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TrevorJD

Pathfinder
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Everything posted by TrevorJD

  1. Try creating a new character on a different server. If you can log in to the other server, but not your regular server, that suggests a problem with the character, so deleting it might be necessary.
  2. Crewmate has 3 beds on his galleon. He can't spawn on any of them. Tried fast-travelling from a land bed in the same zone. Got on board, un/re-anchored the vessel, died and is still unable to respawn on any of the beds on that ship. He doesn't get a green-screen, just the white screen of transition then he's back looking at the bed. I fast-travelled over to the island and had exactly the same problem. We can FT to a second galleon in the same zone, without issue. NA PVE M3 "Darksea Dealer" is the ship with the bug. DNS Resilient is the ship that works fine. "boristheanimal" is on board Resilient at the time of writing, hoping an admin might see his pleas and check things out before he sails away and potentially loses the entire ship.
  3. At least you got a destroyed message.
  4. @Anne Bonney It wasn't in our case. Our galleon had been anchored for several hours and to the best of my knowledge, no company members were in that zone.
  5. @Jatheish Thanks for the confirmation. I stand by my remarks on how hair dye shouldn't be affected by aging!
  6. I'm really not sure how to respond to that! On one hand, you've contributed some very insightful comments to various discussions. On the other hand, that was the most apologist piece of tripe that I've read in a long time! OK, sure, in a skill-level based system where you have to grind up from 1-100, and your skill is under 10, I can accept that your bolas are ramshackle pieces of junk or that in the excitement of the moment you forget to bind your quarry, but no hunter-gatherer is going to live long enough to pass on his genes unless he gets those basics down-pat very, very quickly! (and I'll bet the hunters in that story were soaked on bourbon or vodka!) Yes, your suggested resolution is a good one. Higher tiers of taming skill (relative to the quarry) and taming proficiency should increase your bola duration, reduce the chances of the animal kicking, etc. Trying to catch a chicken by running after it whooping and hollering isn't easy! Throwing a blanket or net over it (or a swimming pool leaf-scooper in a pinch) makes the task much easier. Your skill in Taming has increased! (10)
  7. In our case it probably wasn't pillaring because the water was very deep. It would've taken a seriously concerted effort to reach the galleon and there were a dozen ships (inc. other galleons) within a 3 minute run along the beach, so why this ship in particular? Also, none of our company where online AND the ship was fully anchored. Around the same time (we think) one of our allies lost a completed-but-still-in-the-yard fully mythical galleon in exactly the same way. Just logged in and it wasn't there. No relevant info in the logs. For some reason, she and her company have left to play a different game. Not going to bother putting in any more effort when weeks of work is going to vanish without trace and PR staff say "there's no evidence/reportd of anchored ships bugging out and sinking. If it were the case, I think we'd be hearing a lot about it." *cough*
  8. If you're close to the server data centre(s) and have good internet, it'd be a lot better. If you play on a 1-2 year old well-spec'd gaming PC, it'd be a lot better. If you're not in continental USA or wherever they're located, and you typically deal with a 250-300ms international ping (actual ping, not the obfuscated directory-server ping that ATLAS shows), or you play on a 5 year old i5 with a GTX770 with 32G RAM... yeah. There really needs to be A) an exclusion zone near the seams "seamless" server edges (or spawn you in outside the zone line) and B) a better render range so that people can take evasive action ask they would if the world was actually seamless.
  9. What leads you to that belief? Programming-wise, they could just as easily have the interaction text simply not display if you already have tier 3, as they could code it "+1 rejuve (max 3)".
  10. I think this pic should explain it adequately.
  11. Players can't walk through animals or walls. Why can they?
  12. We have a tiger pack consisting of one on aggressive and wander, and a bunch of others on neutral follow. Seems that the leader aggressed something in the water then managed to glitch itself into or onto one of our schooners. The others all did their job and just swum around, trying to follow their leader. One actually got up on the deck of the schooner, suggesting that the leader was actually based on the ship. Fortunately, none of them drowned. Could we get some better glitch detection and AI please? Like, if "I won't run into the water to attack something unless I'm specifically instructed to" and "If I'm finished in the water, I'll wander back onto shore"? And while I'm dreaming, how about cannons, puckles and swivels NOT wasting ammo on f'ing tuna and sea bass?
