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    Patch 524.10 - Trade Winds Major Update

    The Tradewinds Update will go live tonight, 4/29 at 7:00 PM PT. We will bring the old servers down around 5:30 PM PT. PC will be able to download the patch at that time. 
    Please note that the client update was pushed early for XBOX. Due to the mismatch, Xbox is unable to access until the servers actually go live again at 7:00 PM PT. 
    The updated wipe Servers will be live for everyone at 7:00 PM PT.


    Ahoy Pathfinders!

    Well, ladies and gentle pirates, it’s finally here. With the new update and wipe of our servers, players will find the winds of adventure have shifted dramatically and the world of Atlas forever changed. 

    The most significant differences can be seen on the map in the form of Tradewinds. Tradewinds are predictable sailing routes throughout the new map, providing ships with a wind boost when traveling along the wind’s trajectory. Even the most veteran of captains will need to learn a few new techniques to master these new travel corridors and fully utilize their strategic potential. Maps have been altered to accommodate these new Tradewinds, as well as provide new strategic zones and opportunities for satisfying engagement. These changes are further detailed in the notes below.

    Along with these macro changes that will significantly change up the current state of play, we  have also included several fun additions on a micro level (tames, structures, items) to spice up your next chapter of adventures.

    - Is that an earthquake or the impending sound of doom? Platform saddles for the Elephant, Crab, and Grand Tortugar have been added, allowing your giant tames to load up with cannons, torpedos and other armaments to wreak maximum havoc on your foes.

    - A new set of troublesome creatures are now roaming Atlas for you to battle and tame. The crocodile, yeti, and spider, each with their own unique set of useful characteristics, will be available on update but engage at your own risk.

    - The first set of modular railing customizations will be available for pathfinders to pick and choose the best loadout before each voyage. Need extra firepower? Slap on a few cannons. Going to do some salvaging? Add the diving board or cargo railing. Want to mess around? Grab a few friends, add some dinghies on the rails and watch hilarity ensue.

    These are just a few of the exciting additions coming with the patch with the rest in the notes below.  All this and we still haven’t mentioned the large number of balance changes and bug fixes, to streamline the game. 

    As you can see, the Atlas team has put in a lot of effort into making this patch the start of something new and exciting, for both newer and older players alike. We hope you enjoy this fresh start and once settled in, feel free to let us know how you feel.   
     

    As always, we, the Atlas team, appreciate your support and ‘til next time, may your skies be clear, waters calm, and sails full in whichever way you roam.
     

    :wheel:

    Although originally scheduled for later today at 7PM PDT, we will be postponing the Trade Winds patch to verify the quality of the update. Meanwhile, we will provide the Patch Notes later today along with an updated release time. Thank you for your patience.

    While we await the patch, we will be temporarily opening up the PTR on Steam for general playtesting. To access the beta, please follow the steps below:
    1. In your Steam library, right-click on Atlas and select Properties
    2. Select the Betas tab on the left
    3. Enter the password EdwardTeachBlackbeard
    4. Select the "test2021 - recruit testers" realm
    5. Atlas will now launch into the PTR

    6. To join, be sure to select New ATLAS and join the PVP server Polly's Cracker


    To switch back to the main build, follow the steps 1 & 2, and then select "None" to return to the main build.
    We are also re-opening the PTR Channel on our Official Discord. Please join us in those channels for discussions and bug-reporting regarding related to the PTR! 

    :anchor: Released Patch Notes :anchor:

    v524.10

    New Saddle Type: Platform Saddles for Elephant, Crab, and Grand Tortugar
    Platform Saddles can be constructed at the Tannery after learning to Riding Tier 3 skill in the Beastmastery tree.

