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archaegeo

Pathfinder
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Everything posted by archaegeo

  1. There should 100% be Skiffs and Viking sailing rowboats Thats the point, they shouldnt lower the skill cap so everyone can instantly sail. You should either let others sail, hire sail npcs, or learn to sail by experimenting (or even reading a webpage on tacking, its not tough)
  2. You can 100% play on unofficial servers with 10x rates or whatever you need. When the game sells itself as a MMO, it needs long term progression and accomplishments. We are 2 weeks in and everything in game is makeable already.
  3. Everything is getting easier, but since it happens across patches people dont see it as much. I made a collection here:
  4. Nope, they are making ships even cheaper to build come monday. Everything they can do to make it instant gratification pew pew pew while still trying to call it a survival game.
  5. I wanted to collect all of the changes that have been made, in less than two weeks, that make the game easier or more instantly gratifying to point out how one change here or one change there may seem ok, but you add them all up and suddenly you have a game with no sense or risk vs reward or achievement. The problem is that every MMO that has come along that makes it easy to play and doesnt penalize death loses the majority of their players as soon as the next new and shiney MMO surfaces. Players dont realize they are looking for a sense of achievement, of accomplishing something that builds memories. Yes the PvP is exciting, but this is a MMO, not Sea of Thieves pew pew pew or world of warships, both of which have their place, but Atlas should mean something more. There is still no death penalty. Dying is still a mechanic that only rewards you (by resetting thirst, food, vitamins, health, injuries). The only time its a penalty is if you have no bed nearby. So here is a consolidated list, so far, of all changes that have made the game easier and feeding the "give it to me now" mentality. (I know some people like this) (The ones marked with *'s are coming Monday) "Lets make ships easier and more instantly gratifying" Increased the base carry Weight of all ships by +40% Sailing against the wind now provides 30% of with-the-wind sailforce, as opposed to 0%. Also increased the amount of sailforce provided by minimum windspeed conditions by 30%, and the sailforce provided by maximum windspeed conditions by 15%. *Some ship costs have been adjusted, and in some cases reduced by approximately about 50% *Sea Monsters' damage has been reduced by 66% "Vitamins might as well be removed, the below changes are just trying to justify the system and make it easy" Equilibrium Buff now gives +20% XP, -20% reduced incoming damage, +30 temperature fortitude, +10% movement speed, +20% melee damage, and takes 30 minutes to achieve rather than an hour. Increased vitamin equilibrium range to +/- 20% rather than 10% (making it easier to achieve and stay in equilibrium) Decreased vitamin deficiency debuff threshold to 10% rather than 20% Reduced base rate of vitamin consumption by 2% Eliminated at-sea increased rate of vitamin/vitals consumption. Now it just causes food to spoil faster, and temperatures to drop. "Lets make it easy to steal things from others, why have to wait or bring proper artillery?" Changed declaim period (stealing enemy territory) to 30 minutes from 1.5 hours (requires they have no alive crew or players in the vicinity) Removed requirement to be on a boat to steal someone's boat after placing the claim flag. Adjusted base value times to claim the boats to be 1 one minute to steal a dinghy, 2hrs~ to steal a raft, a couple hours to steal sloop, and so forth (levelling a ship increases the time it takes to steal that ship). Grenades damaged to stone multiplied by 3x "Lets make Army of the Damned ships not so scary. The only problem with AotD ships were there were too many of them. It was never an issue about agro or shooting on shore or anything else, just the number of them. If you didnt want them to shoot you on shore you should build defenses that are manned prior to building ships in areas where they spawn" Army of the Damned Ships will no longer initially aggro to drydocked or anchored ships, unless fired upon by them or already targeting them. Ensured army of the damned ships spawn farther away from shore, and don't spawn too near player shipSea Monsters' damage has been reduced by 66% - Heaven forbid they be dangerous. Reduced Army of the Damned ships spawn rate by 60% Reduced Army of the Damned ship HP per level scaling by 20% Reduced Army of the Damned ship Aggro range by 10% Boosted Army of the Damned ship loot quality by 10% Further tweaks made to Ship of the Damned should no longer wander close to shore, however they may chase you. Reduced Ship of the Damned targeting range by 50%. We're going to look into scaling that based on the type of ship. Ship