  13. So a couple of guys in our company have now reached their 3rd tier of rejuvenation and are reporting that they are still aging. That means that they're going to start losing their skin tone and hair colour. As it stands, dyed hair still fades with age. Speaking as scientifically trained educator, that's not how dyes work. At all. End of story. My grandmother was so vain that Carly Simon might've written a song about her. She dyed her hair jet-black up until she was about 85 and sure enough, her hair was jet black. For some players, aesthetics are a very important part of the game. Rejuvenation restored their hair colour but now it's up in the air if they'll even be able to rejuvenate. I understand there are plans for lineage/descendants but that's not in yet, and not everyone will want to participate even if it was. Suggestions: 1. Aging shouldn't break the laws of physics. Dyed hair should remain dyed, regardless of the character's age or any levels of rejuvenation. 2. People with tier 3 rejuvenation should be unaging, at least until the lineage content is in the game. Or perhaps add a 4th tier rejuvenation buff that gives you unaging. 3. Worst case: Ensure that rejuvenation continues to work for characters who already have the tier 3 buff. Cheers
  14. You ended the 4x early. About 10pm Seattle time, I believe. As such one of my crewmate's bears are not going to be able to reach full imprint. I think it would be better if the imprint rate was stored as an attribute of the tame, set at rate at the time of birth, not dependent on the current server rate. If you want to be kind, you could have the higher of the birth rate or the current rate.
  15. My late-night brain was trying to close my skills window and clicked the wrong X. Game closed instantly w/o any confirmation. You know, one of those fundamental UX considerations that most programmers put in during initial coding.
  16. I'm an old fart. I learned to type. I'm an English teacher. I have very good grammar. I punctuate. When typing in Ark and ATLAS chat, if you end a sentence with a period "." there's a very good chance that your character will issue Attack My Target. Level 26 Rhino at 97.7% tame just got killed by my bear because I punctuate correctly. FML. FTG.
  17. Hi Team, I think you've just lost another player. We had a leveled-up, well-fitted galleon anchored in NA PVE D11 and it sunk. It was fully anchored and was most recently used within the last 48 hrs. There's no information about why the ship sunk. Nothing at all about damaged planks, overweight, nothing. I have dived the wreck and it's deep; there's no chance that it bottomed out. Plus, it was fully anchored. It shouldn't be SotD because it was fully anchored. It shouldn't be cyclones because it was fully anchored. It wasn't a disgruntled crewmate because the logs do report when ships get sabotaged. The owner of this ship was already fatigued from having to tolerate the wealth of other bugs and he's completely livid now. I've mentioned priorities before and all I can do is reiterate that. GS need to get not just some basic bugs sorted out but some reporting. As many others have asked before me, why the heck should we keep labouring to build stuff if there's such a high chance we'll just lose it to a bug? Replacing stuff due to wear and tear, screw ups and dumb luck is a normal part of the game but losing to random bugs really saps the will to play. You're cultivating a reputation for ignoring bugs and throwing in new stuff w/o proper consideration of the consequences. It's unlikely that guys like the owner of this galleon are going to give you a third chance and the growing number of pissed-off former-players is going to dramatically affect future sales. /shrug The game has great potential. Please reconsider the current direction. edit: I have since spoken to the ship's captain. He loaned the ship out earlier in the day and after it was returned, restocked repair mats. The ship has two dedicated maintenance NPCs (IE not assigned to a station) so it couldn't have been damaged planks as the NPCs would've repaired any damage. Even if planks had been within a hair's breadth of breaking (highly unlikely as I was online when the guys were using the ship and they didn't report running aground), as the ship was fully anchored, it should not have taken any external damage and NPC repair should've been much faster than time-based degradation (if it even applies to fully anchored ships in settlements).