    • Creatures with a Platform Saddle equipped move 20% slower
    • NPCs may be moved onto the platform and can man weapons
    • Elephant Platform Saddle 
    • R5Nwgqhyoh6L6sDzFleqr8B1dwSg3NKYl_b9xwCe 
      • Cannons, Large Cannons, Catapults, Puckles, Ammo Containers, and Wooden Chairs may be placed on the platform
      • Up to 8 structures may be placed on the platform
      • Crafting Resources: 50 Alloy, 200 Fiber, 320 Hide, 50 Organic Paste, 200 Wood
    • Crab Platform Saddle
    • d35_APxhVIjiJgqXQ4MNTOga1TRHwu_krh8PrSUc 
      • Cannons, Large Cannons, Catapults, Ballistas, Ammo Containers, and Wooden Chairs may be placed on the platform
      • Harpoons may be launched from Ballistas placed on the platform
      • Up to 12 structures may be placed on the platform
      • Crafting Resources: 70 Alloy, 200 Fiber, 320 Hide, 50 Organic Paste, 250 Wood
    • Grand Tortugar Platform Saddle
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      • Cannons, Large Cannons, Catapults, Torpedo Launchers, Ammo Containers, and Wooden Chairs may be placed on the platform
      • Up to 12 structures may be placed on the platform
      • Crafting Resources: 80 Alloy, 200 Fiber, 320 Hide, 50 Organic Paste, 300 Wood

    New Tame: Crocodile

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    A new mount that can be used for navigating both land and sea, the Crocodile can be tamed after learning the Taming Tier 3 skill in the Beastmastery tree.

    • Favorite Food: Prime Shark Meat
    • Taming Style: Bola
    • Saddle: None
    • Primary Attack: Bite

    New Tame: Yeti

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    The Yeti is a fearsome beast that can be tamed after learning the Taming Tier 3 skill in the Beastmastery tree.
    Yetis may equip hats

    • Favorite Food: Ice
    • Taming Style: Bola
    • Saddle: None
    • Primary Attack: Punch
    • Secondary Attack: Ground Pound
    • The Yeti pounds the ground, dealing a low amount of damage and applying the Chilled debuff which slows nearby enemies

    New Tame: Spider
    Spiders can be tamed after learning the Taming Tier 3 skill in the Beastmastery tree.

    • Favorite Food: Insect Meat
    • Taming Style: Bola
    • Saddle: Tier 3
    • Primary Attack: Bite
    • Secondary Attack: Web Shooter
    • Will produce silk if fed favorite food

    New Meat: Prime Shark Meat

    • Prime Shark Meat can be harvested from a Shark's corpse
    • Cooking the meat creates Cooked Prime Fish Meat

    New Meat: Insect Meat

    • Insect Meat can be harvested from Giant Ants, Giant Bees, and Scorpions corpses
    • Cooking the meat creates cooked Animal Meat

    New Defensive Weapon: Puckle Tower

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    The Puckle Tower is an automated weapon that can be crafted in the Smithy after learning the Gatling Studies skill in the Artillery tree.

    • Requires Puckle Bullets and fuel (Oil or Coal) to function
    • 20,000 Health
    • Deals 400 damage per shot
    • Approximately 4m (4 Walls) tall
    • Crafting Resources: 200 Alloy, 300 FIber, 300 Hide, 400 Wood

    New Container: Munitions Storage
    Munitions Storage can be crafted in the Smithy after learning the Ammunition Storage skill in the Artillery tree. Moving ammunition out of storage must be done manually.

    • Any ammo stored in Munitions Storage has its weight reduced by 88%
    • Cannon Balls, Large Cannon Balls, Grapeshot, Bar Shot, Canister Shot, Spike Shot, Greek Fire, Ballista Bolts, Flame Ballista Bolts, Harpoons, Torpedoes, Boulders, Puckle Bullets, Mortar Shot, Stone Arrows, Flame Arrows, Tranq Arrows, Zip-Line Anchors, Crossbow Bolts, Simple Bullets, Minni Balls, and Simple Shot can be placed in Munitions Storage
    • Crafting Resources: 250 Wood, 100 Thatch, 120 Fiber, 40 Metal

    New Structure: Large Stone Foundation
    Large Stone Foundations can be crafted in the Smithy after learning the Esotery of Building skill in the Construction & Mercantilism tree.

    • Large building pieces that are 4m wide and 3m tall
    • The height of the bottom Stone Foundation may be modified with the scroll wheel
    • Crafting Resources: 150 Alloy, 350 Fiber, 950 Stone, 350 Thatch, 500 Wood

    New System: Tradewinds
    Tradewinds are predictable sailing routes throughout the new map. Ships gain a wind boost when traveling within a Tradewind in the direction it is going.

