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Martyn

Pathfinder
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Everything posted by Martyn

  1. It was cool, when you got 2-3 tornados.. or typhoons.. they hit you for a little damage if you got too close.. Now.. you get 15-25 of them.. they surround your ship, smashing it so hard you can loose half your plank strength from a single storm. Get hit by sotd in a storm.. and you can easily loose planks. In the 3 storms I tried to traverse tonight, I was killed 3 times, in the first, 4 times in the second, 3 times in the third.. can't dodge them, can't sail around them, can't cut sails and just wait it out.. and in equatorial you can get 2-3 storms per day. Making sailing extremely treacherous. Now I get timesinks, I get resourcesinks.. but this.. this is taking the piss. Let's go back to 2-3 tornados at a time.. let them do some damage, maybe 2-3% per strike, so storms maybe do 10% overall. It's still significant enough to force repairs after storms. Esp with the rate sotd now spawn and how they spawn. We had a guy today get wiped out in a storm, he was hit by sotd as well. It's part of the gameplay.. but it shouldn't be so severe people are loosing ships. Storms should increase your sailing experience.. not ruin it.
  2. Gallys the ladders bug out on the right/starboard side.. front or back, you can climb them, but cannot jump aboard the deck. Port/left side works fine. Brigs.. none of the ladders ever seem to work except the stern/back ladder. Gally the back ladder works most of the time. 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. I've seen alot of ships in tundra zones placing solid ladders up the back of their ships, clearly, they're having the same issues I do. In general ladders.. just don't work. Also, if climbing rope ladders up a speed mast, if the boom of the sail is diagonally across the platform you jump onto.. you'll often get flung off the mast, to fix this you need to raise anchor, move boom left/right across the mast. Lower anchor, climb mast. ie for sextant buffs etc.
  3. We've been having this alot lately. I knew i'd seen a report on this, so updating here instead of making a new report. It seems to happen with bears/horses using the cargo saddle for the most part. Yesterday I had a bear with cargo saddle fall off the ship but it didn't update the bear was even missing, until i put the anchor down. Then the bear vanished from my deck. I found it about 10 gally lengths away, floating in the sea. Another company member had a similar issue with a horse and cargo, he had to go back a region to find it. We've come across 3-4 bears floating in the sea as well, all with either cargo saddles or carriages. So it seems these saddles are an issue. We've also had passive stance tames fall off ships during storms/sotd attacks. These tames didn't have cargo saddles, in some cases, didn't even have saddles. I have also often seen cargo saddles up in the air or below floors, sometimes just by themselves, with leads stretching for miles to where the bear is, on close approach they then vanish, clearly a glitch. But still.. cargo saddles..
  4. Don't think increasing sail speed really matters now anyway, with storms killing me 3-4 times per storm and doing 50% damage to my planks.. won't be long before anyone with less than a jm gally can even go out in the water.. top that off with 12-15 sotd fleets. Often spawning all around you.. Every region it's dodge, dodge, anchor up, repair, dodge.. etc That's after I've used 500 bullets.. And your reward.. the same bps you got every other time. + 2-3 cballs. The worst of it is.. 99% of the bps are now worthless. Wind speed is the least of our problems atm.
  5. Yay! I can finally kill a rattlesnake in 1 hit.
  6. The first part. i have no idea. The second part, yes, and it was supposed to be fixed. Curse is supposed to only last 1 day.