of the Damned targeting ranges now are reduced by the type of ship (down to 30% for rafts (which means they will now attack rafts - but you have to get pretty darn close to them!) and 0% for dinghies) Further reduced Ship of the Damned spawns by 20% Ship of the Damned now are allowed to "Wander" away from shore if they find themselves close to shore "More Instant gratification and easy mode changes" Added one more Skill Point earned by all level-ups above 10 Tripled gathering weighting of metal in all the generic rocks for both pick and hatchet damage types Alpha creature spawns are now disabled on Freeport and Lawless Servers. (I agree with Freeport) Reduced deepwater aggressive creature frequency and targetting range Default resource and taming speeds have been increased to 2x as the baseline Every Tame can now get a minimum of 30 tame level-ups put into it, plus however many base levels it had when wild. So for example, a level 5 wild wolf would get 35 tame level-ups to apply, whereas a level 40 wild wolf would get 70 tame level-ups to us *Loot stat scaling has been boosted (retroactively) by 60% *Farming rebalances to be easier; water can now pipe uphill, region requirements for growing crops are more forgiving, and crop growth & yield is much faster and highe *Armour effectiveness will be adjusted so that firearms are more useful in PVP *You can now buy a "Ramshackle Sloop" from the NPC Shipyardsman at Freeports
  6. Its why pistols started or ended a fight. Bows werent used much at sea either due to winds making shots very tricky. Melee was where it was at.
  7. So the sailing upwind thing aside (different thread for it) there is this line as well: - Also increased the amount of sailforce provided by minimum windspeed conditions by 30%, and the sailforce provided by maximum windspeed conditions by 15% This means the world just effectively got 15% smaller. Heaven forbid it take time to get somewhere. Sad Panda.
  8. Its not a good patch for solo players, and the game should not cater to them. If you choose to go solo things 100% should not be easier for you than a team of people. That being said.... Yes, rafts could already sail directly upwind, its magic, its stupid, but it was doable. Ships with handling sails could sail well within what a real ship could, but i was ok with that, you made trade offs But this? You should never be able to sail directly into the wind. Thats what oars and motors are for. Tacking does not go full speed, not even close to it, and it has the longer lines, so tacking will take longer than sailing directly into the wind, and of course sailing directly into the wind takes no effort.
  9. Sounds like the OP needs to not play for a while till the EA is something he finds fun.
  10. Instead of spamming left mouse button on a tree to hopefully get wood...use left and right mouse button one after another to use your magic punch and get more resources
  11. Umm, literally one below your post, dont even have to search....
  12. But now you dont have to, 30% speed going dead into the wind? Magical boats we have here. So you can use your knowledge of wind and sailing skills to outfox opponents anymore cause they will always move. I was ticked you didnt have to get out an oar and turn back into the wind if you got yourself in irons.
  13. Thats my problem, you arent rewarded anymore for knowing how to tack
  14. Come on, dont turn the MMO into Sea of Theives. The below notes just make it so there is no risk to sailing upwind, no need to learn to tack, no need for handling sails, sigh. The other patch notes are good fixes, but this is just giving into the whiners imho. - Sailing against the wind now provides 30% of with-the-wind sailforce, as opposed to 0%.- Also increased the amount of sailforce provided by minimum windspeed conditions by 30%, and the sailforce provided by maximum windspeed conditions by 15%
  15. Untrue. Freeport zones things poof overnight. Lawless zones things poof at same rate as building without a claim in open zones. it decays, but it certainly doesnt happen overnight
  16. Right now Nitrado because thats who the devs are working with.
  17. This is EA, a wipe will probably come at some point, but its not a "tragedy", moral or otherwise. It happened, its testing, get over it (and no, i have 0 land on pvp kraken)
  18. Not mine, found on a reddit post, so linking to that. But this is what we should have in game too. Really awesome work
  19. New tip: To get new players into your Company, have them spawn at a Freeport that is open, you die and set that freeport as your home region, invite them to Company, then both die and respawn at your base beds.
  20. Its still really early for in game events or special events, the fact they did the tophat was nice.
  21. That was 100% directed at Hanabi who was just going around in every post this morning posting how he hated the game and the video on youtube of an angry rant against it.
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