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pfg

Pathfinder
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  1. So we got a 60 gally yesterday and it dropped a legendary 154 durability medium plank and journeyman something from a 19.1 quality box..... This is pretty much what we would have gotten pre-wipe. Can we please have a statement if the loot has actually been improved from gally's or not because its not looking like anything has changed. This was killed in D12 in the afternoon PST time. PS. this was VERY disappointing.
  2. pfg

    Structure Limit

    Structure, Tame, and Ship Limit Changes With the launch of the new network, we will be revising the following limits: ship, structure, and tame limits in order to provide players with the optimal experience. The new values are as follows: Maximum amount of structures in a 10k unit radius: 7875 Maximum amount of tames per gridregion: 300 (NOTE: Crew on stations no longer count towards the tame limit) Maximum amount of anchored ships per company per gridregion: 40 Maximum amount of unanchored ships per company per gridregion: 20 @zottel I don't see ANY reference to per company in either the structure or tames limits there, do you ? while they ARE explicitly mentioned for ships. That means they are NOT per company limits, it means they ARE global limits. If you dont know how the structure limits work please dont spread this nonsense,like no one can build in the Grid or on an island anymore because thats just not true. Prove it. What your saying is bullshit. If I drive my gally in front of your cathedral its gonna lose a bunch of pieces ? I never said someone could not build in the grid, show me where I said that. The changes, as stated, are saying EXACTLY what I'm saying and "testing" by Evza or Vodoo means exactly nothing OR the stated changes are not correct / complete. You VERY CAREFULLY sidestep and don't address the change in the building radius. They HALVED the "single" structure limit and increased the radius measurement used to determine whats included in a "single" structure by an order of magnitude. To all intents and purposes a company can have a single base on an island now, and that's best case scenario - as stated there can only be ONE base on an island. Stop being a fanboi and address the stated issues. Also lets have a clear statement on how large a foundation is, is that 1x1 units ? 10x10 units ? 5x5 units ?.
  3. pfg

    Structure Limit

    This is totally wrong. 1) They said a RADIUS of 10k units, the radius was LESS THAN 1k units before - I know this for a fact because I built a Tortuga breeding base beside our elephant breeding base and both of them were well over 10k structures EACH. The Tortuga base was perhaps 300 units away, and that's being generous. 2) All but the largest islands are LESS THAN 10k units in any direction and the largest ones will allow for perhaps 4 big base's if and ONLY if they are strategically placed. The new griefing meta will be just spam down useless structures in the middle of an island till you hit the limit. It won't even matter if you own the island or not because once the 8k structures are down the island is done and useless to everyone. 3) The ships have never counted to the limit....... /facepalm 4) Its ALWAYS been the tames that cause the real lag, and changing the tame limit per grid is just going to be griefing meta #2, breed a bunch of monkey's or chicken's and now not only is the island useless but the ENTIRE GRID is useless. The dev's clearly ran into the huge problem of the platform (XBOX) simply could not handle the load so their "solution" was to put in these limits - effectively killing the game. I can't believe no one else has figured this out, its plain as day. Say goodbye to your beautiful bases - they simply won't be possible anymore under any circumstances even if you get there first. So that's the builders out. Lets see whats left. 300 tame limit per grid..... well there goes the breeders, see griefing meta #2. So tell us, cause the DEVIL is ALWAYS in the details, what happens when a ship sails into a grid that's at tame limit ? do the tames on the ship just disappear ? what happens when a pregnant tame gives birth on a grid that's at the limit ? does it just not get born ? Then spin up a single PVP server, so all the PVE's that want to play will have to roll there and become farmers "content" for the PVP offline "raiders". 9 hours a day raid offline window...... nothing more needs be said. I, personally, don't think everyone at grapeshit is this stupid....... this goes to intent. 3k hours in the game and done all the content. Its sad really - they had a great idea because almost 60k people bought into it but hard decisions had to be made so they made the totally wrong ones. Was so looking forward to cats.
  4. I like the map chain idea too but not so much if its going to send you to different grids. There is a good fantasy in digging up the treasure and inside the box is another map but as a practical matter lets keep it to the same grid. Its all very well for it to send you all over the place if you are only doing one map, its something else entirely if you have 20+ your trying to do.
  5. pfg

    How to Merge Companies on PVE

    I think you will both need to make companies and then merge. Your current possessions should automatically come with you into the company you make but I have not been in that situation so I don't know for sure.
  6. pfg

    C6 Hydra is Eluding Us

    A good way to find them is climbing up high rocks and gliding around - yes you will losing climbing picks and gliders but it gives the best view of the ground. Also look up, a couple times we have found them either on top of or near the top of tall rocks. I don't even want to know how they got up there but it wasn't by accident that's for sure. Another thing to mention is the official playatlas discord, they do have people monitor the channels there especially the bug reports channel - if you do a big search and can't find it report it in that channel and there is a good chance it will be checked on there and then.
  7. pfg

    Captain's Log #35: PTR and other News

    I'm just wondering why all the new islands were added either equatorial (already kinda full) and polar/tundra (lots of unclaimed already) rather than temperate. It just seems to me that having more islands in a more habitable area would be better - any info on why those regions have been picked ?
  8. pfg

    Who is having the longest.....?

    just made me look, 2584.... /hide
  9. I don't know how hard this would be to implement on the website but could we please have a "blacklist" type filter for forum post's ? This would let us add keyword's or names into a private list that then filters that content out so we just don't see it. Perhaps this is already possible and I just don't know about it - if that's the case please share how to enable it. If anyone knows of something like a browser add on that could do same I would really like to hear about it.
  10. pfg

    Are weight crates a scam??