  7. Game crashed, dismounting tiger mount. Fatal error! VERSION: 207.995 PhysX3_x64.dll!physx::Sq::BucketPrunerMap::removePairInternal() (0x00007ffb85a31502) + 0 bytes [e:\arksvn_pc\engine\source\thirdparty\physx\physx_3.4\source\scenequery\src\sqbucketpruner.cpp:2469] PhysX3_x64.dll!physx::Sq::BucketPrunerMap::removePair() (0x00007ffb85a312a7) + 0 bytes [e:\arksvn_pc\engine\source\thirdparty\physx\physx_3.4\source\scenequery\src\sqbucketpruner.cpp:2516] PhysX3_x64.dll!physx::Sq::BucketPrunerCore::removeObject() (0x00007ffb85a31ef9) + 26 bytes [e:\arksvn_pc\engine\source\thirdparty\physx\physx_3.4\source\scenequery\src\sqbucketpruner.cpp:642] PhysX3_x64.dll!physx::Sq::BucketPrunerCore::updateObject() (0x00007ffb85a320f5) + 16 bytes [e:\arksvn_pc\engine\source\thirdparty\physx\physx_3.4\source\scenequery\src\sqbucketpruner.cpp:723] PhysX3_x64.dll!physx::Sq::ExtendedBucketPruner::updateObject() (0x00007ffb85a39e53) + 15 bytes [e:\arksvn_pc\engine\source\thirdparty\physx\physx_3.4\source\scenequery\src\sqextendedbucketpruner.cpp:226] PhysX3_x64.dll!physx::Sq::AABBPruner::updateObjects() (0x00007ffb85a2835d) + 27 bytes [e:\arksvn_pc\engine\source\thirdparty\physx\physx_3.4\source\scenequery\src\sqaabbpruner.cpp:155] PhysX3_x64.dll!physx::Sq::SceneQueryManager::flushShapes() (0x00007ffb85a270e1) + 129 bytes [e:\arksvn_pc\engine\source\thirdparty\physx\physx_3.4\source\scenequery\src\sqscenequerymanager.cpp:450] PhysX3_x64.dll!physx::Sq::SceneQueryManager::afterSync() (0x00007ffb85a26f1a) + 5 bytes [e:\arksvn_pc\engine\source\thirdparty\physx\physx_3.4\source\scenequery\src\sqscenequerymanager.cpp:431] PhysX3_x64.dll!physx::NpScene::fetchResultsPostContactCallbacks() (0x00007ffb8595a600) + 0 bytes [e:\arksvn_pc\engine\source\thirdparty\physx\physx_3.4\source\physx\src\npscene.cpp:2259] PhysX3_x64.dll!physx::NpScene::fetchResults() (0x00007ffb85955c42) + 0 bytes [e:\arksvn_pc\engine\source\thirdparty\physx\physx_3.4\source\physx\src\npscene.cpp:2327] APEXFramework_x64.dll!nvidia::apex::ApexScene::fetchResults() (0x00007ffbc0021225) + 21 bytes [e:\arksvn_pc\engine\source\thirdparty\physx\apex_1.4\framework\src\apexscene.cpp:1366] AtlasGame.exe!FPhysSubstepTask::SubstepSimulationEnd() (0x00007ff72255bcd5) + 0 bytes [h:\yarkupdatetest\engine\source\runtime\engine\private\physicsengine\physsubsteptasks.cpp:386] AtlasGame.exe!TBaseStaticDelegateInstance_NoParams<void>::ExecuteIfSafe() (0x00007ff720417b9a) + 0 bytes [h:\yarkupdatetest\engine\source\runtime\core\public\delegates\delegateinstancesimpl.inl:691] AtlasGame.exe!TGraphTask<FDelegateGraphTask>::ExecuteTask() (0x00007ff721c524e6) + 0 bytes [h:\yarkupdatetest\engine\source\runtime\core\public\async\taskgraphinterfaces.h:875] AtlasGame.exe!FTaskThreadAnyThread::ProcessTasks() (0x00007ff721787797) + 0 bytes [h:\yarkupdatetest\engine\source\runtime\core\private\async\taskgraph.cpp:1260] AtlasGame.exe!FTaskThreadAnyThread::ProcessTasksUntilQuit() (0x00007ff721787518) + 0 bytes [h:\yarkupdatetest\engine\source\runtime\core\private\async\taskgraph.cpp:1153] AtlasGame.exe!FTaskThreadBase::Run() (0x00007ff721785eeb) + 0 bytes [h:\yarkupdatetest\engine\source\runtime\core\private\async\taskgraph.cpp:625] AtlasGame.exe!FRunnableThreadWin::Run() (0x00007ff721857a26) + 0 bytes [h:\yarkupdatetest\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:73] AtlasGame.exe!FRunnableThreadWin::GuardedRun() (0x00007ff7218578f8) + 8 bytes [h:\yarkupdatetest\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:26] KERNEL32.DLL!UnknownFunction (0x00007ffbe3154034) + 0 bytes [UnknownFile:0] ntdll.dll!UnknownFunction (0x00007ffbe5693691) + 0 bytes [UnknownFile:0] ntdll.dll!UnknownFunction (0x00007ffbe5693691) + 0 bytes [UnknownFile:0] Crash in runnable thread TaskGraphThreadNP 1
  8. Being able to exploit the games mechanics and kiting sotd.. does not make sotd easy. It just means you kite them around, forcing them to continually enter your zone of fire, whilst you are continually leaving theirs.. they should really stop us from either placing more than 2 rear facing cannons, or even make a small cannon, with a smaller calibre round for kiting, making it as sloooow as possible. Same with balistra for whaling. Give the ai some advantage as it is, it is too easy to kite them. But going toe to toe is another matter. They don't need to raise damage on the sotd.. anyone who has fought against the lv 40-60's in golden isles knows full well how much damage a volley from a brig/gally can do. A single volley can sink a schooner, I've seen it happen. Guy lost 4 planks off both sides and his deck in a single hit from a 58 galleon. Goes without saying that he was probably already damaged but it was still quite a show. If you get into close quarter fights with them in a brig or schooner.. a couple of brigs and a gally, even the lower level ones, can quickly force you to retreat. Even if you have a jm or better planked ship. I've lost planks off galleons and brigs on several occasions, it's a pain to have to replace them with default planks and if you're not admined to then have to ask admins to come along later and break the repaired planks so you can rebuild them with whatever you were using, if you didn't carry them with you etc.. Sotd spawn rates could do with being adjusted, so they don't spawn right on top of you.. I've seen this in fog alot.. exciting it is for sure, but ramming a galleon in the fog when you have a cargo of full racks or a dozen new tames is abit of a panic moment for the best of us. They just need to change how the sotd works, atm they give up too quickly, but this is a good thing as well as it can make kiting them abit harder, esp using galleons etc. As by the time you've come to a stop, they've already given up chasing you. Overall I think some minor balancing is needed, maybe have them come in closer to shore, even attack buildings etc would be welcome excitement.
