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George Catcher

Pathfinder
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Everything posted by George Catcher

  1. For couple of weeks my I7 was fixed and working just fine. Yesterday it back to what it shown in first message, lol : )
  2. Each map have it's own level. Right now you basically can easily do all maps around lvl-3 or less with your weapons. Also as far as this damned solders now got swivel cannons damage back, you probably can just surround their spawn position by walls, put there a balcony with guns and shoot them. But I never try this out. Anyway. If you do it without walls, all higher level maps require a tame. Till lvl-12 - just good tamed bear is fine. Higher one - required either few people with bears, or, if you wanna do it solo - a tiger with bleed attack and GROG or any other alcohol that reduce incoming damage. The only issue you should keep in mind. Damned solders need to swing their weapon. They do it near you. If they not swing for like 10 seconds - they buried underground and then rise up full health. So the strategy with tiger is simple. You hit bleed attack, knocking solders back. Then you allow some of them get close to you and swing their weapon. You can either hit them while they swing weapon so they knock back and miss (unsafe way), or just move backward. In this case - they'll miss. Anyway, for best survival - you should take almost all in "Beast mastery tree" especially lvl-3 nature cry and touch. You basically choose one army solder at time and allow him to swing, and at the same time dodge all solders. If you catch a lot of damage - don't hesitate to kite damned solders, and wait till Nature touch CD is finished. And yeah. One more thing. Sometimes the maps leads you to treasure location in top of really high cliffs. You can't reach there with tames, so you have only 2 options. To build ladders chain (and it can be really high), or just throw map away and go for another one. (Or maybe try this wall and swivel options, but I'm not sure how it does work).
  3. Alright now I wanna show you something. Recently I posted a screen that show 2km radius from my base. Here it is: I just repeat I measured it by combining 2 screenshots I made on my pier. I stood one side made screenshot then go 50 ceilings away and took another screenshot. Then photoshop helped me to draw this one above. But today, while on my supply log in, waiting my food cooked, I was wondering - how many warehouses in my island anyway. So I took my horse and did beautiful evening ride. I was surprised to find 3. One - here: Another one here: And third one here: Even if I fall to measure all right in 1st picture, those 3 warehouses definitely WAY CLOSER to each other then 2 km. So my guess - the radius from another player warehouse should be those 500 meter which it gather resources. But anyway. Each time I log in I try to put one in to my base. I still seeing "to many warehouses in the area" messages, despite the fact that I don't have any.
  4. That's what I wrote here for 10 times already! I would also add that some stuff should have proper bonuses. Like better quality of all kind of storage boxes should reduce weight of stuff inside. Better food storage - decrease food decay rate. Better gathering tools - gather better. Etc. p.s. - If devs wanna us grind so much, they could introduce perfixes for armor and tools which improve skill tree stats. Like: "boots of captain" increasing crews ship repair speed or decreasing crew cost - all we have in captaining skill tree. Same for every other skill tree. Like "boots of pirate" or "boots of beast master" or "boots of chief" etc.
  5. The one is in the ocean near my base as well. I just repeat what I just wrote in neighbor thread. Atlas is unique game in EA. Each patch amount of bugs is not decreasing, but increasing instead : )
  6. Got this one couple times. Reload cured the issue. I also couple times was stuck in regular chair. But funniest glitch I've got when my steering wheel bugged, when I tried to use it. My pathfinder was able to walk around with arms outstretched like she holding a wheel. Or she wanna hug someone. But I could just walk, I couldn't use any doors, boxes, sails, and couldn't use wheel ether. I was in full sail at the moment, so I've got to reload the game fast : )) ATLAS is unique game, in EA state. Each patch amount of bugs not decreasing but increasing instead lol.
  7. 55 - Yet another broken feature. Windmills drop destroys stuff in stack. Alright. Since warehouses are unavailable for like 99% of players, we keep our stuff old fashion way. So the way to carry all stuff from your windmill is: a) - To pick as much as you can. b) - To drop all to the floor. c) - Repeat until you drop all. d) -Then you can pick up all, through your weight restriction and carry it to your storage house. I mean you can do it legally. Just pick like 300 wood at once, run to your storage house, then do it like 38 more times, spend for an hour for that... Or get a bear/horse with cargo harness, pick and put all your stuff to harness then pick and put it again in to storage... play "click it 1000 times". So i've been thinking, what if I drop my stuff directly from the windmill? So I accessed inventory, press "P" by default (to drop item). Then I started to look where it falled. I found it. Here, right through the windmill. Still available through little slit. But even tho there were like thousands pieces - all I've got after pick up - just a SINGLE STUCK. It's 500 for wood. 500 for metal.100 for berries. 1000 for fibers etc. Everything else just disappeared.
  8. It's funny but I always see message: "Player 123 has joined the region". Wherever I go - this 123 guy is always there too! Maybe that's an admin?
