What happens if you don't use the beta?
What happens if you don't use the beta?
Ah, I'll amend. May have been because I was on a special branch already before I swapped over
Yup! There's optimization in the pineline
Thanks for your feedback so far everyone, getting a lot of messages on other platforms too that people are seeing positive results. Hopefully it remains stable.
Hey Pathfinders,
We've released a special client-side update on a beta steam branch which will enable some recent client-side optimisations we've been testing internally. The gains are GPU related, so those who are pushing the game to the maximum settings (4k res etc) and with less powerful graphics cards should see the most improvements.
We'd like to release this to the public but some more hands-on feedback and notice about stability would be good. If you guys experience any crashes with this client, please feel free to share the error messages in here, alongside any relevant information. When an error message pops up, after closing it/accepting the message, it will automatically paste to your clipboard, so you can head to https://pastebin.com/ and share the error in there.
To access the branch, please restart your steam applications (log off of Steam and log back...
Read moreYou guys should come out with special weekends. Taming weekend, gathering weekend, gold weekend, Weak Ships of the Damed or Bonus loot from SotD weekend. You can make some regular islands every once in a while spawn higher then normal level animals for better tames weekend. Maybe a Trade Winds weekend.
Aye, this is more in line what I'd like to do and not just weekends, but taking into account weekdays every so often too for those folks who work weekends but are usually free in the middle of the week -- and of course this would be separate to general holiday events. I don't want to encumber the game with toooo many events, but something relatively regularly to spice things up.
We're flexible to changes, and this may only be a temporary measure until we've finalised what we'd like to do for our claim system in general.
We're going to be making a change to PvE claims so that the inactivity timer starts at a base of 2 weeks instead of 3 days. Additionally, if you are a person/group with a larger amount of claims, the amount of inactivity timer you have will scale with that and have a lower limit of 3 days. So large companies with multiple flags have less amount of time where their base can be inactive versus those with just a few flags. We'll think on having a minimum before the number starts shrinking, or perhaps it'll just be 1 flag = 2 weeks. These numbers may not be exact and might change by the time we deploy, but that's the general idea. Hoping to get this out to you guys tomorrow. This may not be the perfect/most optimal solution, but we'll go ahead and make this change until we have thought more on our claim design for the overall game.
TLDR:
- Inactive claim timer will cap at 2 weeks, and bottom out at 3 days based on the number of claims you have
We've updated our Linux servers to the latest version on the Steam Depo. Should hopefully resolve the libcurl & save issues. Let me know how that goes and I'll update the engineers
We're currently evaluating our claim system and seeing what changes we can make to improve it across the board, as it definitely needs work. It's arguable that the 3 day timer may need to be increased now that we no longer allow sleeping bodies to contest claims, but due to the limited amount of land available and how PvE servers work we have to put measures in place to make sure that land cannot be sat on indefinitely.
Players can still use Crew (which are to be fed and paid) to contest claims. The sleeping measure we put in place was more so to tackle users who hadn't logged on in days and hadn't planned to but were still contesting their inactive claims because their bodies had not died.
Enemy players will no longer be able to climb ladders on anchored ships on PvE servers. This should hopefully prevent boats from being sunk. Going to lock down this thread now, but if there are more ways that people find let us know and we'll investigate.
Patched in v16.33
Fixed in v15.21
We're investigating!