Jump to content

MaxPower

Pathfinder
  • Content Count

    176
  • Joined

  • Last visited

Everything posted by MaxPower

  1. I can't believe this is still an issue. I'm not one to defend the devs but its been clear from day one that Atlas is NOT a 17th century pirate game. Simply reading the entire Steam page would have revealed that its a sci-fi fantasy game... and that more advanced technology was going to be part of the game eventually. Now, you may not like that but that's what Atlas is and has always been. Perhaps you should have done the responsible thing and read the entire store page before you bought the game... because if all you wanted was a realistic pirate sim, you bought the wrong game.
  2. Technically you can do that right now by building an enclosed structure on top of resource nodes. When everyone freaked out after resource spawn blocking was enabled on lawless I don't get why the devs didn't just reduce the block range instead of turning it back off completely. Perhaps there is some technical reason for it but in Ark you could set the spawn block range pretty low without issue.
  3. There should be a limit to the amount of guns you can put on a ship because yeah, that's pretty ridiculous.
  4. Perhaps three days isn't long enough but quite frankly with a limited amount of land in the game, your claim can't be safe forever without you logging in. You're worried about what happens if you go on vacation. So lets say you go on vacation for two weeks.... should you be allowed to occupy part of the game world for two weeks when you're not even playing? I'd argue no. If you want to own territory in the game, you should have to play the game regularly to maintain it. That's always been the rule with games where the player was able to own part of a limited world.
  5. Well that's good to hear. Is there any specific reason weight sinking on ships can't just be disabled on anchored ships in PVE? That seems like the only way to keep this kind of thing from happening.
  6. How about addressing the fact that its still possible (and fairly easy) to sink other players ships in PvE using weight? Its as though you guys are ignoring the issue after the first half hearted and poorly conceived attempt to fix the issue. Its a game breaking issue that's keeping my group from playing... and if its not fixed soon, we'll be done for good.
  7. Its very off topic so I'm not going to get into it too much... but what a load of horseshit. This post right here kids is why you don't take history lessons from people on internet forums. Youi won't believe the crazy shit people believe and push as absolute fact. The one hill you seem to be trying to die on here that's horribly wrong is that the Nazi's really weren't socialist. It was in fact in the parties name but socialism didn't align with any of the goals or ideology on the Nazi's. Hitler was in reality a fascist (and his use of nationalism draws scary parallels to our current president), which despite whatever nonsense you're on about to make yourself feel better about your own questionable beliefs is on the complete opposite side of the spectrum from socialism. I could go into it more but here... someone already has: https://www.snopes.com/news/2017/09/05/were-nazis-socialists/
  8. As with a lot of conspiracy theories, you're over thinking things wayyyyy too much. The idea that they've already pulled the plug is just tin foil hat nonsense. I don't have much nice to say about the devs but nothing you've put forward here is any sort of evidence that they're packing it in or that "major" layoffs have occurred (its a tiny team to begin with, can't really have major layoffs). The reality is, the devs just aren't that good at what they do. They don't test their releases properly, don't address game breaking issues in a timely manner unless its impacting streamers and don't properly consider the ramifications of changes they make on the entire player base. Its really that simple and we saw much the game thing with Ark. The reason it SEEMS like their work is worse lately is because they've shifted from putting out the fires at launch to actually working on the balance of the game and adding content... and they've made changes people really haven't liked and introduced a few pretty awful bugs. Again its not a sign that the team has been decimated or anything, just a reminder that these guys also made Ark.
  9. So what you're saying is that you spend your time in game raiding offline players and companies? Got it.
  10. The fact that ships decay in freeports really isn't an issue... its that there is no way for players to know that if they haven't seen it on the forums or in the patch notes. Pretty big oversight to have a system in place where people could lose a Galleon in a few hours without any in-game notification.
  11. Nope. The devs are too busy making sure the streamers are happy and making inexplicable "balance" changes to fix game breaking PvE bugs apparently.
  12. Its been pretty clear from day one that all the devs care about is catering to streamers and large companies. Very few of the changes they've made benefit anyone else and Jat even got super excited talking about his communication with streamers during the dev stream. They're not hiding it. Massive game breaking issues that effect PvE and solo players are being ignored (and compounded in some cases) so that the streamers get everything they want. Eventually they'll realize most streamers won't stick with Atlas and that most gamers aren't streamers.... but it'll probably be too late at that point.
