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Showing content with the highest reputation on 01/14/2019 in all areas

  1. 7 points
    I needed salt. SALT. Rumors were there was salt 5 zones to the east. Loaded up the schooner with my best kit, ready for anything and for any length of time. The Patriot was rigged with a Large Speed sail and a Small Speed sail, the most it could handle. She was fast, amazingly fast and the wind was to my favor. No armament, just speed and storage. She could sail past a Ship Of The Damned without needing to even change course and without concern, she was long gone before they could even target. I found my salt after hours of sailing and exploring. Not only did I find my salt, I found some rare seeds and an insane concentration of metal. After one evening of farming I was ready to leave, over 5k Salt, 1,600 metal, some seeds, and a storage chest full of sugar (a nice little bonus). I was ready to sail home. The Patriot was still under weight and I was feeling good. My Company would be pleased with he haul. I was already thinking about how soon I could return with a bigger boat for a bigger haul. The wind was not so favorable for the trip home, and it was HOT. I sailed as far as I could before needing to retire for the evening, surviving heat stroke and one typhoon before I found a nice little island to harbor for the night. I went to bed pleased. I logged in the next morning feeling great, thinking about the Companies reactions to seeing The Patriot back home after such a successful haul. Enough salt for weeks or even months! My elation was short lived. I repaired and stocked up and set sail into unfavorable winds. After 20 minutes I was into the next zone where a typhoon was waiting for me. No worries, sailed through these before.... Then she sank. Sank faster than I could repair. The Patriot was no more. The 5k Salt was no more. All my best kit was gone. The metal, the seeds, and most importantly my spirit was sank. All lost. I didn't even try to swim away when the sharks and jellyfish came. But I did gain something: Even though I suffered a spirit crushing event, I had a freaking blast. I don't think I had a more fun than this 2 days of gaming in years. The scenes were stunning and the exploration was amazing. I must have stopped at 10 islands along the way, each one an adventure by itself. I have already learned from my mistakes how I will do it next time. I will be prepared. And it will be a blast. I have rage quit so many times when crushed like this, but this time (after a 15 minute cussing session), I was back at my base farming the mats for a new schooner, a better one, for the next trip for Salt And Glory. See you on the water.
  2. 6 points
    So, I'm trying to make a comprehensive list, and did my best to think of quality, difficulty, and how I assume the devs want this game to continue. I don't pretend to be a dev, but I do want to see this game become great. SO just wanted to give my musings and thoughts on different aspects. Part 1: Survival Right now, Survival is in a decent spot, and vitamins are dealable if you take the vitamin consumption perks in the Survival tree. It's not that hard to find vegetables, berries, fish and meat, so it's relatively simple to keep your vitamins up once you know how. However, there's a pretty bad thing right now, which leads us to our first point. Problem 1: Creatures It doesn't matter if you're lategame or early game, creatures are an issue. Their damage is very high even at low levels, and the carnivores overspawn. They are often faster than humans, and have skills and abilities that can completely make any battle with them one-sided. Tigers and Lions have the grab, Snakes have torpor, Crocs have their aquatic speed, Wolves are fast and can attack multiple times. Sure, dying is a part of the game, but when it's to these same mobs over and over, people get frustrated and some even quit. I personally enjoyed the difficulty, but considering I also enjoyed starting a new character level 1 with Annunaki Genesis ARK installed, I may be a bit of a masochist for difficult survival scenarios. Problem 1 Solution: Creature Spawn Frequency Reduction, Aggro Radius, Neutral Mobs, and Stat Balance Spawn Reduction. The most simple way to fix this would be to reduce spawns. Yes, everyone says that, so I'm not going to go too far into it. Th problems of reducing spawns, however, would be a lack of meat and, if done willy-nilly, would cause overpopulation and TOO easy of an early game. So, we can go into different methods. Aggro Radius. As of right now, a reduction in aggro for creatures by 20% would be ideal, and if people want more aggro reduction, they spec into the stealth perks in beastmastery. That would let people sneak around carnivores much easier, and have them not act like player-seeking missiles. This would allow players to keep an eye out for carnivores, and avoid them much easier in the case of stumbling across one; and would make the Jungles of the Isles a dangerous proposition, thanks to the sheer number of trees blocking view. Neutral Mobs. Right now, Neutral Mobs have a somewhat hard time against carnivores unless they're in massive packs. This should be fixed; maybe give them a bonus when facing snakes or carnivores explicitly. This is possible thanks to ARK's inbuilt systems with the Megatherium, I think it was, which has bonuses against insects. By giving Neutral Mobs the ability to fight back and take down enemies, and not fall to them, it solves the issue about carnivore overspawning and overpopulation. A good example of why it doesn't work right now is I saw a wolf take down three rhinos at once; even at level 25+ a wild wolf should not be able to do that much damage, period. Stat Balance. All in all, carnivores and creatures in general need balancing. A good start would be to make wild creatures have maybe 15% less HP, and deal 40% less damage currently. Make combat with them require finesse and dodging, but don't make their attacks be near instantaneous death when in light or no armor. Tamed creatures, while we are discussing these, should be innately stronger than untamed ones. a 20% increase to current tamed creature level stats from this current point in time would make tames able to survive fighting their more vicious, feral cousins. Problem 2: Freeport Level Cap Freeport levels are low, yes, and I understand they have a cap to encourage people to leave. But level 8 is far, far too small. It makes it so people can't really do much with what they have, and coupled with the problems of freeports other than that, it makes the early game a matter of "when do I leave" instead of "I want to learn the game". Problem 2 Solution: Raised Level Cap. I'm not saying it should be raised to something ludicrous, but level 10, or even 12, would be perfect here. It'd give enough levels to really taste the more advancd things, and give new players the ability to survive longer when they do leave freeports. Especially in areas with low or high temperatures, 4 levels worth of fortutude would mean the difference between life and death. Part 2: The Early Game Life: Making your first large ship and settling down So you have a Ramshackle Sloop or a Raft, and are leaving the freeport. You are heading out, and making your way to the next square. But, oh no! Passing through the square, and you bump right into a Ship of the Damned! The Ship will butcher you in both a Raft and a Ramshackle Sloop unless you're exceedingly lucky, so you have to head all the way back to the freeport to get another. Or perhaps suddenly you pass through the Barrier, and there's a storm going on in the next hex, which damages and sinks your ship due to a massive amount of Tornados spawning! Ah well. Sure, this is part of the game, but it can be made a bit easier for newbies... and all others as well. Problem 1: Transitions Bring Death Right now, there is no way to know if on the other side of the Server Barrier there is clear seas, a Storm, or even a Ship of the Damned waiting for you. This is a huge problem, and while the Storms are a harder thing to deal with, let's first focus on the Ships of the Damned. Problem 1 Solution: Ship of the Damned Avoidance of Border Walls. As it is right now, Ship of the Damned AI is set to avoid islands, and will wander back away from them once they lose aggro. This should also be applied for border walls. Any Ship of the Damned within maybe 2-3 Galleons length from a Barrier Wall should go passive, and wander away from it as long as they aren't aggroed. This would reduce the amount of "LoL, you're dead" moments where you spawn in next to a Ship of the Damned. Problem 2: Storms Right now, Storms are hectic. Tornados drop as soon as the rains begin, and will hunt down ships unless they are anchored. This is infuriating, since the larger the ship, the more damage it takes, and will sink larger ships, and really cause damage. The water spouts just keep spawning and spawning and spawning, never giving you any respite whatsoever. No calm rain, nothing like that. Problem 2 Solution: 3 Types of Rainfall Right now, Storms are the only type of Rain. This should change. There should be 3 types, like there's 3 types of Whale. Light Rain, Heavy Rain, Tempest. Tempest is the current Storm, where it drops multiple tornados down and seems to actively hunt ships. This would be a very rare occurrence, maybe 1 in every 4 times of Heavy Rain. Next is Heavy Rain. It would be a lighter version of the storm, with powerful winds and changing directions, as well as maybe 1 tornado at a time, that is programmed to choose a direction and continue in that direction until dissipation. 