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    Captain's Log 16: Patch v10, Anti-Cheat & Support ho!

    Ahoy Pathfinders!

    We hope you had a great weekend filled with adventure, action, and bountiful booty! The seas were much calmer for us as we put our heads down to work on the major update v10, which is now live on Steam!
     

    :pirate_mask: thar she deploys, v10! :pirate_mask:

    We won’t go into too much detail about this patch, as we covered it quite extensively in our last Captain’s Log.

    This is our biggest update thus far, taking into account various feedback we’ve received over the last 2.5 weeks since the game’s launch, as well as making design changes based on what we’ve experienced and witnessed ourselves. The patch notes have grown tremendously since we first put them up on Friday, and the full list of changes can be seen here (as well as on our dedicated patch note threads):

    :compass: current v10.42 :compass:

    :sword: Claim flag related changes :sword:

    - Claim Flags now have settings which allow other companies or players to build within them, with the specified tax rate applied to them. 
    - You are also able to define an inclusion or exclusion list to these, to only allow or exclude specific company IDs (also used by players without companies). To grab someone's ID for the inclusion/exclusion list, you'll need to look at a structure they've placed which will list their Company ID; this number can be input into the flag's list system to prevent/enable building. Please note that exclusion/inclusion lists are not saved when altering building permissions, so switching from 'Everyone' can build to 'Company & Alliances' only will clear your list should you wish to return to 'Everyone' can build.
    - All claim flags will use the 'Everyone can build' as a default setting when placed, and this will also be a retroactive change. However, it will not function until Thursday the 10th of January, where we will release another server update to make this setting active. This means you will have two days, from Tuesday to Thursday, to decide and adjust the settings on your claim flag before the change is live.  
    - Only admins and above will be able to make changes to company claims.
    - Claim Flags will have icons above them to represent their owner and setting. Your claim flags have a green icon. Claim Flags belonging to your allies that do not permit you to build, have a blue icon, or purple if they do belong to your allies and allow you to build. Claim Flags which belong to your enemies and do not allow you to build have red icons, or yellow if they belong to your enemies and enable you to build within them.
    - Fixed some bugs related to Sea Claims.
    - Enemy Claim Flags can now be directly pinged to identify any contesting enemies nearby
    - The time required to steal an enemy claim now decreases the more Claims that enemy team has.
    - Looking at your Claim Flag will show you how many land claims you have, and looking at an enemy one will show you how many land flags they have, note that this does not update dynamically on the client for server performance reasons. To always have the latest number, you can relog or re-enter stasis range of the Claim Flag.

    :sword: general changes :sword:

    - Server performance improvements
    - All Cannons/Turrets can now be pin code protected for lever activation/deactivation
    - There are 4x as many trade ships on the seas, and they now also sell commodity types for gold, as do NPC's at Freeports.
    - Lawless servers can no longer be specified as Homesevers. If your Homeserver was a lawless server, you'll be required to pick a new (Freeport) Homeserver upon respawn. This does not mean that land will be claimable on these servers, just that they cannot be selected as a server to respawn on.
    - You can now buy a "Ramshackle Sloop" from the NPC Shipyardsman at Freeports. The "Ramshackle Sloop" is a pre-built sloop which has permanently lower plank HP, carry weight, and crew limit, but is cheaper and faster to acquire if you want to get into sailing faster.
    - "Favorites" server selection drop-down is added for Unofficial
    - Joining through Steam browser server list with password now properly caches the password for ATLAS travel
    - Fixed up some temperature scalings and Weather events are now indicated on the HUD
    - Armour effectiveness and some values have been adjusted so that firearms are more useful in PVP
    - Fixed some bugs related to Sea Claims, Enemy Claim Flags can now be directly pinged to identify any contesting enemies nearby, and the time required to steal an enemy claim now decreases the more Claims that enemy team has.
    - 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 higher. Crops now take much longer to spoil when placed in a preserving bag.
    - Reduced shovel stamina cost.
    - You can now fill waterskins/jars from ground spouts.
    - Metal Tools can no longer damage the planks of anchored ships.
    - 50 more player levels added, and Skill Points per level increased.
    - Loot stat scaling has been boosted (retroactively) by 60%
    - Some ship costs have been adjusted, and in some cases reduced by approximately about 50%
    - Animals health regen rebalanced, so they're not regenerating high amounts whilst in combat!
    - Eating poop is now instant-death
    - Fixed an issue where you couldn't kill yourself by exhaustion (for stuck situations)
    - Pipes can now move water upwards and the vertical limit on underground junctions has been eliminated. Also, pipes can go farther without foundation requirement, and underground junctions can now be snapped onto existing pipes.
    - Guns and melee weapons have had their damage and penetration values adjusted to make them more effective against armour
    - Throwing Knife does significantly more damage when thrown to unarmoured targets (body and headshot)
    - Armour penetration has been reduced on spear throw to make it less effective versus higher armoured targets
    - Explosive Barrel weight has been increased
    - Stone Arrows now stack to 60 and a bow can fire them 60 times before breaking
    - Fire Arrows now stack to 40 and a bow can fire them 40 times before breaking
    - Puckle damage has been increased and also been made more effective against armour
    - Fixed Salted Animal & Fish Meat so that they naturally generate when placed in an active preserving bag (must use raw meats)
    - Updated some legacy sounds and icons
    - Updated stair collision on shipyards
    - Fixed a bug which prevented passive feats from applying after death
    - Fixed a bug with the torch which caused it to repair endlessly
    - Lighthouses can now be lit even if they are touching water
    - Using a bucket on a tamed cow now causes the bucket to lose durability
    - Fixed a bug where players would get stuck in the crouched position
    - Fixed a bug which sometimes would occur where players would disconnection when being invited to a company
    - Fixed a bug which prevented creatures from receiving experience points above a certain level
    - Fixed a bug which would cause NPC Crew to sink into foundations when exiting stasis range
    - Rewrote structure destruction logic to avoid cases of floating structures
    - Inventory ranks per structure and creature will now work for companies
    - Fixed a bug which prevented admins from accessing remote inventories with the F key when changing group ranks.
    - Autolock all structures in 'PvE only' with an inventory, except campfires and similar structures which can be placed without a claimflag. Unofficial Servers can run this with PvE enabled & ?ForceAllStructureLocking=true 
    - Gunmounts are now colorizable
    - Gates and Gateway costs have been adjusted and now include metals (wood) and alloy (stone)
    - Gateways and Gates are now crafted in smithy instead of player inventory
    - Fixed an exploit with Prying Eyes
    - Can no longer glide up mountains with the glide suit
    - Fixed an exploit which allowed you to gain massive height when using the zipline
    - Fixed a building exploit which allowed you to float structures and fortify walls with floors

    :sword: Creature related changes :sword:

    - Sea Monsters' damage has been reduced by 66%
    - Tamed Creatures take 20% less damage
    - Wild Alpha creatures HP and Damage reduced by 20%
    - Tames HP and Damage scaling nerfed by about 40%, and Cannons/Explosions damage to tames increased 50% due to level increase and scaling possibility
    - Killing the Monsterous Sperm Whale or Blue Whales (as they're now named) provides (one-time) 50 Discovery Points each to everyone within 100k units of that event.
    - Penguin AoE insulation now scales by level, the higher the level, the more insulation.
    - Updated Mounted and Rider buffs to display icon while active, to better inform players the source of stat boosts.
    - Dolphins now periodically leap out of the water. If you're nearby to witness that at close-range, you'll gain a temporary Intelligence buff!
    - Updated affinity ineffectiveness values based on the recent x2 taming increase
    - Updated creature specific buffs and ability value clamps to be scaled across 130 levels, due to recent extra 30 level ups for tames.
    - Increased Wolf attack destination offset and increased some physics bounds to reduce clipping into players. Temporarily increased Wolf saddle scale in the engine to limit fur clipping.
    - Updated taming ineffectiveness values to allow the highest efficiency to only be achieved with Taming Proficiency skill 3.
    - Updated some undesired movement speed bonuses on tamed creatures
    - Adjusted Seagull and Crow aggro speeds (Would previously take a long time to de-aggro). Updated collision to allow player attacks to land more consistently.
    - Updated Vulture AI to only target sleeping humans if the player is connected. Updated attack logic to better harvest corpses, while reducing its melee swing radius (Was previously hitting from very far away)
    - Reduced Bee movement to allow player attacks to land. Reduced sting buff duration to better reflect its size.
    - Increased harvest amount of fur and milk from Sheep and Cow to incentivise taming and better compete with natural resource gathering amounts. Updated max yield timings to scale with creature level, similar to other creature abilities, instead of food value.
    - Added durability decreased to the bucket when milking.
    - Clamped amount of fur gained from harvesting wild sheep, again to incentivise taming. Wild sheep will also flee and may attack players after excessive shearing. We'll be adding recipes in an upcoming update which can be used to heal your creatures!
    - Added Lion roar animation.
    - Fixed fur stretching on Wolf's face and hind leg
    - Decreased Crocodile swim speed.
    - Creature health regen rebalanced and changed so that they no longer regen health when forcefed or from consuming corpses. With the exception of Wild Carnos, which still can consume corpses to heal at a reduced rate.
    - Baby breeding balance changes to compensate for the overall creature regen changes.
    - Wild Scorpions will no longer target large creatures, will no longer be aggressive towards Elephants, Giraffes, etc.
    - Lion will only dismount players that are on medium and less sized creatures, will no longer dismount players from Elephants, Giraffes, etc.
    - Updated taming foods to allow a variety of items to be used in taming creatures.

