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Atlantian

Pathfinder
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About Atlantian

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    Landlubber

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  1. They never said that, the foundation range reduction was for lawless to allow more people to build. The side effect was even more pillar spam which is not as bad as massive gate spam.
  2. The stuff is there, its not rendering yet. You can test it by logging in and running, it will run on top of the stuff and it wont let you run through walls. So the server/client know it exists but its slow to render. Its the engine along with some server issues but mostly badly coded engine performance coupled with a bad client.
  3. They could spend 2 hours on the UI and make it 10x better than it is now. Don't need a specialist to make the icons legible (if they do we are all in trouble).
  4. Mixing rendering (client side) with server lag. These are not the same thing. I hope you knew that Top End.
  5. You sound upset. Lower yields would not deter me. The change to the stone recipe due to PvP nerfs did not deter me at all, 1x would not deter me either. Ya dig? The data from 3 custom flags is more data sent than the data sent 1 time to your client to be able to render the base. Continue thinking this is hard on servers, its not. Devs have stated it recently in live dev chat and could settle it here for you if they wanted.
  6. Render times are slow, even the devs state that ships kill things along with AI.
  7. Going to be 8 times bigger. And this only shows a small portion of the total build. Mountain fortress, dungeon, massive monument all still in the works. Also has 8 ziplines which get you to all points of the property quickly with signs pointing the way to all the different resources like opals, emeralds, iron, syrup, crystals. And a massive trade market with 40 different things for sale and offers to buy (on billboards inside the building so you can see everything easy).
  8. I have tested it by going to both and testing lag and pings. 99% of the server lag in ping comes from the player count, go visit an empty island (there is tons) then visit here late night with 5 people on and see no difference in lag. The data for static structures being pulled from the database is not a lot (even when pulling 8000 static pieces one time to your client), the constant feed of data from AI, people, ships which move and have tons of detail, dwarfs the data pulls for structures. Client side rendering is on you but at running speed it renders fine (flying in renders are slow).
  9. I did it all by hand at 1x and 2x along with 2 bonus weekends. And static structures like this do not lag the servers, you have no understanding of server architecture, lantency, ping, fps, rendering. AI, movable objects like ships, animals, people (by far) lag the server with high pings. You could easily test it by visiting this then visiting a barren island and you will notice nearly no difference in lag. Now you know. tons of smaller things everywhere, this is unique.
  10. L6 PvE Onocastle NE corner. The docks are mostly for visitors, had 5 traders at once so now they can pull up and unload elephants even right up on docks (all deep water). Also there to stop someone from ploping down a shipyard at a janky angle and messing up the view (tons of places to build still on the island).
  11. https://imgur.com/a/3ipWkTo 8000+ pieces to build this so far and lots more planned. Please add more types of building blocks like triangle pieces that are half of a square and anything else. Very limiting currently but still fun, this is only a small portion of the total build. Day time shots: https://imgur.com/a/a79Wy6C
  12. This happens and will happen to 1000s of people and the game will will be better when this is addressed.
  13. Mortar and Pestle Simulator is fun though!
  14. Lighthouse Point Over 8000 blocks to build, deep water port with zipline access to 6 docks and a massive trading market. https://imgur.com/a/EqKLXLx
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