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Captain Jack Shadow

Pathfinder
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Posts posted by Captain Jack Shadow


  1. Pointless.  Speed is safety.  I had hoped that the supply crates would be a way to carry more cargo, WITHOUT such a huge speed hit.  Here's the thing...most people don't sail their ships around with a lot of cargo in them.  That's only a small part of what the ship gets used for.  Nobody is going to say, "Hey, we can squeeze a bit more speed out of this thing is we pull up to the next island, build a loom, make new sails, and demolish the BLUEPRINT sails we have on the ship already.  So the meta will still be to run all speed sails...maybe one handling sail on a Galleon...and then keep it relatively light.

     

    I mean, great work doing all the math, but people simply aren't going to destroy blueprint sails, to gain a tiny bit of speed.  Like I said, they will just keep doing the method described above.


  2. 1 hour ago, Archsenex said:

    I wouldn't recommend putting all weight sails on any craft, but there are breakpoints where you'll be going faster with them.

    Assume that a Large weight sail produces 100 thrust.  A speed sail is +40%, so 140 Thrust

    6 Speed sails therefore makes 840 Thrust (140*6).

    5 Speed sails + 1 weight sail is 800 Thrust(140*5+100)

     

    A Galleon at 15000/30000 weight:

    With the speed sails, this ship will go 70.7% Max Speed, or 592.9 Thrust (840*.707)

    With the Speed + Weight, it will go 74.7% Max Speed, or 598.0 Thrust (800 * .747)

     

    Now, that's not exactly a LOT more, but then again replacing 1 sail on a 6 sail configuration shouldn't cause a huge shift.  The main thing is that you need to not increase your load weight to over-negate the load benefit.  You'll also get more benefit from upgraded weight sails (since they work while upgraded speed sails dont)

     

    People aren't going to be carrying that much weight all the time, so they are going to set the ship up for speed.  Then, when they could use the extra weight, they won't do it, because you aren't going to do something as stupid as demolish Masterwork+ sails to change them with sails that will be used for one trip.  If they want this to be a thing, they will need to design a way to change sails, and reuse those sails, on the same mast.

    • Like 1

  3. 1 hour ago, Kummba said:

    Yes you carry the rack with u until you have reached a certain breakpoint (of your ship) then u apply it.

    Here it is how it look for my brig:

    unknown.png

    I switchf rom blue(0) to red(1) to maybe yellow(2), but thats really slow allready.
    x-axxis is extra weight in 1k, brig is ~3000/22000 at 0.

    y-axxis is top speed in knots

     

    People complain about only one reasonable sail, and u want to kill the brig for hauling/exploring/mapping too.

     

    As i said before, the balancing of the racks was the devs best job sofar.

    Does not work for the game.  Has not, does not, will not...ever.  PvP is all about speed.  The best thing they could do for the game is get rid of speed sails.  Make the sails all about weight or maneuverability.  People are not going to sacrifice speed in a PvP server, so why even bother with the other sails in the game.  Especially with the insane speed hits that the Devs give everything.  People might use those other sails on PvE, but they won't on PvP.  Same for the cargo containers.  They will just use the stripped down Galleon.  That has worked, and will continue to be the go to method for cargo.

     

     

    • Like 1

  4. 2 minutes ago, boomervoncannon said:

    My favorite teacher was my US history teacher in hs. She had a razor sharp wit and did not suffer fools gladly. There were 2 things you could do on any paper written for her class to earn an automatic F.  One was to misspell the word separate. The other was to fail to make a lot two separate words, ie alot. To this day I’m pretty sure I’ve never done either of those things just because of the fear of public ridicule in her class.

    Godspeed Miss Wells.

    The teachers who set the bar high, are the ones we remember the most.  We remember them more fondly than the ones who tried to be nice, and not expect much of you.  I think this is because, as we get older, we realize that the ones who set the bar high, are the ones who actually cared about you, while the ones who want to be nice, care more about themselves...thus they sacrifice what's best for you, in order to be liked.

    • Like 3

  5. Wait...a fishing net that requires the ship to sail a minimum speed...requires bait?  Really?  FACEPALM

     

    OK, this is just that game dev mentality that something must be required to make something work, to make something else work, so you can build X, to make y work, to you can get Z.  Makes sense sometimes, but in this case, it makes no sense at all.

    • Like 3

  6. 3 minutes ago, boomervoncannon said:

    That was bugging me too, but better you play spelling nazi than me.🤐

    Earlier today, I saw where a woman used "aloud" in place of "allowed."  My left eye started twitching uncontrollably.


  7. I think they realized that they had to do something with the weight and handling sails, as people simply weren't using them, especially in PvP.   Every Brig I saw, had 3 speed sails.  Every Schooner I saw, had 2 Speed sails, 1 large, and 1 small.

