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Kast

Pathfinder
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Everything posted by Kast

  1. The simplest fix is to tether SotD ships so that they turn away from zone lines once they get within a specific distance from one. An immunity timer isn't a bad idea in theory, but (and this is for @Devs who might be reading this and rubbing their chins thoughtfully) do not implement anything like this on PvP servers! Like every game with immunity on zoning, players will just bounce back and forth across zones for permanent invulnerability.
  2. Atlas player melee combat is probably the most clunky, stilted and unsatisfying implementation in any major online game in the past 10 years (that's not hyperbole; it might literally be the worst). So, of course they would choose to drive player's to depend on it. If they want to see what melee combat should look like, they should look at Conan Exiles' melee update: https://www.youtube.com/watch?v=xwa6_dOqYzk Or maybe spend $200 in the Unity asset store.
  3. True, but that was before 'ships' was added as a target type (in order to prevent players and tames from doing the same thing).
  4. So, apparently submarines are considered "ships" as far as cannon targeting is concerned, and they will trigger NPC-manned cannons set to attack "ships" even when the sub is underwater and invulnerable to cannon fire. The other day, we watched as an enemy sub triggered our defensive towers to fire, draining over 2,000 cannonballs. Once the cannons were out of ammo, the enemies sailed their ships into our harbor. I just don't know what to say at this point.
  5. So, apparently submarines are considered "ships" as far as cannon targeting is concerned, and they will trigger NPC-manned cannons set to attack "ships" even when the sub is underwater and invulnerable to cannon fire. The other day, we watched as an enemy sub triggered our defensive towers to fire, draining over 2,000 cannonballs. Once the cannons were out of ammo, the enemies sailed their ships into our harbor. Seriously guys, get your act together.
  6. There's a bug post about disappearing building pieces... from March? The devs responded and said that they were aware of it, so it's either not a priority or they don't know how to fix it. In our experience, it typically happens after we demo anything nearby - even if the two pieces are far from each other. We're just so used to it now: after you demo anything, run around and check the roof.
  7. Placing a large stone wall will often cause the Atlas client to freeze (no error message) when attempting to place a large stone wall. When this happens, it's necessary to alt+ctl+del and kill the game process. I've talked to multiple people in-game about this, and everyone reports that it often happens to them too. The best way to reproduce the crash is to attempt to snap the large stone wall to an existing structure, and then pan around without placing the wall.
  8. So, we've been dealing with a not-to-be-named Chinese company on NA that we believe has somehow refined fissile material and fit it to medium cannonballs. Basically, they've been using a gatecrasher schooner with stacked rear-facing medium cannons that appear to be hitting stone structures for around 9,000 damage per shot (that's per cannonball). Granted, no doubt that they're mythic cannons and the boat is max-damage... but, I don't know, one schooner dropping a large stone wall in a single volley seems a bit excessive. I'm all for min-maxing and gimmicky tactics, but come on. Maybe Grapeshot might want to consider putting some cap on damage, especially versus stone.
  9. I've had something similar. There's some sort of temperature bug where 'freezing' occasionally doesn't seem to drop. I spend a lot of time in polar, so I have 70 fortitude most of the time, and I've kept the debuff after zoning to tundra (while wearing fur armor). Getting a shelter buff seems like it might fix it.
  10. This has been the state of the game since the very beginning. If a tame inside a building is left on Neutral, and the building it's in is attacked, it's head will clip through the wall/door/gate and players on the other side of the unbroken wall/door/gate can shoot or melee the tame's head and kill it. Literally everyone who's ever owned a tame on PvP servers knows this and honeycomb their building in order to work around this ridiculous and ongoing collision bug. Some players opt to not honeycomb and leave all pets on Passive - which means that, when the enemy players finally do break in, all of those ferocious lions, tigers and bears will stand there passively while the attackers kill them with harvesting tools. So, we have a situation where players can either leave their defensive tames on neutral and lose them to this collision bug, or leave them on passive and helpless. Considering how central tames are to the game, it's astounding to me that nothing has been done to address this in the past six months.
  11. I agree that the constant base wiping is a serious issue and it's probably one of the main drivers of the player exodus; but I'm not sure that the idea of invulnerable structures is the way to go. IMO it's a matter of economy: a working base can take a small company many hours or days to set up - and then it can all be destroyed in minutes by one idiot with a bear cannon. For the raider, there's really no risk and very little expense - and the potential reward is the entirety of a company's labors. Reward should always be commensurate with risk, but right not it's not. There are a few ways that this could be corrected: drastically nerf bear cannon range so that NPC-manned defenses can actually hit them on level ground, drastically increase the durability of stone structures versus cannon fire, or drastically reduce the damage of bear cannons. In another thread, a poster suggested a company vault, which could also work. Or hey, how about some sort of 'buried treasure' mechanic for storing valuables when offline? We are pirates after all.
  12. Occasionally, if it's killed while below the surface of the water, a whale will leave no corpse either on the surface or below the surface of the water - or none that I've ever been able to find with or without a diving suit (after 100+ whale kills).