  9. I just wonder - do they have any statistic? Do they have any admins on the servers? Do they see, that only one player per island built his warehouses and other players for some reason don't do that? Do they even ask themselves what the reason so all warehouses are that unpopular?
  10. What I did after warehouses came in and I couldn't build one. - I have 60 ceilings long pier. So stand on the very beginning. And made a screenshot with my mark on the map. Then I moved 50 ceilings away, and made another one screenshot with my mark on the map. - I opened photoshop, combined 2 screenshots and connect both marks with a line. So I've got 100m scale line. - I copied this line 20 times and got my 2 km line. This distance I can not build my warehouse from any other built by any other players. - I draw a circle with this line radius to see - how far should another warehouse be, so I would be able to build my. ...and got this picture. So basically it's 1 warehouse per big island. In some cases there will be 2. What I wonder - is why devs still didn't react on all those threads in forums! And it's 2 days already. - Are those warehouses meant to be this way, so only around 300 players from whole server were able to build warehouses and play this "less land more water?" Then DEVs should at least mention it. - Are those warehouses THAT difficult or even impossible to code so they work different way, and DEVs simply unable to fix em? - Maybe DEVs just doesn't know of this issue? They doesn't read a forums, and even doesn't have any admin who was in the game lately, saw that NO ONE building their warehouses around and asked himself - WHY?
  11. 54 - Glitches after decays! With more ppl leaving the game, more bases around are decayed. Then some of their stuff are stays there after most parts decayed. It looks weird.
  12. The bad about whole situation - we still don't have any fixes. I mean usually it happens fast, especially with so many messages on all social media. I guess current team really have lack of resources.
  13. So you compare common armor with a raft and mythic armor with a single cannon sloop? So... what will be a schooner, brig and galley then? The point is - you can create so far the best armor in the game. You'll spend like a MONTH to do that. And another month to level it. You played alot of MMOs before and all your experience tells you - best armor help you survive. Then you find - here it doesn't. It doesn't do anything. It the same effective as common one. It's like you built a raft, go kraken and failed... then you spent 2 month FULL DAY playing and all you got - a single cannon sloop.
  14. I dunno why, but I feel so-o-o-o funny about all this mess with warehouses.
  15. The Atlas game since the beginning was in: "So many efforts - so little reward" state. It's like that: - I go to high level treasure map, lvl-82 angry guy with a hammer spawned. He hit me and kill me by just one shot. - For next month, I was gathering gold and resources, I was searching and buying some mythic armor blueprints, I spent whole week just hunting mythos, to craft and update my armor. - Fully in cyan, I go to this high level treasure map again. Lvl-82 angry guy with a hammer spawned again. He hit me and kill me by just one shot. --- So why did I spent month of my life? To enjoy just cyan text on my armor icon instead of grey? Maybe I'm wrong here at least a little bit, but I think that's a bit poor reward, after all hours I spent and dangers if faced... And most part of the game - like that.
  16. I've been thinking - they goal probably was so it should be placed 2km from another warehouse belongs to you. And is should not be affected by any other warehouses radius right? To prevent spamming!? And yeah, btw. Some say the only warehouse in island attaches itself to all windmills in radius. Even belongs to different players and different companies and gather resources from there lol. Why they made it SO WRONG? Hahaha.
  17. I just wanna double my message. 53 - There is only one warehouse per island available. I mean one within all players and all companies who do building on island. Basically the first player who build his warehouse - take it all. Any other settlers will be in 2km radius from his warehouse and wont be able to place their. I mean you do realize the largest islands you have - are around 2 x 1.6 km, right? So look. You made them this way, so If I wanna place my warehouse in my base - there should not be any more warehouses within yellow circle. Or look this way. If I would able to place my warehouse in my base, any other players from any companies would not allowed to place their warehouse within yellow circle. So the only place they have - is tiny rock spot left side of island. And just for a single warehouse. I mean... are you sure it should work this way, so only one player, only one company can place a single warehouse per island?
  18. I'm just take a guess - it's just easiest way to program warehouse (I mean within game code). That's why it works like that
  19. Err... ok little clarification from me. Just measured all (via photoshop). It's not a "half big island radius". It's whole island radius. So there will be just 1 or 2 warehouses per REALLY BIG island. And definitely 1 per small ones. So... whoever place one first - have it all. Any1 else - better luck next time hahahaha
  20. Alright. Let's talk about this one: I mean I'm not complaining, but are you sure you wanna things work this exact way? Let me show my I7 Lawless island: So it's basically every 150-200 meters there is someone's base. Yet let me show what you did in a map, alright? So... well... I mean you did warehouse radius cover like half of an island. Half of REALLY BIG island like my one I7 PVE. So if there are like 50-70 settler only 3-4 of them will be able to use warehouses there. On small island there will be just one. Every1 else will see this "too many warehouses in the area" message. So I just wanna make sure you meant it. So I destroyed like half of my base to free some space for no purpose? lol!
