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Mduna

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About Mduna

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  1. Interesting! Though I still would like something a little less vague. I suggested a talent because it's something I would invest points into, and know that it's not going to be wasted. There is a talent tree in the game currently, but I'm not exactly sure how helpful it really is. Map maker. Map Maker could maybe converted to this, or maybe it could just be added for additional benefit. But again, appreciate the knowledge.
  2. Ahoy, and welcome. Here's some ideas and opinions that I have. And whether it matters or not, I've been playing the game since it launched, I play on a PVE official server, and I prefer to play as a solo player. - Talent Improvement What I enjoy about Atlas is the aspect of exploration. Sailing the world, and finding cool points of interest on any given island. The discovery point system is fun for me because it almost caters to my desire to collect things. I can pull up a grid in the discoveries tab, and see whether I have cleared it or not. Fun! The issue I run into with this is that there isn't any real indicator of where a discovery will be. There's a lot of unknowns that really bug me about it. While some points of interest will have props set up, like a "npc" town, or a damaged ship for decoration; Some of them I just find randomly, and I really don't like that. What it tends to do, is make me paranoid that if I don't essentially comb an island by running up and down it, to make sure that I've literally been on every square inch, I'm going to somehow miss a POI. Suggestion: A talent that allows the player to see that the area is a POI. Similarly to the marker that shows you where the treasure is buried as you get closer to it's location. Maybe some sparkles in the area? Some kind of indication that the area is a discovery. It doesn't discourage me to roam free and explore, because you have to be close enough to see it; But it would dispel the worry feeling. I'm not sure where you put such a talent. Maybe beast mastery? Maybe it's flavored as the ability to track or something. A big point sink is beast mastery. Which is fine if you like to tame animals. But for me, I buy my tames. And the only real reason I have points so deep into beast mastery is solely to ride them; And I don't think that's fair. As it stands, if you want to ride an elephant or tiger, or lion- You have to have taming and breed 2. So while I don't utilize taming 2 or breeding 2, I still have to have them in order to use an elephant to gather. Suggestion: Make riding it's own line progression. If you want to ride elephants, you have to know how to ride horses. This makes it less of an investment for people who don't necessarily want to spend their time taming, but still can have animals that they use. If you enjoy taming, great. It's a worth while investment for you to take taming 1, 2, and 3. But for me, I'd rather spend my time exploring than taming. I will pay gold to a company to tame and breed things for me. And also, while we're on riding. No one is riding sheep or boars, except only to re position them in a pen. Suggestion: We can get rid of Riding tier 1. Have Riding, and Advanced Riding. Riding Talent: Ability to ride sheep, boar, horses, bulls, wolves, ostrich, bears. Advanced Riding: Ability to ride lions, tigers, elephants, giraffes, rhinos, and mythical creatures. And if you really wanted 3 tiers of riding, you could actually put mythical creatures in it's own tier. In the same vein, I don't mind investing in a tree in order to craft something of higher quality. It's something I enjoy doing, crafting blueprints and trying to sell them. But I don't think people should necessarily have to invest so heavily in a tree in order to wear something of quality. While I'm sure there's an argument that you have to understand armor, in order to be able to wear it properly; I just don't think it matters in a game. If a company member takes talents to craft high quality things, people should just be able to wear higher quality gear without having to spec into it. Suggestion: Allow players to use higher quality goods without having to take the talent in order to wear and make them that quality. I feel this would improve some things from an economy standpoint. For a new player who maybe has a little gold to come across a shop, and see a set of green quality tools for sale. Even if he has the gold to buy them, he wouldn't be able to use them unless he took the necessary talents. So a no-brainer purchase for that player suddenly becomes a commitment to investing talents in order to use them. Even if he's got not invested interest in crafting. So you're only really utilizing half the talent.
  3. I've always seen lawless as your starter island to get you some levels and allow you time to build a ship and find your permanent home in the world. Before the wipe, they were your only option to build a base if you weren't fortunate to have claimed land early, or steal someone's land. So lawless, people typically fought over space and resources. Generally you couldn't have a massive compound unless you happened to be on when someone else's space was demolish-able, and in F12 we had people building shipyards to block other shipyards because they simply didn't have any other option if they wanted to build a ship to leave. But, now we can build anywhere for the most part. I would take advantage of that. Because again, lawless is for new players to get on their feet. There are a lot of cool places to build that aren't lawless.
