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GunnyTheGrey

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About GunnyTheGrey

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  1. Elaboration: I assume you know what's happening, if not, i'll explain it from the player's perspective, along with the solution to ending the cycle of never-ending transfers and oft days-long inability to log in: When transferring, one player on the boat is cloned. This causes the entire mess. The boat pops back and forth, ranging from the shortest I have seen being 4 minutes, the longest being over 48 hours (and twice at that.) When the players can finally log in again, if they waited it out and didn't go to sleep or miss the correction and allow the boat to sink from degradation.. YOU MUST KILL THE CLONES. If not, and you board another boat or continue sailing, crossing any server boundary, or logging out and back in again, can and very often will "trade you" with the clone. EVEN IF THE CLONE IS DEAD, so long as you did not also destroy the body (harvest/dispose) AND empty any item cache or take the items onto yourself. If you leave the body on one boat, logged out and sleeping, then board another boat.. You can be transferred from halfway across the world to the old one.. Causing the boat you were previously on to glitch out, lock up the entire server in never-ending lagspikes of massive severity (seen often by players not understanding THIS is what is causing whole servers to lock up to insane degrees) and also prevent your company mates on the other boat from logging in. The cloning of players is the cause. And the only solution, when the players can log in.. is to kill them, harvest them, and leave NO item cache at all. Leave no trace, or expect the issue to recur for days on end at times. And guess what? 99%+ of the playerbase doesn't know this. That I do, and that I tell my audience.. Is the only reason we can still play despite our 12 man company experiencing this DAILY with only 3-4 active players per day. That is a serious problem that locks up entire servers, locks out entire accounts, deleted multiple player bodies and sinks entire boats without a chance to prevent it. So what I need to see is a patch note, even just "down the road" acknowledging the issue exists. That's all. Because then you're committed to looking into improving the conditions that cause it and the experience of those subjected to it. EDIT: As for what it does to entire servers.. I'm sure you know waves are serverside, take a look: https://clips.tidylabs.stream/MarkedFrameSlippery We've all seen that insane lag affect entire servers for hours or even days on end... Well, the cloning on transfers and what it does to boats is the cause.
  2. This is the 4th time this has happened (occuring right now.) https://clips.tidylabs.stream/GroundPailBitter This is one of the worst bugs plaguing in the game. One of 2 reasons I continue to say to my viewership that I will NOT recommend this game until I see them fixed: I may praise it, but that is something I outline as very different from a recommendation several times a day. The other being tames despawning, falling through the world, clipping out of boats and otherwise randomly being destroyed constantly.
  3. Log & Screenshot of crash notification/log. Not an issue prior to patch which optimized the server lists: https://gyazo.com/f47ec7751be880220cdcb17b455dc30b Fatal error! VERSION: 15.1 UnknownModule!UnknownFunction (0x000001d72895f0a0) + 0 bytes [UnknownFile:0] steamclient64.dll!UnknownFunction (0x00007ffce337efbf) + 0 bytes [UnknownFile:0] steamclient64.dll!UnknownFunction (0x00007ffce338671a) + 0 bytes [UnknownFile:0] steamclient64.dll!UnknownFunction (0x00007ffce3a1a987) + 0 bytes [UnknownFile:0] steamclient64.dll!UnknownFunction (0x00007ffce3383d8d) + 0 bytes [UnknownFile:0] steamclient64.dll!UnknownFunction (0x00007ffce338085e) + 0 bytes [UnknownFile:0] steamclient64.dll!UnknownFunction (0x00007ffce381a4fa) + 0 bytes [UnknownFile:0] steam_api64.dll!UnknownFunction (0x00000000503756c4) + 0 bytes [UnknownFile:0] AtlasGame.exe!FOnlineAsyncTaskManagerSteam::OnlineTick() (0x00007ff6c51bd449) + 0 bytes [h:\yarkupdatelivereal\engine\source\runtime\online\onlinesubsystemsteam\private\onlineasynctaskmanagersteam.cpp:130] AtlasGame.exe!FOnlineAsyncTaskManager::Run() (0x00007ff6c408bb1a) + 0 