    • Sailors will be alerted via HUD to Tradewind effects
    • Wind boost will be constant and predictable along Tradewind path
    • An overlay of Tradewind locations can be seen on map when zoomed out

    New System: Modular Ship Railing Customization
    The first step of the Modular Ship Customization system allows pathfinders to swap Railing Modules on the Ramming Galley and Majestic Kraken. All Railing Modules can be crafted in the Smithy after learning the required skill.
    Each type of Railing Module costs a certain number of Module Points to place. Placing a Railing Module will consume points from the ship's Module Point Pool. If a less expensive Railing Module replaces a more costly one, the unused points are made available for use in the ship's Module Point Pool. In future patches, higher quality railing blueprints may be found.

    • A ship must be anchored in order to swap modules
    • Total Module Points
      • Ramming Galley: 43
      • Majestic Kraken: 40
    • Railing Modules
      • Ship Railing and Ship Railing (Kraken)
        • Standard Railing Module with no additional functionality
        • Health: Undamageable
        • Module Point Cost: 0
        • Required Skill: Intermediate Shipwright
        • Crafting Resources: 100 Wood, 85 Thatch, 50 Fiber
      • Ship Cannon Railing and Ship Cannon Railing (Kraken)
        • Railing Module armed with two standard Cannons
        • Health: 5,000
        • Module Point Cost: 3
        • Required Skill: Gunports
        • Crafting Resources: 150 Wood, 100 Thatch, 70 Fiber, 60 Alloy, 50 Hide
      • Ship Large Cannon Railing and Ship Large Cannon Railing (Kraken)
        • Railing Module armed with one Large Cannon
        • Health: 5,000
        • Module Point Cost: 3
        • Required Skill: Bigger Cannon Studies
        • Crafting Resources: 180 Wood, 85 Thatch, 75 Fiber, 48 Alloy, 35 Hide
      • Ship Ballista Railing and Ship Ballista Railing (Kraken)
        • Railing Module armed with two Ballistas
        • Health: 5,000
        • Module Point Cost: 3
        • Required Skill: Siege Studies
        • Crafting Resources: 550 Wood, 225 Thatch, 250 Fiber, 98 Alloy, 180 Stone
      • Ship Catapult Railing and Ship Catapult Railing (Kraken)
        • Railing Module armed with one Catapult
        • Health: 5,000
        • Module Point Cost: 3
        • Required Skill: Siege Studies
        • Crafting Resources: 500 Wood, 180 Thatch, 50 Fiber, 140 Alloy, 340 Stone, 70 Hide
      • Cargo Rack Ship Railing and Cargo Rack Ship Railing (Kraken)
        • Health: 16,000
        • Module Point Cost: 2
        • Required Skill: Secrets of Building
        • Crafting Resources: 450 Wood, 85 Thatch, 350 Fiber, 68 Metal, 72 Hide
      • Diving Platform Ship Railing and Diving Platform Ship Railing (Kraken)
        • Health: 12,000
        • Module Point Cost: 1
        • Required Skill: Secrets of Piracy
        • Crafting Resources: 360 Wood, 85 Thatch, 190 Fiber, 62 Metal, 46 Hide
      • Dinghy Hangar Ship Railing and Dinghy Hangar Ship Railing (Kraken)
        • Health: 12,000
        • Module Point Cost: 1
        • Required Skill: Dinghy Dock
        • Crafting Resources: 310 Wood, 85 Thatch, 130 Fiber, 14 Metal, 28 Hide
    • NOTE: Currently, Kraken Railing Modules are only compatible with the Majestic Kraken and Standard Railing Modules are only compatible with the Ramming Galley

    Armored Docks

    • Fully constructed Armored Docks will no longer be found in loot drops
    • Armored Docks may no longer be placed near Sea Forts
    • Bug Fix: Gold cost now properly scales with Blueprint quality
    • Bug Fix: Ships anchored outside of Armored Docks are no longer protected
      • NOTE: Ships may now need to be anchored closer to the center of an Armored Dock to receive protection. (Protection indicators accurately show whether a ship is protected)

