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Shrewdcrow

Pathfinder
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About Shrewdcrow

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    Pathfinder
  1. Just look for a stable private server that's turning off or being reasonable with all the "survival" features.
  2. I'll be surprised if we see much if at all any groups "tagging" along for the Kraken with the current "Merge or Die" mentality. Also there will be many trolls who sabotage groups trying to kill the Kraken forcing Companies and Alliances to keep it secret as much as possible to not be trolled. This is the most common mistakes DEVs make when building "features" into their games. Just because it's an option... players will still not use it if it's useless or harmful. And sadly no matter how cool of a feature you design, if there is no competitive edge to using it... It's just a trash feature to most.
  3. It's almost as if the DEVs want us to focus on building ships and sailing them instead of staying on land and taming. I'd actually not mind if they took tames completely out of the game and just left the NPC Crew. It fits the games setting. But if they are going to leave taming in, then they should keep them effective and viable as an option for land defenses or raiding on other islands. As it is right now, it seems like all the DEVs but one are trying to get rid of taming, but they really need this one DEV to stay so they left them in. However, they are slowly convincing that DEV to give up on taming.
  4. They shoved their 40,000 players on one server feature down our throats which basically failed do to player migration habits orienting to non-polar servers which overcrowded the others. Growing old and forcing to find a fountain of youth will further drop their their player base as a chunk the players who die from old age will likely not create a new one and find a new game. Giving huge bonuses to large groups who defeat a Kraken favors larger groups pushing out the smaller groups who will never join a large group, which ironically is the larger group of players in most games. In two months, if nothing is done to change the "Merge of Die" mentality of this game it will be lucky to have a population peak of 2000 on their 40,000 player server cluster. It will of course be interesting to see if private servers will end up maintaining a larger population than the official ones at that point.
  5. I was having the issue every 15 to 30 minutes, but after this last patch it started crashing every 5 to 10 minutes. I seem to have it sorted out now though. I was using WiFi and noticed I was dropping packets and having downloads fail. I decided to just run a cable to my computer and since doing that I've not been crashing. It seems like my issue was from not having a reliable connection. As to why my WiFi was dropping so much I'll deal with that later, I have some Atlas to grind Some things others might try along this line of thought is to go with a cable if possible and make sure your network drivers are all up to date. If those are already sorted out, perhaps it's your modem or ISP dropping the ball. Do some speed tests and check for any issues along those lines to make sure your good. Good luck everyone!
  6. I don't see anything wrong, it's an answer the Devs know and while cruising the posts it was a low hanging fruit. We may have some reasonable complaints for the Devs, but this is not one of them.
  7. I made a new steam account to test this and even on that account the game crashes. Might be that the error just happened to tag that account as well, or it has nothing to do with your steam ID.
  8. That's certainly a terrible bug to have.
  9. I'd prefer only one SotD be spawned at a time on each server and it roamed around unattached to players triggering it to spawn near them. They should also be a lot stronger I think. When you see one the first thing you should be thinking is "OH HELL!!" and get your ship in the wind and flee. It's the type of ship you would only think to tangle with on a fully leveled and equipped galleon or a fleet. It would be even better if they only appeared at night to give off a more eerie and spooky threat. Basically they should be each servers "Raid Boss". Having pirate ships that are using the same ships and limitations to the winds as us I would like to see more of. A lot of us came to Atlas looking for that high seas adventure feeling with the threat of other players finding you at sea, not npc ghost ship spam.
  10. That's just the base weight limit, after you level up your ship a few times and upgrade the weight limit it gets better. This is a pretty decent method that allows captains to choose what type of ship they are sailing. You both are probably not wrong though, perhaps a little buff to the initial weight limit might be needed.
  11. For my claim we have buoys and resources playing together properly. It's the Large Dock that's killing our spawns. The Medium dock seems to not be interfering as far as I can tell.
  12. Sounds like something we might eventually see on private servers.
  13. I don't mind them, I can see why they made more sense in ARC with dinosaurs more than here. I'd actually prefer they be changed to be half the height and double the width to allow us to make secure ports where ships can pass between them.
  14. It might be worth doing some adjustments to the way you allot the servers. If I counted correctly we have 15 Freeports that should hold 150 players in each. That should get you around 2,250 players able to be in those at a given time. But since they are rather popular and will likely remain so even after the initial release it might be worth updating those to be a separate servers for each of the cloned Freeport islands. That would bring you up to about 9,000 players able to be in the Freeports at a given time. Then there is the concern about the Frozen Islands. There are around 13,000 player slots available in those areas, but they are a very harsh and not a much desired location for many. You'll be wasting a lot of capacity on areas players don't populate much. That gives your servers about a 30,000 player capacity with no room to move around on top of another 10,000 that don't want to be in the frozen lands. Where will they go? What about the captains and their crews how will they be able to freely move between servers to find their treasures and victims? The way I see things, you have a good 20,000 players per server overall capacity. With 10,000 who will prefer not to occupy the frozen lands moving into the habitable islands. That gives us about 15,000 who will more or less be constant on islands and another 5,000 to freely always be in motion between servers. We could do with doubling up on servers for each region as we are not likely to support a full 40,000 players reasonably on one cluster as is.
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