  4. I managed to get land, but not without rigorous effort. We stole land from someone who did own an entire island and then some; And we got shamed for it, if you can believe it. I had a rather lengthy conversation with one of NA PVE's top company leaders, who essentially thought I was rude because I didn't want to join his larger company to obtain land, or do anything in the game for that matter. It was asinine, because all we wanted was a spot to build and be. Before that, me and mine spent weeks in F12 (lawless), on a fairly large island. But it wasn't long before it slowly became unbearable. There's no order. People build walls around metal resource nodes, block each other in with shipyards, lay down foundations all over the place because they want to 'save the spot' for themselves or whoever else. It literally is, every man for themselves. There isn't a sense of community, because no one is willing to stick their necks out for the off-chance someone else won't cooperate because it's a game and there's nothing you can do about it. But, on the same coin, I understand where you're coming from. All those things are preferable to nothing at all, and I get that. But it's really not ideal, and sort of a shame that they put in all this work to 'fix' claim and it sounds awesome but PVE won't get to at least try it. It will just be lawless everywhere. Edit: Forgot to note that the land I did own was about 6 flags. Also forgot to mention that we had one case where someone had laid foundations down all over the island with a sign that read. "10k gold for sale." Which basically meant, they were ransoming space for people who just joined the game to be able to even build a small hovel for protection, and build a ship to leave. Just because they could, and there was nothing anyone could do about it.
  5. And thinking about it, actually, there could be some use to the vulnerability status in pve! Opportunity to design things around it, rather than just removing the aspect entirely. My company leader actually had a lot of fun designing a cannon defense tower. Now the idea was actually sprung from the potential griefer, coming along to bring ships of the damned into our harbor and destroying our ships so they could scuttle them after. It became fairly useless after the change was implimented to make boats and structures resilent to that sort of activity. However! Could it be possible to design random attacks on settlements by monsters, armies of the damned, or what have you during these 'scheduled vulnerability' times the players set? That, instead of players coming to attack your base or island, perhaps a hydra comes out of the depths to attack and eat people on islands? This could further the incentive to socialize and band together as pathfinders on an island, rather than "I just wanna build a massive base and play by myself." It could also give smaller companies who want to own an island a reason to really think it over before actually claiming it. Not only for a resource demand, but also for the potential of it being attacked by a huge monster and if you're only 1 or 3 people, might not be able to defend it on your own. Just an idea. TL;DR Opportunity to utilize 'vulnerability timer' in PVE by designing NPC forces that attack islands as a randomized event possibility. Gives players more incentive to band together, rather than remain reclusive. Also gives incentive for smaller companies and solo players to live on an already owned island, rather than own the island themselves. Randomized island attacks would also make the world feel more real and immersive. If an island is under attack, players simply on the island for maps or exploring could help in it's defense for better loot, and greater experience. Timer essentially would give owners of the island a chance to be online for potential attacks. Reward based on the rank of the attack, similarly to the rank of the island. Rank 3 islands (assumingly bigger) have greater chance to be attacked by larger mobs, like a Hydra. Whereas rank 1 islands would have greater chance of only being attacked by smaller ones. Maybe 3 waves of army of the damned or something.
  6. I agree. The new claim system sounds promising with it's incentive in large companies working with small ones, rather than cutting them off completely or pressuring them to join them so they can have a place to build. Which was the major issue. Large companies consistently spanning their 'rule' over every corner of the map, and maintaining them with a single bed under each flag. By limiting the potential, and adding the need for consistent upkeep over their lands really demands a lot more effort in holding them. The idea that pve is going to be left open to anyone to build on doesn't put me at ease. Because as OP has mentioned, it only really inspires random people to come along and screw up your next four days. (If the decay is anything like lawless. 4 days I think was the demolish deadline.) I get that trolls won't be so obligated to come out and repair the pillars and foundations they've laid out, unless they really get a rise out of you or something. But it's still an inconvenience that I really would rather not deal with. At least with the claim system you plan to implement, there is some control over a situation like that. If, say, Lotus owns an island and someone decides they want to put down pillars to "save the land" or to simply be an ass- People living on the island can tell them, and they can choose to fix the issue on their island. It makes them responsible. And if they don't want to deal with the issue, then they might lose support from the people of their island. It inspires community when previously there was only every-land-lubber-for-themselves sort of vibe in almost every case. Now, I don't know if your system can be tweaked in the way to basically allow it to exist in pve, just turn off the 'vulnerability time' requirement or not, but I think it would work fine in pve. TLDR: New claim system for pve so we have some order. The incentives for large companies, or any companies who manage to claim land, to allow people to live among them. Gives people who own islands a responsibility to actually rule the land they claim, and inspires actual community. Pillar spam makes me uncomfortable.