    Trade

    • Warehouses have placement restriction radius has been reduced by 1/3
    • Markets and warehouses are limited to 1 per company per island
    • Max Sea Fort Tax is reduced from 50% to 40%
    • Trade Shipment Cooldown doubled (Trade Ships launch half as frequently)
    • Trade Shipment Weight Doubled (shipments carry twice as much)
    • Trade value per grid reduced by 20%
      • Net reduction of Trade gold generation based on these changes is 60%

    Lawless Claim System

    • Claim Tower icons viewed through the Spyglass are now only visible for towers within 100m
    • Other pathfinder claims can only be seen within 200m on the map
    • Your company's claim towers in other grids may now be seen on the map
    • Bug Fix: Server reboots should no longer cause parts of ships to be claimed
    • Bug Fix: Ships may no longer be claimed with Land Claim Towers
    • Bug Fix: Weapons on Cargo Saddles can no longer be claimed
    • Bug Fix: Buoys can now be claimed
    • Bug Fix: Claim Towers may no longer be placed on Shipyards
    • Bug Fix: Fixed some instances of ships exploding on release from shipyard
    • Bug Fix: Resolved issue where remaining island points could get out of sync between different servers
    • NPCs on armored dock can no longer contest island claims

    New Map Layout

    • Island Positions have been moved to account for Tradewinds.
    • Harvesting Resources have been overhauled
      • Most Resource nodes now have a chance to give some type of common base resource
      • Examples include Straw from plants, resin from trees, stone from crystal and gem nodes
    • Freeport islands no longer provide metal
    • Grid Specific Settings have been redistributed
      • Freeports are only in the south.
      • Lawless areas now surround Freeports and give common resources
      • Golden Age and Kraken have moved north 2 grids
      • Claim Islands only exist around the edges of the map.
      • "Lawless" Area Claim take up the remaining maps.
    • Weather Conditions and Ship of the Damned have been made more harsh in the north.
    • Server Grid Editor - Data Driven tools for adding Resource Templates and applying them to islands have been added to the Server Grid Editor for use on unofficial servers. Visit the Git project for more information.

    Patch Kits

    • Repair Bonus skills from the Construction & Mercantilism tree now apply to Patch Kit healing
    • The Repair Fiend ability now applies to Patch Kit healing

    Ships

    • The Ramming Galley and Majestic Kraken can now be painted
    • Removed blue tint from Majestic Kraken to support pathfinder painting
    • Ships now take less damage from land sources
    • A new War Drum song is available to increase the resistance from land damage
      • Hold Fast, Ye Dogs!
        • Easy: decrease damage from land sources a further 30% for one vessel
        • Normal: decrease damage from land sources a further 30% for all vessels within 300m
        • Hard: decrease damage from land sources a further 30% for all vessels within 300m and apply Repair Speed buff.
    • Bug Fix: Puckles may no longer be placed on ships

    Tames and Creatures

    • Sea tames will now follow a ship if they are following one of the pathfinders on the ship
    • Seagulls can now equip hats

    Treasure Maps

    • Treasure Map spawns may no longer be blocked with structures
    • Bug Fix: Fixed some occurrences of blank Treasure Maps in Single Player

    Misc

    • Farmhouse collects Vegetables, Fiber, Cooking Herbs and berries. No metal, stone or wood is intended.
    • Blackjacks may now be crafted at the Smithy
    • Upon special request, beans now give a small amount of vitamin B when eaten, recipes in later patches will be coming to incorporate these changes
    • Wall Hooks, Canvases, Preserving Bags, and Mortar and Pestles may now be placed on Wooden Tables
    • possible issue: placing objects on top of one another
    • Bug Fix: Resolved issue where beds couldn't be placed in PvE Lawless servers if a non-allied pathfinder was nearby
    • Bug Fix: Stats are visible on placed structures and weapons
    • Bug Fix: Resolved issue where some variables in Game.ini couldn't be modified in private servers
    • Bug Fix: Beds may now be placed on lawless PvE servers when non-allied pathfinders are nearby
    • Bug Fix: Quality Farmhouses no longer lose stats after restarting in Single Player
    • Bug Fix: Certain blueprints had an incorrect crafting count
    • Bug Fix: Fixed some instances of unintended ladder interactions
    • There is now a max building height - This affects claims, beds, or weapon structures
    • Bug Fix: Geodes can be gathered once again
    • Increased Geode Stack size from 5 to 25
    • Removed Manned Puckles (the other manned structures remain)
    • Ships now pause for a limited amount of time when transitioning between servers to allow the occupants to load in.

