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photek

Pathfinder
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Posts posted by photek


  1. 9 hours ago, [GP] Guybrush Threepwood said:

    Absolutely hate the 'raze' addition. This means that any day if my island owner decides to quit, someone else can come along and entirely wipe everyone's work on the island.

    @Dollie @Jatheish You honestly feel this is an encouragement for people to play? I for one know the moment someone new claims the island i'm on and if they wipe it then i'm done, i'm not rebuilding. I don't understand how in a PvE world you guys feel that it's ok for someone to come along one day and wipe everyone else.

    you could claim it, but it costs gold, wich brings us to maybe more small islands for solo medium tribe and a limit for big companys to not even can claim such small islands.

    the new owner do not has to wipe the island if people cooperate i guess xd (pve)

    and you still have laweless, so..


  2. the change is good because now you have a reason to have an island. maybe need to lower the island points that got raised or maybe new islands incoming soon.

    if you do not have one join a company or go solo laweless

    brand new players will join or play solo like in every other game.

    scrubs on islands that have build before claiming to save points or gold have 2 days time to move, and in pve they always say i was first... (big islands)

    • Sad 1

  3. 46 minutes ago, Kummba said:

    We lost an anchored galleon yesterday in our habour, it was moved withhin the last week. So there is another bug around. Other people lost their ships on high sea (without losing planks).

    yes, thats right, we lost 2 gallis and some brigs the same way, used the day before. so the system is far from perfect.

    it just despawned, nothing in log.

     

    and lately ships getting sunk by wood railing or stone ceiling.......... at login after 2 days parking on the same spot

    and days before a galli was sunk, it was anchored green tho, but this time there was a msg in log and a wreckage... but how to sink it then...


  4. now they say this wich is an absolute contradiction in itself:

    from the new patch notes:

    Crew on Fully Anchored Boats:

    1st priority: Silo
    2nd priority: Claim Flags
    3rd priority: Resource Box and Food larder


    - Fixed a bug where Crew were taking gold/food from a flag before they took it from a resource box/larder

     


  5. someone else having this problem?

    i try to patch since 2 hours!!!!!

     

    now that i deleted some games from my other drive its working!!! and i have 100 gb free again...

     

    what the hell is this wildcard you amateurs stealing our time again and again and make us mad again and again, the only freaking game and the only devs that do it over and over again.

     


  6. 2 days breeding every 8 hours imprint is not too bad if you compare it to ark. even 3 days is ok.

     

    in ark imprint was at 4 hours, not 8, for a very long time until they've changed it.

     

    not that you have to breed in atlas... it's rly not attracting to breed in atlas at all because the animals are pretty much worthless except a bear giraffe rhino and elephant and the temperature penaltys sux way...

    in ark there are more useful animals to use for various situations.

     

    but this is atlas ( xd ). we will see what happens... there are def. missing some animals / abilities.

    • Like 1

  7. On 6/21/2019 at 3:45 AM, vaylain said:

    Grapeshot, please stop adding in things that none of your fans have been requesting and address the current and older bugs and broken game mechanics first.

    Here is a list of what I have experienced since launch and would love to see addressed:

    • There needs to be a more defensive option for players when protecting their bases. Currently, the NPC system is very inefficient. NPC units require too much food, ammo, and coins. It is too much upkeep for most smaller and solo companies. I suggest that the AI units have a one-time gold cost to recruit and then only require an upkeep cost of food and ammo. AI units should not be invulnerable to damage. Instead, I suggest setting base values for their damage, stats, hit points, and armor rating. This would allow players, to further enhance their AI units by crafting better armors, weapons for them to equip and cook recipes to increase their stats. AI units should actually have meaningful combat capabilities in melee combat just like players do.
    • Construction blueprints need more diversity and interesting components to allow for more elaborate and functional constructions.
    • Player armor and weapons are too limited. How about adding more unique costumes that cover aspects such as robes, cloaks, helms, and hats. Currently, there is no uniqueness as everyone looks exactly the same. It is unimaginative and boring!
    • The boats from offline players should not be able to be stolen or sinkable or at the very least their timers and hit points should greatly be increased. Currently, a sloop can be stolen before many people can even wake up from sleep or get off from work.
    • The Cyclones are not acceptable. They behave like heat sinking missiles, stick on you like glue, always move into your path so you cannot steer clear of them, and they perpetually re-form themselves to envelop your ship. This makes them extremely unrealistic and the damage they inflict too great and I have lost so many sloops to them it is not even funny.
    • The lions and wolves are too unrealistic in their behavior, making them erratic and extremely difficult to deal with up close. Arrow and bullets tend to miss them despite the fact that the shots were solid hits and despite that the arrows are still lodged deep into their head. Their movement is very unnatural and very erratic. Instead of a realistic jump, they actually defy physics and logic and seem to fly/teleport to their prey instead.
    • Ships need fewer restrictions for building upon. Maybe add more ship specific additions or remove the current build restrictions that prevent player structures from going too high or wider than the ship. This will add greater diversity in ship appearances and functionality and ultimately enrich ship to ship skirmishes. It would also allow players the ability to create floating cities.
    • Please remove the mini-games for all actions and implement a standard timer. Reloading, foraging, and repairing is painful and distracting while we are focusing on combat encounters and these mini-games don’t even make sense as IF we already possess the knowledge to perform the action then we don’t need a silly game to apply it. Cannons and swivel guns do not require a mini-game to reload so why do many of the other actions require them? Leave the mini-game bull crap for the crappy mobile games…
    • Bows need to have a boost to their damage as guns are more overpowering, rendering using bows extremely unbalanced.
    • The Archery tree for "Strong Arm" shot does not actually enhance the bow's damage output as it describes. Invested points in the tier do not add any more damage than bows would deal without the invested points.
    • Brawling is extremely useless. The brass knuckles have too little durability, so after every combat encounter, they are always broken and require immediate repair. Brass knuckles also do very little damage. I recommend that you either increase their damage output or the amount of torpidity that they can deliver. The latter would be most interesting for PVP encounters.
    • Skill trees should require more investment in points to reach best-tiered skills. This way players need to be more dedicated to their particular spec and will end up feeling more unique with their build’s choices. Currently, the meta is the "jack-of-all-trades" and as a result, all player characters feel the same. This is boring!
    • The skill trees also require a little overhaul or some tender-loving-care:
    • Concerning the Archery skill: "Strong Arm" is not working correctly. I have tried both with 0 points invested and with the maximum points into the highest tier and my archery shots still seem to produce the same damage results even in their usual critical shot locations are the same values.
    • Concerning the Music and Dance tree: The skill descriptions and lack of information about this entire skill line make this tree a complete mystery to most players. These songs and dances don’t add much to the game to be worth their point investment. I’d recommend redesigning these to be more useful to players.
    • Concerning Brass knuckles: Since hand to hand combat uses both fists in rapid succession, the durability drops extremely too fast during just one or two combative encounters. Additionally, their damage output is not really on par with the other melee weapons to be a viable combat option. Could you consider increasing the brass knuckle's durability and damage output?
    • There does not seem to be any skill to increase character movement speed. Do you have plans or will you consider implementing a skill to increase character movement speed by chance? Maybe it could fall under the Survivalism tree or Music and Dance tree as a Bard-Song-Effect?
    • Stealth from the Beastmaster tree needs to be re-coded to allow the player to become invisible from aggressive creatures. Right now, there is NO difference in the line-of-sight radius with predators. They always aggro just the same.