  7. This is still an issue. Animals fall through boats after coming out of stasis.
  8. I'm not sure if they increased it or not, because the galleon I was working on was not so empty as this- But it needs to be increased a tad more I think. Part of the reason I built a galleon was to design it. So that's what I spent a lot of time on. Designing the interior of the ship, and making it look nice. But I think I've hit my limit, and I have yet to stick cannons on the thing. I don't plan on having as many cannons as physically possible- But I need some defense. But the way it is, I'm thinking I'm going to have to take out a bunch of walls and things I spent a lot of time farming for and placing with intent. Pretty please!
  9. Ahoy again! I thought I should update this thread in case any of things I've run into as of late has yet to see the forums. [Bug] Animals and NPC Crew falling through boat. I can't imagine this hasn't been mentioned already, but it is happening as of patch 18.8. I think it has something to do with not being properly connected with a flat surface, or the boat. My crew members tend to look like they're falling forever. If I unseat them, and they end up floating on stairs- Eventually they'll just drop down a bit into the floor. But sometimes when I log in, all of them are doing it. It's very strange. I haven't lost a crew member to drowning or anything yet, but I expect it to happen eventually if the bug isn't fixed. As for animals, they just seem to drop off the boat and onto the sea floor; And they remain there, as if they're standing on the boat still. As if to connected to the floor itself. Had a pretty gnarly scare when I came back to my ship and found a giraffe submerged. I don't know if they lose oxygen while they're like that. Hope not! Would be quite a disappointing loss. [Bug?] AI crew firing on fish when instructed to shoot only ships. Recently we made a cannon tower to deal with any nasty, griefing issues that may or may not occur. (Playing on PVE) In case someone happened to intentionally, or accidentally bring a ship of the damned into our harbor to destroy our boats. At the very least, we would have something of a defense with the tower. This was of course before the changes had been made to anchored structures but still! The issue with the tower is that if we set the cannons to anything but stand down, they shoot at fish even when they're told to shoot only ships. I'm not sure if this is a bug, or if I just don't understand how the permissions and commands work. But just in case it is unintentional, thought it'd be better to say something. [Bug] Female Lion, and other creatures, seem unresponsive when on ATTACK YOUR TARGET mode. Another command issue, but I know this isn't working the way it was designed. Essentially, the lioness is acting as though she's on passive. We take the carnivores out for a hunt, and when the attack is on, she stand at the back watching. She's been whistled to attack specific targets, whistled on to passive and then back to attack my target. Unless you are controlling her actions, she will not help fight. This happens with a few of my other tames as well. For example, my bears tend to not attack things I am hitting unless they happen to get hit in the process of me fighting for my life. Once they're tagged, of course, they'll annihilate whatever it was. But not before, which is a shame if I get taken off the bears back by a lion, and have to fight my way back to it while it dumbly stands there. ATTACK MY TARGET, means when I hit something they're supposed to respond right? [Bug] More tame and command issues. Some animals don't respond to group whistle commands, even though they're set to heed group whistles and do- But only certain ones. This one seems to only affect tier 3 animals though. Elephants, giraffes, ect. Our base has a courtyard with a gate, and there are times when horses will wander into the courtyard when the gate is left open. We tame those horses. So naturally we have to whistle for all the animals to be passive during the process, so they don't leap on top of the animal when I hit it. However, whenever I group whistle them back to attack my target, the big ones don't actually return to that mode. I have to manually go through them and ensure they are on attack my target. Otherwise, you run the off chance something dangerous gets in and murders things it shouldn't be able to because they wouldn't defend themselves. [Bug] Still cannot paint on canvas! Don't think we've been able to do this since the game launched. Surprisingly, you can paint on nearly everything but a portrait canvas. This isn't a huge issue, of course. Just would be nice to have paintings and things in my company house to make the place look neat. [Criticism & Suggestion] So, I know this thread is really for bugs and things that obviously weren't supposed to be apart of the experience but; I have a small request when it comes to building stuff. I enjoy building in almost every game. I'm your type of player that enjoys the prospect of carving out civilization, and making cool towns and things. The changes that have been made from Ark to Atlas have been very positive changes. I enjoy that the interface has been cleaned up on consolidating the various shapes of wall. I enjoy that when you place a wood wall on a boat it appears