  18. Autodecay is useful for getting rid of foundation spam but the current implementation is killing the game for some, perhaps many, people. In our tribe we had a guy who was exploring and placing beds on islands to help tribemates bed-hop for DP. Not your preferred method for getting DP, sure, but a perfect example of emergent strategies that arise as a result of players working within the framework you've created. By introducing autodecay, the beds last a week then go pop, rendering null his efforts and contribution. He's gone now. So thoroughly disheartened that he's gone back to WoW. We had another guy built a base with a secure animal enclosure and lost everything when a cobra glitched in when no one from our company was online. He rage quit and we haven't seen him in over a week. I myself had exactly the same experience. An alpha cobra glitch into my base and kill all my animals when no one was on. I nearly quit on the spot. We just lost a casual player because his ship autodecayed despite being anchored within our valid settlement. --- If you're only after the no-life mega-alliance PVP players that will play 20x7, then carry on! You're doing great. Buuuut this is a sandbox. I believe the major audience for sandbox games is casual players, many of whom simply can't get on and spend most of their time doing housework refreshing timers, leaving only a short time for actual fun stuff. Suggestions: 1. All ships within a company's settlement zone are immune to decay and enjoy the standard decay timer if the settlement zone ceases to be valid. 2. Extend auto-decay timers for structures connected to inventories to 30 days. Ten days goes damn fast. 3. Add a Base Flag, similar to the Settlement Flag, that marks a small (25-50 foundations radius?) area as being a base. While upkeep is maintained, structures and ships within the radius of effect are immune to autodecay and enjoy the standard decay timer if the base zone ceases to be valid. There should be a maximum of 4 or 8 such flags per island to prevent spamming. Should be placeable in water so that a port area can be protected. 4. When timers expire, structures connected to inventories should become demolishable but not auto-decay for an additional 1-2 weeks. This will A) give scavengers reclamation specialists an opportunity to plunder and B) give the original owners some opportunity to return and refresh timers / replace flags, etc. 5. Fix the damn bugs that allow aggressive animals to agro through and glitch through solid walls and kill everything in your otherwise secure base. Thanks
  19. I think it's because I frequently switch between 1st and 3rd person mode using the mousewheel but it also seems to occasionally happen by itself when I dismount an animal, ladder or ship's wheel. In PVE the only time I use hand-to-hand is when I'm larking about with crewmates (although pistols are usually the preferred weapon for such shenanigans). The need may be more frequent in PVP but I can't see it being so common as to need to be triggered with mouse wheel or similar operations. Please gate it behind a hotkey toggle.
  20. Please, please, please, please, please can we do something about the render range or spawn range of SotD? I have two desks in my nerd cave and swivel 180 degrees to operate one computer or the other. I took my eyes off the screen for as long as it took to select language and click OK on a fresh windows install (30 seconds?), then turned back to find my brig trying to push a sotd galleon out of the way (it didn't have the mass and it turns out there was another galleon behind it pushing from the other side anyway). They're spawning / appearing literally 4-5 brig lengths away. That's just stupid. If you've got a good wind behind you and you're doing 12+ knots, that leaves mere seconds take evasive action and heaven forbid you have anything but 3 good handling sails.
  21. Yes there was but it only affected rhinos and elephants, despite several posts here. I PM'd Dollie as soon as that update went live, letting her know that giraffes also need a little love but we've had several updates since and giraffes still can't walk up ramps and stairs. I can only assume that either giraffes are working as intended or this forum is a placebo and the only bugs that get fixed are ones that big streamers scream about.
  22. Preserving bag + Ice + moving ship = hilarity. --- While I'm here... the Forge model has a lovely smoke stack but the smoke emitter is on the front... Also, a forge is a hearth where billets of metal are heated to become more malleable so they may be hammered into tools. A smelter is even hotter and is where ore is heated to extract the pure metal. Also... alloys are a blend of metals, not just metal extracted from ore. If you leave it too long before you update this nomenclature, stuff is going to become ingrained, therefore "oh it's too late to change it now", therefore another of many minor annoyances that take the shine off a product. If "near enough is good enough", then carry on.
  23. 1. Items ejected with O from the pilot's inventory appear right in the centre of the forward viewport. 2. Items ejected from the submarine's inventory appear on the deck inside the boat. The boat's encumbrance is recalculated once when the items are discarded then again when they appear on the deck. This is noticeable by duplicate flashing of the encumbrance meter. Suggestion: 1. Pilot's ejected items should appear on the boat's deck, behind the pilot. 2. Submarine's ejected items should be ejected outside the boat.
  24. Not much to add. I'd been in the D12 trench for over an hour killing jellies then was near the surface returning to my ship in D11. I was about half way to the border when I got kicked. Might need to check the kick criteria and add "submarine operations" to them!
  25. "Fog is a visible aerosol consisting of tiny water droplets or ice crystals suspended in the air at or near the Earth's surface. Fog can be considered a type of low-lying cloud, usually resembling stratus, and is heavily influenced by nearby bodies of water, topography, and wind conditions. " - wikipedia "An aerosol is a suspension of fine solid particles or liquid droplets, in air or another gas. " - wikipedia Surely the "is the pawn fully submerged?" check can be applied to submarines and players and have the fog effect disabled?
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