  9. Martyn

    Treasure map

    Try luring them into a trap or kill the weaker ones, force the strong one/s against a rock so it can't evade and kill it with grenades/pistols etc. Blunderbus used to be quite good until they mega nerfed it to almost uselessness.
  10. This also happens if you put a crewman on your steering wheel, unseat them, but don't move them, then use steering wheel yourself, putting you inside the crewman.. then on release jump up to escape being stuck.. you are then catapulted off the ship.
  11. Yep. Land based defences need a command structure, similar to ship commands. ie Attack this target, Ceasefire, Aggressive mode. This could be done from a alternative Lt's Podium designed for land use. That said. Cannonballs should also do a sort of aoe splash damage to subs underwater and to whales. A sort of compact shockwave from hitting the water near them or have a depth charge type setup to kill them. Maybe catapults and explosive barrels..
  12. Would be nice if grapeshot did this for us. It's a painful and fiddly system to get it working. Basically, you outline your sails/flags ingame with paint. Save the config. Load a converter out of game, load the saved sail/flag config, convert it to what your paint program can read. Use your paint program to then edit the sail/flag. Save it. Load the new config into the converter, convert it back to pnt format in the saved paintings folder. Then ingame, you can load it up onto your flags. Providing you have enough of the right paints. Would be nice to see a link inside the uploader part of the game, to several hundred templates for use, either player made or dev designs. So we don't need to mess around with the entire process. Even just every countries flag.. so people could use their own country's id to indicate where they're from and who they're proud of being. I once made my own union jack ingame, took me about 4 hours. Pixel by pixel. But it looked pretty good. Now I just copy googled flags onto my templates. Or designs. Not that I'm that good at Art.. I can copy stuff, not imagine new. The program I use to convert is Atlaspntconverter the youtube videos usually have a link to where you can download it.
  13. Yep. Remember torpor damage in ark? Giga's sprinting away when nearly knocked out.. unless trapped. Well that's Atlas now. Yes, the ele's can get turned/stuck in odd places, you just feed it 1-2 times, release bola, reduce, bola again.. What I do, is put some thatch walls in middle of the pen, the ele attacks those and it's abit easier to get access to the "sweet" spot.. There also seem to be some strange behaviours with the flee mechanic, for example i've seen eles stop fleeing near water to fight with my bear.. or tiger or what i'm using. If you use a tiger.. don't right click Really wish devs would just stop trying to balance stuff like taming, it should be a fun, simple, experience. Not a frustrating one. Imagine having to chase a lover around the room, beating her up and knocking her out.. it wouldn't make a great start to your relationship.
  14. If a hundred billion people said one thing and one said the opposite who is right? Yep.. might does not make right. You know the truth, you just can't accept it. 1 person pretending to be 2 people or more, online in a game, where everyone is represented by 1 avatar.. 1 character. Is cheating. It always has been.. having extra cards, extra die, extra accounts.. has always, been cheating. The island rules system is designed so that companies, legitimately made up of single players can be settled and owned by these legitimate groups. Now you're suggesting, that rich people can come along, buy multiple accounts and bypass the rules? Why because they're rich? Doesn't work like that. A cheater is a cheat. These people should be perma banned on all their accounts. I'd actually suggest a different way of making companies. It could still be exploited, but it would make doing so much harder. Put a level minimum limit on people who can even join or form a company to say lv 55. Then they would have to get all of their alts to 55 in order to exploit the system.