differently than it does on land. I appreciate these things immensely! However, a few things that bother me about the building system & other things: Pillars should snap to corners of squares. Pretty please. Number 1 reason I don't use stone in most building stuff, is the weird jig-saw looking stuff that sticks out on corners of buildings. Pillars would solve that issue, and make it look more stylish. I would use pillars more on corners than at the very center of squares. Tiny dockyard looks super cool, and I want to use the same visual for building out on water. Praying so hard for neat little do-dads one can make purely for decoration. Little cups, jars, bowls, little boxes, trinkets, bird cages maybe? It's purely bonus if you can actually store things in them, like jars and smaller boxes on shelves. Actual shelves would also be cool. Cannot paint ships white, or grey. I'm guessing because the way paint works in the game, is it's more of a tint than actual paint. Similar painting issues with walls and foundations, really. Any color that isn't super vibrant just doesn't show up really. Can we have a medium sized gate that allows large tier 3 animals through, but doesn't look ridiculously massive? Not saying get rid of large gates, just give us an option between small and large. We can pick up water barrels, but not preserving bags? Seems a bit odd that some items can be picked up and moved, but other things can't- And yet look like they can. I get not wanting to make the game completely convenient, but you have to take talents in order to even make preserving bags. Not sure why making them pick up able would be undesirable. Same with small chests, tables, and mortar & pestle. Wagons that actually have a storage and carry function would also be something. Like I enjoy the item of mounting a gun on the back of a wagon, but I'd like to also use the wagon to haul other things too- Not just weaponized death and destruction. Farming resources is sort of a big part of this game, so I think it would only be natural to have that option if you're going to have carts and carriages. NPC Traders not just in freeport, but hire-able for player towns in various zones across the Atlas. This is something a company mate suggested to me. He mentioned that it was done in another game, where players were able to establish they're own towns and then have NPC traders in shops in order to attract other people to visiting that town. Currently I have a little shop I designed for giggles. However, it would be really neat if I could hire a shopkeeper NPC and stick him in there to sell stuff from our company. Food items, and the like. For anyone who happens to wander past, and decide they need beets or something. It gives me a reason to ever stop at someone's town they built and spend time there, anyway. If I need wheat to cook something on the go on my brig, I could pop into Atlas Shrugged's town and visit a npc merchant that sells food that they farmed. They make gold, and I get my product. Think that's enough out of me. Take it as you will, or leave it. Hope this has been helpful! Until next time.
  10. Ahoy! More creepy, crawly bug reports! [Bug / Question] Can place new planks over old planks on boats, but not decks? Upgrading the brigs has been something of priority. We've fought baby ships of the damned, but we want to endure more before being holed and taking on water. Making blueprint planks and placing them in over the old ones seems to work no problem. But for some reason decks aren't, or just not as easily done. I'm assuming this is a bug, but it may just be something that happens. Decks hold things on them, where as none of my planks really do. [Bug] Screen suddenly goes black, but my character is still in play. Story time. I've been hunting for discovery points, as I'm sure most people have. So I'm climbing to the top of a mountain in the artic, to see whether discovery points happen atop mountains. Also saw some crystal formations, and was hoping to find gems too. Get to the tippy top of the mountain, and my screen suddenly goes black. It's not my monitor, because I'm still able to open up the menu to quit the game, mess with options, or resume. So I thought maybe I just slipped into the wall or something. Moving around leads to my demise. I stepped off the mountain and killed myself on accident. Respawning on a bed in my ship, still can't see a damn thing. I had to relog to fix the issue. [Bug] Ship won't back up sometimes. I'm sure this is just an issue with parking in shallow water, but sometimes when I dock, my ship doesn't want to back up again. There isn't anything visually obstructing it from doing so, it just won't back up as if there is something obstructing it. Usually I have to bend and twist her to get her out, but it shouldn't be an issue if nothing is there to bar it. I got in fine, so getting out should be fine. Ghost rocks? [Bug] Vanishing Ship. I made another thread about this, so I'll spare you the long winded tail. Essentially, I anchored my ship near a player built dock. Went to do some things. Came back, and she was gone. Apparently my ship teleported into a neighboring cell, anchored and everything. It was really weird. Have no idea why. Maybe it was the ghost rocks. That's all I got for now. Thanks for the game. I look forward to it's growth and improvement.
