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Nalin
Sep 29, 2007

Hair Elf


Steam: https://store.steampowered.com/app/903950/Last_Oasis/
Official Discord: https://discord.gg/lastoasis

Price: $30 USD

https://www.youtube.com/watch?v=N7SS4L_PiXs https://www.youtube.com/watch?v=iSo2qAHShYc https://www.youtube.com/watch?v=0XNq6Ybpehg



Lore posted:

After a cataclysmic event halted the Earth's rotation, the planet was split into two extreme and deadly environments. Only a narrow region between the burning and freezing halves of the planet can support life. This region moves as the planet orbits around the sun, and all living creatures must migrate with it to survive. In order to keep moving, the remnants of humanity have built nomadic machines, and a walking city called the Flotilla.

Features:
  • Open world nomadic PvP survival MMO. Like the world doesn't have enough games with those words already.
  • Mount & Blade inspired combat mechanics. Pubbies will easily kill you because you suck.
  • Full loot on death. Turn into a loot piñatas.
  • Large walking vehicle combat. Waste ungodly amounts of repeater darts.
  • There is PvE content for goons who get tired of being farmed.
  • Player driven economy. All items are player made.
  • No offline raiding. It helps avoid ragequits.
  • Base building I guess.
  • Clans and territory control. Become a serf!
  • Gank all the pubbies. (remember to ping the whole guild in desperation when you fail)
  • Grapple hook onto things and fall to your death.



Last Oasis is an open world survival MMO created by Donkey Crew, famous (and infamous) for being the team behind Mount & Blade's cRPG mod and "Of Kings and Men". This game sees some of their original vision behind "Of Kings and Men" made real in an open world survival game with combat reminiscent of Mount & Blade. Unlike OKAM, this game is actually quite complete and fun and hasn't been abandoned. It is probably one of the best survival MMOs on the market. Season 2 is here and fixes many of the problems discovered in season 1.



This game is very group focused and very PvP-centric with numbers being a big influence in fights. Of course, numbers don't mean everything, but they still mean a good amount in conflicts. This game features full loot on death, which can make killing other players very lucrative. Special event maps spawn into the game for a limited time, bringing rare and valuable resources. Groups are forced into conflict on these maps, so there is always someone to fight.

The game also has private servers so you carebear goons will be able to play too. Season 2 adds multi-tile private servers to the mix too.



Even though PvP is a big part of this game, there is a bunch of PvE content to play too. Various creatures roam the world to fight from Rupu murder monkeys to giant crabs to Dune-esque sand worms. You can also explore ruins and find loot. More PvE content will be added throughout Early Access. The sand worms are the biggest and toughest enemy in the game right now and is a fully physics-based creature. You can tether onto it and yank it around, but it can also yank you around too and tumble your walker. The video about it is pretty cool:

https://www.youtube.com/watch?v=I6TEWlaBO1s



As this is a survival game, you will be expected to harvest resources from the world, like wood, fiber, rock, resins, clay, etc. These resources are used to build items and walkers, which are the vehicles that carry you around the map and between oases. The walkers themselves can be upgraded with harvesting capabilities too. If you hate harvesting stuff, well, you probably shouldn't be playing a survival game, but you are able to buy and sell resources at trading stations. Maybe you can be a trade tycoon or something?



Zones last about a month before being destroyed by the sun. New territories open in the east and eventually, as they reach the western edge of the map, get burnt to a crisp. Currently, there is no big difference between new and old territories, but Donkey Crew has plans to adjust the climate and resources of new and old zones later in development, like newer maps being iced over and eventually turning green and then into desert as time passes. The burning zones prevents clans from getting too entrenched and forces people to eventually move around the map. In season 1 the maps lasted 7 days but that was not well received at all (and the tedium of constantly moving contributed to falling player counts). Season 2 is a lot more friendly.



Base building is a part of the game. In season 1 it was a newbie trap, but it is a big part of season 2 now. Special walkers can now convert themselves into mobile stone bases (stone = very durable), and those bases can contain packaged walkers. You can be your own little aircraft carrier. This really helps with the nomadic nature of the game as you can now easily move yourself and your whole fleet around. You can also store all your stuff in the off-map lobby, which prevents any sort of offline raiding.



The game will feature a player-driven economy. All items are player created and have durability loss, so there is a constant churn of old equipment (like EVE Online). You can buy or sell any item in the trade station in each zone, and even trade between zones. Clans can even claim a whole oasis and surrounding areas. Anything harvested within your sphere of influence on the world map will give you an additional +20% bonus. This even counts for event maps that spawn inside your influence, letting you profit off the pubs. Plus, the 10% trade station tax gets redirected to you, so you profit off pubbies buying and selling. Claims have a vulnerability window, so other clans cannot raid you off-hours, but be prepared to defend your claims during your window.