    Link this other post about ship speeds, its wrong or your leaving something relevant out. Each crate has a capacity of 8000kg that reduces the ship top speed by a fixed 6.7% (40/6) and a variable weight contribution up to 1600kg for a maximum weight crate. If you have 6 full crates that's 6x8000=48000kg of stuff you are carrying for a weight effect of 6x1600=9600kg. 10000kg (the original 30% weight) + 9600kg=19600kg or a little under 60% weight, not 75% in your example so your already going significantly faster. That's point one, point two is your 75% is actually only moving 75% of 30000kg = 22500-10000kg base weight = 12500kg moved while the crate solution moved a full 48000kg. @Simonsays095 wrote some really good guides on this, start with this one and then have a read on the others.
  11. Awesome work and well written. A couple of questions tho, Is it ever better to add a weight sail rather than a cargo rack. We know the speed parameter doesn't work on speed sails but what about all the other bonus parameters.
  12. pfg

    Shearing sheep bug

    need tier 3 sneeking - see if that helps
  13. This should never have been the option at these prices - won't comment on PvP but PvE should have been a bunch more expensive or should have been that price per company to erase or both. A better option would have been a list of structure collections with check boxes - would not have been a very long list - that could be selected for destruction. By structure collection I mean structure with the same components ignoring layout so for example a floor plus a pillar plus a ceiling would be a single entry in the list regardless of what order they were placed / built and how many there were of them. Ideally the list would show how many of each collection there are and the number of pieces in the collection. This would quickly show the spam collections (high count of collections with low component count) vs base buildings (low / single count of collection with high component count). Take this list and assign a price to each collection (low component count = low cost, high component count = high cost, perhaps base it on one component = 1 gold) with a total showing at the top for what it's gonna cost to raze what is selected. Remember the price is for a collection regardless of how many copies of that collection there are - 500 single foundation spams cost 1 gold to cleanup all, not 1 x 500. Typical cleanup would cost less than 100 gold with this scheme and island would be cleaned up without nuking it and without pissing everyone off. If you put a limit on the number of components in a collection, say 10 to 20 for example, this could always be an option for settlement owners - so "that" guy that keeps refreshing his single pillar spam's all over the island can be dealt with forever even if he keeps coming back and doing it again. My guess is they will simply stop doing it in the first place since they will know how easy and cheap it is to cleanup.
  14. This should never have been the option at these prices - won't comment on PvP but PvE should have been a bunch more expensive or should have been that price per company to erase or a better option would have been a list of structure collections with check boxes - would not have been a very long list - that could be selected for destruction. By structure collection I mean structure with the same components ignoring layout so for example a floor plus a pillar plus a ceiling would be a single entry in the list regardless of what order they were placed / built and how many there were of them. Ideally the list would show how many of each collection there were and the number of pieces in the collection. This would quickly show the spam collections (high count of collections with low component count) vs base buildings (low / single count of collection with high component count). Take this list and assign a price to each collection (low component count = low cost, high component count = high cost, perhaps base it on one component = 1 gold) with a total showing at the top for what it's gonna cost. Remember the price is for a collection regardless of how many copies of that collection there are - 500 single foundation spams cost 1 gold to cleanup all, not 1 x 500. Typical cleanup would cost less than 100 gold with this scheme and island would be cleaned up without nuking it and without pissing everyone off. If you put a limit on the number of components in a collection this could always be an option for settlement owners - so "that" guy that keeps refreshing his single pillar spam's all over the island can be dealt with forever even if he keeps coming back and doing it again. My guess is they will simply stop doing it in the first place since they will know how easy and cheap it is cleanup. This is just too easy to abuse - probably only a few people will ever use it and those are the one's that won't for warn the reasonable people on the island and that's just gonna leave a bad taste in everyone's mouth. I can tell you I would never have started playing this game had I known this was gonna be an option, was one of the first things I asked when my friends told me about it and wanted me to play too.
  15. pfg

    Safe havens and companies.

    Mad Max in B11 (Barter Town and Barter World) and H4 (Arakis) are safe. This should never have been the option at these prices - won't comment on PvP but PvE should have been a bunch more expensive or should have been that price per company to erase or a better option would have been a list of structure collections with check boxes - would not have been a very long list - that could be selected for destruction. By structure collection I mean structure with the same components ignoring layout so a floor plus a pillar plus a ceiling would be a single entry in the list regardless of what order they were placed / built and how many there were of them. Ideally the list would show how many of each collection there were and the number of pieces in the collection. This would quickly show the spam collections (high count of collections with low component count) vs base buildings (low / single count of collection with high component count).
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