  11. Ahoy! Just so you're aware, had quite the adventurous bug happen to me a moment ago. My company and I built a dock for our brigs to be loaded and unloaded more efficiently. Nothing fancy, just foundations, ceilings, and some supports. So today, I road up to the dock with 3 elephants aboard after a long taming trip. Unloaded the elephants, unseated some crew and got eager to use them during this 2x gathering weekend. Encountered an alpha on the farming path and decided to deal with it so it didn't murder my elephants. So naturally I went for my blue crafted bow on my ship to find it wasn't where I left it. No where to be seen, in fact. Not underwater, nothing in the company log that my ship had expired for whatever reason. And yet, on my map, it still showed that The Banshee was docked where I left it. Threw all my junk in a box, fast traveled to the bed to find that it had teleported into a neighboring zone some how. Old gods indeed. My ship was still anchored, despite being near a transition wall into my home zone of F14. (G14 to be precise.) Luckily enough, I only lost a singular crew member during the hoodwinking glitch, but getting the old girl back to port was a terribly salty experience to say the least. Ship of the Damned, and a raging hurricane. A true test of my ability to captain and sail. Didn't lose my ship, so I'm thankful enough for that. But might want to take a peak and see why my ship suddenly vanished and reappeared at the edge of a neighboring zone seemingly at random. TLDR; Ship was anchored near land and randomly teleported into another zone, all while remaining anchored at the edge of where it teleported to.
  12. Well hello again. Here's some more questions, concerns, and possible bugs that may or may not need looking into. [Question or Bug] Some cooking recipe items stack to 30, and some stack to 5. Is this a bug or feature? I assume it's the latter, though I'm not entirely sure why. Some recipes give buffs, and are more difficult to make. That's why I'd assume you'd limit the number to be carried by making it only stack to 5. However, Spiced Rum only stacks to 5, but the buff is the same as you're common Ale. You still get drunk, for the same amount of seconds, and the same (presumably) amount of value. Ale is cheaper to make than spiced rum, stacks to 30 instead of 5- So why would I make Spiced Rum for more extravagant materials when ale gives me the same effect? The only major difference between Spiced Rum and common Ale is the nutritional value you stand to gain. Spiced Rum gives vitamin B and C, and Ale only gives A. But I still don't think that outweighs the benefit. Which really leaves RPG factor. Whatever it's purpose, it's not game breaking- Just a curiosity. [Bug] Placing certain cooked items in preserving bags isn't preserving the first and/or second stack. Because the item was outside of the bag when it started it's decay duration, it seems to continue to tick down as if it weren't in the bag regardless if you put it in or not. The spoil time does change, but not the actual timer. Example, it tells me it has 5 hours to spoil, but spoils in 30 minutes anyway. [Question or Bug] Cyclones stalk your every move, each and every time it rains while you're at sea. While high octane the first time you wander into a zone that has the chance, and suddenly you find yourself in the middle of a cat 5 hurricane is exciting, it tends to simply be annoying after. Simply because it isn't a matter of chance, it's a fact. If it starts raining and you're on the water, you're going to be insistently battered and harassed by thousands of dangerous funnels. If this is a feature, then it's not game breaking in anyway. It simply feel that it's just a bit unnatural and obnoxious. Weather doesn't act this way. If I could suggest anything, it would only be to make the cat 5 hurricane storm a chance per rain rather than every single time if you're on the water. [Bug] Using the wheel option to transfer an animal to your ship feels like it works 60 percent of the time. Though recently I just figured out that you could just whistle the animal onto the deck, which seems to work 100 percent of the time. (Just in case someone's reading this who didn't know that. ) What's happening is that the animal goes to the lower decks instead of the top deck. Not a big deal if the animal is small. Sort of a big deal if they aren't, because getting them out means either taking out walls or, the anchoring trick. (Anchoring and un-anchoring so that the animal rises a few