    I really wish they would sort the sails for the smaller ships.  Give us different sails for them.  Because they are smaller, you nee d a hook to want to use them.  So why not combination sails?  Combinations of

    • Speed + Weight
    • Speed + Handlin
    • Weight + Handling

    You choose which combo you want, depending on how you intend to use the ship.  As it stands, the smaller ships do not have their historical advantages of speed and maneuverability.  So why not give them that, but also give them some other options, to make them more attractive?

    • Like 1

  8. 15 hours ago, TerrorTrooper said:

    This is a long term survival game and not everything g is meant to be easy, not everything is meant to be done solo, not everything is meant to require minimum effort. 

    The problem with this game, and many games that are similar, are that you can spend a lot of time, and I do mean a lot of time, building up, and yet everything can be taken from you in an instant.  Maybe when you aren't even around.

    I was breeding bears...solo, because we were a small company, and nobody else seemed interested.  Fine, so I breed a quality male with several females.  2 babies died because I was not aware that they went through meat like it was candy.  I learned to use veggies as much as possible.  All other babies survived...6 in total.  But we were raided when the babies were about 90% mature.  We repelled the raid, and the babies lived.  I can guarantee you that I would have uninstalled the game had those babies been lost so easily, after all the sleep I lost to raise them, and imprint them.

    I have seen many people quit the game after a raid.  It is a daunting task to start out with everybody else, get raided after a few weeks or months, and have to start completely over.  Most people are not up for that, which is why I see most survival games start out strong, and then the player base dies out very fast.  They seem to die faster these days, as most people seem to already be just one wipe away from quitting these types of games...which is why I keep suggesting to make bases limited in size, and extremely difficult, or impossible to raid, but then make areas in the game where you need to go, and a lot of fighting will take place.  This way you get a healthier game experience.  You don't lose everything you have worked for, but yet there are still things to fight over.  I hear some people are setting up their unofficial servers such that on the islands, it's always PvE, while at sea, it's always PvP.  I heard some are doing this by setting the vulnerability time to 0, so the islands never go into PvP.

    I think that would be a good mode, but another might be where you have a safe zone, where you can keep your most important stuff, but you also need other areas, and people try to knock those areas down.  This way you have something to fight over, but you don't lose everything.

     

    The problem is with the lack of balance.  For a game to be enjoyable to the masses, it is my opinion that the amount of time it takes to build up, has to be balanced with the ease with which everything can be taken away.  If you can lose everything in an instant, it better be easy to get it back, or many people won't continue to play after getting wiped.  If you want it to be hard to get things, then it better be hard to lose them.  Maybe not a completely equal balance, but there has to be some balance to it.


  9. 3 hours ago, Meerkat said:

    standard bola tame, i think there preferred food is crustacean meat from the crabs although i have not had any on me to confirm it. other meats and vegetables should work according to the grey text when you bola it. 

    Their


  10. 17 hours ago, boomervoncannon said:

    ...for commercial transport. Surely the world’s yacht clubs have not completely escaped your notice. 😏

    But your point is otherwise completely valid and something Ark veterans should consider. Go do laps on Ragnarok or Crystal Isles with a motorboat and see how long it takes. The difference is in Atlas you have reason to need to make those trips, in Ark you did not. The only time I ever needed to move large quantities of anything heavy over significant distances was obsidian, and that was always done using a quetz.

    Yeah, I was referring to commercial uses, where quantity carried, and time to do so, are the key.  Sailing yacht clubs are about leisure and recreation.  In that case, the slower place can actually be desirable.  For many, it's about the ability to do something that appears to be very complicated, and is of course, more complicated than sailing a motorboat.


  11. On 6/1/2019 at 9:26 PM, trqfreak350 said:

    we tamed an 11, and it tamed at 16, sorely disappointed in the hours we spent looking for it lol 22 damage to a shark, it has high weight 2200 but really... i can't see a reason i'd use it.

    This will be like the Giraffe.  Nobody wanted to waste time taming them, until they made them useful.  Not hard to figure out.  If it doesn't do anything for you, why waste time taming it?  Armored personnel carrier?  And it is probably slow AF, right?  Like the Diplo in ARK...probably the single most useless tame.  Yeah, it had room for 8, but why?  As slow as it was, it was absolutely useless as a transport.  The vast majority of people only tamed it for the taming achievement. 


  12. On 6/1/2019 at 4:52 AM, totrider said:

    What can be done about it?

     

    Simple...find an unofficial server with boosted rates, and a stacking mod.  Between the two, your babies will live and be grown in a reasonable amount of time.  Keep in mind that if you are a casual player, this game was NOT made for you.  This was made for people who game all day long, and do so as part of a large group.  That is where unofficial servers come in.  You can find one that has what you are looking for.  The rates, mods and other changes are often made specifically to make the game enjoyable for solo and small group players.  Some of the best PvP players I have seen, were on unofficial.  Actually, most of them were better at PvP, because they PvP more.  The boosted rates allow for less grinding, and thus, more PvP, so they do it more often.


