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Thayxen last won the day on October 9
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What makes you think they've removed claimable lawless? The post says all claim types. They SHOULD have removed claimable lawless several seasons ago. A tower can flip an armored dock while you're offline. Only noobs would waste time with that mechanic. It's good for troll / funzies, but not serious play, and ultimately results in wasted land space. If they wanted to solve the problem of small company viability, they should have adopted Eve Online's wormhole system. They SHOULD have never put barrel bombs back in cannons. They SHOULD have never charged gold for ships. They SHOULD have never killed parking ships on freeports (the game felt so alive when you'd pull in and find hundreds of boats). They SHOULD have never killed the incentive to trade, travel, and fight for regional resources for blueprints. They SHOULD have never released / replaced the ship building system, but instead provided new base constructs to work on. They SHOULD have taken player reports seriously when exploiters started breaking the game in season 9 ish. They SHOULD have left the world map as a large traversal system instead of weird regional play. The list goes on and on.
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Wasn't the least bit surprised this afternoon to find out that y'all broke the server grid editor in the March update. The thing now only exports a single cell image on a multi-grid map.
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Tell ya what Grapeshot - you turn off the digital radar that breaks immersion and we'll poke around on wipe day. Otherwise we'll all be playing D4.
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Who are you? lol this is the problem. Atlas has been controlled by some buddy buddies in discord for a while, and has gone downhill since season 5. Y'all need to sell the game to a capable studio, port to UE5, and undo pretty much everything you've done after season 4. That might give a chance for the population to come back and for the game to succeed.
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For the developers... What have you done last 4 years?
Thayxen replied to Gnoma's topic in General Discussion
Grapeshot games. Ark 2 got delayed. Initial feedback over third person perspective wasn’t looking good. Wildcard’s next win is to re-release Ark 1 on UE5 as a remaster. The way Grapeshot could save Atlas is to roll back to about the season 3 or 4 code base for Atlas, and then migrate to UE5 as well, before leaving EA. I wouldn’t hold my breath on that though. As far as forums go, besides the announcements, all communication about this game happens through their discord server instead of here. -
Does anyone understand the reasoning behind GPS for ships now? There's an extra level of irony to it, when deciding to turn on Fog of War. The best guess our crew has come up with, is perhaps some players had an exploit that showed them ships on the map - and being unable to fix it, they decided to make it a feature. Barring that, this seems like a terrible decision. It breaks immersion, and breaks pvp. Yes, sure, we can turn it on and off for ourselves. No one will do that, knowing it'll put them at a disadvantage to adversaries.
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We'll see. A lot of us skipped this season and will jump in on the 15th for curiosity sake.
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Here's my (very short) feedback for this season thus far: 1. Thanks for the improvements you've been making. I have a more positive hope for the game recently. 2. Last season's map was FAR FAR FAR superior to this season's map. Getting around is ridiculously tedious again. 3. Un-nerf the ramming galley please. I should be able to use the sail point capacity. Period. If you think the ship was overpowered, buff the other ships, instead of breaking a very old game mechanic. 4. Raise the limit of armored docks to something reasonable. 3 per type is very limiting. As a single player in a small company, I personally want to be able to protect a (1. PvE / mapping / diving / whaling boat. 2. A personal houseboat 3. Three pvp ships 4. A taming (pegasus) type boat. (in any given grid) At least six ships , none of which need the expensive large armored dock. In place of the limitation, better solve the dock-wall spam by further increasing the armored dock proximity issue. TO BE CLEAR - I do mean per-person. As it is currently designed, you have forced the company to spread out to multiple grids in order to be able to have our own ships. I do sincerely like large wall harbors being back in play - but after living with the armored docks, I no longer trust anything else. Cheers.
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Single player custom maps?
Thayxen replied to Snarfy Jones's topic in Dedicated Server and Developer Tools Discussion
There's a way to do it where you turn your local machine into a host, and then you can deploy custom maps that you make with the SGE. I'd link info if I remember where I found that. But I can at least tell you it's possible. -
This patch actually sounds decent. Will cross my fingers.