    Effectiveness left(more) to right(less): 

    Tier 1
    Chicken - Fruits, Berries
    Monkey - Fruits, Berries
    Parrot - Hardtack, or Berries
    Rabbit - Carrots, or Berries
    Sheep - Flowers, or Berries
    Tier 2
    Bear - Honey, Vegetables, Fruits or Berries
    Cow/Bull - Rushes, Fronds, Vegetables, Fruits, or Berries
    Crow - Worms, Fruits, or Berries
    Horse - Sugarcane, Vegetables, Fruits, or Berries
    Ostrich - Chili, Vegetables, Fruits, or Berries
    Penguin - Prime Fish Meat, or Fish Meat
    Pig - Maize, Vegetables, Fruits, or Berries
    Seagull - Prime Fish Meat, or Fish Meat
    Vulture - Spoiled Meat, or Worms
    Wolf - Prime Animal Meat, Bones, or other Meats
    Tier 3
    Elephant - Wheat, Vegetables, or Fruits
    Giraffe - Beets, Vegetables, or Fruits
    Lion - Prime Animal Meat, or other Meats
    Rhino - Turnip, Vegetables, or Fruits
    Tiger - Prime Animal Meat, or other Meats

    As mentioned previously, this is just the very beginning of our journey. We’ll continue to frequently pump out major patches every week to improve the state of the game, introducing QOL changes, bug and exploit fixes, rebalance adjustments, redesigns, and new content. ATLAS fans will have a lot to look forward to and we’re so excited for the future. We’re already working on some major content & feature additions in tangent with our frequent live game patches, so stay tuned for more information on that!

    As for what’s in the immediate future, well in addition to a current hot topic we’ll go into below, Pathfinders can expect to see a tremendous increase in server performance over the coming weeks. We are confident that we will be able to double it incrementally over forthcoming updates. Plus, you’ll be able to change your tattoos in freeports at your local Tattoo Artist NPC! And we have major changes incoming related to how you’ll be able to manage and benefit from the territories that you own, improvements and additions to sailing and crew mechanics, player-run shops and Freeport interactions, and much more. Finally, the biggest news is the ATLAS Dev Kit is finally nearly ready to release, and we intend to have it in your hands at the start of this coming week -- get your creative juices flowing to help make ATLAS bigger and better than it is! We’ll have more notes to come in the next Log, so please make sure you bookmark the page below to keep up to date with our latest changes!

    Link to complete Patch Notes:

    :hook:  capt'n exploits and scummy seadogs! :hook:

    It goes without saying that cracking down on cheaters, exploits, and general misconduct is a priority of ours. One of the many items on a list which we are working to address over the time ahead, and here’s how we’re going to do it:

    Basics of Anti Cheat & Support: BattlEye Implementation

    Now that v10 is out the door, outside of dealing with critical issues that arise from that patch or are otherwise discovered, we’ll be working on intensely on enabling BattlEye Anti Cheat on our Official Network, as well as for Unofficial Servers to use, plus other underlying data-driven systems, to help put a stop to cheaters.