1 in 5 Light Rains would become Heavy Rains, but the closer you are to the Equator, the more common they become. FInally, Light Rain. Light Rain has absolutely no tornados, no bad effects; just a light drizzle to refill waterskins and make people wet. And, most importantly... rain should NOT happen in the Tundra. Make a snowstorm instead. Problem 3: Claims and Land Scarcity The Neutral claim flags were a great step in a positive direction, but the underlying problems, unfortunately, are still there. Some people refuse neutral building, and these same people got hold of every little bit of land they could before people had even left Lawless yet. This is a huge problem, as people are ending up with nowhere to live. I myself live in a Lawless Region because of this; it lets me have neighbors and help newbies. Problem 3 Solution: Cap Claim Flags OR Add Maintenance that scales with number of Claim Flags. Huge companies could farm gold easily with treasure hunts and Flotsam Gathering. So, why not make Claim Flags cost gold to maintain? 1 gold for each claimf lag, and double it for every claim flag above 1 you have. 2 claim flags costs 2 gold per 2 hours (1+1), 3 claim flags costs 4 (1+1+2), 4 claim flags cost 8 (1+1+2+4), 5 claim flags cost 16 (1+1+2+4+8) and so on, so forth, ad infinitum. This would let the big Companies still have their plenty of claims, but would also encourage people to only have 1-2 claim flags they can maintain. If this is not possible, simply limit each person to 1 claim flag. If you're in a company that's big enough, you can claim more land and even whole islands. But a small company shouldn't be able to hold an entire island just cause they spammed it with flags. Problem 3: Ship Combat Right now, Combat is risky, dangerous, and can make you lose everything. Which is good! But the problem is, Ship Planks. Ship Planks have ludicrously low amounts of HP, which will die after a few direct hits from a Ship of the Damned, and instantly break against Whales. They should NOT have the little amounts of HP that they currently have; it costs too much to maintain them and keep them operational. A simple battle against a level 5 Ship of the Damned should not be costing you planks, even if you sail haphazardly! Problem 3 Solution: Double Plank HPs. It'd be fine if you made planks cost more to compensate for this, but right now, Planks should have double their current HP. It should take a decent bit of damage to completely destroy a plank, not just a couple hits. Ship combat should be a huge thing, with both teams making repairs and hurrying to stations. But right now, 2-3 hits and a plank is gone, just completely. It's ridiculous. So, by doubling plank HP, it will solve a lot of combat issues, and make ship combat far more interesting. Problem 4: PvE Weight Griefing. Yeah, not even going into this. EVeryone knows it's a problem, including Jat, so it'll be fixed soon. Problem 4 Solution: XXXXX Don't need to give a solution, since they're probably already fixing it or finding a way to. Problem 5: Ship Carry Weight The 40% increased weight was a good start. But galleons are still only at around 29k or so. This is a bad thing; it makes it difficult to use the galleon as the massive cityship it's meant to be. Furniture and decorations weigh in, and even beds and supplies cost a lot. To have a good ship, you have to have almost half of its carry weight filled! Problem 5 Solution: Increase Carry Weight OR Triple Weight Sail Weight Increases. So the Weight Sail is not currently worth it. The loss of speed just causes a lot of problems. But if we figure in the Weight Sail, this problem could be sovled easily. Just triple the amount of weight that a weight sail gives! It'd help quite a bit, and make weight sails quite important on a lot of cargo ships. This is a pretty easy fix, so I don't quite need to go into the details with this one. Part 3: Midgame and Lategame: Power Stone Hunting and Ships Right now, I want to say level 51 feels like a very poor early-game level cap. It should be much higher, maybe 70 or so. This would let people invest more points and head out once they feel that they are ready. Power Stones are dangerous, and pretty much endgame raids. However, as it is right now, the creatures guarding them overspawn, and also cause a lot of havoc otherwise. So, now we go into the next set of problems. Problem 1: Power Stone Creature Overspawning This ties with the Creature problem in Part 1. These beasts need tweaking; if the only real way to get a power stone is by doing a naked run into the depths of the cave, then there's something very, very wrong. Problem 1 Solution: Stronger Weaponry Currently, weapons (Especially guns) are a total sham. They don't deal nearly enough damage for their investment. A good rifle or pistol should be killing things in 1 hit for a rifle and MAYBE 2 for a pistol. As it is right now, creatures are much too strong against all forms of damage that a player can do. And because the Power Stone Caves are caves, and enclosed, ships can't support with harpoons, either. This is a large issue, and hopefully, will be fixed eventually. Problem 2: Lack of Ship Options So this is more of a personal preference thing. But right now we have 4 sizes of ship. Sloop, Schooner, Brig, and Galleon. However, there's so many more ship types that can be used! Of course, this would be a huge amount of work for the devs, so I am a bit adverse to saying. Problem 2 Solution: 2 New Ship Types I feel that 2 new ship types would be perfect. 1 between Brig and Galleon, the Frigate, modeled after the Ship of the Line used by the English in the 16th century and would be between the Brig and Galleon. And finally, the Caravel, which would be a stop between the Schooner and Brig, and would handle more cargo than the others, but have less masts. It'd be a good build for those not wanting combat, but instead more of a merchant or cargo vessel, perfect for supporting ships. Problem 3: Risk and Reward for SOTD Piracy Right now, Ships of the Damned drop some blueprints, and 10-20 coins. This is absolutely, positively ridiculously stupid. Even a level 1 Ship of the Damned can deal 500 wood, 500 Thatch, 500 Fiber, and 100 Metal worth of damage to a ship in the course of a single combat. The payout you MIGHT get is absolutely foolish. There is no reward to sinking Ships of the Damned other than a RNG-based blueprint set. Problem 3 Solution: Increase Rewards Level 1-10 should give Fine and Journeyman blueprints, and 200-400 gold. Level 11-20 should give Legendary and Masterwork Blueprints, and 800-1000 Gold. And finally, level 21+ SOTD NEED to give 1100+ gold and Legendary and Mythic Quality blueprints. The reward for sinking these ships needs to be increased by a factor of 10. And so that's my views currently on several of the most common problems i have experienced, and how to fix them. I know it's not a comprehensive list or even really including a lot of the bugs out there, but this was mostly to post my views on the game as I have played so far. I have 250 hours in this game, and plan on just as much in the future, so I eagerly await the next changes and patches that will be coming down the pipeline! Thanks for all your hard work, ATLAS dev team!
  3. 6 points
    The problem isn't necessarily the loss inherently. It's how the loss occurs. Let me paint my picture of something that happened this morning. I'm not complaining, but it's illustrative of the current issues with Alphas. I live on an island with a lot of elevations. It's physically impossible to clear those elevations, or to really even survey them at all/any given time from the ground. However the ground is where the trees are. So here I am, farming with my level 74 Elephant (Max beastmaster btw), when all the sudden, an Alpha Tiger drops directly on my tame from the elevation/pillar next to me. I know I can't outrun it, so I try to fight it. It kills me in, give or take, four bites. I deal around 40 damage to it (I used a maxed version of both the heal and the damage buff). It then one shots me through masterwork fur armor (Each piece around 40 armor). The entire encounter took about, I wanna say, 10-15 seconds. There was absolutely nothing I could do to resolve or win the situation. I can't outplay it, in fact, absolutely nothing I do will ever solve the situation. Even if I was on my 80 something Tiger. It would still eat my tiger, then me, and show no wear for it. I do not, inherently, dislike, loss in a game. It introduces an element of Risk to the gameplay I find appealing. It's why I play PvP. However, Alpha Tigers, Lions and Wolves inherently break that risk vs reward scenario because there is absolutely no recourse, escape, outplay or scenario that doesn't end with you losing if they engage you. They are, wholly unique, in the entire game. Well, maybe not wholly. The Monstrous Whale is *still* pretty bad, but at least it's rare and you can see it coming and zone out.
  4. 5 points
    I cant run 1 minute without finding an alpha (can provide video proof). This must be fixed. Taming is 100% a waste of time because you cant leave the base with a tame and have it live with the current alpha spawn rate. Farming is a nightmare. Granted not every alpha is aggressive but read on. Its rediculous to have any alpha that literally cant be avoided if it aggros because theyre faster than normal spawns and even further ridiculousness that I cant even tame replacements because there is an alpha every 5th spawn that kills the high level potential tames. A pack of wolves cant kill an alpha cow, horse, crow etc. I would be ok with alphas being gone completely if necessary or BALANCE them so that theyre RARE (meaning you dont see one every day) and then also make them WORTH KILLING. Right now you get like 3 or 4x the amount of NORMAL MATERIALS that you get from killing the same type of monster but the risk is retarded versus the reward. If the spawn rate isnt going to be reduced then at least reduce their run speed to normal so you can GTFO if you dont want the encounter. They add nothing to the game and make taming completely useless.
