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TrevorJD

Pathfinder
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Everything posted by TrevorJD

  1. Definitely needed. Perhaps a Mutiny button could be added to the company panel. If the owner account is active, mutiny from 'admin' ranked members would require a simple majority, with ownership being transferred to randomly to one of the admins that pushed the Mutiny button. If a majority of admins isn't achieved, mutiny from non-admins would require 75% of membership to click the Mutiny button and ownership would be transferred randomly to an admin who voted in favour, or to a non-admin if no admins voted in favour. The owner should get a constant big fuck off red text "Your crewmates are mutinying!" while a mutiny is active. They should have a 'suppress mutiny' button that cancels the current leadership challenge and prevents further challenges for two weeks. If the owner account hasn't logged in for 2 weeks, those numbers should be reduced. For the purposes of calculating majorities, any accounts that haven't logged in for 2 weeks should not be counted.
  2. Agreed. The rapid decay and tiny stacks of meat make feeding animals a mind-numbing chore that discourages me from taming carnivores and completely pushes me away from breeding them.
  3. As per the subject, I'm going to require stupid amounts of thatch because the forge is burning it instead of the wood
  4. Getting a red message saying zipline is blocked when I try to use this. Both start and finish are a little above head height. It worked when I placed it about 4 hours ago. Destroyed and replaced it just now; same problem
  5. Hi team, IMO powerstones and essences should be consumable. That would give players a reason to continue engaging the hydra / drake / whateverthefutureholds fights and help prevent people trolling/griefing kracken fights. I would implement this by surveying all 9-stone players within the trigger radius and rotating through the players, removing one stone of an appropriate colour, until enough stones have been removed to trigger the fight. E.g. if there are four 9-stone players in the area, player 1 might lose red and green, player 2 might lose orange and cyan, etc. In this way, the burden of replacing stones is shared. Cheers
  6. You'll need to mention the server you're on (eg NA PVP)
  7. @Jatheish Dear team, Please excuse the frustrated tone of this post. I hope you understand where I'm coming from. So many problems have have been plaguing your products for 4 years are still giving us grief. They shouldn't be. GS should have learned from the experience of WC. By design, logistics plays a substantial part in this game. We are required to spend so much time harvesting and moving resources that I expect to be paying a monthly fee. So why have the logistical tools given so little planning? One of the awesome things that carts enable are wagon trains. A wagon train is cooler than a refrigerator full of eskimos but shitty programming makes them simply an exercise in frustration. * Animals locking others in place by shoving their noses inside the collision box of other animals is a bug that originated in Ark, four years ago. * Collision boxes being substantially larger than the actual models. How does crap like that make it past the developer's own personal checks? * Pathing is utterly appalling. Mobs are using a shortest path routine, get stuck on a single tree or rock and spaz out completely if there's any kind of Z axis variation in the path. Exhibit A: Bear 4 is following Bear 3 but B3 decided to do a U-turn for no apparent reason when following B2 and is now making an ursine centipede. He's running constantly but can't unmesh himself from B4. To reproduce, take six bears and whistle follows to put them in a chain. Run your lead bear forward about 50m then look back and put your head in your hands. Any location on any terrain should exhibit similar results. Exhibit B: The bear closest to me was the lead bear. I walked down the hill but, thanks to stellar pathing, each and every bear on follow had a spaz out at the crest of the hill and started running, which launched them into the air, and thanks to the hyperspace glide ratio inherited from Ark, they all wound up in a furry morass where none can move because of previously mentioned collision issues. Exhibit \C: (not pictured) The bear's collision box is a good foot bigger than the visible bear which means it's always bumping into shit and rubber banding back when the server says "nuh uh!" Solutions: * Pathing isn't rocket science. It is first year bachelor's computer science. Here, this may help: http://theory.stanford.edu/~amitp/GameProgramming/AStarComparison.html * It shouldn't be that difficult to have the collision box match the model. Really. * It shouldn't be that difficult to put in a few checks along the lines of, "Is my collision box going to overlap with someone else's? OK I won't go any closer." * Ditch the hyperspace physics from Ark. Humans and creatures do NOT have a 4:1 glide ratio. More like 1:30, if they have a running start. And only corks and submarines released from great depth leap a yard out of the water when it gets shallower than waist height. Humans are bags of mostly water and therefore not very buoyant at all. * New content doesn't need to be added at the rate it is. You need to get a project lead that listens to the customers, finds out what the most pressing issues affecting the use of what's already in game, and then prioritises that for developer hours. Existing stuff needs actual QA to ensure it works properly before it's thrown at players, even in an EA environment. Do you even have a staging environment (by which I mean a duplicate set of 225 zones, copied from the live one, not the PTR) in which to test? The benchmarks for introducing new stuff needs to be a bit more stringent than "doesn't crash the server". Even the simplest of straw polls should show that the players aren't calling out for kittens and diseases. They're calling out for not-glitching-through-a-moving-ship-falling-into-the-ocean-and-being-eaten-by-a-shark. You know, fundamental requirements for a sailing game. I've said it before, my tribemates are saying it and I'll say it again. I/we WANT to love the game but GS aren't making it easy. Thanks for listening. Now I have to go try to untangle a mess of bears.
  8. The lack of contrast between the blue text and the dark background on Journeyman items makes it very hard to read!
  9. You may also be interested in this thread:
  10. For my tribe, it's generally affecting all beds on a ship. A better workaround is to fast travel to a land-based bed in the same zone, or an adjacent zone, and then fast travel to the ship.