inches into the air until it finally floats up out of the floor boards so you can mount and move it.) The other thing that occurs, is the animal glitches into the ocean. It stands at the sea bed, as if it were standing on the ship itself and drowns. I lost a lion to this bug. You cannot mount them while they're like this, but whistling them does work eventually. [Bug] Journeyman Map spawn, in the arctic, inside a hill and will not spawn baddies to fight. It's a bit disheartening to sail through five zones, find the island you're map is on, and get to the location and find out that it's not going to work and have to throw it out. The game isn't just about the treasure but the journey, I know. But the treasure is sort of the goal and the physical reward beyond the good times. So what occurred, was me and my company-mates sailed out to L15 for a journeyman map on The Thundering Key island. The spawn appeared to be on the side of a large hill, but we had to use climbing picks to get up there. Unfortunately the spawn wasn't on stand-able ground, but if I climbing picked my way over there with the map it didn't spawn anything. Clearly the spawn should be at the bottom of the hill then, right? Wrong. And I don't know if it's significant, but the eagle eye indicator for the map was green instead of red. It sort of looked like the same indicator to find your body after you had died. [Question] Is there anyway we could get pillar snap points to the corners of foundations and ceilings, instead of just the middle? Purely a question and/or request.
  13. I'm also having the issue. This method will only help you get to your character's last saved location. Once there though, if there's another issue then we might just be screwed until a patch comes through. Battleye has timed me out a couple of times, and I think that might be why. Couple times I got in, I couldn't access my inventory or interact with doors or tames. Once I was able to, I immediately killed myself in an attempt to get out of the grid and respawn somewhere else. But it's not going so well. Edit: I was able to respawn at freeport without issue. Killed myself, and spawned on a bed in another region. So far I haven't disconnected or had interface issues, so I think it's just F12 or lawless in general.
  14. Voting to remove, but here's some feedback if the devs are reading. I enjoy the age mechanic because it feels immersive, and it's a pretty segway into doing the fountain of youth for a nice reward. But I think we age far to quickly, and while the debuff for being an old man or lady is a nice touch- Because lets face it, you shouldn't be as strong and resilient as you were in the good ol' days, from a gameplay perspective it feels intrusive. Now I'm well aware that we'll be given other options in order to 'live on' as they say, but it's not in the game yet. So I suppose when it makes it into the game, that will be super cool. But for now, I just feel like I'm waiting to die of old age so I can either A) Have my crewmates come reinvite my brand new character to my company, and level all over again. Or B) Do all those things, except the leveling part because I didn't lose levels. Hoping for the latter, but I guess if not, that's just how the cookie crumbles? If I had it my way, I'd say I'd just get rid of the debuff for the last few years of the character's life. 20 percent bump to all stats permanently is already a pretty enticing incentive to go brave perils for phat lootz. I don't think you really need to further that desire by making everything else more difficult unless they do that thing. How is it intrusive? Well, it feels like I now need to stop whatever I'm doing to go out and find this sucker and drink deep or I'm going to lose all my progress on a character I've been slowly building over the past month or so. Maybe that was the feeling that was meant, but that's my opinion on the matter.
  15. - PC>Program Files>Steam>Steamapps>common>ATLAS>Shootergame>Saved - Open LastServerConnectStringCache - Copy number but not text. Should be something like 37.10.126.151:5759 - Open game properties for Atlas from Steam. - Set Launch Options.. - Type "+connect" and then paste number from your saved location cache. Close window. What should happen is you should boot up the game and it should prompt you to connect with your last saved location for your character. Hit yes, and it should begin to load you in where you were. - Athena Braithwate, of the Banshee Crew
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