Nalin fucked around with this message at 22:35 on Nov 21, 2020

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Nalin
Sep 29, 2007

Hair Elf


NEW PLAYER INFORMATION

When you start the game, :siren: follow the tutorial quests in the Cradle zone without deviation! :siren: The tutorial quests will often give you "fragments" to unlock a new piece of technology relevant to that quest. The game currently doesn't stop you from spending those fragments on the wrong tech. You might have a quest to unlock and build a campfire and you may end up spending them on unlocking a shirt, like an idiot. Well, now your quest line is stuck until you find extra fragments in the map to continue the quest. This can cause long delays in getting out of the tutorial zone, especially if you make this mistake before you build your first walker. Just follow the quest diligently until you leave the zone.

While doing the tutorial, make sure you grab everything around you. You will need lots of pretty much everything. Don't skip resources that are within reach or else it will take you a long time to finish. Also, make sure you completely fill your Firefly with water before you leave the zone. You need water inside it to travel so if you try to leave the zone without enough water, you'll have to re-enter and collect more.

If you want a challenge, the center of the tutorial zone has a powerful Rupu that you can die to as well as lots of nice loot. It isn't required to go there, but if you want a little head start on fragments before leaving the zone, you can find a bunch there. You can find a path up the mountain on the south side of it.

POST-TUTORIAL ZONE

Your first goals once you get out of the newbie zone is to build a Dinghy. Since this is a full-loot PvP game, you must create a "bank" walker to store your materials for when you inevitably get wiped. A common mistake new players will first make is not having a little nest-egg for themselves. Walkers stored off-map are 100% safe from attack and cannot be offline raided. A common strategy for solo players is to always leave a bank walker offline and only enter the zone with cheaper resource gathering walkers like a Spider. Your bank should have enough materials on hand to build a new Firefly or Spider, plus have tools you can use so you can begin collecting resource again right away. Having to build your tools from scratch can take a while, so make sure you have enough extras.

Transferring items to your bank walker is not 100% safe as you have to do it in the map, but it is a hell of a lot safer than driving around with all your possessions at all times. You can do the transfer way out on the edges of the map where you can zone out at any time, but remember that you are never completely safe (as you won't be able to pack up your base instantly if somebody finds you). Eventually, you may have your items spread out among two or more walkers, which helps avoiding a full wipe all the more easier.

For your starting tech for building a Dinghy, you will want to prioritize researching and building the following:
  • Tier 2 axe
  • Sickle
  • Fiber shirt
  • Fiberworking Station
  • Woodworking Station

You will need to collect a lot of Wood and Fiber so making sure you have the tools to collect resources is vital. Tools gather at a much, much faster rate than by hand. Collecting a Rupu Vine by hand will give you 2 of them while a single swing of a Sickle can collect 10. Wood will be a bottleneck at first so building a tier 2 axe will let you gather wood faster. The tier 2 axe will require Bone Splinters, so make sure you chop up a bone on the map with your hatchet. The fiber shirt is dirt cheap to make and it gives you a 20% damage reduction while wearing it, so make sure you aren't running around while being naked and squishy. Finally, you will have to use a bunch of Wood Shaft and Fiber Weave for your Dinghy. You can collect them from killing Rupus, but you might not have enough and having the stations will let you construct your own out of Wood and Fiber.

FRAGMENTS

Fragments are used to unlock technology. Everything in the game that can be built or crafted first needs to be unlocked using fragments. You can typically find fragments inside places like these that spawn on the map:



Some places like the bottom-left require a Hatchet to break open the box. The top-right location requires a Flint Harpoon or a Crane and usually gives 20+. And the bottom-right requires the use of Fire Bolts and gives 30+ fragments. Every single place that requires certain tools will also have a pot you can hand-harvest in case you can't open the main cache.

Fragments can also be found as loot carried by Rupus or inside pots in the Rupu nest. Boss creatures like the giant Okkam crab will also drop a massive amount of fragments when killed.

COMBAT

https://www.youtube.com/watch?v=aB5pUZ95SPQ

Combat is reminiscent of Mount & Blade and other similar games. Holding RMB makes your character initiate a blocking stance and moving your mouse left, right, or up shifts your block into that direction. LMB throws out an attack from the last direction your mouse was moving. While moving your mouse up and clicking the LMB, you will do an overhead attack. Same with moving your mouse to the left or right. You eventually get used to making small little flicks with your mouse to control your attack direction.

If you block too much, you eventually can become staggered, so make sure you are also moving around to avoid attacks. If you want to move your camera without moving your block, you can hold LMB (while holding RMB to block) to lock your block in place. Blocking is also "physical" in that if the enemy's weapon intercepts with yours, a block occurs. This means you can block an attack with the wrong block direction as long as the weapons intersect. This also means that in group fights, you might find yourself bouncing off teammate's guards if you are too close to them.

There are two types of attacks: light and heavy. A light attack is a click of the LMB while a heavy attack requires you to hold LMB to wind it up. Some weapon types will change the type of attack they do. A light attack may be a stab while the heavy attack may be an overhead swing.