    Secrets of Anti Cheat & Support: playATLAS Tickets

    As of today, we’ll have launched our first phase of customer support. We will be (and have already done so) providing in-game assistance to players who have lost ownership of their companies, and players who have found themselves in a sticky situation that they cannot escape (outside of intended game mechanics). Additionally, we’ll be providing an option that players can use to report other users who have broken our Official Network’s Code of Conduct. Please note that this list isn’t entirely exhaustive and this is just the first phase of what we’d like to tackle as the game grows.

    :skull: CODE OF CONDUCT:skull:

    You can click here if you’re seeking some assistance! Please be patient as we work through the kinks of the system and get it under control, we’re expecting a heavy influx of requests day one and there might be some lead time in responses, however, we plan to tackle these as quickly as possible in cases where we are providing assistance.

    We’ll be using these systems, in addition to general feedback, to help us identify what problems people are facing and how we can tackle them from a technical point of view. To be transparent and speak realistically, as a small studio, we’re better equipped to funnel our resources into dealing with game problems that arise through technical implementation rather than customer service, however, we do see the need for it and wanted to provide an option in some cases. Over time, these options will grow and expand as both the team and game do to address the needs of you guys and tackle some of your in-game problems which aren’t viably resolved with a technical change.

    Esotery of Anti-Cheat & Support: Additional Cheat Detection & Prevention

    Following the implementation of BattlEye and ensuring smooth seas on BE protected networks, we’ll be exploring additional internal options to help identify, track and catch cheaters as well as general player concerns and problems. We’re not going to go into too many details, it’s important to keep these bits close to our chest, however, we just wanted to iterate that BattlEye would just be the beginning and over time our team will continue to invest resources into sinking the ships of cheaters!

    :map: Dynamic atlas maps round-up :map:

    The ATLAS Dynamic Maps is a system that monitors live in-game territory ownership and indicates which companies dominate over the lands. 

    Each week with our Captain’s Log, we’ll be including an image to monitor the progress of the maps, taking note of any exits or new arrivals and any drastic changes in the overall claim. 

    Who will come to dominate the ATLAS may very well become clear in the days and weeks ahead, though maintaining a large Empire will likely come with its own longer-term challenges…

    Soon, the companies that have occupied islands for a certain period of time will gain the automatic privilege to name them on the in-game and web maps, as it is their land! 

    Remember you can don your tribe’s company flag by stylizing it in the game with a paintbrush! Upload your own images or design it how you like, with the top company flags always being visible on https://map.playatlas.com/

    [EU PVP] The Whale's Wrath

    large.EU_PVP_WK3.jpg

    Held:  XSM???, Cobra, French & Ships, Bad Company, BLDX DOUYU56876, and Chem B

    Arrivals: LEGION, Enslaved, The French Monkeys, ETERNIA, and OOOOOOOOOF.

    Departures: PUBG GOLDEN HORDE, La Flotte Ancestrale, and Blackwater Company.

    [NA PVP] The Kraken's Maw

    large.NA_PVP_WK3.jpg

    Held: Dynasty, High Seas Booty Bandits, Order of Freedom, TPG, CSTG, and Barry Sails.

    Arrivals: OwO, The Federation, and The Late Shift.

    Departures: MAGA, INFINITE, The Goodship Misery, Radium, 

    And whilst there isn’t active PvP on PVE servers, we’d like to recognize the following tribes for their claims!

    [EU PVE] The Siren's Call

    large.EU_PVE_WK3.jpg

    Held: Compagnie des Indes, M.E.R.C Spirit, Paragon, Rum ueber Bord, Woelfe des Rudels, Future Company (HUN), and Fenrirs Dogs

    Arrivals: Black Lotus, Tacorsair, and SouL SanD.

    Depatures: Forlorn Hope, I.C.E, PIRATES, Unlucky, 

    [NA PVE] The Hydra's Den

    large.NA_PVE_WK3.jpg

    Held: Plunderers, Scales & Sails, The Salty Seamen, Dead Men Floating,The Exiles, Atlas Shrugged, East India Trading Co.

