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Badkebab

Pathfinder
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Posts posted by Badkebab


  1. In 2003 star wars galaxies was released and featured the best crafting and shop system I have ever encountered in an mmo I have never seen it replicated since despite it being so engaging it wss practically its own game. 

     

    Resources were always present but their quality and properties changed once a week as did their spawn location, there were no "nodes" a prospecting device indicated what resource was near you and how concentrated it was where you were standing. You moved around closing in on the source until you had a high concentration and you slapped down a harvester pumped some money into it and it started harvesting. 

     

    Resources had different properties such as tensile strength, density, flexibility and so on, these all had a bearing on the properties of the final product. So if you built armour from resources with high strength but also high density then it would be strong but also weigh a lot.

    Crafters would scour the planets looking for amazing resources to craft items with amazing properties and the best Crafters gained a reputation for their quality workmanship and their player run shops were sought after. 

    Now I'm not aware of the features and limitations of the unreal engine but if the crafting system were ever to be reimagined a more engaging system such as that described above would be wonderful. Might also remove the need for guillotines. 

     

     


  2. With that level of investment I would expect a long sinking time, it's been a while since I sank so I couldn't remember the ship ever sinking in the time it took to cross the deck which is too quick to do anything about the situation and what gave rise to me wondering whether or not this had been changed. 

     

    It did also make me wonder how the game decides the sinking time. Let's say 2 players are on the ship one has no skills to delay sinking and the other has, I wonder how it determines what to apply, is it the person who is holding the wheel, is it determined by who built the ship, who released the ship. It did make me curious. 


  3. Now admittedly I don't sink very often but last night an unfortunate combination of bad lack and poor judgement popped 3 planks off my schooner. 

     

    I'm not given to panic so I made my way across the short deck  and was on my way down the stairs and that's all the time it took for the ship to sink. 

     

    I couldn't remember the process being that quick it took literally seconds and I was just wondering if this process has been accelerated. 


  4. I quite agree this system must still be a work in progress, some large islands that have a high point cost and a very high upkeep cost are absolute trash when it comes to resources 

    Plenty of metal for example but it's a metal that alloys with gems and there are no gem spawns. The same island had no salt no crystal. So the game expects you to pay over the odds for dirt. 

     

    This leads me to the conclusion that the upkeep cost is based entirely on land area and has no relationship to what resources are available. So the system is definitely in need of refining as the upkeep cost and point cost bears no relationship to how valuable the land actually is. If you apply the atlas upkeep system to real world real estate the Sahara desert would be high upkeep and Manhattan would cost next to nothing.

     

    No one is going to pay an arm and a leg every 12 hours for an island without significant strategic value in terms of resources. 

    The islands that went in the first 24 hours were islands that had all or all but one of the valuable resources that were in close proximity to islands that had the missing resources. 

     

    I'm not saying all resources should spawn everywhere but the upkeep cost should be representative of the strategic value of the island which in atlas is defined by resource availability and proximity to other valuable resources. It is not defined by the size of the land mass. A large land mass actually devalues an island as it is significantly more difficult to defend an island with a large land mass compared with a more compact island. 


  5. As far as I'm aware I only have the extended duration and it's realitively easy with practice to obtain 11 stars on the unskilled base timer this will give you 2 hours of hud, compass, speed, heading and reveal all nearby shipwrecks


  6. When placing mortars it would be helpful if there were a blue cone visible that shows the range and arc of fire prior to confirming their placement with a mouse click. 

     

    Furthermore when using the mortar, the aimpoint and arc can be impossible to see without using the "k" camera it would be nice to have a camera view above and behind the mortar that gives better visibility of the target 

    • Like 2

  7. It's also possible that they did test it and this is a result of those tests, not that said tests were needed since anyone who actually plays atlas knew that this needed to be changed irrespective of whether they wanted the change or not

    • Like 1

  8. 4 hours ago, BurgsideTiger said:

    seems balanced currently. they are a deterrent, nothing more. if you cant figure out a way to destroy them, there is always PVE. 

    This has nothing to do with what "I can figure out" or learn 2 play. I was in no way affected by the sea barrier in the screenshot it was taken by a teammate sailing past this. 

    A large shipyard loses 10,000 hp from an explosive barrel and yes a large shipyard can be destroyed by firing a large number of cannon balls at it. 

     

    The point is, if people are using them in the manner pictured in the screenshot then their benefit is well out of proportion to their cost to build. 

    If you like post your island location and I can demonstrate the problem for you daily. So that you will easily grasp the problem that these structures present due to their overblown hit points in relation to their cost

     

     

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