  5. 5 points
    I'm going to go ahead and close this thread. We're certainly fine with people not enjoying the game, having a distaste for us as developers, and wanting to share their genuine feedback and criticism. However starting off a thread with the idea that all players who enjoy ATLAS are 'horrible' and 'whiny' is not the way to go, and obviously, this derailed the thread into something that's not so productive. Feel free to create a new thread in the future if you'd like to offer your genuine criticism, but certainly ensure that you're toeing the line when it comes to making broad and insulting generalizations about players. We are certainly open to a more relaxed environment here, especially considering the type of the game we are and some of the boisterous activities which are encouraged, however these forums don't exist for you to say whatever you like about whoever you want, there are some basic and fairly easy/reasonable rules to comply with. If you cannot see why this topic would cause problems, it may be the case that these forums are not the right environment for you, and if so we have plenty other platforms you are free to make use of. I'd like for everyone to feel like they're able to use these forums and discuss freely, but all I request is that you maintain some semblance of decency and discuss in an appropriate manner.
  6. 4 points
    Lets face it, Galleons and Brigantines are huge, and we like building our fancy piers and docks and parking our ships next to them. Unfortunately, with many islands, the land drops off super deep super fast. So, I got to thinking, why not add a mooring system using the same key that activates anchoring, inspired by another lesser known function, the map key. Did you know, when you double-tap M, it brings up only the compass, and when you press and hold M, it brings up only the map? This function tells me that it's possible to use a single key for multiple functions based on how it is used. This said... The mooring system would involve two craftable parts: A ship-mounted mooring rope (similar to how dinghy and diving apparatus is mounted) and a building-mounted set of mooring posts. You place these mounting posts on your pier, similar to how a wall will snap, and then build the mooring rope on the side of a ship. When your ships mooring rope is near a mooring post, you'll see an icon on the right, similar to how the anchor icon pops up. When it's lit, press and hold X (the anchor key), and the ship will begin a 10-15 second mooring animation while the mooring rope is tossed several times over the mooring posts, slowly tightening until the mooring process is complete, and freezing the ship into place as if it had anchored next to the pier. This process would allow ships to moor to a pier when the water is too deep for anchoring, and can help easily organize the space in a company's large pier by using the docking space efficiently.
  7. 4 points
    they are everywhere, every 5 minutes not once and not alone. They dont give a shit about eachother even diffrent races is fine but when im there you know its on, bye.
  8. 4 points
    Hey Dev. Team Can u PLEASE take a look into E14 Server - its unplayable 255+ Ping all the Time. U said u wanna improve the performance but everytime a new Patch got released the performance got worse and worse... If u need any info hit me up
  9. 4 points
    The amount of resources that get used for cooking the recipies does not justify the produced amount. It is very hard as of now to keep up on producing a decent amount of food in order to keep up with the demands of a mid sized company, unless you farm for 3-4 hours every day. This results to people still choosing to die for a fast reset, as opposed to take the time and stock the ships with food, because it is limitted But because the purpose of this game is not to actually farm endlessly, but to pvp, blow things up, kill people (or die trying)and/or build bases/towns, I would like to recommend the following changes. 1)Decrease the amount of resources needed for some recipies AND/OR increase the quantity of the produced result 2)Up the amount of meat gathered from certain animals, as a lot of recipes need fresh meat that in turn gets turned to cooked meat passively 3)Increase the size of stacks, especially on the food like Steve's Stuffed & Baked fish that stack only until 5. 4)Up eggs production rate, maybe to two 5)Make Jars (and only jars) hold 200 units of water as quantities, as opposed to 1 that is now. 6)The fresh meat that is going to be produced for recipies, to be excluded from passive cooking, or change all the recipies to use cooked meat. On a side note, the water pipe system changes are very good, with a single flaw as of now. On a chain of underground water pipe system, if a pillar gets destroyed, the chain gets broken and simply replacing the missing link will not fix the system(a red line connection will appear to the unwatered pillar). Even though there is a small work around to bypass this problem, I suggest that this bug to be addressed and make fixing easier (I don't want to be constantly an Atlas Water Company all the time :P )
  10. 4 points
    Thanks, it's so frustrating you have to laugh. I don't think I've ever seen a bigger collection of obvious examples of developers that have done no or next to no research on the subject matter they've chosen to represent, so they decided to ask the nearest 4-year-old to do it for them. "Hey, little Timmy, how do vultures behave?" "Um, they growl and fly around and eat people! All the time! And if one gets in a fight, they all get in that fight, from everywhere for miles! All the vultures join in! And they like to eat sleeping people or animals, and if your arm hurts, they'll eat you too!" "Sounds legit, let's put that in guys! Next, tell us about crocodiles!" "Crocodiles are mean and big as houses, AND they like to EAT houses! All the time! They've got super sharp teeth so they can bite through walls and boats or ANYTHING! They also climb over huge rocks or mountains!" "Damn you're saving us so much time and effort on research, Timmy. We're so glad you could take a day off from pre-school to help us out!"
  11. 4 points
    We are working on a technical solution for this atm, hope to have it in as soon as possible.
  12. 3 points
    Some suggestions on things that could be add during Early Access besides balancing and bug fixing. Update: I integrated all ideas into the first post for better readability. Ships Brig The current brig is just an expensive schooner. It needs a bit more gunports, there are still planks left that could fit a gunport and maybe they can be moved a bit closer together to at least have 10 gunports per side. Also the ships rail need to be lower so the deck guns don’t stick through it. Frigate A medium ship to fill the Gap between Schooner/Brig and Galleon. Having one or two gundecks with a total of 20 gunports per side. Ship of the Line A Flagship having about 3 or 4 complete gundecks and are extremely expensive even compared to the Galleon. Large companies need some kind of flagships as the normal galleon have become quiet common. Huge Sails The Large sails in the game are the right size for a brig but they are way too small for galleons and look rather stupid on them. The mast above the deck should atleast have a height of about the length of the ship. Sail Crew Ability to have more crew assigned to a sail. Open/close and turn much slower with one crew and faster with multiple crew, also having a speed buff for multiple crew on the sails or player manning the sail. Multiple Sails You should be at least able to add different sails to the same mast, like a handling sail and a speed sail on one mast. Ship details Besides planks and gunports there should be windows and balconies to design your ship especially at the stern like the real ships. Also when placing walls inside a ship hull they should fill the gap to the hull. Man stations by demand Option to set npc crew to man stations by demand. If you anchor they should unman stations and repair if you issue orders to an unmanned sail or cannon they will man the station or switch from another station that has no orders issued right now. Weather forecast Give a warning a few minutes before the weather changes and add skills that increase the warning period. Ship sinking Besides removing ways a ship should not sink. Ships should be more resistant to sinking, so you can shoot them to pieces and loot them more often than sinking them. For this there should be a general resistance for planks so you don’t sink by a single plank been hit two times. If a plank looses hp it will gain damage resistance. If it lost 50% hp it will have 50% resistance if it lost 99% hp it will have 99% resistance. But resistance will be reduced by a modifier resembling your ships condititon. All planks hp together will be the ships condition and if you lost for example 50% of the overall hp on all planks your ships condition will be 50% which will reduce all resistances your planks have by 50%. So the more damage your ship has taken the more easier it is to break a plank or damage it further but if your ship is in perfect condition planks will be very resistant to breaking. (would also require to adjust repair speed) Suggestion: (All ideas need to be applied together to work correctly, given numbers are not set in stone and need to be tested and balanced) Planks Planks need to take more damage they are destroyed far too easy by any means. Planks should be able to take a lot more shots including all sources be it from player weapons or SoD. Considering a wooden wall taking 80 wood having 8.000 hp it wouldnt be wrong if a large plank taking 1500 wood would have 150.000 hp. So atleast bit more hp on planks would make a lot of sense. Ship Health / Resistance The ship health will no longer resemble the amount of water the ship has taken in but the ships condition (The sum of all planks HP). The ships condition grants a resistance buff to planks and reduces when damage to planks is taken. Resistance