    Server Redeploy Changes .10 --> .11

    • Prevent spawning near control points
    • Land to ship damage modification
    • Increased puckle building prevention radius
    • Fixed decay for land claim towers
    • Reduced the size of tradewinds map images to workaround streaming problems (which also caused client crashes)
    • Fixed tradewinds not working on some servers

    :anchor: Final Note :anchor:

    Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch, as well as timing, may be different from what was previously discussed. 
     

    As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! 
     

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    Happy Sailing,

    - ATLAS Crew

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

    Natter n' chatter on Discord: https://discord.gg/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 ATLAS

    • Like 2
    • Thanks 1
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    5 hours ago, George Catcher said:

    Alright one more thing. My windmill gather just berries and fiber. It surrounded by stones and trees and it doesn't gather any wood, stones, flint and metal anymore. If you made it on purpose then windmill goes to useless state in terms of trading (it just gather a single resource for trade).

    yea a little info would have been nice...

    so same here, 1 stone farmhouse wasted, only berries and fiber...

    and the other farmstructures gather so slow wtf...

    Edited by photek
    • Like 1

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    On 4/28/2021 at 8:44 PM, ATLAS said:

     

    New System: Modular Ship Railing Customization
    The first step of the Modular Ship Customization system allows pathfinders to swap Railing Modules on the Ramming Galley and Majestic Kraken. All Railing Modules can be crafted in the Smithy after learning the required skill.
    Each type of Railing Module costs a certain number of Module Points to place. Placing a Railing Module will consume points from the ship's Module Point Pool. If a less expensive Railing Module replaces a more costly one, the unused points are made available for use in the ship's Module Point Pool. In future patches, higher quality railing blueprints may be found.

    • A ship must be anchored in order to swap modules
    • Total Module Points
      • Ramming Galley: 43
      • Majestic Kraken: 40
    • Railing Modules
      • Ship Railing and Ship Railing (Kraken)
        • Standard Railing Module with no additional functionality
        • Health: Undamageable
        • Module Point Cost: 0
        • Required Skill: Intermediate Shipwright
        • Crafting Resources: 100 Wood, 85 Thatch, 50 Fiber
      • Ship Cannon Railing and Ship Cannon Railing (Kraken)
        • Railing Module armed with two standard Cannons
        • Health: 5,000
        • Module Point Cost: 3
        • Required Skill: Gunports
        • Crafting Resources: 150 Wood, 100 Thatch, 70 Fiber, 60 Alloy, 50 Hide
      • Ship Large Cannon Railing and Ship Large Cannon Railing (Kraken)
        • Railing Module armed with one Large Cannon
        • Health: 5,000
        • Module Point Cost: 3
        • Required Skill: Bigger Cannon Studies
        • Crafting Resources: 180 Wood, 85 Thatch, 75 Fiber, 48 Alloy, 35 Hide
      • Ship Ballista Railing and Ship Ballista Railing (Kraken)
        • Railing Module armed with two Ballistas
        • Health: 5,000
        • Module Point Cost: 3
        • Required Skill: Siege Studies
        • Crafting Resources: 550 Wood, 225 Thatch, 250 Fiber, 98 Alloy, 180 Stone
      • Ship Catapult Railing and Ship Catapult Railing (Kraken)
        • Railing Module armed with one Catapult
        • Health: 5,000
        • Module Point Cost: 3
        • Required Skill: Siege Studies
        • Crafting Resources: 500 Wood, 180 Thatch, 50 Fiber, 140 Alloy, 340 Stone, 70 Hide
      • Cargo Rack Ship Railing and Cargo Rack Ship Railing (Kraken)
        • Health: 16,000
        • Module Point Cost: 2
        • Required Skill: Secrets of Building
        • Crafting Resources: 450 Wood, 85 Thatch, 350 Fiber, 68 Metal, 72 Hide
      • Diving Platform Ship Railing and Diving Platform Ship Railing (Kraken)
        • Health: 12,000
        • Module Point Cost: 1
        • Required Skill: Secrets of Piracy
        • Crafting Resources: 360 Wood, 85 Thatch, 190 Fiber, 62 Metal, 46 Hide
      • Dinghy Hangar Ship Railing and Dinghy Hangar Ship Railing (Kraken)
        • Health: 12,000
        • Module Point Cost: 1
        • Required Skill: Dinghy Dock
        • Crafting Resources: 310 Wood, 85 Thatch, 130 Fiber, 14 Metal, 28 Hide
    • NOTE: Currently, Kraken Railing Modules are only compatible with the Majestic Kraken and Standard Railing Modules are only compatible with the Ramming Galley