  13. Quite frankly if I were leading the development of a game like Atlas, that's exactly what I'd do. It'd give the devs a little more breathing room with game breaking issues and major changes would be less of an issue since you wouldn't have to worry about causing problems with the existing server data. Want to make a huge change the claim system that would be disruptive to current claims? No problem... save it for a wipe (btw, if they're never wiping the servers don't expect a significantly different claim system. Ever.). Of course you'd have a huge player retention issues if you did that.
  14. I agree fully with everything you're saying although I doubt there will ever be a written set of rules for the official servers. They might come out from time to time and declare a specific thing is against the rules but if Ark is anything to go by, pretty much anything short of hacking or obvious exploiting will probably be allowed.
  15. No one has complained about PvE ship sinking than me, yet I do wonder how "illegal" this specific tactic is. To be clear, I'm not condoning this sort of thing. In fact, I live right next to this server and sail through it pretty frequently... so this would have potentially had a directly impact me if they left the pillars in place. However, its a real grey area. If its a piece of territory they've claimed, don't you pretty much have a right to build whatever you want in it? I mean, I could build a large pier that sticks out into the ocean which people not paying attention to might hit and sink occasionally. Should that be against the rules? Are there even rules anywhere listing what's cool to build and what isn't? Is it considered exploiting to build houses around resources for example? There's a lot of grey here and I'm not sure where the rules should be drawn to be honest.
  16. The problem with these sort of posts is always that while you say you're fine with negative feedback and legitimate complaints about issues that need to be fixed.... you're probably not. I read every post on the forums and while they were pretty toxic the first few days, there are not a whole lot of whining for the sake of whining posts right now. People freaking out that the servers didn't work day one? That was pretty ridiculous but right now most of the posts I've read are legitimate feedback. And that's part of what Early Access is about. Its about letting the devs know not only what's broken, but what you don't like since its easier to make design changes now than it is to make them two years from now. That's not to say the devs should be dogpiled or anything but they've certainly made a few questionable choices and they've drug their feet on fixing critical game breaking issues while tending to far less important problems (You can still sink other players ships in PVE but they rushed to add a streamer stealth mode when they complained for example). Early Access or not that's a problem since its still a live service and game breaking bugs should still be high priority. So the whole idea of "Well, its Early Access so shut up and don't complain until its release" is just asinine and shows a lack of understanding of the game development process. Not to mention no matter what you say this is most definitely a pointless whine about people giving feedback and little more than a giant ass kiss.
  17. We're not talking about a single galleon though unless you're playing on a private server by yourself. When considering performance impacts you have to look at the worst case scenario. Sure, for you sitting there by yourself somewhere decorating a galleon the structure limit could probably be a lot higher and not cause issues. However, what happens if 20 galleons with higher structure limits meet in battle or anchor by each other in a free port? Not to mention that eventually the game world is going to be filled with Galleons... reasonable limits to how many structures/items each one has on it are needed.
  18. That's selective reading though. This is also from the game description on the store page: There is no way you should have assumed Atlas is a plain and simple pirate game. As someone else said earlier in this thread, make sure you know what you're buying before you buy it.
  19. Exactly. The only true fix to is to removing weight sinking and damage (at least offline damage) while anchored in PVE... otherwise the devs are going to be chasing down PVE sinking exploits for months (or not since they don't seem to care much about the problem).
  20. While you're correct that using 3rd party software to break pin codes is (or at least should be) against the rules... its not really "hacking". Its just a program that enters in pin codes for you really fast. Anyway, Cantore is correct... don't use pin codes, ever. As for the sinking of ships, that isn't hacking either. That's just exploitation of poorly designed game mechanics. You can't lock ladders and they can be lowered by other players so don't assume that will protect your ship. There are also other ways to sink ships still... so no ship is really safe right now.
  21. Its funny because the devs spent quite a bit of time on the stream last week talking about how every change needs to be carefully thought out and ramifications considered... which seemed perfectly reasonable. Yet its impossible that much thought or testing has gone into most of the game mechanics unless the thought was "Gee, how can we piss off the player base the most?".