Finally, chambering mechanics are in the game. Mount & Blade dueling enthusiasts should understand what I'm talking about. Basically, you can think of it like this: when you start your attack, there are a few frames during the wind-up where your weapon can block enemy attacks. If you time it well, your own attack will both block and counter-attack in rapid succession, meaning your opponent will suddenly have very little time to react. Of course, the downside is that if you miss, you will eat a hammer to your face. You have to attack from the same side you would have blocked from to make it work. It is best to practice this against weak Rupus while wearing armor as you WILL get hit a bunch figuring it out. If you are successful, you will hear a blocking sound that is noticeably different from the normal blocking sound. Here is a video where I block a Rupu, then chamber his attack. Pay attention to that difference. Rupus can ALSO chamber your attacks, so if you hear this sound, you need to block right away or you will get hit (as seen in the above video):

https://www.youtube.com/watch?v=nsaWMT-ACEg

WHERE TO GET EARLY GAME STUFF

Fragments - Rupu loot or found in Ruins scattered around the map.
Wood Shaft - Rupu loot or craft in Woodworking Station.
Fiber Weave - Rupu loot or craft in Fiberworking Station.
Bone Splinter - Chop bones sticking out of the ground with an axe.
Rupu Vines - Hanging off the sides of Rupu huts. Hand harvest for ~2 at a time or use a Sickle for ~10 at a time.
Rupu Pelt - Rupu loot (Do not turn these into Fiber in the Fiberworking Station!)
Rupu Gel - Investigate Effigies (the wood pillars) found in larger Rupu villages.
Huge Cactus Fruit - Red fruit hanging from giant cactus trees.
Hide - Murder Phemkes and beat their cold, dead corpse with an axe.
Chitin - Very carefully kill Nurr (Giant Blue Dogs) and chop their corpse with a Pickaxe. Using an Axe will only give Hide.
Earth Wax - Rare loot from pickaxing rocks or crafted in Stomping Station from Palm Leaves or Mushrooms.
Cattails - Found in ponds at the bottom of Ravines. Use a Sickle to harvest. Use a Scythe to actually get a decent amount of them.
Rope - Crafted from Rupu Vines or Cattails in Fiberworking Station.

BEGINNER WALKER COSTS

Firefly Mats (w/ legs & wings)
124 Wood
102 Fiber
15 Stone
6 Wood Shaft
14 Fiber Weave

Dinghy Mats (w/ legs & wings)
582 Wood
245 Fiber
100 Stone
10 Rupu Vines
20 Wood Shaft
36 Fiber Weave

Spider Mats (Normal/Ballista Version) - With Armored Legs
140/147 Wood
136/150 Fiber
15/18 Stone
0/10 Rupu Vine

MODULES
:siren: Harvester Module - Automatically harvests Fiber, Aloe, Cattails that your walker drives over
:siren: Lumberjack Module - Automatically harvests Wood from trees your walker knocks down

These two are very important. If you get them, make sure you save them.

Fortress Module - Increases armor of structures attached to walker.
Craftsman Module - Decreases crafting time of stations attached to walker.
Weightless Module - Decreases weight of base packed into walker.
Sandy Module - Speeds up removal of sand from gears after traveling.
Pack Mule Module - Increases max weight limit of walker.
Battery Module - Increase Torque capacity of walker.
Watery Module - Decreases Water cost of traveling.
Merchant Module - Increases storage capacity of walker (1 extra slot per module).

OTHER RECIPES AND STUFF

Stomping Station Recipes:

3x Cactus Flesh (6 water) -> 1x Purified Water (16 water)
1x Aloe Vera (12 water) -> 3x Purified Water (48 water)
1x Huge Cactus Fruit (20 water) -> 12x Purified Water (192 water)
15x Palm Leaves -> 1x Earth Wax
1x Stone -> 10x Sand

QUALITY

Resources and items can have a "quality" rating assigned to them. The difference between a 0 quality sword and a 200 quality sword could be double the damage of the weapon. You make a quality item when every single input resource of the thing you are crafting has a quality rating of above 0. Tools and weapons will swing faster, do more damage, and have more durability the higher the quality goes. Walkers will start with additional module slots. Crafting stations will craft quality items instead of basic items. It is very much a part of the end game. However, breaking into the "quality" system is not very straightforward.

While collecting resources on the map, you may occasionally find something like Wood with a yellow "1" on the picture. It collects in a different stack from normal Wood, so it can be annoying when you find one early on in the game. That is a quality 1 resource. (From here on out, I will use "q1 Wood" to denote Wood of quality 1.) Your basic q0 harvesting tools cap the quality rating to 1 when you collect a quality resource. You can determine if something will give you a quality resource by a popup that appears at the top of your screen when you are pointed at a high quality resource. You need at least q1 tools to harvest items with quality greater than 1. Increasing the tier of your tool will also increase the cap of the maximum quality you can get. A tier 1 q1 Hatchet will collect resources with up to quality level 20.

The first thing to do to break into the quality system is to build a q1 Woodworking Station so you can create q1 Wood Shafts. The material that will be the most difficult to find to build your Woodworking Station will be the q1 Rupu Vines. If you find quality Rupu Vines, don't destroy them. Keep them around. After you build the q1 Woodworking Station, you will want to build some q1 Wood Shafts using q1 Wood and q1 Fiber. Remember, all of the inputs need to be q1 or higher to craft quality items. Use the q1 Wood Shafts to build a q1 axe. Now that you have your first quality tool, you can use it to collect resources of a higher quality. This is how you break into the quality system. Now work on making quality versions of all your current tools and crafting stations.