     

     

    The module point system is currently bugged, I was only able to place a Diving Attachment (1 point), and 3 Cannon Rails (9 points), before it said I was out of points. I'm no math wiz but last time I checked 1+3+3+3 is not 40. The problem seems to be the game thinks a fresh Kraken ship is starting with 30 points already filled. Personally I think you should do away with the point system and just let people attach what they want. 

    Also the Kraken would only let me attach a diving attachment at one spot and nowhere else. I haven't had time to test other attachments on the Kraken. Anyway, I like the idea of the module system but the execution needs work. 

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    Is the trade winds map only available for official servers? me and my friends play a non-dedicated and we exported are pirates to start over on the new map but when I wiped the save and restarted it we were still on the same map it just wiped the progress on it.

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    5991F614FA1D83FA020C4DFCD24D3838F44F5D0F

    As you can see, this is a fresh Kraken with no modules and already 30 out of 40 points are used. How does this make sense? I'm assuming this is a bug. 

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    7 hours ago, Warspectre said:

    5991F614FA1D83FA020C4DFCD24D3838F44F5D0F

    As you can see, this is a fresh Kraken with no modules and already 30 out of 40 points are used. How does this make sense? I'm assuming this is a bug. 

    Ship must be anchored?

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    4 hours ago, McDangles said:

    Ship must be anchored?

    That has nothing to do with what I'm talking about, trust me, it doesn't gain or lose module points based on being anchored. Apparently you just looked at the screenshot without reading my post. 

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    On 4/30/2021 at 1:00 AM, Motor said:

    Farmhouses are worthless. They only collect fibers and fruit. Mines are worthless unless you find a metal node. Won't collect metal from stones. Haven't even wasted my time building any other gathering modules. I can gather everything by hand more efficiently. Why? Who thinks this is a step forward? Now I'm a caveman beating on rocks for hours. Unbelievable. What's the point of the stone farm house? I'm baffled. I didn't know the farm houses were broken, but they are now.

    Yeah, I'm not impressed. I feel like this makes it even harder for small/solo players. If we're gonna do this then have farmhouse do it all, but at like 10% of the specialized harvesters. Then make a new harvester for plants separate from the farmhouse. 

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    3 hours ago, Juddo said:

    Yeah, I'm not impressed. I feel like this makes it even harder for small/solo players. If we're gonna do this then have farmhouse do it all, but at like 10% of the specialized harvesters. Then make a new harvester for plants separate from the farmhouse. 

    Or they could just use the wooden farmhouse (just change the name) as they are and then upgrade the stone farms to do everything but at a reduced rate like you said.

    Edited by SirGrimalot

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    Ok, today I for the 1st time ride a tradewing.

    Just if you curious about speed - 25% loaded sloop with common mid-speedsail goes 25knots.

    Speed increased at center, and decreased to 22knots and lower depends on how close you to the edges. To make me see things better (due to sloop is really low) I had to sail with my LMB hold most of my time.

    1bbUwUk.jpg

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    Can you please explain me why i should play Atlas with claim towers in the game ? Everything i build will be stolen offline by any naked beach bob with a claim tower within a few minutes.