  13. Amazingly, it also takes time, without a flier, to get anywhere on an ARK map.  That is something I don't think a lot of you are taking into consideration.  The difference here, of course, is that you didn't have as many reasons to actually travel long distances in ARK.  But just try to travel from the lake in the green zone, to the deeper areas of the red zone, and back.  It takes a while to do it.

    I think some of you should just find a game that isn't about sailing ships.  Sailing ships were not fast.  It's why we no longer use them.


  14. 2 hours ago, ErfHUN said:

     

     

    Like the idea, but I think there are serious problems that would have to be overcome.  Mostly due to the increased speed.  Like, what happens with SotD?  Do they get swept along by these jet streams?  Now consider that even in the clear weather, if you are moving relatively fast, you have to keep an eye out for the SotD.  When using my faster ships, and having a good wind, I sometimes barely miss the SotD.  Now, imagine what happens when the SotD are sitting in the Jet Stream, and you run right into one.  Or, the SotD get swept along by the jet streams, causing other problems.  Then add in problems with ship combat in the proximity of those jet streams.


  15. 11 hours ago, Kummba said:

    Why to avoid mutations?

    You do not want to avoid all mutations, but not all mutations are good.  You can only have a limited number of mutations in a breeding line, so you need to use them wisely. 


  16. Fast travel is never going to happen.  Stop wasting time on trying to make it work in your mind.  It doesn't work...at all.  First, it totally destroys the concept of sailing ships.  Might as well just do away with the sails, and put engines on the ships.  No...just no.  It would totally destroy ship battles.  The visual range of objects in the game is too short...faster ships would only exacerbate that problem.  And, what about SotD?  You planning on them being faster?  Ships, unless really overloaded, or going into the wind, are already faster than SotD.  You simply aren't thinking this through.

    Solutions that might work...

    • Reduce the speed penalty for weight.  With the new cargo containers, this does not need to be a drastic change, but reducing the penalty by about 15-25% would help.
    • Slowing the wind cycle, allowing you to get all the way to your destination without having to sail into the wind.  No trip should be more than 7 Grids, one way.  If you can travel that far without the wind ending up in your face, it would make traveling longer distance a more reasonable proposition.  The speed with which the wind changes direction also seems to guarantee that you must sail into the wind on any longer distance travel.  Slow the rotation to half what it is now, and people can plan more appropriate courses to deal with the wind.
    • AtlasMap.JPG
    • Reducing the time where the wind is minimal, and increasing the time where the wind is more powerful, would help.
    • Allow us to have high quality treasure maps that are not 7 grids away.

    I don't think any of these changes need to be drastic, but together, they would help a lot. 

    • Like 1

  17. 7 minutes ago, Remo said:

    i could be wrong but color can also count as a mutation

    In ARK, every mutation included both stat and color.  I do not think they are doing color mutations in Atlas...at least, not yet.  I don't think they are going to do color mutations...at least not those wild colors, like Magenta and Cyan.  I have not done enough breeding yet in Atlas to know.  I have yet to see any wild color mutations, like I would get in ARK.

    Some people thought that they got only a stat mutation, because the color change was not drastic enough for them to notice.  Others thought they got only a color mutation, because they didn't see a stat mutation, but that's because the stat mutation was likely that the dad had a 37 and the mom had a 35, which mutated to a 37, thus hiding the stat mutation from the person.


  18. Also, you noted that the bear came out 2 levels higher than the parents.  That does not mean it got a mutation.  Go to the baby's ancestry, click on that, and look at the top...if the parents were not mutated, and the baby caught a mutation, this will tell you whether it came from mom or dad, which can also help you to figure out which stat caught the mutation.

    For instance, let's say that the parents have identical stats except for 2 stats.  Health, and Melee.  OK, so assume that in those stats, they are like this.

    Mom 7 Health, 9 Melee.

    Dad 9 Health, 7 Melee.

    All other stats, both the mom and dad have a 5.  So, if the baby catches both 9s, and then has a 5 in all the other stats...no mutations...its level will be 2 higher than the parents.


  19. 8 hours ago, Leynor said:

    Was curious if there is a way to tell what mutations your bred tames were born with?  I just bred a bear who was born with a mutation off its' paternal line.  Looking at the stats of the bear, I cant really notice a difference from its' parents.  Its level came out 2 levels higher than its parents so figured that couldn't be it.  it is just a normal color bear so that is nothing special.  

    For you breeders out there, is there something that you do to track/identify the mutations that your bred tames are born with?
     

    Thanks all in advance!

