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Devlin

Pathfinder
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Everything posted by Devlin

  1. I understand the reasoning behind the wipe, especially as so much of the game is going to be altered with the update. I think many people probably also expected a wipe at some point, given Atlas is in early access and all. The issue I see with a total start-from-scratch wipe, though, is that there is now no incentive to keep playing until the update happens. If you're a fan of building, you probably aren't as excited about continuing to build knowing that you'll be losing it in a month. If you're a fan of raiding other players, perhaps the drive to do that diminished because everything you'll earn from it will go away in a month. If you're a fan of exploration or have spent a good number of hours finding discoveries, chances are you're gonna stop doing that since you'll start at 0 again in a month. My suggestion is to instead let discovery points persist. This gives players who wish to keep working toward something an incentive to do so, while still feeling rewarded after the wipe. This still allows everyone to start at level 1 with no skills or experience after the wipe takes place, so you'll still have that even playing field. The only real advantage current players will have is a higher level cap, but even then the grind to level up will have to take place regardless.
  2. Yes, though from my experience of this particular instance, my server was offline the entire time the patch and roll back happened. Other than from Twitter or an outside source, there is no way I could have known this was taking place. I get where you're coming from, and I agree they should be better about timing announcements in-game, but in this case I'm not sure how that is beneficial since servers were offline. Unless I'm missing something here, everyone in the thread on the anti-Twitter side of the spectrum is advocating the use of the in-game announcement for something like a rollback, but I just don't get how that's possible since the servers would have been offline by then. What am I missing here?
  3. Devlin