  21. No it's not time limit. It's a bug. It's when you do some demolition and construction around - some roofs and ceilings near are randomly disappearing. This one was here since season-2.
  22. Ships are also have their decay timer. It just somewhere around a month or even 40 days (like boxes, and billboards).
  23. I think there should be "in the ocean activities" to be added. So players would do something while sailing. From trivial challenges like randomly migrating seaweed zones, or migrating reef zone with rocks out of the water (small icebergs in tundra/polar), to... well maybe magic kind of stuff, like all of sudden some "fog of dead" appears, all go to dark purple state, and you need to do maneuvers to avoid ghosts of sunken ships around. That kind of stuff lands occasionally. And of course there should be some rewards (at least cosmetic one) for experience all those activities. And... some kind of "safe routes", where only danger are PVP players, knowing that a lot of players will run there.
  24. The problem now is - the weather MUST be a CORE aspect of the sailing game. And yet it was made the most simple way. And it doesn't affect AI ships. I just copy-paste my thoughts of sailing aspect: I would change the wind so It would just blow same direction for a while (and by "while" I mean at least 24 ingame hours). Then it randomly rotates for some angle (clockwise or counter) and blow new direction for a while again. Most of the time wind is around average, provide me FULL SPEED. Occasionally it goes to strong hurricane state and this requires me to lower my sails and turn to it's direction to prevent ship and ragging damage. Occasionally it goes to calm state and all hidden flotsam appear on the water surface. Now to the challenges. Weather should be divided in to two types. Warm in equatorial, tropic and desert areas. Cold in temperate, tundra and polar zones. Warm weather brings: rains, thunder, storms whit tornadoes or hail, dust storms and fog. Rain - make ship heavier, it loses some speed and maneuverability. Thunders - slight chance that lighting strikes masts, causing ragging damage. Storm brings deadly tornado or hail. Storm is not global, it just wide dangerous zone in the ocean, and players goal is to avoid or escape one by all cost. Sail into tornado will cause sever damage to ship or either destroy it. Hail do moderate damage to sails. Fog lowers visibility to all ships (NPCs ones also) when it's calm. Dust storm lowers visibility when it's strong wind. Cold weather brings snowfall, ice rain, blizzard, white mist. Snowfall just makes ship heavier. Ice rain makes it even heavier, and deck became slippery. Blizzard - is local spot to avoid because it cause moderate damage to ship and sails. White Mist is bright sparky show fog appears during sunny day. Lower visibility. Oh, and about visibility itself. I would cancel unlimited visibility and make so it always changes around average values. So islands would appear as we getting close to them and lighthouses actually guide us (for that I would make freeport and homeland lighthouses different color or brightness). Beside weather, player also should deal with ocean. There are randomly generated dangers in there. Warm zones provides migrating seaweed zones and reefs with rocks out of the water. Seaweeds dramatically lower ship speed, and if player wont escape in time full sails along wind direction may require to escape. Rocks and reefs are deadly. Hitting one will fully take out planks HP. Cold zones provides drifting icebergs. Hitting one is also dangerous. Both cold and warm zones also randomly generate jet streams (make ship turns and damage planks if angle is too big) and funnels (tries to capture ship in it's center - require full sail along the wind and along rotation direction to escape). Everything above affect all ships. Player's ship, NPC's ship, damned ships etc. Also because there are less water around, and islands closer to each other - sailing through the center of grid will require some maneuvers between island (something like that now in Polar and it's fun to sail through). And tasty one. Each danger that player face, and each activity player actually do in the ocean, gives special reward points to the ship. If player pass seaweed zone - he gets "seaweed point". If he avoid iceberg - he get "iceberg point" there. If he gather flotsam - he get "flotsam points" etc. After gathering enough points player can choice special tittle for the ship. After gathering more points, player get special skill for the ship. After gathering points for the third time - special figure head for ship became available to craft. For example if I avoid a lot of seaweed zones, I can add to my ship name a tittle: "Unstoppable". If I continue to pass seaweed zones I'll open a skill for ship that lower my speed penalty in seaweed zones by half. After I pass many more seaweed zones - I'll get... let's say "mermaid" figure head blueprint for my ship. Getting there should take a while, to make all those achievements valuable. Figure head might also have some bonus stats. For balance stuff player should be able to choice just one danger bonuses and either be able to change em in repair dock or be unable to change them at all : )) Maybe survive inside the most deadliest situation (like actual tornado) - give player some really unique and valuable reward. In PVP ships with those skills might suddenly get an advantage if battle occur near dangers. And yeah. Some nice addition would be, if next weather would be predictable. - Scarlet red sunset-sunrise - before windy weather. - st. Elmo's flares - before thunderstorm etc.
  25. 52 - Hey, maybe it's good idea to place crew controlling the sails to some other place on ship? Yet with free building on the ship we can totally block stations where crew are sitting controlling the sails. It looks bad. And if you unseat crew - they stuck through the wall, fall down through ceiling, etc. So maybe you find another good place for them to control the sails?
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