    When you tame a bear, even if it's not a really high level bear, make folders that tell the stats.  So long as the bear doesn't die, those folders stay there.  So one folder would say, Health 451, and the next might say, Food 4500, etc...  When you breed, you can then write down both sets of stats.  Remember, these are the post tame stats, BEFORE adding levels.  The baby WILL get it's stats from the parents.  They don't just pop out of thin air.

    I learned a lot about breeding by playing on some unofficial ARK servers that had scopes that allowed you to really see the stats..at anytime you wanted to.  Let me show you.

    Now this is a good picture to use, because it is a squid on Crystal Isles, an ARK map.  It's good to use because the levels are very similar to what you would likely see in an average level 30 bear that tamed out to level 44.

    20181118024139_1.jpg

    Now...the numbers to the left of the dash, would be the levels after you tame the bear, but before adding any levels.  If you added a level to weight, it would be 6-1.  Wild levels are to the left of the dash, and tamed levels are to the right.  Now, note that those numbers to the left, add up to 44.  So, a level 30 bear, tamed out to level 44, would have numbers that added up to 43.  These numbers will never change.  At level 30, before taming, those numbers would add up to 29.  When you tame it, and it says it will add 14 levels, those 14 levels get added randomly to those stats, which would then add up to 43.  Those never change.  And those are what get passed on to the baby.  So, using those numbers, and assuming this male squid is our male breeding bear, we can see that it has a good health stat, a decent stamina stat, a good food stat, and the others are garbage.  So, what we would want to do, is find a female with a good stat in Melee, and weight.  Let's assume we find one with a 9 in weight, and an 8 in Melee.  We would hope for a baby to come out with the 9 Health and 7 Stamina from dad, and the 9 Weight, and 8 Melee from mom.

    Here is an example.  Dire Wolves I was breeding.  This is the Mother, Father, and Baby.

    Mother

    20181026232429_1.jpg

     

    Father

    20181026233110_1.jpg

     

    Baby

    20181027170725_1.jpg

    It took a lot of breeding to get here.  Every one of those 40, and 41 stats, came from separate wolves.  This shows the baby catching the 41 weight stat from the Dad, but ignoring the Dad's inferior 37 Melee stat, and instead, catching the 41 Melee from Mom.  I wasn't worried about the food or oxygen stat.

     

    Now, here is the kicker, and the answer to your question.

    Now...let's say these are the stats of a mom and dad's Melee.

    Mom 7
    Dad 9

    Now...the baby catches a 9 Melee, you think..."GREAT! The Baby got Dad's stat!"

    But wait...you see it also has a mutation.  You look, but can't see where it got a mutation.  Well, guess what...it did NOT catch dad's Melee...it caught Mom's, and also caught a mutation to that stat.  You just got owned by the breeding system.  DO NOT breed that baby.  No point in doing so.  Breed the dad and mom again, until you get a baby to catch that 9 from dad, or it catches an 11, which means it caught Dad's stat, and a mutation to that stat.

    Now, if that wasn't bad enough, here's more to get you twisted...a mutation isn't always good.  Rarely, it is a bad mutation.  So let's look at a new baby from that same mom and dad.  It gets a 7 Melee.  You think, "Crap...it got mom's stat in Melee, but her, it combined some of the other good stats, so I can use it for future breeding."  But wait...you see it has a mutation.  You can't see where it got a mutation, so you are confused.  Guess what...it didn't catch mom's Melee...it caught dads, and mutated it down to a 7.  You just got owned again.  DO NOT breed this bear.  Put a folder in it that says, "DO NOT BREED!"  You can wreck a lot of hard work by not paying attention to the stats and mutations.

     

    This is also why you want to make folders to put in every bear you tame, or imprint...BEFORE adding any levels to them.  Babies, you must do before Imprinting.  Do theirs right after claiming them, and putting food in their inventory.  You do this so you can see where the stats came from, and helps you spot which stat was mutated, when that happens.  If you do not see an increase in a stat, including Torpor, then it is likely one of the above two scenarios happened to you.  That baby is not a breeder.


  20. 11 hours ago, NoTHero said:

    A Waterfall is louder then shooting a large cannon? Nice 😉

    Might be a problem on your end.  The waterfalls in my game are not louder than the cannons.


  21. On 5/29/2019 at 5:28 AM, Lotus said:

    There was a story about I think black butterfly attacking owo using an army of cows. They tamed cows for a while then let them loose on the island on aggressive. The NPC's freaked out and a lot of chaos happened. They then used this time to smash defenses because the NPC's were aiming at the cows instead of the players. It was something I would have liked to see because of the meme's. That is why it counts though because an unlimited amount of tames can cause a lot of damage very quick in a large number. The crew limit of tames prevents this.

     

    ~Lotus

    But birds, or any other wild animal, should not count as crew.

    • Like 1
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