HELPFUL TIPS

You can merge resources and items via drag and drop. Higher quality resources are their own stack. If you have a handful of higher quality wood and just want to make one big stack of wood, you can merge them together. The quality is averaged between the two stacks, rounded down. You lose the higher quality stuff, but you save an inventory slot. Likewise, if you somehow (miraculously) manage to kill a pubbie, you can merge his tools and weapons with your own to increase the durability (like repairing guns in Fallout).

Nalin fucked around with this message at 04:26 on May 21, 2020

Nalin
Sep 29, 2007

Hair Elf
SEASON 2

The game experienced a full wipe for season 2. Many of the pain points in season 1 have been addressed and the game has become much, much stronger as a result of it.

The pain points and what has changed:

Small group play

Season 1 was pretty hostile to small group play and solos. Donkey Crew had hoped that clans would protect smaller groups farming their territory. Laughably, that somehow didn't happen. I wonder why? Additionally, being a solo player was extremely unsafe. You only really had access to wooden bases that could easily be hacked into with a hatchet, or burned through with a handful of fire arrows. It was just so easy to lose everything.

Season 2 introduces a hard clan cap of 50, making it more difficult for the big megas to coordinate their forces and share resources. Death warping is also not a thing anymore, so attacking somebody doesn't result in a sudden 50 person clown car situation. You can't spawn on somebody else's walker that doesn't have a bed placed down on it, and death warping to a new server adds a 15 minute bed spawn cooldown on you. It is now much safer to attack enemy walkers for small groups.

Many new walkers were introduced that make it much, much harder to wipe a solo player. The Balang walker can deploy itself into a stone base, providing superb protection compared to wood bases. You can also package walkers on bases themselves, so pubs can deploy a stone base on the map and unpack a Dinghy to travel around in. Your stuff is just a lot harder and much, much more resource intensive to crack.

Additionally, there are many, many more ways for groups to acquire end-game stuff like tablets and iron weapons. The new City event map has resources that can drop tablets. There are also mobile traders that can sell tablets and other items. Trade stations now have auctions where you can buy boxes of tablets or iron gear. There are just many, many other ways to acquire stuff for the smaller groups who can't acquire them with traditional methods.

Map queue

In season 1, megas started to dominate the map by having a hundred people join a server and causing a map queue that never ended. You couldn't defend if you couldn't log in. This was especially insidious as you couldn't even choose to play on a different tile as you needed to enter the server before you could death warp to a different tile or enter the off-map lobby. You literally could be prevented from playing the game that day.

Season 2 fully fleshes out the reserved slots system on a server. The owner of a tile has a set of reserved slots for them. You are also able to bid money on reserved slots, so you will never be able to be completely shut out of a server anymore (although it is only something like 5 slots, so it is mostly meaningless).

Also, if a mega caps the server, you now have the ability to log into the off-map lobby instead and travel to a different server. You can't be prevented from playing the game anymore.

Map burn times

The game was going great until the 7 day burn time was introduced. At that point, it became way too tedious for many to play. People who could only play on weekends would log in and discover that they had to farm up hundreds of water for each of their walkers so they could travel east. Instead of doing fun things, people were constantly moving walkers.

Season 2 changes it to be about a month. Tiles survive a lot longer now so you don't have to worry about moving things every day. Additionally, there are new walkers that act as aircraft carriers. You can pack your whole personal fleet on a Panda walker and only do the move once. You can also pack walkers on a base itself, so if you don't have access to a Panda, you can move a couple at a time that way.

Nalin fucked around with this message at 23:10 on Nov 21, 2020

Nalin
Sep 29, 2007

Hair Elf
We seem to be building a big alliance among affiliated groups a bunch of us played Atlas with. We are probably going to go into the early access launch with a bunch of people who are all big on PvP. This actually puts the territory mechanics and end-game content within reach of us, which is nice.

Nalin
Sep 29, 2007

Hair Elf

Tempus Thales posted:

The sandworms are creatures that will exist in the "hard" map zones.

Not quite. The sand worms will be an "event" map boss fight. The game will occasionally spawn one-off "event" maps that only last for around an hour and it will be things like a meteor strike that spawns iron or the sand worm boss. It is like a gold rush where multiple groups will fight over things.

Nalin
Sep 29, 2007

Hair Elf
We had a ton of big fights today. The first major one was kind of a draw, but server issues turned it into a slight loss due to login queues and rollbacks. They managed to take out a walker after a rollback because people were still in queue.

The second fight we won hard. Rolled up on a group beating the crap out of one of our members and just rolled them hard. Took all their stuff and made out like bandits. That second fight is what convinced a lot of people that this game is super fun.

The third fight was a huge loss. Because people were in many different channels in Discord and nobody was saying anything in /clan chat, we only realized something was wrong when somebody said, "Hey, hasn't the chat log just been a stream of our guys dying over and over again for the past 3 minutes?" As it dawned on people that a massive fight was brewing, we jumped into action in our fully outfit and crewed Stiletto. It was an absolute slaughter. The guys were definitely closed beta testers and knew how to fight and they just farmed our inexperienced players. When a bunch of us started rolling in to help, they ran away.