  11. Hi team, We have a busy harbour with ships parked pretty close. A few times I've whistled "comma" to put an NPC onto a station such as a sail or cannon and an idle crewman from a different ship has jumped over to man the post! I would like to see some proximity / range checks when choosing which NPC responds. Ideally, it wouldn't pull an NPC that's not on the same ship. If a player wants an NPC that's on the pier or another ship, they can whistle them over first. Related, I have two levels of cannons on the stern of my schooner (so on ceilings/walls). If I'm on 2 deck and whistle a cannon, an NPC from 1 deck will come up to man the cannon despite there being 4 NPCs on the same level, within 2 foundations. Cheers
  12. Refinement of the idea from conversation tonight: Create a number of Jobs that shore-based hirelings can perform. A hireling's current job would be selected from the radial menu. Assign Role / <list of roles>. As gunners and sailors have different costs per hour, I'd also have different costs for the different shoreman roles. Farm hand - Collects poop from animals and stores it in a poop chest. Farmer - Takes poop from poop chest and puts it in crop plots. Harvests crops and puts them in nearby larders. Nanny - Feeds babies (but doesn't imprint) Watchman - Refills lanterns and repairs torches, can be set to automatically turn lights on and off at dusk and dawn. Handyman - Repairs all structures given materials Stable hand - Refills and balances feeding troughs, taking from preserving bags / larders.
  13. > You could even slow the boat for each piece caught, so you'll need to empty them every now and again. Good idea!
  14. Submit this as a ticket https://www.playatlas.com/index.php?/support-tickets/ The lovely support folks were able to help me out within a few days.
  15. Hi Team, What's the reason for Magic Mythos weekends? Players are already most likely to play on weekends because that's when most people are not working. Why not have Midweek Magic Mythos to encourage midweek play and just Mundane Mythos on the weekends? Cheers
  16. It seems to me that it's showing direction as if it was in the same zone as you currently are. So whether it's right or not, depends on your relative position.
  17. I don't think it is easier for non-sailors. There's nothing "intuitive" about running with the wind yet having your boom parallel to the length.
  18. Perhaps intended but I'm treating this as a bug. Animals will eat: Animal Meat, Prime Animal Meat, Fish Meat, (Prime Fish?), Rotten Meat, Berries, Crops However, you can transfer in seeds, cooking herbs and medicinal herbs. This is not a good thing, because it makes the trough look full, even though there's nothing in there that they'll eat. It would be great if troughs would only accept things that animals will actually eat. Cheers
  19. To reproduce: 1. Place the first anchor point 2. Aim at a distant point, outside the range of the zipline 3. Draw your bow and FIRE! 4. UI starts flashing "Can't place a zipline here". It's still trying to place 2nd anchor point. 5. Move your mouse such that the crosshairs are pointing at something close. 6. Watch the 2nd anchor point be placed at your feet or something silly. 7. Lament the loss of a zipline anchor. Wastage can be avoided by tapping the hotkey for the bow so it's re-holstered.
  20. Dear team, The conservation of momentum is a pretty important part of physics. The principle states that "things in motion tend to stay in motion". What this means is that something that is moving will stay moving until a force is applied, and that something which isn't moving, will tend to not move unless a force is applied. I think it's been handled well for ship speeds; it takes them a while to get moving or to slow down. However... What it DOESN'T mean is that holding down your tiller for 5 seconds will result in a 170 degree turn about 5 seconds later. The oversteer on ships is somewhat excessive. It means that a human floating in the water will tend to just float there, NOT be bounced around like a cork in a pot a boiling water with every momentary keypress. It means that a human approaching a beach will be able to walk out of the surf (and toss their mane of hair sexily) NOT fly 10 feet into the air like champagne cork released from the bottle. Building piers and similar works, a reasonably common activity in a maritime-themed game, is EXTREMELY DIFFICULT using these inherited-from-a-prior-game water mechanics. It's a little surprising that some of these water-aspected parts of the game didn't get a bit more attention prior to EA launch of a water-aspected game. Would you please bump a review of these fundamental-to-a-water-aspected-game mechanics up the priority list? Somewhere above costumes and kittens, ideally. Cheers Disclaimer: I'm not criticising your work per se. Making a game like this is a big job and you've done some amazing things so far. I just feel that prioritising fluff content over fundamental mechanics is foolish.
  21. Interesting. Only time I've had that stay as ??? after I've set foot on land, was when I entered the zone by fast travelled to a bed. A state-change (sitting on a chair, mounting a tame, getting picked up by a lion, fast-travelling to another bed in the same region) clears it and I get the discovery.
  22. So I'm sitting here on my bear in a desert, crafting away. You are hot. You are hot. You are hot. You are hot. etc. Then night falls. You are cold. You are cold. You are cold. etc. Observing my character sheet, I can see the temperature flickering rapidly between two values. It would be beneficial for the player experience if some hysteresis were introduced here, and probably in other places, such as the sail flickering that many people get. On the subject of temperature, as an Australian, I'd like to point out that 31 degrees is only heat-stroke weather if you're Canadian or British. Also also, I've been either 61C or 67C whilst deep underwater, wearing legendary cloth. The internet tells me that eggs coagulate at 65C. THE OCEAN WAS HOT ENOUGH TO COOK AN EGG. Does this not strike you as being... a bug? or at the lest, a misfeature?
  23. Just crafted some zipline anchors and my damaged grappling hook was consumed. When updating this, please ensure that the craft won't consume Fine+ grappling hooks. That would be very uncool! Cheers
  24. > Game cannot be played if this is how it is supposed to be progressed. It certainly can't be played solo. I'm hoping this is a bug, or if not, they at least disable it on PVE where many of us are solo.
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