Buff / Sturdiness Planks have a damage resistance with the following formula: Ship HP% - Plank HP% + Sturdiness Bonus - Example: Ships Condition at 100%, Plank at 100%, Sturdiness 0% = Resistance 0% - Example: Ships Condition at 90%, Plank at 10%, Sturdiness 0% = Resistance 80% - Example: Ships Condition at 10%, Plank at 100%, Sturdiness 10% = Resistance -80% - Example: Ships Condition at 80%, Plank at 40%, Sturdiness 10% = Resistance 50% Ship Weight / Water Weight If a ship takes in water the water will be added to the weight. Also the weight will have more influence how fast a ship can turn, accelerate and move. Draught / Load Draft The weight of the ship no matter if it is from resources, cannons or water will make the ship go deeper and raise the water line. Obviously the ship will sink when the waterline raises above the bulwark. Water Leaks The ship can only take in water from leaks below the water line. If a plank is partially below the water line the inflow of water will be slower. Bulkhead You should be able to build bulkheads that divide the ship into sections and prevent water inflow from the front section to reach the mid or aft sections. Also a fully closed deck will prevent water from reaching the upper deck. To have water inflow on the mid deck the waterline need to be high enough to reach said deck and leaks need to be present on the planks. Repairing Planks Planks can no longer be destroyed. If a plank reaches 0 HP it will be turned into a burst plank. A burst plank will take 3 successful hits with the repair hammer to start repairing again and will take a reasonable amount of resources with every try. Only fully repaired planks can be replaced with a new plank or demolished. Burst planks will make a damaged ship look a lot better and act like a missing plank in case of shots going through them and water leaking in but dont allow a new plank to be placed for easy repair. Visible Damage If bulkheads and decks stopping water inflow planks can have more conditions to make combat look better and easily tell the their condition: <50% light visible damage and tiny water leak <25% visible damage and small water leak <10% heavy visible damage and medium water leak 0% visible burst plank with large water leak Ship Sails Once a mast gets destroyed it gets replaced with a broken mast that has like a 10 minute cooldown before it can be repaired. Same if a sail gets completely ripped it will have a 5 minute cooldown before it can be repaired again to allow boarding actions. The same applies as to planks and it takes 3 successful repair hammer hits to start repairing once the cooldown is over and you cannot demolish or replace a sail/mast until it is fully repaired. Wind Sails do take damage from strong winds, starting at 50% of the max wind strength they will have a tiny wear effect and at 100% it will be quit noticeable. Cyclones of course deal a lot damage to sails but less to planks so you can lower sails if you cannot avoid them. Cannon Balls Since battles last longer now they should be a bit cheaper and reasonably lighter to carry enough. Avoiding abuse of the weight mechanic On anchored ships the weight that a player can add to a ship is limited to two times his carry weight. Should the ship lift the anchor the full weight is applied. On PVE you can remove sleeping players if you own the ship, they will be moved to the end of the emergency ladder if selecting to remove some overweight sleeper that tries to stall your ship indefinitely. Repair All Add an option for ships to repair everything at a very low speed using materials from the ship inventory if you hit it with a hammer it will increase the speed. World Island diversity Additional Island to expand the world and give more room and options for players. Free Islands Civilian Islands with a neutral NPC claim for everyone to live on and maybe a NPC settlement for trading etc. Exploration Islands Islands you cant build on, just for exploring and the real pirate feeling. Claimable Islands Normal Islands to fight for. Pirate Nest Starter Islands for Pirates no protection and no limitations. Map rearrangement or special server (PVP/PVE Merge) All starter areas are on the west side. The farther you move east the higher level the enemies and the better the rewards and the rarer the resources get. First rows are lawless areas, next rows are PVE, then some rows with PVP with offline protection and last full PVP sectors. Could also add an exploration sector where you cannot build and find rarest stuff on expeditions to truly uninhabited islands. Golden Age Islands are mixed into this map with different difficulties as well. NPC Factions Having some factions to liven up the world. (All using real ships/versions of the playerships) Civilian NPC Trader ships and Settlements. Offering buildspots in the city or free building on the rest of the island. Navy Having forts and military ports. Guarding the sea from pirates and ships of the damned. Pirates NPC pirates attacking players and traders. You can yield and they take your wares or a bribe and don’t sink your ship for no reason, unless you fight back. Having pirate nests where player pirates can get services and stuff also sell slaves or stolen goods. Damnation Ships of the damned turned into real ships and only appearing during night time Faction Areas and settlements Factions have areas in which they are more numerous and the farther away from their area the rarer they appear. Ships of the damned for example only appear in certain areas at night while in the other areas there are npc pirates and in some areas there are only few hostile ships and a strong navy presence. Underwater “Islands” (Additional world layers) There should be natural air bubbles(caves) and player made domes under water where you can live. Also ancient cultures could have left artificial or magic domes that provide a place to live. Similar to an island with resource spawns and wildlife etc. these will expand the space to live in the game and bring more life to the sea bed as well as base of operation for the upcoming subs. There could be bigger subs (comparable to the surface ships) for traveling and transporting that launch the mini subs for resource collection and other under water tasks. Should airships be added some day the same could be done with floating islands to expand the space to live into the sky. The battlefields and playfields should be mainly separated so that sea, air, land and underwater battles not significantly interfere with each other: Surface Ships – strong hull, can carry heavy weapons and lots of resources, get new weapons like basic depth charges that are very effective against submarines and basic anti-air cannons that easily down airships. Of course more ship types here is a primary goal. Land – large fortifications and heavy weapons also can use anti-air cannons Submerged – have weak hulls and can only carry light weapons that cause little damage to surface ships planks but good damage to other subs. Can also use small deck guns when not diving to participate in surface battles but still way weaker than surface ships. Floating – lightweight airships, cannot carry much stuff and only lighter weapons good for air combat and reaching floating islands but with low effect on surface ships. 4 different experiences and battlefields to master and expand the game content and many more cool places to visit. Quests and World Tasks Add NPC in Towns that give Quests for a Gold reward. As well as quests on the fly you can find in the world. Exploration Quest Visit a certain island and cartograph it. Return to Questgiver for reward. Exploration Tasks World tasks, pieces of a (exploration) treasure maps are appearing on one island. If you explore the island you will randomly find the pieces if you have enough pieces to combine into a map it will lead to a treasure chest on this island. If you picked up the treasure chest it will have a long cooldown but you can do the same on every island to encourage exploration. Trading Quest Deliver certain materials to a faraway NPC town for a Gold reward. Special Trading Quest Transport a certain item or person from one Port to another. Salvage Quest Bring certain item found on a shipwreck to questgiver. Salvage Task Find a treasure Map that points toward a shipwreck for salvage. Rescue Task Find shipwrecked npcs and bring them to any town for a small reward, or enslave them and sell them in a pirate nest. And many more like combat quests, creature hunt, boarding trader ships or capturing civilian/navy ships… Dungeons: Player limit for dungeons. The game has everything from single players up to 400ppl tribes, its impossible to balance so there should be dungeons for different team sizes. The limit allows only so many people inside the dungeon at the same time and the content inside is balanced on that number. (max 2) Tiny dungeon - small with basic loot and suitable for one or two persons. Low chance for specials like fountain of youth, gold or rare stuff (including all mechanics of the game so everyone can take part and is not excluded). Many of these do exist on all islands. (max 4) Small dungeon - normal dungeon for a small group, hard but doable alone. Normal chance for specials. Many of these do exist on all islands. (max Normal dungeon - normal dungeon for a medium group. Normal chance for specials. Many of these do exist on all islands. (max 16) Large dungeon - large dungeon with strong bosses for large groups. High chances for specials and rare loot. They only exist on special islands or zones. (max 32) Huge dungeon - large dungeon with strong bosses for large groups. High chances for specials and rare loot. They only exist on special islands or zones. (max 64) Raid dungeon - large dungeon with world bosses for huge crews. Very high chances for specials and rare loot. They only exist on special islands or zones. More versatile dungeons (instances) Different Caves (like in game already) Under Water Caves (having air to breath once inside but also parts that are under water) Shipwreck (in