Aside from some of the stability issues earlier in the day, everything has performed pretty great and everybody is having fun.

Nalin
Sep 29, 2007

Hair Elf

Ninogan posted:

Are we not planning on establishing some form of little base soon? Since if I'm not wrong we can just pack it up and move on to the next tile once this one closes it should be a nice thing to be able to not be so spread out all the time or at least have a common point to group up at.

Making a base isn't the smartest thing ATM due to Light Wood structures being very easy to break into. It might be worthwhile eventually once we learn Medium / Hard Wood structures and own territory, but currently it's just a loot box for any raider.

Ninogan posted:

Right now i've been kind of spending fragments on all the crafting benches and stuff since I need everything and we don't have any place setup with advanced benches or people specialized into crafting. Is this the plan that everyone should learn it all or will we settle eventually and have specialized crafters we can get to make us stuff?

For the initial stuff that only requires fragments, it is generally in everybody's best interest if you know this stuff. Once we have to start spending tablets to unlock tech, it becomes better to specialize, at least until we have all the important stuff covered. Tablets will be really scarce for the first month but after that I expect players to end up making their own tablets.

Nalin
Sep 29, 2007

Hair Elf

1001 Arabian dicks posted:

we literally have people ramming their toboggans into trash walkers to push them out of our area into a giant pile, and it instead resulted into all the trash walkers phasing into each other and lagging anyone within a quarter of the tile length to 5 fps. if you get within like 100 meters the constant sound of the walkers crashing into each other and the wood particles causes your game to crash.

we have since left that oasis and pity anyone who goes there before it's deleted.

Are the walkers from your own clan? If so, you can just sit in the driver seat and initiate a log off for their owner.

Nalin
Sep 29, 2007

Hair Elf
I haven't been able to play for 2 days now. Never, ever safe logout and go back to the lobby. If you are in the lobby you will never be able to play this game again. Practically half our clan just sits in the lobby all day long bitching at the devs.

Nalin
Sep 29, 2007

Hair Elf

please knock Mom! posted:

lol have you seen the stats on big boy armor???

Yeah there are diminishing returns but boy, taking literally zero damage from hits 40 damage and below is pretty overpowered

Yeah. When you start getting into that stuff, you need to be crafting quality 200 weapons with double the damage stats. LUCKILY they made the game in such a way that you can't take stuff from a harder oasis to an easier oasis. So once you go to Hard, you can't travel back to Medium. If you want to go to Medium, you have to spawn on an existing walker in the zone. This helps segment gear tiers.

Nalin
Sep 29, 2007

Hair Elf
Same. The game is really fun, when it works, so I'll check back in a week to see how things are doing. I can play Doom Eternal and Half-Life: Alyx in the meantime.

Nalin
Sep 29, 2007

Hair Elf
The game is really, really fun, so I don't care enough about refunding the game for 1 week and then buying it again when it is $5 more expensive. I'll be playing it again on launch anyways. I also don't really care that much if we have a wipe or not. We had a lot of people in our clan who could still play during that time and they farmed up a lot of gear and resources, so we would be at an advantage if they didn't wipe.

Nalin
Sep 29, 2007

Hair Elf
Latest update:

Donkey Crew posted:

An update we wanted to share: we have narrowed down the root cause of the problem. Working towards a fix will still take some time.

When everything is solved, we intend to release a technical postmortem for other developers to check out, in hopes of helping them avoid running into similar issues.

The entire team wants to say a huge thank you to all those who offered their help in any way. It means a lot to see how passionate you are about Last Oasis!
It sounds like they are saying that there won't really be a chance that they will fix it early, but it also doesn't sound like they think it will take longer than the week. Well, we had a whole bunch of smart backend developer goons who collected data and theorized what went wrong so a technical postmortem will be a fun thing to read. It will be amusing if those goons got it right.

Nalin
Sep 29, 2007

Hair Elf

Adadad posted:

So when do we get to finally defeat the log in boss and go back to farming cattails anyway?

Hopefully soon. They brought the servers back online for 2-3 hours yesterday for the old beta testers to flock into them and stress them out. They were having us test things that hit a purposefully weak, over-stressed backend, so they could evaluate how their fixes were handling things.

They also had a Hard map online and I ran around it. I did not expect to see absolutely no giant cactus trees on the map. There was also hardly any normal cactuses. It seems that water on that map will mainly be resourced by purifying the contaminated lake waters and smashing aloe and fruits. Plus you will need to go back to the Medium map to get the huge cactus fruits to make potions.

Nalin
Sep 29, 2007

Hair Elf
Tablets aren't too bad. It is 100 fragments per tablet, so that's about 4 or so ruins to loot. Hard maps have lots of the 20 and 30 fragment ruins around so a clan farming a tile should be able to grab a bunch of fragments. It only takes 5 minutes to craft a stack of 20 tablets too at the ruin on the map.

Solo players and small groups are also able to find single use crafting ruins around to map, so they won't be entirely cut out. Plus it is very possible that people may throw up extra tablets on the trading station (although it's too early to tell) since you have to collect tablets of the same design.

