base.
  8. Hmm. Well whatever's going on with your farmhouse, I think we can rule that out as being the cause. Does your warehouse run out of slots? Another theory is you should try keeping at least 1/3rd of slots open in the WH. Who knows how far ahead the trade AI tries to plan space reservation. Your guess is as good as mine. Anyway good luck to ya.
  9. @George Catcher I have a theory regarding the days you're getting no-gold. Have your original offered resources run low? For example, I trade slate. My slate stockpile is nearly empty after the above mentioned night of trading. In it's place though, I now have a huge stockpile of another type of stone. I'm going to go in and create sell offers for things I do not produce locally, so it will possibly re-sell. Try doing the same and let me know if that creates a consistent tax stream.
  10. Thanks for the input George. @FlameBlade - After I replied to your post, I got on and spammed trade invites to something like 30 routes (instead of just 5 I originally had). I woke up this morning to find some had connected, and I made 500g overnight. Similar to what George is saying, I'm receiving a few things not set up in my trade offers (gems specifically...as I have no gem requests or offers set up). Not complaining about it, but whether it's working as intended...I have no idea.
  11. I recommend filing a Bug Report. The link to it is listed in the forum index. I have not crashed while fast traveling, but I do often crash while on land in eastern Temperate. I suspect that has more to do with my GPU's management of dense foliage though. After getting booted out, what happens when you load back in? Are you at the destination of the fast travel? This kind of info helps them look into it.
  12. I feel your pain. I have played with medium and large companies in previous seasons. At the moment I'm giving it a go as a tribe of two. Your experience matches mine, except I was able to squeeze a warehouse down in lawless, after doing some...shady pirate things to my neighbors. It doesn't get much better after that though. The Market interface is clunky, and there do not seem to be any good tutorials on how to use it. I think I figured it out, but to start making trades, requires that some other company randomly decided to check / change their routes, and finds my offers after side scrolling through 5 tabs of pagination (it is at least sorted by distance, so that's a plus). If I start making a killing on it, I'll let you know. In the 15 or so hours I've had it up though, it has made zero. I never minded farming RSS for 1 to 3 hours to build a schooner or brig (even without tames). Farming gold for several days though... that's brutal.
  13. I hear you. After a very long break, I decided to give Atlas another go this week. The grind for a single schooner is astronomically boring and long. (Not to mention, there's no point in making that kind of 5k investment before you've dropped 10k on an armored dock ...to protect your one measly little ship that you'll be afraid to take out. And then you start thinking : "If I have to spend 1 to 2 weeks grinding for a single ship, do I really want to waste 5k on common components? Or a common shipyard at all." Let's consider the income sources at the moment: 1. Treasure Maps These are great, except there's a 50% chance you're going to run into a puckle or the area is going to be walled off by a company on any single map. It's equally tedious for the players who have to constantly retrieve bodies of people who innocently wandered past their base, or meet them to buy the map from them, etc. To make this mechanic viable, treasure maps need to lead to somewhere players can never build. An extra ring of islands near lawless maybe. Call them 'davy jones locker' or whatever you like. I do see the last Ask A Pirate thing mention 'Maelstrom's' (which sound a like like Eve Online's wormholes, in the vague description given), so that might be where that's heading. 2. Shipwrecks Putzing around to these in a sloop is tediously slow. I'll admit, I enjoy the challenge, and being in a sloop makes the world feel big. But the payout is pathetic. Not to mention, 50% of the shipwrecks that show up on the map (after using Sextant) actually have nothing there. The icon is there, but there is no flotsam to indicate a wreck, and no wreck on the sea floor where the icon is. 3. Trade System I haven't figured it out well enough to really comment yet. What it does seem like to me though, is that once a company sets its routes in market, there is no incentive for them to check again until needs change. This leaves a new-coming market locked out. The resource offer list is also tedious. There needs to be a more efficient way to set 1:1 trades on 5 types of wood at once for example, instead of having to create a separate offer for each. I do think the option should remain there, to customize like this. But there could also be some quality of life UI automation to improve this experience. 4. Farming SoTD It's been many months since I've done this, so I forget the payout. May comment on it later. 5. Selling stuff in shops at Freeport Again, I don't know how well these do. If you have experience with it, please feel welcome to comment in this thread. 6. Whaling This has a decent payout (but finding them, and hoping they've respawned takes time. A lot of time. Can it be done in a Sloop? I've certainly seen some players build whaling sloops. But how successful they are, I'm not sure. Conclusion As it stands though, it feels like a small armored dock should be more like 1,500, not 10,000. And a Schooner should be in the realm of 500 - 800. That's still a small grind, but it won't flatten your eyeballs before you get there.