shallow water or deep in the ocean) Ghostship (once disabled you can go inside or drifting ships with enemies) Tempel or other buildings Hostile Settlements or island counting as open dungeon Under water city inside an air bubble ... Law System If you kill other players outside of company wars (add company wars of course) you will get a bounty on your head depending on what you did, a little for killing a player and more for sinking a ship or stealing a claim. If you live like a pirate you will be flagged as one. Bounties can be collected by players that capture you and hand you to the navy or you get attacked by navy ships. Bounty will only decline if you are imprisoned but not from dying and respawning. Of course you can escape relatively easy if you don’t want to stay imprisoned for a long time but you keep your bounty that way. Also include special starter islands/ pirate nests for players with a high bounty on their head. Player condition Green - Everyone is a green player from the start. Yellow - When you attack a green or yellow player you will turn into a yellow player. Yellow players turn green again a few minutes after they last did damage to other players. Red - When you have a significant bounty by a npc faction on your head you will turn red. Only by loosing the bounty you can turn green again. Red players can only use Homeservers in pirate territory. Note that player bounties alone will not make a player turn red. So player bounties on green players can only be turned in by red players, pirates. Bounty (What is a bounty) Bounty is a gold amount on your head set by either the npc faction in which territory you commit a crime or by a player. Different factions do consider different things a crime. Crime (What gives you a bounty) - Killing green player, tiny bounty. (Except pirate territory) - Destroying building parts of others, tiny bounty. (Except pirate territory) - Stealing from locked containers, small bounty. (Except pirate territory) - Attacking ship, small bounty. (Except pirate territory) (Medium bounty in Trader faction territory) - Sinking ship, huge bounty. (Except pirate territory) (Medium bounty in Navy faction territory) - Taking green or yellow players as prisoner, large bounty. (Except pirate territory) (Medium bounty in Navy faction territory) - Player placing bounty on your head. - Killing yellow and red players, no bounty - Attacking red ships (ships of red players), no bounty - Sinking red ships, small bounty (Only in pirate territory) - Escaping a cage, small bounty (Except pirate territory) Jail & Debuff (How to loose bounties) A bounty will reduce when the player is online and sitting in a cage owned by the npc faction, player or company that placed the bounty. You can relatively easy escape a cage after a short while if you don’t want to sit idle but your bounty will no longer decline and you get a small amount added on top of it for escaping. You have to flee the area as well so your company rescuing you would be an option. If their head is delivered instead and the bounty is paid they will receive a debuff that reduces xp, damage the player deals, harvest and taming rates significantly. The debuff will contain the amount of bounty that got paid doubled and every goldcoin the player picks up will automatically be used to pay of the debuff until it is gone. Players remain red while they have the debuff. Bounties will also reduce naturally with time but very slow. Payment (How to get paid) Obviously the debuff or jail time must hit significantly harder than the bounty is worth to prevent misuse. Deliver the head or the player alive to a npc faction headquarter to receive the bounty placed by the npc faction. Bonus money for alive players. Deliver the head or player alive to the player or company that placed a bounty on its head. Be aware that players or companies can refuse to pay the bounty, so skilled bounty hunters need some measures to bargain That’s about the basic bounty system for players. I like the idea of company or ship bounties. On top of this there could be more bounty systems: Company bounty The company bounty is the cumulated bounty of its players and will decide if a company will turn red as a whole including all members. If player looses its bounty or is removed from the company it will also be removed from the company bounty. Ship bounty If you earn a bounty while a ship owned by you or your company is close by the ship will earn the same bounty, plus players can also add bounties on a ship directly. If a ship with a bounty is sunk you will earn this bounty. Again the owner of the ship will receive a debuff that will take gold from ship boxes the player owns to pay off the debuff. The amount of gold to pay of the debuff is always twice the amount of the bounty that is paid to prevent companies to profit from bounties set on them. Unlike player bounties, ship bounties can be paid off with the normal gold cost at the npc factions. Flags (Yield mechanic) Flag Basic You can raise a flag on your ship that also influences faction and pvp. It’s especially handy for pvp but also for pve server or areas. Flags have a cooldown before they can be changed again. Flags can also be applied to npc settlements and player claims and have the same rules. Available flags are: Trader Flag Is a neutral flag and has no special effect. Hostiles like pirates or factions you have a bad reputation will target you. Company Flag You represent your company and your deeds will affect its reputation and the standing towards other companies, factions and players and their reputation towards your company if they that take actions against you. You can take actions against hostile companies (declared company war) without earning a bounty on your head. Faction Flag You represent an NPC faction and can sail their waters and use their ports but are hunted by their enemies. Flags of factions are only available if you have a good enough standing with that faction. (Your reputations with said faction will increase from doing quests for npcs in ports and your reputation will decline if attacking faction ships or npcs.) Pirate Flag You will go hostile to all around you including unallied pirates and can take pirate actions but will earn a bounty on your head if you do so. No one will get a bounty for attacking a pirate, you cannot lower the flag for a while after raising it. The pirate flag will be forced if your bounty is too high making you a well-known pirate. Navy Flag You will be hostile to pirates and players with bounties, while everyone can attack pirates without a penalty, pirates can fight of navy ships without a penalty. Navy ships have an escape blocking aura. If you die within the aura around a hostile navy ship you will be forced to respawn in a bed that is also within this aura if you don’t have a bed in range you will pass out and can be taken prisoner. White Flag Raising the white flag will yield to enemies, npcs and players alike. Your sails will be closed and all abroad will be forced to kneel down so you cannot fight. Attacking a ship or npc that has yielded and sinking it will have very high bounty penalty excluding pirate ships. A yielded ship will unlock all containers and doors and can be looted by player pirates as much as they like to. Hostile NPCs will come alongside yielded ships and transfer a part or all content of boxes and inventories depending on reputation and faction, npc pirates and the legion of the damned will also take your crew. Player pirates can take over yielded ships and enslave the crew but it will earn them a very high bounty that’s not worth the gain unless you are among the few most famous pirates that can keep fighting of everything that will be after you. (Ships should not be sunk for no reason, that very important to make the world evolve) Reputation You should be able to trade even with a neutral standing and earn a bit of reputation depending on the faction. Trader factions give more reputation for trading but another source of reputation are the quest npc in towns that can give you trade runs but also combat, salvage or exploration missions which earn you a bigger reputation and gold reward on completing. The local market in npc towns having different prices allows to play as a trader if you want and earn gold if you reach a port with the right wares to sell with a bargain. Unlike civil flags of course a combat faction like the navy or pirates do require you to fight their enemies to earn their flag and makes you enemies with the other faction from sinking their ships. Upkeep & Decay & Taxes New item resource-stack (like the ship resource-box). Repair hammer will automatically use resources from the resource-stack in the building. Like ships every building can have one resource-stack. Ships and buildings will now decay very fast. The resource-box and resource-stack will automatically use resources to counter that decay (upkeep). There is a minimum upkeep for every box or stack to maintain itself, additional it will charge a cost for the amount of pieces the ship or building has attached. Zones mechanics: Freeport – No building, cannot anchor ships in the port area. No de-spawn timer or faster decay needed. Lawless – Upkeep cost will keep buildings from decaying. Claimed Citizen – The upkeep cost will go towards the taxes and the ship or building stays in shape. No or low taxes on basic resource collection, normal taxes on gold treasures. Claimed Owner – No building and ship decay or upkeep for the owner and allies. Significant gold upkeep for the claim itself. Exploration Zones – No building, ships upkeep like in lawless. This will allow the server to get cleared fast from abandoned stuff including ships. It will also allow player that want to go on vacation to put enough resources into the box for whatever time frame they will be away. Foundation spamming is effectively countered as they will decay fast and it is costly to put a resource-stack for every foundation and keep it filled with the minimum upkeep. This versatile system, will allow to avoid bad experiences