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Wild Pirates on Dedicated server
Thayxen replied to TakCan's topic in Dedicated Server and Developer Tools Discussion
Old thread - info on this is still spotty at best. Have tried multiple things to get this working on dedicated, including: 1. Changing island Pirate Camp Spawn coordinates. Each island exposes a set of coordinates that appear to be (x, y, z) as you would expect. You can edit these in the ServerGridEditor, or directly in the ServerGrid json file you generate and upload for your custom map. The thinking here was the coordinates were possibly static to the single player map (which is a derivative of the 11x11 pvp map from a few seasons back.) I tested by using `setcheatplayer true` admin command to get a readout of coords in game. Carefully mapped out a few test locations on custom placed islands. No dice. I then jumped into the single player map, tracked down one of my map's islands Cay_N_EE located in C5 I believe. I used `cheat setplayerpos` to teleport to the coords defined on this island out of the box. Turns out they don't correspond to locations on the islands at all - not global, local, or grid coords. So scratch that idea. 2. Parameter manipulation. I did discover (may have been mentioned here or somewhere else I've come across) that the `bUseWildPirateCamps` will retain its setting if placed under Game.ini [/Script/ShooterGame.ShooterGameMode] , (where it appears to be enabled for single player. It does revert as others say, if modified under GameUserSettings.ini [/Game/PrimalEarth/CoreBlueprints/TestGameMode.TestGameMode_C] . This made no difference. I went a few steps further - deleted the redundant parameter under GameUserSettings (it did save the deletion), and also tried turning on the setting to "Use Single Player Settings" also under Game.ini - in case it was related. Still nothing. Finally, I tried placing the `bUseWildPirateCamps` and single player setting as overrides directly on biome templates I'm using in ServerGridEditor. Still nada. 3. Hosting dedicated SP map I grabbed the single player json and map images from the actual Atlas game files, instead of ServerGridEditor and uploaded that map to my 3x3 capable hosting setup. I centered around B8 freeport as to avoid a known bug when running a dedicated version of this map. My hope with doing this, was to eliminate the unknown of "Is this game config related, map config related, or is it baked directly into the islands and requiring diving into the Atlas Devkit?" To this last part ^ if I follow this logic, we can probably say it's not Devkit configuration, and it's probably not Map (ServerGrid) configuration. But of course, still not sure. My best guess at the moment, is there is some non-semantically named .ini setting besides the actual `bUseWildPirateCamps` param. My next step is to copy over single player .ini files to my host. That's for another day. 4. Lastly, I tried installing and using the "WildNPCs - Pirates" mod in the workshop. The mod author never finished it, and appears to have been too busy to come back, or has possibly abandoned it. I let it sit for 24 hours. Nothing. The one and only thing that has worked, is using the manual spawn command from the mod. It's best to do this after setting yourself invincible, and for enemies to ignore you (basically you're invisible). Then you can start a wild camp and spawn in pirate ship that will patrol the island coastline, as long as you are placing it somewhere close to deep water shore (so the boat doesn't get stuck). And this ^ is of course a terrible solution - because no one wants to fly around and manually spawn in a bunch of camps on 45 islands. If I can find an interface for the Admin console outside the game, I'd script this and script calculating the coordinates in a .bat file or something. And then I realized, I'm not getting paid! Devs, can you please finish this feature? It seems like all the underlying structure is already in place - perhaps you didn't learn much about it from a former dev when teams transitioned? I doubt it would take you a fraction of the time that I've spent fiddling with this by now. Cheers -
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.
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Patch 532.08 - Atlas Major Update: Sea of Wonders!
Thayxen replied to ATLAS's topic in Announcements
Please don't encourage them to waste more time on the pre-fab stuff . We just want more base-frames to work off of. Any artistic focus could go into more mastheads and sail skins. -
Patch 532.08 - Atlas Major Update: Sea of Wonders!
Thayxen replied to ATLAS's topic in Announcements
They're moving towards ditching custom ships in favor of their mod system. (I'm totally against the idea, but they seem set on doing it). For now though, both options still exist. -
Patch 532.08 - Atlas Major Update: Sea of Wonders!
Thayxen replied to ATLAS's topic in Announcements
Some big changes indeed. Going to play it a bit before I pass any major judgement. Two things that come to mind: 1. When I'd heard rumors about portals a few weeks back, I was hoping we'd be getting Eve Online's wormhole system. Doesn't seem to be the case. 2. Little worried about the impact of the skill tree limitations on solo and small-tribe play. Otherwise, cheers and good luck to all this season!