Nalin
Sep 29, 2007

Hair Elf

Donnerberg posted:

And the OP says 20% of materials, if it's still accurate. It shouldn't take much activity before that really adds up.

The trader stations give them 10%, but presumably in the local currency, so 10% more fleas.

Correct. If you own the zone, 10% of the flots that go through the trade station are sent to your clan. If a pubbie cuts down a tree, the game spawns an additional 20% resource bonus and throws it into the proxy walker.

Nalin
Sep 29, 2007

Hair Elf

Comrayn posted:

Hey guys stress test our game before we re-launch and start over.

Hmmm this is going alright this is the launch now have fun! Also the ability to delete your character is disabled sure hope you didn’t do anything to gently caress around because it was a wipe anyway!

Genius poo poo! I am mildly annoyed by it but man there are too to be so many angry freaks screaming at them.

The lead dev said that they will add the ability to change the way you look and adjust your clan name / flair because they know people were messing around and probably want to change some things.

Nalin
Sep 29, 2007

Hair Elf

queef anxiety posted:

how and where do I get these seemingly different fragments for the higher tier recipes?

Hard difficulty zones. There is a large ruin on the map with a machine that takes Fragments + Torque and turns it into the Tablets. 100 Fragments per 1 Tablet. The machine can take up to 2000 Fragments at once and requires 1000 Torque to power it netting 20 Tablets. There are also single-use places on the map that take 100 Fragments and 400 Torque to generate a single Tablet.

Arven posted:

Did anyone get a recording of that huge battle earlier?

The battles in this game are nuts. The center of the fight was a harpooned walker hanging over the side of a cliff with us fighting the crew on the deck.

I think some people mentioned they were recording. I really want to watch a video of it, though. I was there and it was crazy. We had a bunch of walkers that had harpooned it and were trying to keep it from falling over the cliff. We then discovered that the enemy had ALSO harpooned it with a dangling walker trying to pull it over. I grappled down below the enemy walker and yanked out their harpoon, causing their other walker to fall down the cliff, thus halting the fall.

hemale in pain posted:

Yeah, i done hosed up and picked to spawn at the oasis goons are at after dying and just realized i'll be starting from scratch. I'll see if i can join the clan and beg someone for some wood tomorrow.

We have so many resources now. Just join the Discord, X up in global chat, and tell us that you need to be added to the clan. You can join up with a PvP crew, die a whole bunch, and come back with a bunch of weapons and materials. Or just work on your quests. There are a lot of people playing who can help you out.

GoGoGadget posted:

What's the best way to farm fragments? I can't seem to find many of them.

Look in the 2nd post in the Fragments section. The ruin on the top-right corner of the picture is where you get your Fragments from. You use a Flint Harpoon to drag the chest around. You get about 20 Fragments from the chest.

Donnerberg posted:

The descriptions claim the falco, toboggan and hornet are all fast. Anyone know if they're roughly the same speed or if one stands above the rest?

The Toboggan got nerfed really hard at the end of closed beta and the descriptions never got changed. It is actually pretty slow, although the torque it has is insane (not the in-game Torque resource, but how easily it powers up inclines).

Nobody has been able to use the Falco or Hornet yet as they require Tablets and we can't make those yet.

1001 Arabian dicks posted:

spent 2 hours traveling to a location to poo poo on some dudes, crash while loading into the zone, deposited somewhere random 500 water away from where i was (While i was in a firefly)

thanks, guess i'll just waste another 2 hours moving

It's just a Firefly. Kill yourself, choose to spawn at a different oasis, and pick the oasis you want to be at.

Nalin
Sep 29, 2007

Hair Elf
We had a problem with our parking.

Nalin
Sep 29, 2007

Hair Elf
850 damage over 10 minutes. A tier 0 dinghy has 13500 HP, so reducing it to half health to unlock it is 13500 / 2 / 850 = 7.94, so 8 Fire Bolts. Of course, you can throw 16 Fire Bolts onto it to unlock it in 5 minutes, but that is quite expensive.

Dinghy:
Tier 0: 8 Fire Bolts
Tier 1: 9 Fire Bolts
Tier 2: 10 Fire Bolts

Stiletto:
Tier 0: 9 Fire Bolts

Toboggan:
Tier 0: 10 Fire Bolts

Firefly:
Tier 0: 1 Fire Bolt

Spider:
Tier 0: 1 Fire Bolt

Nalin
Sep 29, 2007

Hair Elf

Hello Sailor posted:

Anyone know what these remote ballista are supposed to do? I built one, put it on my dinghy, and can store things in it, but can't figure out how to use it.

e: VVV - Ooh, thanks. Gonna try dragging one of those goddamn blue cats across the landscape.

The best way to kill the Nurr is to jump onto their back from on top of your walker. They can't hurt you then. Just remember to grapple them before you deal the last hit so you can find their collision box. There is a bug in the current build of the game where the collision box rolls away from the creature model when it dies. Your grapple hooks onto the collision box so you can determine where it rolls away. This is also a useful tip to harvest Phemke hide.