    unable to tame

    Just tried to tame an elephant with wheat and incapacitated it out in the open. The blue text would appear suggesting I could feed it, but pressing E did nothing regardless of where I was in relation to the elephant. Didn't look like it was clipping anything. Seems like taming them is broken in general now.
  4. We've been having a few issues related to Journeyman bows, but this one seems to be the worst. Currently, our bows are not re-equipping automatically like common bows do, and in some cases they can't be equipped at all unless fully repaired first or dropped and picked up. Pretty annoying. But now with the most recent patch, our Journeyman bows disappear entirely when we die. Haven'tr noticed it happen to other blue gear yet, though.
  5. The global font mod is great for readability and also makes the box names show as their proper characters. The downside is that the font size is huge, and the only way to change it seems to be by scaling down the UI. I tried scaling it down, but didn't really notice a significant change personally. Just something to consider when going that route.
  6. Also confirming they come to shore and sometimes on land in the region I'm in. They've destroyed ships in progress on shipyards, and have done some damage to anyone who built bases near the water. I feel like when I sail through them, the damage is negligible compared to when my ship is anchored or hit by the ones near shore. Not sure why that would be the case.
  7. This is how its been for as long as I've been doing maps with other people. I assumed it was intentional, though that does mean a company can stack up gold pretty quickly if so.
  8. I figured "after patch" was referring to last night's, since everyone has been saying resource spawning is broken after that patch. Didn't see the timestamp before posting, my mistake.
  9. I think some of the things on this list have already been fixed/addressed/worked on, so hopefully that gets updated. Also some of these aren't bugs or issues, just random suggestions and complaints, which probably aren't related to bugs and instead just things people wished were changed. I don't know how helpful it is to include those if you really want this to be a central repository of known issues.
  10. I thought the cyclones were cool at first when I thought they were rare things that happen during rainstorms. Now it just feels comical how common they are. I completely agree that even having giant Perfect Storm or Master and Commander waves would be fun enough to navigate on their own. No need for the constant barrage of tornadoes.
  11. Considering the recent outrage regarding resource spawns on Lawless islands, I think there can be an easy compromise between keeping the spawn-prevention radius in and still making it feel like popular Lawless islands aren't barren anymore. My suggestion would be to reduce the spawn radius to slightly less than whatever the radius is that prevents neighboring companies from building. This way resources will always be able to spawn in some capacity unless one company covers an island in foundation tiles, while still preventing jungles from spawning a foot away from structures. This wont help bring back all the rare nodes that are gone because people decided to place a reminder tile right next to them, but at least some things would come back to make those islands playable again.
  12. I think his point is that there is an assumption that the patch changed Lawless zones to be like normal zones in that foundations now block resource respawns. If that's the case and was intentional, then it is a problem with foundations. If it wasn't intentional or resources aren't spawning at all regardless of how close a foundation is to them, then it is a patch problem.
  13. Add K8 to the list. I'm curious, though, if they aren't respawning at all or just not near foundations. Hard to tell since the islands are littered with them.
  14. On any ship other than a raft, you can hold "S" to reverse slowly. It will go really slowly, but it will back up.
  15. You can also open the sails to 10 or 20% and keep clicking the rotation degrees to make sure it constantly stays red, forcing it to turn. In my experience, that is slow enough to where the raft is clipping but not taking damage, and as long as you keep clicking to keep it in the red as it turns, it wont catch the wind and hit the wall again.
  16. Just to give a different perspective here, I'm about 180 hours in and I've never paid attention to my vitamins, water, food, or health during that time. I learned from the start that there is no penalty from dying, so I just die and respawn all the time. When I saw that bodies disappear in Freeports, I rushed to get a raft, bed, and storage box first. Then I just kept gathering until I was gonna die again, stored everything, waited to die, respawned on my raft, and repeated until I had enough stored to go on my way. If I'm out at sea and I see my health dropping, I close my sails, die, respawn on my ship, and continue. When I get to a new island I want to explore or if I'm looking for a treasure map, I'll die first so i get a fresh start when I get off my boat. So I do understand this is a survival game and that people should learn how to not die, but when it comes to PvE at least, the game currently feels like there's no need to bother with that.
  17. I don't think they destroy resources in Atlas. At least not based on how many trees are spawning under and beside my foundations.
  18. Yeah that's strange then. I have no idea why that message would be popping up.
  19. That shouldn't be happening, then. The only error you should be getting that prevents normal placement is that you're building too close to an enemy gate or foundation. What zone are you in?
  20. Not really, but I also don't think the people who made that raft bridge care. If they did build it across like you suggest, they'd need foundation or a pillar every 3 tiles, which is not enough for anything but a dinghy to pass through. Either way, it would be blocked off.
  21. You can build in Lawless zones without a claim flag (since you can't claim in Lawless).
  22. I'm guessing making those rafts was cheaper (and free to repair) compared to building a dock that extends that length. Building a dock that length would be allowed, so I'm sure this is, too.
  23. I think he is in a Lawless region. The issue seems to be that some of them are littered with single foundations to prevent people from building nearby. Admittedly I did this a bit when I first started so that I had space to build a base and taming area, but I've seen people place them randomly around islands just as a prevention mechanism.
  24. I actually like that they have skill requirements, but I wish they made a little more sense or had a different flow to them. To me it makes it seem like a natural skill progression, like you wouldn't be able to cook or make medicine without knowing how to collect water, or you wouldn't know how to make firearms without first making the basic ranged weapon. Then there are things like Melee being unlocked from either going down the hand-to-hand path or by learning to craft with metal. Those I'm okay with and understand. Then when it comes to some of the things I'd change: I would move the Piracy unlock to Captaineering, implying that you need to be a captain before you can be a pirate. I'd swap "Navigator's Tools" and "Captaineering" on the Seamanship tree. The "Sightseeing" skills would then be attached to "Captaineering" directly, and the rest would still be attached to "Navigator's Tools" which comes after "Captaineering". Similarly, when it comes to things like Beastmastery, I don't think you should need to know hand-to-hand in order to tame. I don't see the connection. Instead, I'd make it an option that directly followed "The Basics". I'm sure there are others I'd move around, too, but that's just to give and idea of what I'm talking about. I think the calculator website lays almost all the trees out great, but also has the luxury of horizontal space to do it. That layout would not work in the game's UI. I agree that it should be redesigned, but I think that would rely on a bigger UI overhaul to go with it. I'm hoping those sort of aesthetic changes go through eventually by the time this is out of early access, but I don't imagine them being a high priority until later on.
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