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Posts posted by Lethality
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19 hours ago, Tiberius_theron said:So we're right back to the Devs ignoring the player base AGAIN! Ghost Ships still spawning by the hundreds out to sea. When they need to be an EXTREMELY RARE SPAWN! LESS THAN 1% CHANCE! Skills system still sucks balls also, solo play is dead, small group play is dead.Â
Maybe the game isn't for you? It's not a solo game. And not really good for small groups. So if that's what you're trying to do.... You're going to have a hard time.
But that's ok, not every game has to pander to solo players.
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Everything you said we've been bored to death with in other games for the last 15 years. Go play those if that's the kind of progression you want.
Let Atlas be whatever Atlas is gonna be.
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Am I the only one with interests in this area? Are there no former Star Wars Galaxies players here??
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36 minutes ago, Staceh said:That's all well and good, how do you advertise those wares, regional hubs is not a bad idea, certain areas have certain types of resource after all.
I would suggest its all physical, in that you have to ship your goods to market to sell and not just "right click, sell on auction house" from wherever you are in the world.
Suddenly you have a real risk of NPC's dicking you on the way to market, you'll need armed ships, you'll need security, brings a whole new aspect to the game, one I'm sure the Dev's have already considered, I just cannot find any information on it.
I think that will come in time, organically.
Once bases are established, certain outposts will become known for certain resources or high quality crafted products, and so on.
I'm all in on the physicalization of things as well. And yes, if there's an auction house, the goods need to be brought there first.Â
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I think and hope this will be something that is player driven in the future. Â Don't want a centralized market/auction house, but rather real physicalized regional/local shops set up by players, that kind of thing.
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1 hour ago, Zappa said:The map is not to small, they just have to change the claim system so its impossible to spam multiple flags per user.
You can't spam. You already have to wait until your previous one is fully claimed before planting another.
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Just looking at the wood types from the wiki:
ÂÂ Wood Â
Those names scream for different properties, allowing the crafter to select the best wood for the project! In other words, there would be no one "best" wood, but "best" only for the application at hand.
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Also from the Steam page...Â
Vitamins benefits and deficiencies, with recipe & cooking skills and varying ingredient qualities.Â
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10 minutes ago, Dragonchampion said:Blueprints are blueprints; they can be used forever once you find them. One of the first things I am going to do when I find a decent tool or weapon blueprint is go to the closest freeport and hand out free copies to everyone.
I don't understand this part.
If you find a blueprint, don't you "consume" it when you learn it? How can you give copies of it out? Doesn't that devalue them completely if you can?
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28 minutes ago, AtlasForgiven said:Seriously WTF? Here I am just chilling in the far south, exploring and collecting resources and whales fucking appear out of no where. Thanks new update. I've got my entire life on this raft. Three days of collecting and getting read to set up shop somewhere when Moby dick comes out of nowhere, plows into my raft and then decided to beach its self on me and the raft. Guess what happened next? Yeah, not cool Grapeshot.Â
You're missing the point where that is what adds value to the stuff you were gathering.Â
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1 minute ago, Widgit said:This stuff needs to be fixed asap. And if you're not going to change anything about how land claiming works, you need to make a statement about it. Otherwise you should let us know you're looking into it. So much stuff going on right now that's just absurd.
They already explained there is at least 2 years left of Early Access.. any and all of that stuff and more will change multiple times before "launch".
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1 minute ago, Dragonchampion said:Because the blueprints have a chance to spawn in with higher rarity, giving any item made from it better stats, such as HP, durability, and damage.
Interesting.
Do you know if material types have qualities and/or properties that can effect the output of any crafted item (food, weapon, tool, wall. etc)? Â Or is finding an "epic" version of a recipe you know the only way to get a better version? And does it ask for specific consumables (i.e. copper vs. "metal") And is the blueprint consumed on use? -
Ahoy!
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So far, I really dig the varied resources out there, and how that many types are usable as a "group" (i.e. Copper and Iron are both "metals")
My question is, is there a benefit or difference in choosing to use one type of metal or another in a crafted item?
Does it affect the quality/rarity? Item stats?
I think they mentioned something in the initial PR blurb about quality of ingredients in food, so perhaps these are systems they are still iterating on.
Any thoughts or theory crafting appreciated! -
Ahoy!