    Arrivals: CN-adilt supplies, Paragon, Narcos, 

    Departures: Biz Enton Company, blublublu, and Sail, Fail, Repeat.

    :skull: Show 'n Tell Showcase :skull:

    Avast, Pathfinders and welcome to the results of our first Show n' Tell Showcase 

    Yer entries to the Showcase shivered our timbers. 'twas a challenge to select jus' a few! We look forward to seein' what the community create in the future. Keep yer one good eye cast on the Creative sub forum and have your mighty fleets, paint pieces, flags & sails, impenetrable forts, hellish tats, scenic screenshots, 'n entertainin' videos ready to share for next week's Showcase. Congratulations to our winners who have scored themselves cash prizes!

    Winners

    SITHARIAS

    An exquisite build along with impressive editing and production. Witness someone exploring the building mechanics in ATLAS to breathtaking effect.

    SpookyAnonymous

    large.1725190444_SpookyAnonymousFistofWalrusPortrait.jpg

    Source

    A beautifully wrought portrait of steely-eyed Captain surveying his fleet or a depiction of a certain Captain Fatbeard about to shout at his crew? Either way, we admire the amount of detail put into this original artwork!

     

    BPEPPERS

    large.parrotpirate1b.png

    The bold use of colour in this original fanart depicting a Pirate's best friend caught our attention. Did you know that a Parrot gives a player extra fortitude scaled by the creature's level? 

     

    LOCKEMURDOCK

    large.lockemurdock.png

    We loved the sail design of this ship. Lady Luck was definitely on your side when you entered this competition. We hope she does likewise for you when you are on the high seas seeking treasure in this magnificent vessel. 

     

    STONIEDUDE

    large.stoniedude.jpg

    The intricacy of this tribal-style tattoo put wind in our sails and the menacing aspect of the ready-for-war facial decoration looks like it could blow them back down!

     

    Honorable Mentions

    JUKARI

     

    SCOTTY

    large.scotty.png

     

    BLUEDRAGON

     

    AHRA

    large_ahra.jpg

     

    BENTENPENNY

    large.bentenpenny.png

     

    KANE

    large_kane.png

     

    5010

    large_5010.jpg

     

    WOOKIEESTICK

    large.wookieestick.png

    That wraps up this weeks' showcase. Congratulations to those of you we've featured! We’re looking forward to seeing what amazing new art the community can come up with next week! Thank you to all of ye scallywags, landlubbers and seadogs for the bootyful submissions ye shared with us 'ere rapscallions.

    Sail across to the submission thread if you would like to check out all of the past week's fantastic entries. 

    :wheel:

    Alrighty, that ’s it for this log! Thank you so much for becoming a part of our crew and we can't wait to show all you scallywags, landlubbers, captains, and seadogs what lies ahead!

    Happy Sailing,

    Grapeshot Games

    🏴☠️For the latest dispatch on #playATLAS keep yer one good eye trained on this here information🏴☠️

    Natter n' chatter on Discord: https://discord.gg/playatlas
    Navigate ye olde Subreddit: https://www.reddit.com/r/playatlas
    Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas
    Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas
    Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame

    Edited by Jatheish

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    Can the radius of buildings despawning resources be significantly reduced? Like just to the structure itself. We have islands that are now stripped of resources due to foundation spam and folks building right next to important resource nodes.

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    aww thanks you and congratz to all winners and also the ones who arent listed! All the screenshots, videos and fanarts were amazing and I love to scroll thru all the stuff! ❤️ 

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    I wouldn't count on it. It has been quite a bit since I played on an official ARK server, but last I remember PVP and PVE ARk were the same basic rules set

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    1 hour ago, Strider said:

    Can the radius of buildings despawning resources be significantly reduced? Like just to the structure itself. We have islands that are now stripped of resources due to foundation spam and folks building right next to important resource nodes.

    Yes please! The lawless regions are full of player structures. Whole forests disappeared.

