Jump to content

Jean Lafitte

Pathfinder
  • Content Count

    684
  • Joined

  • Last visited

  • Days Won

    8

Posts posted by Jean Lafitte


  1. 1 hour ago, boomervoncannon said:

    Ooof. Yeah, problem. Maybe info show takes merges into account? Dunno. Tricky.

    Again, EVE's solution. It's never about companies, they come and go. It's about individual players and the history of companies they belong to and for how long.  If you were attacked by company A yesterday and company B today.  You look up the leadership of company B and see that yesterday they were in company A... you have your answer.


  2. 3 hours ago, Captain Jack Shadow said:

    So here's an idea.  I know they aren't likely to take that ability away, so allow us to see a different log...a PvP log.  Right now we have just one log, and if somebody is tearing something down to build something else, you soon lose a lot of that log.  So instead, have a separate log for PvP actions, and allow that log to update when you view it, or select for it to update.

    Play with company A.  Quit company A.  Form company B. Company B invites company A. Company A merges into company B. Company B get all assets of company A, a new name and a new ID.


  3. 3 minutes ago, Defixio said:

    1. Animal Stall. (sizes vary, cycle through size or style). it's a flat 1x1, 1x2, 2x2, 2x3, 4x4, 6x4 sized station that you can put on the floor. it looks like some hay scattered around, and maybe some wooden flooring. if you place it down, and bring an animal near it you can "move to stall" them and they move ONTO the spot, with their feet firmly planted and all space wiggling and ocean sinking is not possible. the animal cannot fight. heck maybe it even has less of an appetite. It has become cargo.

    3. The Ready Post. you place the ready post and you can click on it, and use it to "pull" an animal to you that's nearby. this lets you rescue an animal who has fallen into the bowels of your ship or may be currently ramming their head through a few walls. 

    Better idea I think.

    Hitching post.  One part that has the same features noted above.

    It would pull the animal to the post and set it's behavior to passive/no-follow.  One of the most annoying things is to have my tame set to attack my target/follow, put it in the pen, walk away only to turn around and see it staring at me because I forgot to whistle "y".  Or, step outside, whack a snake, go back in the stables and find it's head stuck through a wall like a trophy because I forgot to change it to passive.  This would also fix another problem when using the "," to locate a lost tame without having to go through a grouping mess.  As it stands now, when you hit "," and you're near your stables, you're likely to have a stampede trying to run you over and then spend the next hour trying to get the tames back to where they belong.


  4. 52.

    Did the foy the day it came out. I got lucky in that I was only a couple of sectors away and when I got there, there were only 60 people in the grid. By the time I was done, there were 100+ and I crawled my way out thankful I got there early.


  5. 4 minutes ago, wolfgang4466 said:

    Hello All,

    Ive noticed alot of people building ports and parking spots for ships that dont seem to work unless Sails dont have any collision radius.

    So my question is if i build a wood floor line above a boat will the sails collide with it when sailing or will they just meerly pass through?

    Thanks

    Test it.  Build a few pillars on the deck of the boat until it's the height of the sails.


  6. A few weeks ago a schooner sunk in my (now our) harbor.  What should have been a 20 minute shallow-water salvage operation turned into a 2 hour nightmare of trying to corpse-flop sharks and mantas away from the wreckage.  Learning rather quickly that killing said sharks was not going to be a viable option as the bow does little damage, the technique I was forced to use was to strip naked, run down the beach, dive in, lure the sharks to that new location and try to drag them as far away from the wreck as possible before dying.

    Corpse-flopping was never fun in WoW and it's not fun here.


  7. Yesterday had an issue where I couldn't get npc's to raise or lower sails.  I manually opened and closed the sails and that somehow reset it so the npc's could.

    Have had issues where if you run around nose first, you can't back up.  If you can't manage to turn your way out of it then you're stuck there.

    Rescued a guy a few weeks ago who's ship was in the middle of the ocean and simply stopped. He could raise and lower sails and turn them.  He could not turn the ship. He ended up sinking the ship and I helped him get what he wanted back to his base.  I tried ramming him with a sloop but since the pve ship damage patch, it was like hitting a piece of rubber.

    Ship bugs abound and you may be facing one.

     


  8. 1 hour ago, LifelessGamer said:

    Went to steam-Hover over reviews.  36% positive of 12,288.  IMO it is all just data.  The data for me paints a picture.