    • Throwing knives need an increase to their damage output and their crafting cost requires a rebalance. As a consumable, they are too expensive and deal too little damage to be worth their current investment. Maybe add a skill to the skill tree to enhance their damage and range or make the throwing knives dual-wieldable, or better yet, implement a secondary attack. One that does melee damage instead of just their ranged attack, which would end up consuming them completely.
    • We already have to throw knives, bows, and guns, why do we have spears in the game? They are not evenly balanced in comparison to the rest of the weapons and they receive no beneficial enhancements from any of the skill trees. They just seem either out of place or require some sort of enhancement within one of the skill trees.
    • Please increase the diving suit's visibility as the visibility is so cumbersome to be viable. Please lower the aggro radius for the dive suit as the new Shark AI enhancement has made them impossible to deal with while wearing the suit.
    • The food recipes should provide more unique and beneficial effects. They should also have effects that may cater to solo-players too.
    • Would be nice to see a skill tree option to dual-wield swords.
    • Would be nice to see a skill for climbing. Increases a players’ ability to scale steep inclines, trees, and ascend up the zip lines.
    • Could you consider adding in “foundation clipping” or a method to excavate and level out a plot of land so that ALL of the foundations may be placed down evenly?
    • Maybe consider allowing players the ability to dig tunnels and caverns to build within?
    • How about adding in a structure that allows for air pockets so we can build underwater structures?
    • Could you maybe add in tripwires, stringed cans as alarms, punji sticks, shotgun and string tied to the trigger traps, hanging log trap, quicksand, human snares, deep pits, or even flammable pits?
    • While on a wooden ladder looking up, the player is unable to close the trapdoor to their hatch frame, but if that wooden ladder were to be replaced with a rope ladder, they are then able to. (This seems like an unintentional bug).
    • The Tool, "Grappling Hook" does not expend any stamina to use. Characters can climb, swing, and hold on to it all day long without losing any stamina.
    • Characters can move at sprint velocity while draining very little stamina in a series of well-timed "Bunny-hops" around the map. Using this technique, one could bunny-hop across an entire island without draining the normally intended stamina sprinting the very same distance would have required.
    • The Survival skill, "Water Swimming Speed" has been rendered useless as the SHARK'S behavior has been recently tweaked to NEVER stop their chase and they now swim Faster than maximum points invested into this skill. (Used to be fine before the recent shark changes).
    • Would be nice to see a skill for stealth vs humans.
    • Would be nice to see a skill for higher and longer leaps.
    • Would be nice to see a skill for damage mitigation or hit avoidance, such as parry, deflect, or dodge.
    • Would be nice to see a skill added to create and bait our weapon tips with a poison of some type, such as a debilitating or deadly poisons.
    • Please add in parachutes, so I can stop taking advantage of grappling the ground and jumping down safely from great heights as this does not seem right!
    • The paint palettes should consist of actual colors from objects within the game such as rocks, grass, lakes, dirt, trees, and leaves. The current color pallet available does not allow for adequate camouflage. The color palette is very limited in scope and does not provide logical colors that match any of the game's surrounding environmental palettes. Also, most structures and materials will NOT reflect the suggested color and often times they seem to change once applied or do nothing at all to alter their appearance!
    • Freeports should allow players to tame. This allows a safe learning environment for noob players to learn how to tame and to actually tame their first mount.
    • The saddles for players' tamed creatures need to provide an armor value or there should be options to craft armored barding that will.
    • Beds should be placeable underwater. It provides more building and tactical opportunities. Spawning into a bed underwater still suffers from the obvious oxygen deprivation, so the player cannot just live underwater indefinitely anyways.
    • The game really needs a more durable structure with increased hit points or damage resistance for storing player valuables, such as a metal vault or a heavily reinforced strongbox. Maybe you could consider adding a skill tree option to bury treasure?
    • The game is perfect currently without a bunch of tamable flyers soaring all over the place but maybe you might also consider adding in a few creatures that can jump or climb up natural objects like trees, sheer cliff walls, and steep mountain inclines?
    • Where are all of the castable magic spells that the trailer and official game description eluded to? The Tarot skill tree?
    • The game needs more diversity in wildlife. Currently, almost every zone has the same usual creatures and tend to look and behave artificially. Creatures and their environment need to feel like they would in their natural habitat.
    • Could you add in more AI units like AI pirates in their own AI towns with their own structures and defenses? How about creating a lot more unique locations and dungeon encounters using lots of different beasties such as ghosts, skeletons, zombies, humans, dogs, slimes, kobolds, orcs, meremen, and goblins to name a few. Don't make all of the dungeon encounters the same way.

    Well, good luck with these suggestions and I hope that you guys can manage to turn this game around and get back all of the playerbase ATLAS has already lost. Thank you.

     

    da F

     

    not even me is that conceited and cocky to tell them this brain diarrhea. dude, how about making your own game instead of force all other players to your "ideas".

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