  13. I don't know about the bear dying... But it'd be amusing if there was an RNG chance that each shot could cause the bear to panic and flee.
  14. During ROTC, this old Cajun Master Sergeant drawled, "If your commanding officer uses the word 'orientate', do not follow him."
  15. I think the problem is really manned vs. unmanned range, which seems to be vastly different in favor of manned. For a while, I thought that the problem had to do with NPC agro range; but NPCs on cannons/puckles etc. do appear to track enemies at range - they just won't fire (even though the weapon would definitely hit if manned). I suspect that weapon stations have different ranges depending on whether they're manned by players or NPCs. Basically, the operator should have no bearing on a cannon's max range.
  16. I really like your idea of a company bank. It makes me think of the vaults from Conan Exiles (pre-nerf): 600k hitpoints and it can only be damaged via explosives or fire. So, the Atlas company bank/vault would require that the raiders spend a good chunk of resources to crack it open; as opposed to a bear, some cannonballs and a dream. I like it. I'm not so sure about invulnerable walls etc.. I think that risk of loss is a big part of the excitement of the game. However, raiders need to experience the fear of loss too - and that can be accomplished by forcing raiders to engage/eliminate defenses that can actually hit them and their tames, as opposed to shelling a base safely out of range. There are plenty of people who would love the 'tower defense' building potential of Atlas if it weren't for the fact that the defenses will probably never fire a shot in anger before the walls come down.
  17. There are a lot of reasons why players have moved on from Atlas, but, on PvP servers, the constant demolishing of everything one has built (often when offline) is going to be in the top three. The bear cannon - one single asset has probably cost Atlas hundreds or thousands of players. "Hey, it's a PvP game! blah, blah". Yes, I know. I play for the PvP and I've blown into many a base and sunk dozens of ships - I've used it a lot, and I'm telling you that the bear cannon is a ridiculous weapon. We've done a lot of testing on both official and private servers, and a manned bear cannon will out range ANY NPC-manned defensive weapon. That means that all of those defensive positions around your base are utterly useless if you're not also there at the time of the attack. And since there's no in-game notification (other than the log) of an attack across grids, chances are that you won't be present when any particular attack occurs. So, two suggestions: 1. Cut the range of bear-mounted cannons by 50%. Not 10% or 20%... by 50%. It's a serious change, and the folks who enjoy running off your new players will certainly cry bloody murder, but it'll make base defense meaningful again. Seriously, when in all of military history has a towed weapon ever been able to out range a fixed gun emplacement? 2. Allow weapon-mounted NPCs to notify company members (across grids) when they've agro'd on a pathfinder.
  18. There are a lot of reasons why players have moved on from Atlas, but, on PvP servers, the constant demolishing of everything one has built (often when offline) is going to be in the top three. The bear cannon - one single asset has probably cost Atlas hundreds or thousands of players. "Hey, it's a PvP game! blah, blah". Yes, I know. I play for the PvP and I've blown into many a base and sunk dozens of ships - I've used it a lot, and I'm telling you that the bear cannon is a ridiculous weapon. We've done a lot of testing on both official and private servers, and a manned bear cannon will out range ANY NPC-manned defensive weapon. That means that all of those defensive positions around your base are utterly useless if you're not also there at the time of the attack. And since there's no in-game notification (other than the log) of an attack across grids, chances are that you won't be present when any particular attack occurs. So, two suggestions: 1. Cut the range of bear-mounted cannons by 50%. Not 10% or 20%... by 50%. It's a serious change, and the folks who enjoy running off your new players will certainly cry bloody murder, but it'll make base defense meaningful again. Seriously, when in all of military history has a towed weapon ever been able to out range a fixed gun emplacement? 2. Allow weapon-mounted NPCs to notify company members (across grids) when they've agro'd on a pathfinder.
  19. I'm guessing that opening the cargo somehow triggers a "this is flotsam" flag on the container, and that flotsam reduced the cargo within by a percentage. I'm also willing to entertain the possibility of a quantum physics explanation.
  20. The crossbow is easier to aim and has consistent range. At longer ranges, I suspect that the crossbow's DPS would be higher(no draw).
  21. My understanding is that both the tier and the durability of a shipyard contribute to the max level of a ship: Fine = +1, Journeyman=+2, Masterwork=+3, Legendary=+4 and Mythic = max level 50. And then the quality adds +1 level per 10 quality over 100 rounded down (and the ship quality is always 10% less than the shipyard durability). So, for example: a quality 136% legendary shipyard would produce a max level 48 ship (base 42 + legendary(4) + ship quality(2) (136% durability - 10% = 126% rounded down to 120%). Or am I completely on crack?
  22. It's simple for an admin/dev to determine who placed an object; the problem with signs (obviously) is that anyone in the same company as the placer can change the message on it - and I seriously doubt that GM-accessible logs would show who wrote what throughout the history of a particular sign. It sucks, but in today's hyper-sensitive snowflake culture, racism is a serious zero-tolerance no no.
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