with de-spawn timers, foundation spamming, too expensive, cheap, long or short upkeep phases. And allows new players easy access as in all Zones the same system applies, upkeep & decay always at the same rates. Trading, crafting and resources Quality Crafting stuff will result in different quality. Better skill and higher tier resources will produce better results -> a ship plank from strong wood is better than one from soft wood. Crafting skills Add crafting skills that slightly reduce the required mats. Maybe different skills for every kind of material like metal or wood. Containers Containers have a maximum weight limit so you actually cant throw everything into one container. Containers can be moved, smalls ones by hand and carts and big ones with cranes(add cranes for this) and large carts. Trader counter A build and placeable counter where you can place items and set a price on them to buy or sell works when manned by player or npc crew. Freight Box When you access a player shop or trade hub you will have access and can select all inventories of your freight boxes in the vicinity of the shop to trade the wares or buy them. For example your ship needs to be in the harbor and every trade will take a while to commence (unloading). Trade Hub/Port The trade hub/port is a central coastal building that will show all offers of player shops in the vicinity and will also allow players to put their wares up for sale without upkeep but paying a tax when it is sold. The sales tax can be set by the owner and is limited to 30%. Every day the offer is not sold the tax will increase by 5% when it reaches 100% the offer is taken down and the wares belong to the owner of the trade hub. The trade hub has a reasonable upkeep for the owner. While the player shops/shacks will have far less upkeep, preferable they should decay and need to be repaired with resources not gold. Renting and Trading Allow to rent rooms or buy content of chests by asking a gold amount to unlock a door or chest. Npc settlements Liven up trade buy having npc cities with traders that buy and sell with different prices and demand and might give trade requests to players that are rewarded with extra gold upon delivery. Workstations A new basic workstation that is easily build and move most none primitive part from inventory crafting to this station and the smithy. Crafting stations now take more time to produce parts and do not manufacture until manned by a player or npc crew. Faster crafting skills affecting crafting tasks set by the player with the skill, npc manufacture much slower than the player when using the stations. NPC workforce Possibility to set hired npcs to slowly collect resources independently in a certain area around a collection box. As long as you can protect them you will be able to skip on the most boring part of the game and get mats for a new ship with enough time. Backpacks and stuff Craftable backpacks that increase carry capacity. Items in backpacks have their weight reduced. Bags to be placed in inventories reducing weight of items inside. Can also be placed on the ground, carts... Saddlebags increasing carry capacity and reduce weight of items inside. Normal inventory reduced carry capacity but include very basic bags and backpacks that can already be crafted on starter islands and boost it to about the current basic level. Creatures Normal Creatures - Reduced Size to real size - Normal wildlife, plentiful, less aggressive - normal behavior, wolves hunt at night rest during the day etc. - tameable, some smaller versions like wolves are not rideable, can be tamed faster than the current taming speed - levelrange, every creature can spawn at levels considering their strength and size: chicken lv 1-20 wolf lv 20-60 tiger lv 50-100 elephant lv 50-80 Alpha Creatures - using the current size(oversized) of creatures - tameable, but take more time to be tamed - rideable, for example alpha wolves are rideable unlike the normal sized ones - creatures picked to spawn as alpha will double their level and receive a health buff (health buff does not carry over to tamed ones) - alphas can be accompanied by a pack of normal creatures, for example a pack of wolves following an alpha wolf - only appropriate alphas, no alpha chickens and stuff Omega Creatures - rare and strong monsters of large size like dragons and other beasts. if you come across one while exploring the jungle you be running for your life - only hunt them in groups (introduce a tracking skill so they can remain rare sights) - if one is found trigger an local event everyone can join in to fight together (separate loot for all participants) Titan Creatures - like the kraken, only for massive groups - big monsters or large group of enemies like an undead army - unlike the kraken they also appear randomly triggering world events for everyone to attend - can attack islands and all need to band together to fend them off, will disappear after a while if not defeated (there will be a warning a few days before the creature attacks like dead fish on the beach, bubbles in the water, strange weather or an undead armada on the horizon...) - is a natural replacement for decay, instead of buildings and ships getting deleted after a while they will get damaged or destroyed by titan attacks and are more likely to happen on heavily inhabited islands but no more than once a month per island Behavior - attack delay, for example a shark will not attack as soon as you contact the water surface but start circling you for a bit bevor attacking, a wolf will tail you and team up with nearby wolves and is more likely to attack when turning your back on it, etc. General - need more creatures to liven up the world in the long term - tameable LotD with tarot skills, give us undead breeding, be the first Taming New taming mechanic optional or replacement however you see fit. Activate taming skill and hold out the food. This will prevent creatures you look at from getting aggro on you or fleeing from you, does only work if they dont reacted to you already so you have to start from far away with agressive creatures and always look at them to keep them from reacting in the normal way(aggro/flee). Creatures will also flee or attack with a certain chance that depends on your sneaking skill and how fast you move towards them. Once you reach them there is a chance they will eat the food depending on its quality and what kind of food you are offering. Agressive creatures will attack when rejecting the food. You have to repeat until the taming bar is full, if attacked you have to flee and loose aggro to continue taming or if it stays in the game you continue with the bola method. Weapons and Armor Dual Wield Dual wield swords and daggers and add daggers. Cant do something wrong with this its an always welcomed feature. You should also be able to dual wield every one handed item. Like a grappling hock in one hand and a sword in the other so you can attack when you swing over to an enemy ship. Also it would make guns more viable as you are not defenseless against meele while holding one. Maybe with a meele rebalance that does allow for less slashing and more parrying it will feel even more authentic and fun. Unarmed/martial arts Add kicks and combo moves to make unarmed fighting more viable with knockbacks and combos for some additional effects like stunning or knock down. + Ability to disarm enemies. Job armor and clothes Every job should have appropriate clothing, light and warm version. For example dancers shouldn’t be dancing around in fur armor or ship builders in metal armor. Outfits give bonuses to the corresponding profession and liven up the world. Magic Since magic will be added some ideas for magic types and purposes Necromancy – Recruiting/summoning and controlling an army of the dead crew. Transforming into an undead yourself -> undead don’t need air and can live under water. Able to resurrect dead players and npc crew as undead crew. Turn your ship into a ghost ship, able to dive (cannons don’t work under water thou but good for surprise appearance) Voodoo – Cursing weapons, ships, players and animals and lifting curses, changing the weather/wind (bad) Divine – Blessing weapons, ships, players, animals or harvest, changing the weather/wind (good) SkilltreeAs a long time goal a rework of the xp system would be preferable.  There will be different XP for the different skill trees. For example building a ship gives you seamanship xp and sailing a ship gives captaineering xp or hitting with a meele weapon gives meele weaponry xp… -> If you build ships you become a better ship builder, if you fight a lot you become a better fighter and so on. This comes along with a rework of xp amounts so you make some worthy progress with each action, where building a ship for 8 hours gives you as much progress with seamanship as killing creatures for 8 hours gives weapon xp. Also the skill-trees are expanded to give more passive bonuses and active skills with every tree for a more in depth specialization above the basics. Player Conditions Player wounds and weight Introduce heavy wounds, heavy overweight - both force you to crawl so you cannot interact with for example ladders with heavy overweighting and stuff.Limb damage effects - reducing meele damage (arms), accuracy (head), stamina (chest) or walking/dodging (legs). Aging When you die of old age you will have to make a new character but keep your progress level and exploration and ships etc. and get to respect your character once. (No respect on level up anymore) When you die of old age and have a child you can choose to play as the child and will also keep levels, exploration and ships etc. with a free respect. Depending on how well the child was raised you will get a permanent stat bonus to your lineage like more health or stamina. When using the fountain of youth you will get a free respect and are young again.
  13. 3 points
    Separate release thread over here: Sorry, I made that thread with the intention on closing this one, unfortunately, I don't see a way of doing that.