  15. What about.. Yep. Obviously legit accounts are perfectly acceptable. I'm not talking about legit accounts. I'm talking about cheaters.. falsely promoting their companies with alts to bypass island points. Not lawsuits matey, Blizzard, ubisoft, ea.. wildcard.. they all remove your account depending on server type after a period of time. 10 days should be the applicable time period. I'm not suggesting they block an account, or even delete the players avatar.. but they should remove these exploiters from the game, since they are no longer active within it. As for me being a "young" player.. silly insults will get you nowhere and thanks for the compliment. Lets just say I've been married for 22 yrs. Give you some idea of how young I am. Is that a yes then?
  16. Martyn

    Server laggt

    We were just talking about Na Pve lag as well, servers been very very laggy today.. maybe maintenance or something.
  17. If you get this far.. press Q will offer different positions to place the grill. However, getting this far in the process... is nigh on impossible.
  18. Yep but if you don't keep reporting it, it just falls to the bottom of the list and never get's fixed.
  19. I have grills snapped to pipes.. I know it works. But I am here on a different island, trying to get the grill to snap to the pipe and it just won't do it. Keeps saying it's obstructed, when there's literally nothing to obstruct it. You really need to get stuff working, before you release it. And the pipe placement.. I make 6 pipes the only way I can get a pipe to actually goto where I need it.. is by filling all the other locations with pipes first and it will then place the pipe in the location it is supposed to go. The snap to system is garbage. After over an hour of pissing around, I finally got the grill to snap to the reservoir. Then, I added the pipe. The grill... does not snap to the pipe, it snaps to the reservoir.. https://steamcommunity.com/sharedfiles/filedetails/?id=1776244611 Got it sorted.. the grill will only snap to the pipe that is connected directly to a reservoir. So ideally, if you wanted a grill in your kitchen and your reservoirs on your roof, you place a res behind wall in kitchen, break wall, place pipe, snap grill, place wall, break res, place pipes upto roof, snap res on roof to pipes. When it rains, water then rolls downhill to grill. Or you can manually fill em. Surely not the intended way.. but there you go.
  20. Thus why I don't bother with endgame content. That's for those who don't mind loosing fleets of ships and weeks of grinding. That they'll probably claim only took them 2hours.
  21. People use them to form alternative companies, which then settle the same islands as their mains. Thus producing taxes for themselves when they grind. ie The alts are the resource gatherers, the mains are the questers and hunters etc. Inactive accounts should be auto removed after 10 days imo. Same as buildings/tames. Companies that can no longer support their islands should then loose them.
  22. It's cheating and exploiting mate. Simple as that. If I'm playing on an Official Server.. and people are doing this, they are giving themselves an advantage that normally, other players cannot have. There's a reason it's 1 character per account. It is also bypassing the rules of settlement ownership, by simply falsely inflating your own companies, which exist purely of one person with multiple accounts. Not 50 or 100.. but for the most part 5-10 with 5 accounts each. Opens up the ability to take multiple islands that normally people cannot get access to. Why even bother having island point systems, if it's okay.. But thanks for admitting that you do this Udo. That's all I'm really interested in, not your way of twisting the game mechanics and rules to your own advantage. Family and Friends is completely seperate, so long as they are actually playing the game. So a Man, his Wife and 5 children, all on 7 computers, playing on a server is totally fine. Otherwise, not so much.
  23. You stick to your private servers mate. I'd like to see you build a galleon without tames, on a standard week day in 2 hours. On an official server. Boarding wasn't possible on anchored/non anchored ships before it was changed. You could only hang off them or slide around on them. (on pve, to which the questions relate) 2. That's what I expected. 7 is n/a in fact 7 is broken on ships. As for playing the game I have 800 hours so far. I was asking in the forums, to bypass trying to find out with a friend ingame.. seriously.. people like you. So Basing off someone elses ship.. isn't actually possible.. if they move it, you wake up in the water. Which also goes for your own company as well. Or allies. The only remaining question then is what happens if you have a galleon with 60 crewmen, with 59 crew on it and yourself and someone on a pve server then gets onto your ship whilst it is underway. Does it then sink? Sounds like a fine griefer mandate for grapeshot to add to the pve game. How does removal actually work, is T/Wheel on player or is it a global command? Does it remove all at once, or one at a time? Can't they just climb back on board? With grapple or fly on? Yes they're all questions I could do with a mate online.. but forums are for asking questions. This is a forum.
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