     

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    @Jatheish What I would like to see in a soon upcoming patch:

    To see land claims cost initial gold to place, cost gold to keep it, referred to as upkeep, where the initial cost and upkeep would be based on various factors such as how many land claims are currently owned and are they connected to the main land claims or not, how rich the land is in terms of resources and rare commodities, and so on. Claim flags would also have to be crafted as and be used as finite resource. More about it can be found here: Trade is an absolute necessity in a player driven game... Why would this be a good thing? Well for starters it would make it so players/companies can only keep what they can afford to keep, and it will automatically make players have chose between what activity to do that yields gold, like treasure hunting, focus on building and improving infrastructure to be able to gain more gold this way, trade and other potential activities could be explored. This is something that automatically puts players into the position of having to acquire gold if they want to keep their claims, which also will make players/companies decide on if the next expansion/land claim is something they can afford.

    To see the skill trees and disciplines being made much more diversified, where the skill tree would emphasize more and distinguish between crafters and specialized users as per this thread the post: Armor, weapons & firearms use in the skill trees. Especially so that the game is being taken more towards reliance on others than on self-reliance and players be made less self-sufficient, as it disincentivizes trade. Because currently what we're seeing is that players are being made very self-sufficient and self-reliant, which achieves the complete opposite in regards to trade. Self-sufficiency and self-reliance is good in single player games, but in a sandbox MMO game that Atlas attempts to be, it is not.

    Something I certainly would like to see fixed ASAP are mesh issues - Which in short are issues where one can be attacked through the mesh of an object or game environment, like for instance through the from beneath a cliff, the side of a ship, but also that players and animals can clip through the mesh, which without a doubt cannot be intended. Like players being able to clip through the hull of a ship, can both be used offensively but can also make players become stuck, where this often happens when attempting to climb a robe ladder on a ship.

    Another thing that certainly needs to be fixed is OVERPOWERED wildlife, especially wildlife that defaults to aggressive behaviour. Aggressive animal count needs to be reduced ASAP, and the same with their respawn rate - animals respawn way too fast. Alphas needs to be moved to powernode islands or removed until game balance has reached a state where it can support it appropriately. Furthermore, I think wildlife that defaults to aggressive behaviour should only be in aggressive behaviour because their hunger is high or they've been attacked, it would at least for the time being be a good temporary fix until you narrow down how to more appropriately balance wildlife in regards to player game balance. Crocodile's are the bane of smaller ships, as it can outright kill anyone on it in a few attacks and make it insanely difficult to get rid of the menacing croc, as it will keep killing anyone that spawns in. If you can't figure out a way to deal with this issue, it's better that you disable them for now, until you can appropriately fix the issues with the crocs, same applies with aggressive wildlife.

    Edited by Incarnate
    Adding missing words.
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    4 hours ago, Captain Varghoss said:

    #1 biggest issue for me is people sinking my ships on PVE. Makes me not want to launch my ships because people are exploiting the weight bugs.

    Absolutely. It is entirely possible and relatively easy to sink another players ship in PvE using the weight exploit. Why has this not been addressed? Its a simple fix (ships can't sink because of weight, at least while anchored, on PvE) and for those aware of the problem it has pretty much made PvE unplayable. I refuse to launch anything beyond a Sloop right now after someone sank out Schooner the other day with this exploit. Alpha/EA or not, its unacceptable that such an issue has remained unsolved for this long.  

     

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    30 minutes ago, MaxPower said:

    Absolutely. It is entirely possible and relatively easy to sink another players ship in PvE using the weight exploit. Why has this not been addressed? Its a simple fix (ships can't sink because of weight, at least while anchored, on PvE) and for those aware of the problem it has pretty much made PvE unplayable. I refuse to launch anything beyond a Sloop right now after someone sank out Schooner the other day with this exploit. Alpha/EA or not, its unacceptable that such an issue has remained unsolved for this long.  

     

    I completely agree, this is an issue that needs to be dealt with as soon as possible, especially because on PvE you can do absolutely nothing to stop it. However what I would recommend that you do is, collect evidence (screenshots or video) if you see it happening, then report it to support and they can deal with those appropriately who've been exploiting it. But this shouldn't even be possible to do in the first place, as one would be unable to even get on board a ship with that amount of weight required to sink a ship, not even to mention that it should be impossible to move with that kind of weight.

    Edited by Incarnate
    Added missing words.
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    @JatheishWipe the old stone gates!! I have an company here that spamed them so badly and now they have such an headstart...you just made them more ahead with this patch than they really are

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    This way a fail as an update. I recommend that you TEST your updates out before bringing them to live servers. Why do your paying customers get to be your guinea pigs? After this update, the resources on every island are now scarce as in they are no longer respawning.