Nalin
Sep 29, 2007

Hair Elf

1001 Arabian dicks posted:

also rupu slingers needs to be fixed, they're incredibly busted.

Yeah. It is compounded by the fact that they removed the unpack time until they could fix the issues it was causing the servers. Normally they wouldn't be able to unpack a rupu slinger base during a fight because anybody in the vicinity would cause the unpack to abort.

GoGoGadget posted:

How do you even go between region's servers anymore? I only see EU in the world map now, where I used to be able to zoom out and see every region.

They made it so you only see servers within a certain range of you. As you travel, more will display. It was probably to keep traffic down.

please knock Mom! posted:

Repeaters are insanely good vs boarders holy poo poo

They are pretty good, yeah. You can hit the person inside from the back, though, so grapple up with a one-handed weapon and smack them.

Nalin
Sep 29, 2007

Hair Elf
Repeater ammo is also quite expensive AND requires a Desert Mule potion to make. When we were getting into fights, we would use the repeaters to attack the wings and the deck and then board on foot to save our ammunition.

Nalin
Sep 29, 2007

Hair Elf
The world in which we don't load up our fighting walkers with thousands of resources to lose and don't flee back to restock after a single fight.

Nalin
Sep 29, 2007

Hair Elf

hemale in pain posted:

Could you used to be able to make new characters for different regions? kinda want to play with someone on the EU servers

You cannot. All regions are on the same world map and you can travel between the regions. All you need to do is kill yourself (ESC > Respawn), pick "Spawn in a different oasis", and then pick a new oasis further up or down the map to spawn on. Keep hopping until you find the one your friend is on. I believe the EU oases are to the south.

Nalin
Sep 29, 2007

Hair Elf
Trading station always takes 10% of the flots for itself. If you own the territory, that 10% is deposited in the vault and a member of your clan with Leader permissions can take that money out.

If you own territory, any time somebody harvests on a server within your zone of influence causes an additional 20% bonus of whatever was harvested to be deposited in your Proxy Walker. There is no tax. It is a pure bonus. If a pubbie gets killed (the "murdered" message), then they will not produce that 20% bonus for you for a long time.

Nalin
Sep 29, 2007

Hair Elf

FileNotFound posted:

I mean - yes but I want PlanetSide 2 level combat and lag - not lagging off the boat, clipping through walls/terrain, lag.

I still don't understand why no other game has managed to produce Planetside 2 player numbers and network performance.

Unlike in Atlas, you don't fall through the boat in this game. The walkers crash into each other, rock back and forth, and get thrown around a bit while you are having melee fights on the deck with enemy boarders. It just works.

The lag people describe comes in a few factors. One is that the framerate drops when you have 60 people all running around, swinging with their grapples, onto a bunch of walkers. My PC, which has a Ryzen 3900X and a GTX 1070, can dip to 20-30 fps in huge fights.

The other is that the game will degrade some stuff to try to keep things workable. Animations might start to become less fluid. You might have issues where the server tick rate slows and hits/blocks become a little delayed. Everything is still workable, though, and I have been able to fight people and block attacks and whatnot under the lag. It is harder, but it still works.

BadLlama posted:

So is game good or bad?

In my opinion, it is the best survival MMO, period.

Nalin
Sep 29, 2007

Hair Elf
I guess because we are an island completely surrounded by OwO, people are suddenly becoming curious about our little oasis inside the green sea. The past two days has been massive fight after fight and every time we end up wiping the group and stealing all their poo poo.

This feels like season 1 of Atlas where we were under attack on all fronts. Two nights in a row "The Radium Oath" has tried to roll on us and each time they've lost all their walkers and all their gear. Today we've also been attacked by Thirst, Sun Empire, Big-time, and more.

We are getting a lot more efficient at fights. We can't stop feeding all our gear to a couple Twitch streamers, but we do pretty well in big fights.

Nalin
Sep 29, 2007

Hair Elf

NaanViolence posted:

Were CPLX the dudes who had a million towers and used gas? If so then they defended well. That was also our first raid and we learned a lot.

It was also our 3rd raid in a row and we were pretty much out of repeater darts when we got counter-attacked (by a 3rd party). We don't make that same mistake anymore.

In other news, today one of our N3 guys zoned in and noticed an enemy had zoned in next to him. They harassed him and tried to kill him before leaving. He kept watch and they had the balls to plop a base down right in the middle of the desert next to our highest trafficked border and start building Spiders. So he called it in and we assembled to attack it.

Turns out it was a streamer group planning to grief us by training the Okkam crab boss into our base and they got super salty that we were stream sniping them because how else would we find a large building plopped down right next to one of our common spawn points on the edge of the map where all our walkers are located? It was the super standard fare: guy who named his character after his Twitch URL with a bunch of friends being really stupid about things. We cracked that base open, broke all their chests, stole everything, and raided his Twitch stream while he called us toxic because we wouldn't have honorable 1v1 duels with him.

They had a really cool base, though. It taught us some new things about base building. They were only a technology or two away from making it extremely cancerous to break into, but luckily they hadn't learned them yet.

https://clips.twitch.tv/TemperedSuaveHeronOSfrog

https://clips.twitch.tv/EntertainingFaintFlyPJSalt

Congrats to BurtLington for the streamer kill.

