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GunnyTheGrey

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Posts posted by GunnyTheGrey


  1. 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.


  2. 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.


  3. 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.


  4. On 1/4/2019 at 7:22 PM, Tom Bombadier said:

    lower your sails and you don't move... but I still agree for this revert. Keep the other sail changes, but this? Too arcade like for my liking... at the very least reduce it to something like 10% We can get where we need to perfectly fine by tacking. I'm not going to claim everything in the game is realistic, obviously things need to be balanced for game play, but this is too unrealistic.

    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.


  5. 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?


  6. 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.


  7. 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.

    • Like 3

  8. I stream, and while the majority of my audience is adults, I still am not very appreciate of some of the claim flag notifications shown on screen while travelling around.

    The number of times "Gene has a sandy vagina" or "F*** you fart muncher" popped up in a MASSIVE notification box on a livestream that monopolized nearly 40% of my screen.. I'm sure it hasn't left the best impression with players who are interested in buying the game for their kids, or simply seeking a less toxic alternative to Ark after burning out on it and looking for something new o replace it.

    Shock value is one thing. If people want that, let them have it. But an "Advanced Option" to disable claim flag popups would be appreciated. If I wanted that type of content, I'd have stayed on twitch.


  9. 2 minutes ago, Litvan said:

    I can certainly vote for #4 !

    Sooooo f***ing annoying to have a bear or something else stuck on top of a cannon and basically only getting it free cause of a server restart... -.-

    Thankfully, they have made an undocumented change to fix this. Tames now "teleport" from deck to deck when following, like crew have done.
    Tell the bear to follow you, then go downstairs. It'll pop down. Then go back upstairs. It'll pop onto top deck with you.
    This was a ninja change, so most don't know yet. Now you know.

    • Like 2

  10. Despite reddit posts claiming otherwise, breeding is not feasible for the vast majority of the playerbase. If you live in a hot biome, you have basically been denied the ability to breed anything as death by hypothermia is guaranteed, even on the desert specific spawns.
    If you live in a cold biome, and breed in a stone enclosure JUST small enough to allow insulation buff, while also large enough to allow growth of the baby, it's still too cold. I live in a temperate region, and the temperature goes to -45C every second night.. I literally can't fit enough fires in that space to allow the baby to grow without most of them being too far from the baby's center to actually apply the insulation buff to it. ESPECIALLY with bears. A 30% matured baby bear is too large to warm, surrounded with fires, without actually placing it on top of the fires, killing it faster. I've tried building them a level down, but the buff applied at that range is so small it hardly helps any at all.

    I shouldn't have to force feed the baby it's entire life to save it. This encourages exploitative play and use of macros while sleeping IRL to actually raise a baby. And in a game with such a realistic feel going for it, this is a very large deviance from the expectation and supposed goal.


  11. Agreed. I've actually started to build multiple tanneries on ship just to store all of the bolas needed on a daily basis. I shouldn't be able to store an entire Galleon worth of materials in a chest, but not 3 tames worth of bolas in the same space.


  12. I'd like to add... Reverse speeds are slow enough. They should not be decreased to 5% when trying to back out of a shallow. I have legitimately spent upwards of 30 minutes backing a ship out of a single shallow that was only obstructing the front 5% of a Galleon. That is taking things a bit too far.

    • Like 2

  13. I agree that alphas need to undergo some changes. However, some semantic feedback:

    No one has reached late game yet. High level, or access to guns, is not late game. I'm farming mythos by the thousands and working on upgrading my Galleon to Mythical parts all over, and I'm only in the early stages of the mid-game. Please be sure to remember that there is far more to this game than building a house.

    As for more directly relevant feedback:

    I do not feel that the non-alpha creatures themselves are in need a rework, but instead feel that their SPAWNING mechanics need a MASSIVE overhaul:

    1- They spawn inside floors, in bases, and glitch through them. Even completely enclosed and raised off the ground bases are not safe from internal spawns. This is horrendous and needs a tremendous correction.
    2- They spawn entirely too often, too close to players and tames, and in quantities that can, at times, be almost beyond description in excessiveness. I tried living on the Northeasternmost island of O2.. If the complete lack of fiber wasn't a deal breaker, the 42 wolves, 6 lions and 12 scorpions that spawned on a stretch of beach shorter in length and width than my Schooner every 6 minutes was. It was completely insane that I would spend a near constant loop fighting them off and that no amount of killing them or placing down emplacements would deter the spawns. Worse still was that this was just a minor fraction of the total island's spawns. This would explain why the island was uninhabited, despite it's very large and proximity to islands with high densities of important resources.

    Sure, a wolf should be able to kill me. This is not Ark, and is taking a more "role playing" approach to survival. I'll accept them being broken, if they don't break 500 things per 5 minutes due to pure oversaturation.

    As for alphas, yes. They're just blatantly broken and need to undergo more than simply rebalancing, but rather a redesign. I've run Golden Age ruins solo on livestream, and I can say definitively that the ruins are actually easier to fight through than home base defense from alphas that are trying to glitch inside to kill my tames. I've moved my base off-land to be over the sea just outside my initial land claim, and somehow I still wind up fighting alphas that are slowly finding their way through my gates or even ceilings. And when it isn't that, it's an alpha manta ray trying to destroy the shipyards because those sadly have to be placed in water so I have no way to completely protect them as I wanted them attached to my base.