    Edited by vaylain

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    Having played ARK since the very beginning, and seeing how the early access played out there, I am more than satisfied at this point. The balance issues and bugs are frustrating, especially to a person who works for a living, however I know that the issues will be ironed out over time.  

    I have gotten more than my money worth in play time and absolute fun with friends. The thrill of that first sail on a raft, then the larger ships, and the subsequent joy and danger make this a hit IMHO. 

    The only drawback I have seen is the people. Trolls, ignorant 20 year olds who are going on 12, exploiters, and people who don't understand the different purposes of each play type. PVP is that.  Take all you can and win. PVE is different, learn to trade with those who have things, make room for more community.  Don't seize entire islands and hoard the resources-travel, explore, trade and be a community.  PVP is a land grab and a resource grab, it's a battle. PVE is not meant to be a land grab and one should not need to battle or have drama over resources and land. 

    I wish that one needed to be approved for temperment, patience and humor when being allowed to play early access games. Those who are rude, self-entitled, and do not have the overall maturity to play an early access title should not be allowed to play until it is released. Feedback should be constructive, concise and polite.  Useful and unbiased. 

    Thank you for creating a new, unique, and fascinating game. I look forward to what the future holds, the changes, balancing and additions. Sign me up for the season pass!

     

    FHVzATF.png

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    A couple of patches in and still resource respawn bugs, no weapon damage changes...

    and of course no pve sink griefing fix lol

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    Ok, i logged out in my base for the update, logged back in and was on my ship naked. Went to my base and saw myself asleep UNDER the floor. I had to destroy the floor, then kill my own sleeping self to loot my gear back...

    I think i'm done till the next patch lol

    Edited by RogueLdr

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    12 hours ago, Jatheish said:

    We'll be investigating reports as they come in through our ticketing system and issuing sanctions where we feel like it's necessary, it takes a while to get all these systems running but we will be clearing out the trouble players. Though it shouldn't take us much longer to get BE ready, hopefully within the next few days it'll be good to set live. We just wanted to ensure that this major version was out the door first and deal with any critical issues that may arise from it. 

    Could you elaborate? We're investigating reports now and whilst there are some issues and concerns we plan to address, the majority of the notes should be functional as intended as expected.

    Our QA team are investigating the resource reports at the moment

    Any updates on this 3 hotfixes and not one mention of resources not respawning at all. If this is a bug or intentional change fine but at least let us know. You guys are just silent on it.

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    Is there anything we need to do to claim the prize? i havent heard from anybody, someone in my twitch chat actually told me i won lol

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    19 hours ago, Jatheish said:

     

    Our QA team are investigating the resource reports at the moment

    @Jatheish this was the one and only comment about resources not respawning. Can you please update everyone on here and twitter if the respawn rate on lawless is going to return back to what it was or not. Rumors are floating around that this was done purposely to drive people out of lawless but if that is the case then my self and quite a few others I have spoke with on NA PVE are done. It would be a different case if there was claimable land that was a little easily survivable but there isn't. I have tried to support this game as much as I can but the lack of communication on one of the most asked questions is starting to break me down.

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    Are they working on a solution for the Ramshackled sloops and rafts self destructing when leaving the freeport map? I am stuck in freeport since the patch. 

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    4 minutes ago, Dirania said:

    Are they working on a solution for the Ramshackled sloops and rafts self destructing when leaving the freeport map? I am stuck in freeport since the patch. 

    Didn't they just fix it?, it says so in patch notes..., if doesn't work then spam Jat ping so he noticed when waking up.

    Maybe those ladders are still left on borders and they cause self destruction, they might need to have some GM go and clear all of that manualy.

    Edited by Nightstrasza

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    48 minutes ago, Nightstrasza said:

    Didn't they just fix it?, it says so in patch notes..., if doesn't work then spam Jat ping so he noticed when waking up.

    Maybe those ladders are still left on borders and they cause self destruction, they might need to have some GM go and clear all of that manualy.

    You are right, I just found it! Thank you. ^^

    Edited by Dirania

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