  14. 3 points
    Inspired by the thread "For Salt and Glory, A Tale About Lessons Learned", I decided to share my stories about ships loved and lost in Atlas so far... Read the thread here: My sailing partner and I have traveled together in too many different worlds and too many time periods to count. We beat the odds countless times because we've been hunting and fighting side by side so many times, we have a connection and trust about each other's moves. I know his fighting style and strategy, and he knows mine. We work synchronously as a pair. We fight the land, the seas, and the stars; the past, the present or future. Wherever the adventure has taken our liking. So when my matey told me about a world where we would build ships, sail the Atlas, and fight on the seas, I was immediately onboard. Of course I would join him. Note: We currently play on NA PVE and a small Dedi server. We're trying some things out as a duo team, then we'll move to PvP once we find the right company. These stories are from NA Hydra's Den. The Silver Mermaid: She was the first we brought into this new world, though she is a recreation of a ship from a very old and different time and world. We built her, then immediately set her to sail across the regions. We stopped at island to island, never staying for more than a quick look, then moving on to the next. We felt the salt and the seaspray as we sliced through the deep blue water. We marveled at the freedom of sailing the seas, and the beauty in the waves. There was narry another ship during that time, so we felt the world open and secluded for a time, but it was soon to change. While the Silver Mermaid enthused and excited us about traveling this great blue Atlas, we yearned to try a slightly bigger ship than the sloop. After much exploring, we came across a region where we would temporarily set our hold. We have no interest in staying in place for too long, and had no intention of claiming or defending any territory. We belong on the seas. We managed to claim an abandoned stretch of land long enough to build a temporary bungalow, and started work on the schooner: "Myth's Folly". We listened and shook our heads as our neighbors argued over land and resources. We paid it no mind. As soon as "Myth's Folly" was ready, we would leave this region. We are mercenaries. We stay for a time, take what we want and need, then move on to the next. As we plundered the land of its resources (amid our neighbors' frequent bickering), I noticed the frequency of storms in this region. I inspected the Silver Mermaid daily and repaired minor damage. She was taking minor damage during these storms, but I believed that she was well taken care of and safe. My matey had laid down for the night, but I still had work I wanted to finish on Myth. As I gathered resources and stored them, a powerful storm rolled into the region. I noticed where we parked the Silver Mermaid was getting pummeled with several cyclones. I counted about 5 cyclones that took direct hits on the anchored Silver Mermaid. I became alarmed, but she was anchored far enough from me that I would have to swim several hundred feet through raging water and cyclones. The storm stopped, and the sun appeared. As I began swimming towards her to inspect the damage, I watched in horror as she split apart at the seams and sank. I messaged my matey that the Silver Mermaid was no more. He awoke, and joined me as we took the Silver Mermaid apart plank by plank. We believed her sacrifice to the gods of the storms was to become a part of Myth's Folly. While her end was unexpected, she was spared another fate... To Be Continued: Ship #2 Myth's Folly
  15. 3 points
    please just remove or explain WHY they are even here. They don't even give great experience now. We sacrificed yet another bear to an alpha wolf. I finished taming it 2 minutes before that. But at least our elephant was safe. Wolves and alphas are out of control and it's not fun.
  16. 3 points
    Myth's Folly Part 1: As the the successor to the Silver Mermaid, she was born in a Storm of the Damned. The very morning after my matey and I finished scavenging the Silver Mermaid and rebuilding her planks into Myth, I noticed a strange green glowing ship on the horizon. It began firing on every ship anchored in the area. It even fired on a shipyard where a galleon was in progress. It had a focused hatred on all ships. As we were already recently shipwrecked, I watched in fascination as this Ship of the Damned sank ship after ship. The residents of the region were helpless. As none of us had seen anything of its kind before, few, if any, had fitted cannons on their decks. If the Silver Mermaid had not been sunk the night before, it certainly would have been destroyed by the Damned. For some reason, the shipyard housing Myth's Folly was spared. I watched the Ship of Damned sail around the island firing with uncontainable hatred, but it did not take notice of our fledgling schooner. This was curious since the cursed ship brazenly sank the galleon in progress. The company owners of the galleon were not present when it was being sunk, so the bewilderment was intense when they made the discovery. Perhaps the sacrifice of the Silver Mermaid, as a ship damned by a cyclone, spared Myth's Folly from the Damned's glowing gaze. When I told the tale to my matey, he chuckled in amazement. Traveling the seas were about to become much more interesting. No more pleasure cruising. As we continued to work on Myth, we discussed our strategy in order to avoid trouble with the SOD. We had little experience with cannons, so we decided to build Myth for speed. We wanted to observe them and learn more about how to handle them. Perhaps this was OUR folly; we built more for comforts with a cozy cabin and kitchen, than for truly handling the new danger. Finally after approximately 3 days, we were able to release Myth from her drydock. In the process of provisioning her, we noted chaos in the global region. Dozens of horrified residents discovered that the deeds on their land were not valid. Something had gone wrong, and they found their claims had been taken over by others. My matey and I only focused on our ship. Even our land that we used was being contested, but we paid it no mind. They could continue to fight over it; we were ready to sail. We dismantled everything of value to either take with us, or dump into the sea. We got notifications that continued over several days of our former land being contested as we sailed away... To Be Continued: Myth's Folly Part 2: The Folly of Myth's Folly
  17. 3 points
    God, I hate vultures in this game, I kill them every chance I get. They are complete assholes that find ways to interfere with practically everything we try to do. Trying to harvest and mind your own business? *Derpy vulture flies in front of your sickle* Whack! Oh, you've done it now! Be prepared to be swarmed by him and his six million vulture buddies that just happened to be in the area! Just got injured but survived a fight with 5 million snakes and crocs?! Hah! That's what you think, be prepared to be swarmed by a vulture and his six million vulture buddies! Just killed a snake or 6 that happened to get a few lucky hits in so you pass out from venom? Guess what? If your guess is be swarmed by 6 million asshole vultures, you're correct! Trying to tame an awesome critter you just found? Haha! That's what you think!! It gets swarmed and killed by 6 million asshole vultures! Trying to harvest that animal you just killed for resources? Nope, vulture time again! Something tells me the devs haven't so much as seen a vulture IRL, let alone have any idea how they behave, because it ain't like this, not even close. They're not hyper-aggressive, they won't try to eat you if you're sleeping or injured but still moving, and they definitely don't form super gangs and take on everyone and everything that looks at them crosseyed. But I digress, back to the OP. I've said it before and I'll say it again, I think alphas should just plain be removed and revisited after the game is substantially less glitchy and unbalanced. Right now all aggro predator alphas and vulture alphas do are add insult to injury.
  18. 3 points
    please please please tell me you named your next ship " For Salt and Glory "
  19. 3 points
    +1 to this, and it is not just alphas. The island I am on has ridiculous mobs of predators. Tonight I was on my lvl 30 bear which was HP levelled and a lvl 14 wolf attacked. The wolf consistently stayed at the rear of the bear and as they run faster than the bear I was circling and made no difference. It knocked half the hp out of the bear before I killed it. I was unable to walk the bear backwards during the fight as the wolf was half way inside the bears body. Once I killed it a second wolf arrived, as did a giant snake and two spiders. The fight was unwinnable and the bear died. It only took half an hour to tame the bear but the travel to and from an island to get it made the time investment well over an hour. It is just not worth it, the mobs are unmanageable.
  20. 3 points
    Make the food hold 1 week in Larder or longer. than you can make in team a large amount of food. Today you can start almost every moring with nothing.
  21. 3 points
    My best experience was an alpha horse... Killed nearly my bear and runs arround like a horse on steroids. Triggert not by me or itself. Its getting agressive by his other stupid horses, witch always running arround and getting scared by come to close on any player. I think alphas should remain in ark. The concept behind it does not fit into this setting. In addition, they are far too strong compared to players and the environment. 100 to 200 additional levels and the alpha buff too. This is far to much!
  22. 3 points
    To be honest it's ridiculous, we've tamed an elephant and rhino (takes us a day to prep, travel there and tame it and bring it back), both literally died within 10 minutes to alphas. We decided to just not tame any animals, it's a huge waste of time until they fix this in some way.
  23. 3 points
    I found a claim from an inactive user with nothing built on it but a little firepit and I'm able to take it, awesome! But, since it seems to be their only claim it will take 6 hours to take. ...Okay. That's rough, but I can do stuff around the house while I afk here and wait it out... except... Anyone that runs by contests the DECLAIM and it refreshes the timer back to 6 hours. Someone running from a wolf, hunting, or just passing by, it can't be taken. I understand claim (vs DECLAIM) contesting, but an rando preventing you from declaiming a high traffic area... it's just not gonna happen, right? Is this how it is intended to work? I don't think there are very many spots in the world with not a soul running by for 6 hours. Maybe the arctic.
  24. 3 points
    Alpha Lion just spawns 4 meter in front of me 1 meter above ground. In the time i can draw a weapon i was dead in one bite whit plate armer. Lozing my bear whit 700 hp in a view seconds where i had to travel al over the Atlas for honey and the bear it self. So i like taming but the the state of the alphas are fckt up. I love how hard the game is. but maybe tune it down at least til the bugs are a bit les.