    • Like 1

  14. As an official server solo Galleon owner for the past week plus, I have a request from the deepest regions of my crying heart:

    Make a captaineering skill perk that allows the crew to repair more than just the hull. Decks, ceilings, workstations, etc. I mean heck, I'd gladly continue to repair my smithy if something happens to it.. But the walls/ceilings/floors and railings.. Please let captains teach crew how to hit more things with their brooms.

    Seriously. I spend a LOT of time hunting down partially broken things on this boat, and the ability for the crew to seek them out on my behalf would save weeks of my life.

    • Like 1

  15. There are obviously quite a few things that still need work. But most of them are relatively easy to live with. However, I'd like to comment on the consistency of tames just being deleted or taken for various buggy reasons, and how it has become the single most draining part of playing Atlas, to emphasize that these various issues should be looked at with a higher priority than bugs which cost the players less or happen less frequently:

    Every day I log in, my raised up base (6 walls high) has been wiped by wilds. It is enclosed, off the ground, and no less than 6 walls high at any point. Yet snakes spawn into it anyways and kill everything.

    Everytime I go sailing, I expect to lose at least 2 tames to them clipping into a ceiling, wall or plank, and then simply being deleted in front of my eyes because that's how they "boarded" the boat.

    Everytime I go sailing, I have to rip a new hole in my Galleon, because an elephant or bear wound up below deck, and only 1/2 the time can I actually glitch them back out of it.

    Basically, I have to tame 2 elephants, 2 rhinos and 2 bears every single day. For the past 9 days. Because each pair will undoubedtly die no matter what I do: build a boarding platform to prevent the glitchy boad, then they just lag/pop into a ceiling while sailing and get deleted anyways. Snakes in base? Raise it up 6 walls high. Still snakes in base. Build over the ocean (my entire base is now a giant 1,000 ceiling pier), still snakes in base. Etc. Tames are just constantly lost and deleted.

    And honestly.. I've rebuilt ships. I've rebuilt gear. I've even remade whole characters. None of that has been as consistent as the DAILY ROUTINE of replacing every single tame to all kinds of glitchy messes. And if there was one thing to cause an extended break from this game, it's going to be the need to retame everything daily due to constant and nonstop glitches killing everything off no matter what I do about them.

    I am sure I am not alone in this. And that's kind of the point.

    • Like 1

  16. These reports are real, and the only way to prevent grief-sinking is to build a complete enclosure for each ship: no gaps, wall, roof and ceiling (not that a galleon even fits through a large gate.) It's not a realistic fix, especially since structure placement collision prevents perfect enclosures. And even then, you can't ever take it out, because a persistent troll could simply glide onto it or otherwise board it: Any boat can be sunk unless it is permanently locked in a cage and never used.

    Enemy weight should not be a factor. (In fact, any NON-aligned entity should not count, as dead bodies can be used easily.) In fact, overweighting should NOT sink a boat at all until the current exploits have been thoroughly squashed.

    Boats should be able to push each other, as once overweighting is prevented, people will build barricades from rafts.


  17. OP is right.

    The following is directed towards the devs:

    I have 5,100 hours in Ark. Ask orionsun about me since you all worked with him, I've always been a show off about how easily that whole game could be soloed. And then I come and play Atlas.. And realize, nothing can be done without cheesing. You can't solo tame without cheesing, can't fight most of the creatures without cheesing, etc. At least in Ark, doing these same things felt "immersive" because the solutions were sensible, felt like what could be done in the situation if it was real.

    Here.. Cram a door in an elephant's face. Stand on that high ledge and cope with the 70% hit registration issues. And hope to god that you are NEVER encountered by a predator while not near a high ledge with a grapple out and extensive time to actually wind it up. Any fight you win is going to be less about player skill (in fact, almost zero involvement) and almost entirely about where, when and how the fight started. You're born to lose them, and if you win them, it's because you got a lucky placement and not because you were given the tools, time or ability to plan or react in a way that allowed you to control the situation.

    The hostile wildlife in this game needs to continue to undergo rebalancing, because it's pretty thoroughly broken almost all the way through.

    • Like 6

  18. 2 hours ago, Razorface said:

    I agree they need to remove the Cap because Alliance of small companies is the only way for them to survive against Mega tribes which are bigger and more organised then any Alliance of smaller groups.

    So those 500 man mega companies will just add more alliances. In no way does uncapping the alliance count aide smaller players: It only helps the biggest companies with the most people to oppress the groups that actually have to play the game to win.


  19. 2 minutes ago, TrevorJD said:

    Hah! I wish it was like jousting. At the moment it's just me standing still and flailing wildly while the animal teleports all around me. If one of us hits the other, it's sheer dumb luck rather than "advanced tactical combat".

    Walk forward during the whole fight. You teleport through the creature, then hit it behind you. Won a lot of fish fights with elephants this way. it's certainly a glitch fest atm, but if you want to be the reigning king of boxing.... Hold that W key.

    *Edit: Was going to correct "fish fights" then realized this is a pirate game with drinking.. So nvm.

    • Haha 1

  20. I can manage as large as a Schooner solo, even manning guns and fighting wind. It's not easy, and definitely places me at a disadvantage. But it is possible, and I find myself doing it frequently.

    This comes down to ship design, and whether you're accounting for many players or few. It took me a few builds before I was able to really design around the difference in numbers of players I expected on each ship. As such, I now build my ships specifically to have large crews, and others of the same type for personal use of various members of the group.

    If you'd like to say how I change each design, ask and I'd be happy to comply. I just wanted to say solo sailing is possible with certain considerations.

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