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Theo Riginal

Pathfinder
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About Theo Riginal

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  1. Sad how little you addressed of the forementioned bugs within a year! I found a new embarrassing one: You can't turn off friendly-fire even in PVE or the repair hammer is broken! Seriously? How can that be linked!? Wildshot Devs
  2. Interesting, I never noticed this problem because I've always built within 12x12 or smaller. But this seems to be a feature not a bug
  3. New rule: You can't call it seamless travel between server grids when it happens that the game often crashes with a fatal error (not only but also when travelling) and you can be surprised after restarting the game and managing to log in again (if you came around the classic infinite PrimalGameData_BP loading ) by your ship being scuttled by SOTD ships and whales How about a global trajectory of SOTD ships and whales so the surrounding grids can indicate those dangers?
  4. At least the PC shop, where I paid the service fee and gave my PC to inspection for investing this bug, takes a second look at it again free of charge. Their first solution turned out to be wrong, afterall.
  5. Update 1,5 is live! What changes did it bring? Positive: More figureheads More char skins More versatile and challenging SOTD sea fights due to variation of ship types Improved grappling hook mechanic Better (+more logical) NPC recruitment (first hour free claiming without costs for rescuing them from the water) Negative: Aweful new claim system, now forcing you to grind for land tax and discouraging settlement or allowing others to build on your island Still no offline protection for people who can't be online 9 hours each day on the defense Inofficial servers which didn't wipe all NPCs and player chars got converted to dwarfs (you broke your word on inofficials not requiring wipe!) (Instead of adding direction to the HUD!) Removing the option to open Atlas while on the ship steering wheel Also removing right click to see compass properly when on steering wheel Own structures now collide and damage your ships, so no more bridges to ships possible
  6. NOOOOO! WRONG! Forget what I said! Same kick again under new 1.5 update on official servers with my new i7-4770K CPU! After all the expenses and waiting... still as clueless as before, but 300$ poorer!
  7. I got the solution (to my case at least) if someone still is around with the omniscious Corrupted Memory #0 BattleEye kick! "All I had to do" is to buy another CPU for my mainboard after exchanging and checking about every system component. So only your fault to repeat the errors known from Ark & PUBG to go with BattleEye again Grapeshot, the rest is on BattleEye. And BattleEye support did afterall answer my ticket, but didn't help either. https://imgur.com/MHvDpjX https://imgur.com/YGuuw4X Anybody wants to buy a working i5 4670 that just cant play BattleEye games?
  8. And apropos offlining, to give you a headsup on good game atmosphere in PVP and game theory... I'm gonna call out the upcoming changes a bad compromise for both sides, before you even launched them! Here's why: X hours windows to be raidable, rest of time fully raid-safe? Who has the time to arrange his agenda according to X hours in a game? If my years of Ark server experience taught me one thing, it's There are 2 main sides, PRO ORP and ANTI ORP PVP players. One side is concerned not to lose their stuff when logging off, the other side is more concerned that they can raid everyone at anytime, unheard of their online status. Without human mind controlling and helping in defense the offline raid is - naturally given - easier to perform and less of a risk to fail or suffer losses oneself than the raid on an online tribe/company. So without any counter-measurements installed, offline raids will be the more practiced method, which can lead to a harsh, destructive server climate and many PRO ORP players quitting frustrated having to start over and over again. No problem for the ANTI ORP side, they say offlining is part of PVP and usually recommend PRO ORP players to go play PVE. But in the case you try to bring in both sides under the same roof, it turned out there's a good differentiated ORP setup possible that fits many PRO and ANTI ORP PVP fans. An ORP which is set to have a good cooldown before having effect (to prevent offline fleeing) and only multiplying structures and tames' health or damage taken. It Makes you free of scheduling your playtime and is the needed incentive giving balance more towards going for online raids. In this scenario everybody is raidable all times unheard of their online status (ANTI ORP concern) but it requires more ammo/time to do so, in order to balance online raids to be equally lucrative in terms of effort/reward, providing offline structures and actors with more durability and thatfor some basic offline protection (PRO ORP concern). Why not trying to implement such a system right into the game, it could even balance the daily player vs. WE-only player inequality (having i.e. a 7 day runtime of ORP untill its effect is automatically disabled) and could initiate an auto-decay of structures if players haven't logged in for even longer periods of time (to keep server clean and unused space available). Edit: And please dont remove the claim flags, that was about your best improvement from Ark to Atlas imo. With it you need at least to conquer and kill sleepers in the first claim of someone, by player or cargo saddle canon. Without the need to place in claims, you dont need anything more than 1 foundation, a mortar and some mortar shots to wipe anyone offline.
  9. - And why the hell comes 'no collision on' with 'ignore claims' to allow to place a structure ANYWHERE instead of just despite terrain collision?? Have you got an idea what an offline raiding mayhem that caused?
  10. - Why do ships deleted by admins leave behind rudders with the ship name on and WORSE, why can you get stuck, red-pvp-damaged and scuttled when sailing through such removed ship remainings?
  11. - If you replace a floor (foundation) with another one, it only has 5000 instead of 10000 hp, as if you stacked them. Guess that's another unnoticed bug.
  12. -Why do some things you put in an inventory BECOME AN UNFUNCTIONAL and UNREMOVABLE BLUEPRINT in the first slot of the inventory you put it in? It destroys the 2 items that are converted into an unfunctional blueprint AND blocks 4 slots in the inventory for good! GG
  13. -What purpose serve the saddle blueprints? You can only craft them with the skill learned anyway and they aren't in ANYTHING better than what you can craft without the blueprint for it. Same for scissors blueprint. It's like the Compass Blueprint in Ark, one must think you don't know what you're creating (since absolutely useless) or you want to annoy people finding blueprints on purpose. Not sure what's the worse option...
  14. - Why are there "fake islands" (often only for me and not my team mates), through which I get the noise and shaking of the whole ship when we drive through? I thought there's only server-sided and client-sided. Apparently there is also something like "only-certain-clients-sided"
  15. I create this topic as a collection of bugs or "sub-optimal" settings in Atlas you might not have noticed. As my forum history here taught me, I can't even expect a reaction let alone support, but I'd be glad already if you only noticed some of the problems! My 3 most burning questions so far... - Why do you have BREEDING TIER 3 already in the beastmastery skill tree to spent points on it, if it's NOT IMPLEMENTED yet? -Why do players die without a chance in heat or cold events? Do you think that's beneficial to the gameplay? -Why is bear taming now improved while elefant taming is nearly impossible to get to feed it without getting hit? Gameplay beneficial? I add to the list when I find or remember more unexplained problems.
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