    Paint this picture.

    Just a few days after release the reviews for Atlas were ~22% positive.  Just 2 weeks ago, they were 33% positive. Now they're 36%???

    Obviously this means that less players = better reviews.

    Kinda cool how you can make statistics say what you want isn't it?


  9. 2 minutes ago, ptonfm said:

    my god dude, it's a video game.  You could have done all this in one claim on PvE. 

    Definitely not 1.  5?  Maybe.  But that would have been a minimum.  You would have to see the location to understand.  For the longest time I think I had like 12 claims and all but like 3 of those, nobody really wanted.  Now that others have joined the company, I have felt the need to 'secure' what we do have with overlapping claims and buffers to keep other aggressive companies from trying to push us out.  I see one of my jobs as being to protect what my crew is investing in.

    And had I stopped with 1 claim I never would have had the infrastructure or the resources to invite others to join me.


  10. 1 hour ago, uaf said:

    The taxation is bad for one simple reason, you PAY nothing for it.

    Didn't pay for it?  I paid every single day I logged in with 40-50 deaths due to alphas, wolves, lions, snakes & vultures.  I paid over and over again dying from freezing cold because there was no paste on the island where I started and I had to ration what little I had.  I paid over and over again, working my ass off, grinding my tools down to a nub harvesting in between the naked runs to retrieve my gear from my corpse.  I paid.  For weeks I paid.  I paid in ways you obviously can't even fathom. 

    And you know what.  I look up now at what I created and I am proud of that accomplishment.  I survived.  No, I prospered.  I think back to that shanty on the beach and the 1 claim I stole that started it all, and then look at the 27 claims my company now holds and realize, it was all worth it.  I look at the base I started and I am proud that others now want to join me in this adventure and expand on the foundations I created.  I paid the price to carve an existence out of a hostile frozen tundra so that those who have joined me won't have to suffer the same aggravations that I did.  And if the crew who have joined me were to ask me to pay that price again knowing that it would give them the incentive to join me again, I'd do so with even more determination.

    Did I pay for all of this? You're god damned right I did.

    Am I still paying for it? Willingly, every single day.

    And I'll keep paying for it as long as the crew wants to call me Cap'n.

    And do we charge you taxes because of the prices we've all paid to get to this point, so that you can come on our claims and build and harvest with ease? You bet your ass we do and will continue to do so for as long as this game allows it.

    • Like 1

  11. 23 minutes ago, uaf said:

    Ignore the past, it will never happen again - said nobody ever. That's the exact mentality that led to everybody doing 30% taxation. I wonder if you had the option to go to 99% how many would do that with your mentality.

    Free Market  - In economics, a free market is a system in which the prices for goods and services are determined by the open market and by consumers. In a free market the laws and forces of supply and demand are free from any intervention by a government, or by other authority.

    Atlas Free Market - My taxes are at %20. Why?  Most of our island is at 20%.  We went to a claim yesterday a couple of grids away where we farm fiber.  I've farmed on the same guy's claim for weeks now.  Last week, the taxes were at 30%.  This week, 25%. Why?  His neighbors dropped their taxes to 25%.

    Hummm... Free market.  OK, that seems to be working as intended.  Don't you think?

    Watch this...

    Fig5_Supply_and_demand_curves.jpg

    Players initially needed large quantities of resources to build bases and ships. This caused land owners to increase taxes in order to profit off those demands.  As players finish construction of their initial ships and buildings, the demand for those resources is going down thus causing land owners to reduce their taxes in order to attract new customers to their claims and keep their repeat customers (like me with fiber) from going to other claims to get what they need.

    At some point there is going to be a market equilibrium (Q).

    Market equilibrium: A situation in a market when the price is such that the quantity demanded by consumers is correctly balanced by the quantity that firms wish to supply.

    https://en.wikipedia.org/wiki/Supply_and_demand

    We have not reached that equilibrium yet.

    Now, exactly what mentality are you accusing me of having?  A realistic one?


  12. 2 minutes ago, Captain Jeff said:

    this game is nowhere ark why do you even compare???

    they are not the developers of ark they just happen to own the core game angine somehow

    Ummm, because the co-founders of Wildcard, which made Ark, were also the co-founders of Grapeshot, which made Atlas?

×
×
  • Create New...