bytes [h:\yarkupdatelivereal\engine\source\runtime\online\onlinesubsystem\private\onlineasynctaskmanager.cpp:61] AtlasGame.exe!FRunnableThreadWin::Run() (0x00007ff6c3ba35b6) + 0 bytes [h:\yarkupdatelivereal\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:73] AtlasGame.exe!FRunnableThreadWin::GuardedRun() (0x00007ff6c3ba3488) + 8 bytes [h:\yarkupdatelivereal\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:26] KERNEL32.DLL!UnknownFunction (0x00007ffd329e3034) + 0 bytes [UnknownFile:0] ntdll.dll!UnknownFunction (0x00007ffd34e53691) + 0 bytes [UnknownFile:0] ntdll.dll!UnknownFunction (0x00007ffd34e53691) + 0 bytes [UnknownFile:0] Crash in runnable thread OnlineAsyncTaskThreadSteam
  4. Galleons can outrun them. Had one hit my Galleon for a whole truckload of 36,000s today by bouncing me off an iceberg. Got away with half my ship gone, repaired it a tile over with 1 crewmate bucketing like hell and me hatching and fighting wolves, and it's still kicking. You can survive them. You can kill them. But they're designed to be a fight for bigger ships, and death for smaller ones. Don't take my word for it: https://dlive.tv/p/gunnythegrey+gD6M9TwiR The bigger threat is crewmates demolishing the main deck of the Galleon. That stuff is OP.
  5. Haven't lost any yet since switching to PvE. Already posted how I lost mine in PvP on that version of this post. Thankfully, had time to figure out how to "respawn" despawned ships that were deleted on server transfer since my switch to PvE, though it takes hours usually to "win" the battle with the server and get it to appear back, so someday I may not have the patience and finally lose a 4th to that.
  6. Transferring servers, some issue occurs where the boat is deleted and I'm spawned at a freeport with my gear on me after an extended looping disconnect. Usually only when I'm not remotely near a server boundary and sitting still, that's when the famed transfer death occurs. 3 times now. out of 4 lost ships. The 4th was me being stupid and anchoring in water too shallow to raise the anchor in, that one died of collision damage. Was my own fault. As a previous poster said, "bugs" should be an option. That's when I switched to PvE. Hardly any PvP to be found when the servers do all the killing, and i had me stressing out over possibilties that never happened anyways.
  7. I'm on the same server as you. First off, can confirm these players are toxic and try to drive you out of land rather than actually find a place by being decent enough that anyone would give them some. They tried this with me. I ran out of patience and ran them off by retaliating. They left my area, and are now apparently trying their luck with you. Kill them. Do it constantly. Heck, I dragged all kinds of hostile things into their faces by grappling, reeling in, and running over to say hello in return. I also sunk their boat as they were trying to overencumber mine (mine had more weight than they expected.) They got the hint and left. They try to prey on the weak to force you out. Fight back for 20 minutes or so and they'll give up and leave.
  8. Tack a Galleon, then. As for unrealistic things that need patched... https://clips.tidylabs.stream/MarkedFrameSlippery they can remove minor quality of life changes when magical boat deletion and other insanely detrimental issues are smoothed out. Til then, leave us a small grace for all the unrealistic things that take from us each day.
  9. He's playing this pseudo morality card "If it can be done, I should do it. If they don't want it happening, patch it out." Then retracting his logic to only apply to video games. But when asked if someone should just delete his tribe's boats, players and tames without any combat, because players can force deletion (loss of transmitted data) of ANYTHING transferring between servers by just performing in-game actions for a controllable period of time, he suddenly thinks that is immoral. If you're going to be a scumbag, at least have consistently low morals. Otherwise, nobody can take you seriously. That, or just don't be that low at all. PS- Stop comparing glitching through a boat to spawning in tanks. That's the defense he keeps falling back on.. Talking about glitching into another company's boat to popcorn stuff. How about talk about the current issue, rather than change the subject and defend a far lesser hypothetical?