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So far, I really dig the varied resources out there, and how that many types are usable as a "group" (i.e. Copper and Iron are both "metals")
My question is, is there a benefit or difference in choosing to use one type of metal or another in a crafted item?
Does it affect the quality/rarity? Item stats?
I think they mentioned something in the initial PR blurb about quality of ingredients in food, so perhaps these are systems they are still iterating on.
Any thoughts or theory crafting appreciated!Â
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8 minutes ago, Nox said:Because we can in ARK, and every other game that doesn't eat the corn out of shit, to put it bluntly. If I want to play with my wife, having game mechanics that prevent that is straight up shit.
The game being viable for small groups takes nothing away from the zergs, it only takes something away from people who aren't zerg players.
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This is a very different game than ark... when you've got whatever 40,000 players, but also a persistent world between them all... it's not the same kind of game.
And therefore, the game design philosophies have to be very different. In order to make large companies work with lots of specializations, they can't also make lots of specializations available to solo players.Â
There has to be a choice made, for the integrity of the design... and solo players I don[t think are going to win this one. They can't, unless they're re-tooling the whole game.
Or perhaps that's why they also allow private servers? Can't you set up your preferred rules that way, and ignore public servers?
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3 minutes ago, Nox said:Same here. We had a more or less effective two person team where she was gathering, combat, taming and I was engineering, crafting and shared gathering skills.
We logged in today to find we were both at -30 skill points.  Ok so between the two of us we can do what? What things will we no longer be able to do with two people?
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Not trying to argue, but, what makes you guys assume you should be able to do "anything and everything" with 2 people? Isn't a multiplayer game good when there are dependencies on other players?
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For me, the animals still seem very out of whack. The level disparity doesn't seem to matter.Â
Also, I am still running into alphas
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3 hours ago, Realist said:There is no way to fix it. Not making a bigger radius, not making a smaller one, and not making a limit to them.
they were simply the wrong decision and a very bad one.
with ark you could build anywhere. If someone wanted to play solo and understood they had no chance, at least they could find a little hidden enclave and live for that brief moment.
some people will surely give excuses, but a game where there is no place to even put a foundation is a game that is fundamentally unplayable.
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i am really disappointed in the poor choices made by this development company and it is time that we stop making excuses for poor choices and start holding them accountable. No wonder the gaming industry is going down hill. The white knights are the ones killing it.
This more than anything is NOT a game for solo players. It just isn't.
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13 hours ago, Andro Bourne said:No you dont have to buy a house. You level up then learn how to build structures. Then farm material and build your own housing.
Even then if they have bombs or whatever the raiding gear is going to be. They can attack your structures and blow it up with ships etc... But there are different level of building materials (thatch, wood, stone) etc... each one being stronger then the previous. So the higher level you get, the better structures you can make, the harder it is for someone to raid you.
You can also just put a bed on your boat and live off that. But if someone else with a boat runs into you while you are sleeping, they can destroy the bed and steal your stuff, then when you log back in, you wont be able to respawn on the bed. But its still safer then logging out on a populated island.Keep in mind... many people are brand new to survival games and how this works. Many, if not most folks, are here because of the MMO tag - this is all new and foreign.
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It feels like this is very much intended to be an MMO, very different than ARK... so I'd doubt a single player mode, unless you go the private server route.
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This game has plenty that Ark does not.
Plus, isn't this what you want a developer to do? Iterate based on existing proven tech to bring new games more often?
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31 minutes ago, Elektric said:If you sail from the same side as you would dock on, I reckon you'd notice that it was the same island. Especially when they are the next island on.
Remember these are not tiny islands. Some of them look that way because the map is so huge. Remember, each square on the map is 2 hours across...Â
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25 minutes ago, user123 said:will we not just sail around and notice majority of the island are the same..?
If you didn't see the map from above, you wouldn't even realize it... they will be fine at ground level.
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2 minutes ago, Moonie1 said:Also give some rep to Abgeloust in this thread since he was the first to post it:
There is some incorrect information though, and in fact you do end up with a double charge.
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Resource Types & Qualities
in General Discussion
Posted
I don't think that's really the kind of system I was hoping for.
I'd love to see each resource type have properties of its own. That way, if I find iron and you find iron, there's a chance that someone's will have more desierable stats on it, which would translate to stats on the product it was used in crafting.
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Star Wars Galaxies, in other words