     

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    So, if farmhouses no longer gather mineral resources of any kind, and there have been no changes to the functionality of mines or quarries... then we need something that can gather OIL (crude, shale, naphtha, etc.) and COAL (sulfur, nitre, etc.).

    Either add something like an oil derrick,  or add these resources to the mines and/or quarries.

    Having to go back to manual gathering of this stuff is a step backwards, given GS' stated goal of getting companies to spend more time at sea.

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    On 5/1/2021 at 8:44 PM, SirGrimalot said:

    Or they could just use the wooden farmhouse (just change the name) as they are and then upgrade the stone farms to do everything but at a reduced rate like you said.

    i like your thinking 😄

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    Nacona

    Posted (edited)

    The changes of farmhouse are not nice from Player view. We got something that made our lifes much easier, especially for solo players.

    But now they have taken this away from us. Of course we are upset. The question remains why did they do it?

    1. They did not like that players did only use farmhouse -> why they put that effort in new buildings that nearly nobody did use -> make players have to use them

    2. They figure out the "main gold income" was way too much to reduce ship amount and especially PvP Players bought way to much Dragon Tokens to make PvP land/air fight to counter enemy safe basses on high mountains. -> it was suggested to change the islands mountain height but you just manage to change building height restriction... lame new map we were exited about.

    3. The Devs had a big problem with the "buffer overflow server outage" caused by the insane ammount of trades the Players created to gain as much gold as possible from the (passive)system.

    Consequence:

    They needed to lower the resource income from farms(nerfed farm house income 75%) and removed option to gather coal, oil and saps. But if Players farm resoures by Hand they also needed to lower the amount of possible trades. The maybe increased capacity of the trade ships does not count very much as you only earn gold by trading. So it's simple everybody trading 1:1 like before. While on PvE lawless you have lots of different resources arount and you trade metal for metal on PvP you set trades between your own markets and build circles of trading. For my market that means in PVE last Season i had always about 400-500 trades running with 2 farms. Now i have 2-5 trades running at the same time which give me 12-24 gold each.(I am currently solo playing and don't have second warehouse to trade with myself so i trade to random strangers on PvP which is much worse than on PVE).

    But good news for Devs: We build lumberjard, mine and querry now and there is no large wind mills on the islands left. And also no need to investigate the buffer overflow at the moment. Mission Passed. Respect+

    If the Devs would just communicate this to the Players that we understand why you do the change the feedback would maybe be better. I mean there are lots of Players out there that like the change because now we actually need farming tames again. Breeders have more targets than just horses and crows. Make Farmhouse at least gather coal, oil and saps. Or put fiber to the lumberjard and remove the farm at all.

    Biggest concern for gold cost is 5k for Shooners... f*ck i hate traveling sloops with 3-5knots. That is ok if you start from freeport but a Shooner should be lower gold costs. Maybe change it to 1000 gold if you don't want 0. I just had to travel 2,5 grids to freeport to get some NPCs for my Balistas to make the whale quests... the journey took me from 19:00 to 22:45 with a medium handling sail and half weight sloop. I had to drive north but you know around prime time EU 20:00 the wind is blowing from west with lowest speed...everyday....always same time.... always same wind... PRIME TIME.... GG

    So now i have sloop, Balista and NPC and settled in Thundra i only need to travel west 4 grids to reach polar grids... again prime time low wind speed, wind is blowing straight in my face... journey time without hunting whale = 8 hours.

    Edited by Nacona
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    If the Devs would just communicate this to the Players that we understand why you do the change the feedback would maybe be better.

    Yeah. I still wanna hear something about the map.

    - Did they do grids around freeport - old fashion lawless, and some other grids new claimable lawless for purpose?

    - Or maybe they gonna fix it and turn all grids around freeports to claimable lawless as well?

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    Did they remove the braindead claim towers meanwhile ?

    Pointless to play solo or with a small crew as long as these are in the game.

    why ?

    Naked beach bob with a claim tower is passing by -> all of your galleons and bases that you built up in months are gone in a few minutes.

    Full trash patch.

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    this game is getting from bad to worse every time there is a update:S wtf is wrong with the biomes cant plant seeds anymore, and were are the fucking seeds. fix the game and fucking lose the new ship system 

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