  10. Extend the Ship Deck Demolition Timer, much like Platforms have. Just occured: Galleon sinking due to a few damaged planks in O7, the Golden Age Ruins. Working way towards shore, crewmate demos some extraneous roofs to get enough wood to patch planks.. Oh wait, he demolished the main deck. the one with the resource box, and every station, and every chest, and you get the gist. So now we're on a golden age ruin collecting 15,000 wood by hand to salvage the ship and get it out again. We stopped the sinking, saved the resources (minus roughly a thousand gold) but have no sails, because I had to demo those to build the chests to store all the goods before the packs despawned, and couldn't hand harvest that much with the DOOM demons flying over my hand in as short a time as the packs had left before despawn. While that story undoubtedly made many laugh the compassionate "been there and that sucks" laugh of us rugged pirate Atlas players.. Seriously, if the timer was longer than the roof timer, I wouldn't be half ready to hang my best mate right now.
  11. VIDEO LINK BELOW: This is blatantly unacceptable. https://clips.tidylabs.stream/MarkedFrameSlippery
  12. Here is a clip showing exactly what's happening: https://clips.tidylabs.stream/SidewalkThreadTough
  13. While not near a server boundary, our Galleon "travelled" from I14 to H14. For the past 20 minutes, it has repeatedly crossed the boundary back and forth every half second, making it IMPOSSIBLE for any on board to log in, cycling the timeout message over and over and over until a CTD in rapid succession. Odds are, we're going to lose the most expensive Galleon I've seen on Official PvE, with every valuable tame on board, because no one can log in to stop the glitch or board the boat. I'm streaming it now, have been live the entire day and you can come see for yourself what is happening, or scroll back to watch when it started about 20 minutes ago: https://dlive.tv/GunnyTheGrey
  14. The Diving Attachment is better in concept than in practice. I've actually stopped using the suit, and rather simply buff fortitude and swim down naked because the oxygen usage reduction provides more use than the attachment does by a significant margin. Problems: 1- It doesn't last enough to swim to bottom, loot one object, and swim back up. While there are perks to improve that, it can only be improved long enough to clear a path to the inside of a ship and still not enough at that point to actually loot. 2- The vision impairment is excessive. 3- Any wreck worth looting contains a significant amount of weight to haul. Assuming you maxed the diving skill perks, you'll be able to get down, open the hull, go back up, refresh the suit, and dive again.. But you'll then have to do this for over an hour as you make limited hauls attempting to control the weight per trip. While I understand "teleporting resources" to the resource box would be a bit overpowered, making every wreck a one-trip job.... I feel as though some form of balancing to extend diving time would make the suit a better alternative to simply swimming with the points you'd put in fortitude to survive in general. 4- The 100hp makes the attachment a one-time use. I never build them until I am over top of a wreck. As they will generally be lost when travelling. 5- That the suit provides no protection to the player, yet obscures their vision, makes it more of a liability than not using it. If the cages that came with the skill could be rigged to the attachment and lowered down, would give a viable use to the attachment simply by way of allowing descent in areas with some degree of hostile aquatic wildlife. SUGGESTED TWEAKS: Allow cage attachment to diver. Have low descent and ascent speed, limiting weight to 5% of ship's total carry capacity (so 1,500 per trip with a Galleon, but much less on any smaller ships.) Make the suit last MUCH longer. The cage will protect divers, and require a second person manning the pulleys to lift or lower them. The rate of descent and ascent will allow for control of fhow much can be hauled in a given time. The cage itself will give cause to use the attachment, by protecting the player if a wreck has sharks nearby. This will give the attachment a use, while controlling the expected gains and time investment of using it, to balance against non-pirate gameplay styles of resource acquisition. But will at least give it SOME reason to be used over just swimming down without the attachment.
  15. Unless you plan to maintain a Galleon. Good luck wearing out more picks than Jimmy Hendrix on a caffeine drip (Yahtzee reference intentional.)
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