  22. Fun fact: While I generally don't mention what I do for a living in online discussions I actually have a BS in Software Engineering and work as a programmer for a living. I've even worked as a programmer (and designer) on multiple games, including one built in Unreal 4. Again, I don't generally bring that up but I'm not going to sit here and be lectured to by some kid that's played around in Unreal for a couple hours and thinks they're an expert. To respond to what you said: 1. I have no idea how many lines of code make up Atlas and neither do you. It could be a million or it could be less depending on a LOT of factors. Unreal is capable of taking care of a lot of things for you and you can make full games without ever writing a single line of C++ code. I'm sure that's not the case here but it does make it hard to know just how many lines of custom C++ code the game contains (the engine source code doesn't count unless its been heavily edited). 2. Total code means jack shit when it comes to solving a specific issue. Honestly, that line right there is what shows you don't actually know much about software engineering or working on a large project. Software projects, including games, are broken into a bunch of smaller code files. You don't have to pour over millions of lines of code to make changes to specific game systems, you simply edit the code files (and with Unreal, perhaps the BPs) specifically associated with the system(s) you're changing.... which are likely a tiny part of the overall project. If you've never worked on a large project than sure, it might be intimidating or down right scary to open the project files for something like Atlas. However, when you do it for a living and know what you're looking at its really not. Most of the project is irrelevant to you at any given time. 3. I'm also not really sure what you're getting at by pointing out the source code for the engine was written by a different company. What does that have to do with this? I suppose its possible they made changes to the source code to make the weight sinking system possible... but I seriously doubt it. I can think of several ways to make such a system in Unreal without ever touching the source. Hell, you could do it in BP if you wanted and never write a single line of C++, although it probably wouldn't be very efficient. 4. Now one thing you're right on in your last post is that its not always super easy to make changes to an established code base. However for professional developers and a well organized project its not exactly rocket science either and like most things the difficulty in making changes depends on a lot of factors. 5. While I've never worked on a project with a large active community, it wouldn't bother me to see someone complaining about a game breaking bug that we've failed to address for weeks on end that is causing people significant lost time. I'd know that's on us and there wouldn't be much of an excuse to be made on our part. It would be far more frustrating to see people defending such a failure by spewing a bunch of nonsense. Anyway, I don't like irrational debates so I'm done revisiting this discussion with you (post a reply all you want, I won't read it). The bottom line is being a software engineer and at times a designer is actually why this issue is so frustrating to me. If I was working on a game and there was a bug like this it would be top priority. Its an issue that allows PVP on a PVE server. That is the definition of game breaking and should be an all hands on deck high priority issue that gets solved immediately. Its obvious that has not been the case here (plenty of other fixes for smaller issues and content have been added since this was first reported) and the devs should be held to account for that. End of debate.
  23. We still have that.... this wasn't an effective fix, at all.
  24. It took them weeks of being harassed on twitter and the forums to implement that "fix"... and it was extremely half hearted. Given all the other things that are far less important that have received attention since launch, its pretty obvious this is a low priority issue. Perhaps you should stop sucking up to the devs and pretending everything they do is perfect. I enjoy Atlas and will (and have) give them props when deserved but on this issue they have dropped several balls and deserve a lot of criticism. If all youre going to do is give them lip service here, perhaps you should find a different topic to do it in. Just a guess here but it probably has something to do with playing on a PvE server specifically not to be doing battle with other players. If the only solution is to wage open PvP on a PvE server.... things are really broken.
  25. 1. It'd be pretty hard to jump on your ship after you start moving. Its takes time to move with a ton of weight on you so its not like you could run and spring your way onto someones ship really quick once they raised anchor. 2. Same goes with griefers trying to pile a ton of crew on your boat when you lift anchor. Pretty damn sure you'd notice 20 people waiting to jump on your ship... if you decide to raise anchor in that situation, its your own fault. 3. Yes, if you can board other players ships and they don't move when overweight that could also be exploited. However, I'd much rather have to deal with that than the fucking thing sinking as a result. Not to mention it should be easy to add an "expel" option to "enemy" players and tames that are on your ship so in PVE you can kick players off your board. There is no way to do that. Its impossible to tell the difference between unintended and intended weight in most cases. All weight on the ship has to be calculated otherwise it can be exploited... its just that, while anchored, ships shouldn't sink due to weight and you should be able to remove people from your boat that you don't want there. You're giving them too much credit while over stating how complex most of these fixes like are. They've been aware of the problem since day one and all they've done is spent a few minutes hacking up a lame ass solution they didn't even bother to test. Plenty of other things have been fixed and added but this issue has received very little attention despite how big of a problem it is. Its not that its super complex, because its not... its that they don't care. This issue impacts solo players, small groups and PVE... none of which the devs really care about.
×
×
  • Create New...