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TrevorJD

Pathfinder
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Everything posted by TrevorJD

  1. OK, so our resident mathematician has pointed out that a galleon's worth of gunners will chew about 1g/minute if they're still on cannons and there's no gold on the ship.
  2. Ouch! What server? NA/EU? PVE/PVP?
  3. TrevorJD

    *Solved*

    Been there, done that!
  4. I also have "Day 2228 01:04:53 Ship -118697057 was removed from the Company!" in the log and no idea what ship it is. To the best of my knowledge, there were no misplaced or seldom-visited ships, so I'm expecting tears or a rage quit when people get on. It *may* have been the removal of a wreck icon as I notice one is gone. If so, it would be really helpful if the log would record it accurately.
  5. I've found that items in folders are too easily accidentally moved to other folders and get disassociated from their folders if the last item is removed (common event for a resource box in a crafting hall). It would be great if there was an extra button on the sidebar for "View Categories" which was a hardwired custom set of folders that sorted mats by resource type. --- Double-click moves 1 item. Shift-double-click moves 5 items. Any kind of drag moves multiple stacks. It would be nice if there was a middle-ground Perhaps Ctrl-doubleclick and Ctrl-drag could move 1 stack.
  6. I have five ships that I've made myself and two that I've inherited. I frequently move between ships as I'm called to do different tasks. I have three sets of legendary cloth, three sets of legendary fur, two legendary grappling hooks and rifles and do you think I can find any of them? It would be great if we could have a backpack / duffel bag that was a placeable/pickupable small storage box that we could use to tote around our daily-use gear from ship to ship in a convenient manner. Cheers
  7. 1. Fast travel with stuff in your inventory and the bag appears embedded in the bed. You have to destroy the bed to access the bag. 2. Far too often we're dying and our corpses are below the mesh. Just happened to my crewmate and he lost a full set of blueprint gear. Not a happy chappy. It's well known that the mesh on which we walk is not very well-aligned with the ground we can see. Is this what's causing this? Would you please add some kind of (extra) check to the corpse/bag scripts to have them spawn a meter above the actual death point? That should help immensely. Cheers
  8. Hi team, Crewmember created a structure as illustrated below. This covers the central hole in the top deck of his brigantine. When attempting to move from the roofs onto the triangle ceiling, the player is jerked about / prevented from doing so. Scientific testing followed. 1. Deliberately running and and jumping into/on/around this buggy area does NOT glitch the player thru the ship, even when the ship is cruising. 2. When the structure is replicated on land, it's still a little bit glitchy but not much. 3. It's actually the triangle roofs that are the problem. Reproducing this on my own brig, I was being bumped about before I'd put the triangle ceiling on. Cheers
  9. From talking with Dollie last night, GS are well aware of these lag spikes and as performance is their #1 priority, it is being worked on. It's not a simple thing to resolve though as performance is a complex interaction between server tasks, database performance, communication between the servers and their databases (which will be physically separate computers) and communication between the node servers themselves.
  10. I'm guessing it was implemented to mitigate zerging in PVP but we don't do much of that in PVE. Are there PVE issues that this benefits? If not, could we see an increase or removal of it on the PVE servers, please? Cheers
  11. NA PVE we still have several icons for wrecks of company ships lingering after complete salvage. Not sure if anyone's visited the sites of the MDP or Scarab wrecks but we're regularly at the Dolphin wreck site and the icon is still here. On a related note, we still have orphan Submarine icons for E1 and D12. These were created when the node server crashed when a sub was in the water and didn't disappear when the sub redocked. --- DSN Madame De Pompadour sank in F1 on 2019/05/15 DSN Scarab in F8 on 2019/05/17 HMS Dolphin and Ram Shack on 2019/06/16 Company ID 11876990778
  12. What's the plan here? How does having players w/o mythical environmental gear die three times a day due to heat or cold enhance the gaming experience? edit: I a few words
  13. Speeling? Please tell me that wasn't intentional
  14. The default action on a structure with an inventory should always be "open inventory". IMO this is a fundamental principle of UX. Sadly, so many of the structures in this game do something else, like "Set territory message" on claim flags and "Activate" on the ice box. You've trained people for years to open an inventory with E and all the regular boxes and crafting stations open with E, so all these other things are being messed up because of the inconsistent UI. Please correct this soon!
  15. OK, I thought the cave just needed the kraken flag. Those disco points are only awarded once for each stone though, right? If so, it's a once-off thing, rather than something that can be replayed for fun and profit.
  16. C'mon guys, can you spend an hour shuffling GUI elements a bit so that text doesn't overlap anymore? Buffs are impossible to read, too
  17. Hi team, I've noticed on a few different ships, that if I whistle crew off their sails with Y (so they don't follow me) they'll stand up but remain floating over the gunwale, never switching to "sweeping" mode. They need a little code to edge them inwards until they're properly based on the deck. Cheers
  18. > Schooners the ladders seem fine on any side. Unless you're in a tundra zone.. then ladders just don't seem to work at all. WTF kind of bug is that?! That's exactly where I was, and I was using my schooner! It mystified me because I'd had no problems all day, mucking around in desert and tropical zones.
  19. TrevorJD