  25. 3 points
  26. 3 points
    Honestly this is how it has to be. You took 100 people vs 4. They stood no chance in hell except their intelligent base design and planning allowed them to hold you before you outgunned them. The game needs to make it possible for smaller groups to have fun too and a group of 100 vs 4 is not fun for the 4.
  27. 2 points
    Made this handy manual by going around freeports to pick up all none normal (flint, stone wood, vit a, vit c, etc) resources. If I missed any feel free to add. A6: Copy of A10 A10: Beans, - Sap, coal, crystlas C14: Greens, potatos - cold as balls, didn't find other resources D8: Chickpeas - metal rocks, salt, crystal, tree sap - little islands contain nothing special E4: Peppers, - Crystal, coal E12: Copy of E4 G7: Cactus, Chili - Coal, salt, metal rocks H13: Maze, beets and cactus, all near watering hole - salt I3: Copy of H13 J9: Copy of G7 L5: Peppers, carrots - coal, crystal L8: Copy of D8 L12: Copy of L5 - has predators? M2: Copy of C14 - should add wolves, show people why not to pick the tundra M7: Sugarcane, rice, beans,- metal rocks, coal, saps M9: Copy of M7
  28. 2 points
    The devs are going down a really bad path by trying to push everyone into mega companies and not adding in enough content or fun challenges for solo or small groups. In the end there will only be so many big companies, These groups will wipe out all the little fish in the sea as they push to rule most servers. Once these companies start getting into some serious battles with one another they will fight till they wipe one another out. This will be taxing on the players who are in big companies that lose everything in battles. Dont think this will only be sea battles. Noooo these companies will wipe out big bases. Players in these companies will get tired of trying to rebuild as other big companies will smash them as they try to recover. It will get boring and people will move on. You fan boys can say what you want because its early for you but those of us who are hard core ARK players have seen this happen before. The game will get old quick!
  29. 2 points
    Chinese overweight glitchers are currently attacking N4. My company has had 2 ships destroyed at the time of writing this and they are moving along my island (The most northernly island). They are using the overweight exploit and dragging players who are greatly overweight onto ships and then sinking them. Luckily I had just installed the global font and was able to get screenshots of their names and have sent all the details in a report to the devs. I don't know if you can do anything to protect yourselves from this. I was helpless and had to watch as my blockade runner was destroyed. But I just want to give as many people in the area a heads up. The threat is very real. Sail Safe.
  30. 2 points
    Yeah we've investigated spawns with my company, and it seems that it is tied to player activity so the more you move around the closer to hell it becomes, and that unless you kill them they will respawn as soon as they are moved out of their spawn area. It's crazy. You can most likely crash a server spawning an infinite amount of NPCs if you're somewhat dedicated.
  31. 2 points
    PvP and Asshats go hand in hand. That said, even in PvE ships aren't safe from sinking because of the weight exploit, which is pretty much the number one complaint in this forum and the Steam forum and the Devs haven't even uttered a word about it, never mind tried to fix it. Pathetic, really. I love the game but they really need to sort this out FAST, and they're not.
  32. 2 points
    If they don't want to many tames then put in game mechanics that prevent that.... Ultima Online had stables and you could only put X number of animals in the stables, and you could only control x points of creatures outside of the stables. But Alpha's as some sort of population control is lazy game design!
  33. 2 points
    Maby for alpha snake or other slow moving alpha s but alpha wolfs and lion spawing close or invisible in high grass. You wil not have time fiering 4 arrows. It's not that you can't kill them. You just can't before they kill you and your rames on even ground.
  34. 2 points
    For the life of me I am not sure what it takes to get thru to the developers! People have asked for alpha's to be removed since day 1, and that's all you could find at the free ports lol.... They don't have any use or point in this game and don't fit in, inside of its world!
  35. 2 points
    Grabbing the ladder while in the water does at times feel like it’s own mini game, but with a much higher penalty for failure if a shark is in hot pursuit. I have found with practice I can time it decently most of the time but I’m by no means automatic. I haven’t experienced the glitching to the right you’re describing though.
  36. 2 points
    HOLY COW its early access, time to TEST, and BALANCE, what part of that goes over your head?!? And guess what I don't freaking use them they get tossed in the ocean cause there not worth taking up inventory space inside of my storage!!!!
  37. 2 points
    I must tell you I was tempted. WHEN The Falcon rests at the bottom the ocean (the new schooner), Ill replace it with a Brigantine named that
  38. 2 points
    It does, thanks but that should be the default behaviour. Having to specify that is like having to tell soldiers they shouldn't be shooting cats and dogs around the base!
  39. 2 points
    We lost three ships and our neighbors saw the chinese doing it. They spawned a bunch of metal to overload a guy. After they were sunk they picked the wrecks clean. As someone who loves this game I am very disappointed this hasn't been fixed yet.
  40. 2 points
    How is this not a critical bug yet nowhere really mentioned by the devs is super frustrating...
  41. 2 points
    Correct. I think the acceleration of aging, which has been implied will lead to stat debuffs on older characters before they breed and transfer into descendants, would be the as yet to be implemented correction. Plus the buff Nari mentioned. I think one thing that would go a long way towards helping people move away from the dying is the easy path mentality is if it were easier to see and more prominently featured, just exactly what the EQ buff offers. I wanted to know and didn't until your post this morning. That means likely most people have no clue about the buffs value.
  42. 2 points
    Its not Ocarina But maybe this can hold you over till i get some better tools to work with. I present to you The Legend Of Zelda!!! Zelda.txt This one was pretty tight on the octave changes so if it lags behind some just try changing your delay to 150 or so.
  43. 2 points
    Some Alphas need to be desperately addressed. Lions, Tigers and Wolves specifically. They're spastic as can be, hyper aggressive, move faster then can be believed, and are absolutely unbeatable by most tames. These Alphas in particular need to be addressed because there's no real feasible way to avoid situations involving them. There's other strong Alphas, such as Giraffe, Elephant and Crocodile, but those are all, for the most part, passive or slow. Aggressive alphas from the three apex predators listed above easily create scenarios where there is absolutely no way to win, counterplay or contest the loss they inflict. Ideally, those creatures would simply not spawn Alphas. However, you could also make it so they don't three shot 800 HP wolves/tigers, have the equivalent of 6k HP or the speed of a cheetah on meth. Or all of the above.
  44. 2 points
    Wildcard has no investigation or enforcement team for Atlas. They didn't really have one for Ark either. Wildcard, through Ark, is famous for having nearly no real rule set or enforcement mechanism or team. The majority of Ark's playerbase is cheaters and/or exploiters on Officials. Reports for Ark through Wildcard routinely and regularly featured month long waits, and were never answered in a timely manner. Let alone resolved. The problem is that Wildcard has a reputation built upon years of neglect, non-action and failure to enforce their own rules. Threads like this, both on their official forums, and on Reddit, are routinely the only way to have any action taken by anyone. Your post is logical, and it's how it should be in a perfect world, however it is contradicted by a 4 year long record of Wildcard directly contradicting your post. And logic. And basic industry standards.
  45. 2 points
    I love how you think you're going to stop them from doing whatever they want with their game. How, exactly? By posting endlessly on the forums until, what happens exactly? The only thing you can possibly do that matters is vote with your pocketbook, and you've already done that.
  46. 2 points
    I'm posting on behalf of CletusBueford and some of the Late Night Crew. He couldn't login to the forums for some reason but his handles are here: Twitch: https://www.twitch.tv/cletusbueford Twitter: https://twitter.com/CletusBueford His submissions for Show and Tell: Town of Blackwake Please direct your feedback and love to him on his socials <3
  47. 2 points
  48. 2 points
    It wouldn't hurt my feelings if they just did away with them entirely for the time being, at least until they get spawn rates, balance, and wall/obstacle clipping under control.
  49. 2 points
    Again I have to emphasize that you know nothing of the dev process nor the work that goes into these games. The fact that you can't see that a delay would happen on an early access game shows that you are either trolling or just willfully ignorant. If you think it's terrible why are you still here? Stop playing something you don't like and go trawl Reddit. Educate yourself.
  50. 2 points
    The problem isn't that the Chinese are good, it's that there's rampant cheating going on and 9/10 times it's the [][][] tribes. You can't fight back against duping, aimbotting and being shot inside of your enclosed base.
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