Nalin
Sep 29, 2007

Hair Elf

hemale in pain posted:

rope is so annoying to make I think I'm gonna just start making GBS threads out tons of nomad cloth weapons instead

We made like 10,000 rope in a day or two and we probably have another 10,000 just sitting around. Nomad Cloth is by far the harder resource.

Nalin
Sep 29, 2007

Hair Elf

Ossipago posted:

I missed the firefly op due to family priorities but caught the tail end of the discord chatter. Sounds like the dinghy support role is my jam. Could someone explain the setup a little?

You build a Firefly, stick a repeater on it, and run around as a giant mob. The Dinghy is able to store water and equipment on it since the Firefly can't hold that much.

Nalin
Sep 29, 2007

Hair Elf
:siren: Patch out :siren:
https://store.steampowered.com/newshub/app/903950/view/2236544252824443906

It's a huge list of change notes.

And, from the Discord:

Donkey Crew posted:

With the content patch, we're also slowly rolling out burning oases, which will destroy the first tiles in the West later next week and bring new ones in the East. Pay attention to the World Map to see when oases start burning so you can escape them in advance.

Once the World Map starts changing, we'll have an ability to bring new mechanics to the game that we've been working on:

1. Clan size limit on some oases, where dynamic World Map is important so that players can plan their route in advance and not suddenly find themselves on oases with clan size limit that doesn't work for them. Another important thing we're adding for that is cooldown on switching clans (otherwise it will be exploited and the whole limit will only benefit large clans who are willing to bypass the rules).

2. New variations of oasis maps and events - asteroids with iron nodes, giant worms, and new areas to explore.

The first maps will start to burn next week and new ones will spawn. They will also be introducing their event maps soon.

Nalin
Sep 29, 2007

Hair Elf

Aertuun posted:

Has anyone worked out a reliable way of obtaining iron ore?

We just ran into a clan that had a big stash of iron equipment & weapons. They'd even upgraded the legs on their falco to the armoured variant (each leg required 72 reinforced planks) and they had a "gigantic chest" on the deck.

Which group was this? That is just not possible with the current drop rates in the game. They must be duping iron ore in order to get that much stuff. I would recommend you get as many screenshots and videos of them as possible and report them.

Nalin
Sep 29, 2007

Hair Elf
Was it this?

https://www.reddit.com/r/lastoasis/comments/gcvn81/do_we_still_think_there_is_no_duping_going_on/

You gotta report them.

Nalin
Sep 29, 2007

Hair Elf

Chemical_Ali posted:

How do we get authenticated for the discord? I started last week.

The instructions are in the channel topic.

Nalin
Sep 29, 2007

Hair Elf
They are going to be introducing servers with clan size limits fairly soon so that may help with the zerging issues. That said, two of the largest mega tribes in the game have decided they want to destroy us right now. We are probably going to lose our most hardcore PvE farmers, but we will now be able to have a ton of PvP fights as we grief the poo poo out of the mega tribes.

Nalin
Sep 29, 2007

Hair Elf

Chemical_Ali posted:

Is there at least a small group of actives left? Thinking about coming back to the game.

Yeah, there is a good number of people who still play.
Use this invite link: https://discord.gg/a3yfA9A

Nalin
Sep 29, 2007

Hair Elf

Tempus Thales posted:

We are pretty good group not exactly small in size, but not huge eigher... Who were you in our clan?

I think he was in Baka.

Nalin
Sep 29, 2007

Hair Elf

nakieon posted:

They need to fix some core problems because all the zergs (and FC-GC and the clan I joined was guilty of this too so I'm not discounting my part) started relying on tilecapping to win tiles - it was too easy to do it that way. In some cases, we would tilecap hours before vulnerability and just sit there to take a tile without any real risk. The game got really boring when that became the main strategy in the tile metagame. The game is so much more fun when a bunch of marauders on multiple dinghys and stilettos are just duking it out making plays on the field. If they can encourage that kind of play...

That's what killed it for the main goon guild. OwO learned they could just cap our tiles hours before the timer and there was nothing we could do about it. And when they did that, they also prevented anybody who had logged out on that tile from playing the game as you could only death warp to a free tile after first logging into the capped tile, which you couldn't do because it was capped and you were stuck in queue. That should have been their #1 priority to fix. If you constantly have people unable to even play the game because they have to sit through a queue first, they will find something else to play.

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Nalin
Sep 29, 2007

Hair Elf

Arven posted:

Tile capturing was never going to work out outside of some kind of scheduled instanced battle that both sides got to join equally, which would also suck.

In my perfect word they would scrap the tile system and a module that just sucks up resources from the vicinity while deployed, takes a long time to undeploy, and makes the walker move extremely slowly. Then you'd get people moving around in convoys and encampments protecting their resource walker, and lots of fun fights of people trying to take them out before you hit the zone line.

Actually, that would work really well for this game. It is supposed to be about moving around as nomads and tile claiming really doesn't play into those mechanics. Their territory stuff should go straight back to the drawing board.

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