    XP Bug

    Might be worth posting this as a support ticket.
  20. Dear friends, The brains trust in my company are of the opinion that the "ceiling rot" bug appears to happen when the set of connected structures gets too big. Small buildings don't seem to have the problem but large buildings, wharves, etc. do. This post is to share with you two suggestions that may help in mitigating spontaneous deconstruction. Although this is a solution post, I figured a fresh post in the bugs forum would be the most useful for everyone. In the first image, you see our warehouse. The area in the red circle, and a column on the opposite side, would disappear regularly when the building was being edited. Putting some extra pillars did help but obstructed the passageway and was deemed "as ugly as my mum" Paving the passage with foundations has fixed the problem for us completely. We've made many edits to the warehouse since and not suffered loss. In the background here, you can see the start of a wharf. That wharf was one contiguous structure about 4 galleons in length and had many long columns of pillars to reach the sea bed in this deepwater port. We were regularly having ceilings drop out, despite pillars every three tiles. To resolve this, we split the wharf into two sections. By clever placement of foundations, we managed to get sections 1 and 2 line up such that there was just a 6" gap between the ceilings. In image 2, you can see how we've used stairs to bridge the gap between the sections in a manner that's more seamless than the ATLAS world. Since splitting the wharf into two sections, we've not had any problems with ceiling rot. I hope that helps.
  21. Hi team, More discussion tonight around the water barrel, about keeping the game interesting for more than a few weeks. It seems odd that "flag fights" such as the kraken and ice cave have basically no prerequisite other than being there. Only one person needs to have the 9 powerstones to trigger the kraken. Everyone else in a wide area gets the flag simply for being in the vicinity when the kraken dies. This means that a scrub on a raft sitting outside the kraken arena can get their flag with no effort, then go to the ice cave. I don't know that fight, but I'm sure it's possible for said scrub to simply be in the area and they'll also get the 2x harvesting feat. Obviously for those people who are risking their lives, gear and ships, this is unfair. But there's a second aspect. Currently, you can hit the end game with very little effort and time. A company can have just one person get their powerstones, have everyone come along for the fight, and everyone gets their submarine without having to put in any work. You get 60 or so DP for each one, but that's once-off, I believe. Suggestion: * Require at least 7 or 8 powerstones to get the Kraken flag. Require at least 7 or 8 powerstones and the kraken flag to enter the ice cave. * Have the kraken fight give a decent hit of XP and drop loot (ideally actual items rather than blueprints) to encourage and reward all participants, even those who won't be getting their flag on this particular fight. See also my posts on consumable powerstones
  22. Yes. As usual, GS didn't think their changes through properly. v207.996 - AoD are now immune to anything except gun (non-puckle) ,melee damage and tame damage. This change was made to stop people cheesing levels on their ships by putting swivel guns on and pulling up to a powerstone island beach. I would've thought that allocating the XP to the gunner instead of the ship would've been the smart way to do it, but no. Let's change mob immunities!
  23. Yep, tried again just now and it's bugged again Just in case it's relevant, NA PVE cheat TP E13 -192248 -435416 97 (approximate only, I'm on shore next to my boat)
  24. At the moment, flotsam is an under-loved feature. It doesn't take long to get enough music sheets to keep you busy, the gold is negligible compared to treasure maps, the food is irrelevant and no one needs 40 small wooden gate blueprints with 89 runs each. As a result, all the folks in my company ignore the flotsam unless they're bored out of their brain, stuck in a chode wind or practicing their grappling skills. I think beach bottles are great for newcomers who are still learning the ropes but I feel that Fine+ maps would be better moved to flotsam and SotD debris. Doing so would encourage more players to enjoy these parts of the game. edit: and frankly, running around the coast on foot or ostrich clearing the crappy maps, hoping for a good one, is boring as heck!
  25. I don't believe this is location dependent as I've had it happen previously in other zones. Other players in the company have also reported it although I couldn't give stats. When attempting to climb a ship's ladder, doesn't matter if a side or the rear ladder, my character assumes the climbing position but hitting W or S moves the character forward and backward rather than up and down. I'm unable to dismount the ladder if I'm not in front of the ladder as E only works when the GUI instructional text is visible. Image shows my character in this climbing position but moved away from the ladder. The position is maintained. Relogging (but not restarting my client) helped once, then it's back to this again. I have been playing for several hours, so I restarted the client. That fixed it. I'll try again in another 15 mins or so and reply if the problem persists. --- On a related note, a couple of suggestions for UX: * E to jump is a poor choice since, due to lag, rolling seas etc, it's usually necessary to tap E a few times simple to get on in the first place (particularly for those of us with ~300ms pings here in Australia). I suggest leaving E as climb but changing Jump to F. * It seems that hitting A or D will also dismount you from the ladder. Again, in a rolling sea, with the absurd swimming mechanics, being buffeted around by the stupid number of sharks in every square metre of the ocean, typical latency and the tiny window for being in exactly the right place to get the "E to climb" message, we're constantly hitting A and D to position ourselves correctly. We're falling off the ladder more often than we're getting on. I suggest disabling all keys (except for W, S and F), or at least A and D once the character is on the ladder. Cheers
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