  14. Here are my suggestions to make Atlas great again: 1. Run Development Decisions by the Community First This could be in the form of a forum poll, or some other interactive medium. I specifically propose that it is of the format: Here is what we want to accomplish Here is why we want to accomplish it Here are our proposed solutions Here are the top player-proposed solutions I think this is important, because it is not always clear what the developers are trying to solve in any particular experimental mechanic change. Often, the developer completely destroys multiple well-working aspects of the game while attempting to solve a pre-determined problem. The player base (especially the majority who are enjoying the game and not vocal on the forums), suddenly reacts in force with negativity. This in turn leads to bad press / marketing not only here, but in the Steam reviews and forums. (Ahem, barrel bombs. Ahem, gold costs in ship building). Perhaps the developers could better accomplish their goals with outside-the-box suggestions from the community, if the community knew what the problem was in the first place. From a player's perspective, the dev decisions just look like they're being made by people who neither play nor care about the game. 2. Get away from the direction towards Arcade Play This speaks to the point above. Many of the decisions which are being made to get more players on the ocean, can and will damage some of the intricate and fun parts of the game. For example: The idea towards releasing 'whole' ships instead of hull classes and parts. Sure, this would reduce time building. Many players enjoy the building and customization aspect in the ships. The amount of time invested, consequently makes players feel invested in their ships. This investment in a time-intensive asset increases the risk / reward feeling of combat. The tiers of parts / blueprint system, and the varied rss types needed for advanced components, is a huge driving factor in the Atlas economy (and also the player's need to move around the map to acquire these resources.) While I won't knock the trade system / warehouses/ farmhouses until we see how it finally ends up, I think all of these things should be taken into consideration before gutting these mechanics. Afterall, if Atlas' goal is to simply become a naval combat with no underlying effort, then what exactly does Atlas offer over a title like World of Warships? Nothing. The latter does the arcade thing better. 3. Improve Your Marketing This game needs a professional marketing department in the worst way. If you really want to breath life into Atlas, stop spending time breaking the existing mechanics, and instead introduce new content that works with the existing mechanics. Market it. Create a buzz around it. I'm not sure you can do DLC's while in early access, but DO SOMETHING. Make it make an impact on social media. Work to bring more players into the game. 4. Keep Yourselves Afloat I suspect you really could use some more revenue. This is the type of game I'd pay a monthly subscription for. That ship has already sailed though. So you need to be thinking of other ways to generate new revenue for Atlas. Whether it is content, or even some minor pay-to-win mechanics. I don't mean cheap cell-phone game mechanics. Look at what Eve Online does. In game assets are easily tied to real world money. The constant wars, loss, etc, creates a vacuum in the game which makes this viable and not unfair. I must stress this especially: Don't focus on punishing players who put the work in to succeed in Atlas, but do give the option for the lazy or busy players to buy into some resources and components. (If they don't know what they're doing, they'll lose it to the players who do, so no harm, no foul.) 5. Increase the Map Size Atlas was much cooler with the larger map. I realize the downgrade was partially I financial decision / shrinking player base. If you do succeed and getting more players on the water to fight over local-water assets, then relying on cramming everyone towards the golden-age ruins will be less of an issue. And if you succeed in some of the other steps above - an increased player base may necessitate a larger map again. I realize all of this is easier said than done. But there are many players out there that love Atlas, and would support you more, if you gave them reason to. Cheers.
  15. "In 515.17, Explosive Barrels can no longer be fired from Cannons or Large Cannons. We have also added an 80 Gold cost for crafting Explosive Barrels. Thank you to the Community for your part in helping us to shape and define ATLAS gameplay." FINALLY!!!! Myself and two others will probably return now. It's such a cool game, when they don't break it. Breaking it in early access isn't a huge deal. What is a huge deal is when they take MONTHS to listen to their players. But I'm happy now.
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