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Showing content with the highest reputation on 01/16/2019 in all areas

  1. 5 points
    Exactly, you will now longer lose your progress you made with building a ship, but people don't care about that, everything has to run perfect right now, my immersion, my RP! Steping stones people, got 2 years before release
  2. 5 points
    The hair.... the hair on characters flows really well in the wind.
  3. 5 points
    Having a cargo saddle that has no meaningful ability to carry cargo is a misnomer and pointlessly deceptive. If the devs intend to keep its current functionality it should absolutely have its name changed to gun carriage. I was disappointed and irritated when I made one only to discover it wasn’t useful in the slightest for the purpose it’s NAME led me to believe it would be useful for. I’d also like to point out that making one requires organic paste, which requires sap. In some places sap is plentiful, in others hard to get your hands on. If I had wasted a portion of a precious store of sap to make a cargo saddle that couldn’t carry cargo, I’d really be irate.
  4. 5 points
    I mean cant even put a box on the cargo saddle...whats the POINT!!! It should be renamed to Gun carriage if you cant put storage on a CARGO saddle and use it for CARGO.
  5. 4 points
    Ignore Percieval he is a troll, pretty ure of that. And indeed the description of the game even tells you about you starting out small able to start your own company by hiring NPC's or players. How is this even remotely resembling what most players are experiencing?
  6. 4 points
    The overweighting issue is indeed a priority for our team and we definitely understand the frustration it's causing. We're working on a more delicate technical solution to resolve it, hopefully, we can get that in as soon as possible.
  7. 3 points
    I have a LOT of hours logged on Ark and I want to love Atlas. But I am sorry, the taming is just distasteful. It is troublesome to me that the message we are sending to a lot of kids that may play this game is that you beat an animal to make it like you. And you don't just have to Bola it once! Oh no! You have to beat and bola it multiple times, over and over. I was taming a penguin tonight and I was almost in tears. I know it is just a game, but really!? Isn't there a better way? At least in Ark you just roofied the poor critter and made it your own. It might have woken up and felt a little like it had been at a Cosby party, but it didn't feel so awful! Come on, Devs. There's got to be a better way!
  8. 3 points
    The current ship balance and metaplay is severely one sighted towards speed sails. But also towards bigger ships and bigger mast types. I haven´t sailed the Galleon yet so I will ujust focus on the 3 other ships. Lets first recap on a few things. Weight sails add 450, 750 and 1100 for the 3 sizes. Like if anyone actually used those. Speed sails includes an unknown bonus, but it´s clear the bonus for the bigger sails is much higher than for equal sail force of lower sails. Unlike how it is for weight sails. Handing sails have a hidden property that it effects the ship turning rate in a quite significant matter. The tool tip and BPs only list the wider wind catch range. Sail force for small is 1.0, medium 1.7 and large 2.7. Schooner and Brigantine, despite using the same planks have different HP levels. (5100 vs 6000). So let´s begin and look on the ships and their configuration first. Sloop (2.0 sail force limit) is currently the slowest ship, this includes both sail configurations with 2 small speed sails or the faster option of a single medium speed sail. This is the first example on that using 1 larger vs 2 small sails not only saves you 1 crew, but it is also better and less space consuming. Schooner can be quite flexible, 4.0 sail force that allows for up to 4 masts. However again the current meta evolves around 1 large sail and often 1 small handling or more rarely 1 small speed sail. 1 large + 1 small speed sail is faster than 2 medium speed sails. That again is faster than 1 medium and 2 small. That again is faster than 4 small speed sails. Brigantine is the fastest of the 3 ships, it allows for a sail force of 8.6 and at least 5 masts. The current meta for Brigantines are either 2 large speed and 1 large handling that not only makes it faster than any Schooner, it also turns faster than any Schooner without a handling sail. Or the pure speed run of 3 large speed sails. So what we have learned so far is, that not only is the bigger ships faster, they can also be a lot more maneuverable. However it doesn´t stop here. Schooner vs Brigantine is so offset you almost have to be a poetic fool to sail the Schooner and here is why: Not only do you gain additional plank HP on the Brigantine vs the Schooner and can sail faster and turn better for the low cost of what is roughly 30% higher cost. You also gain 67% more weight and level up bonuses that ranges from 50 to 150% over the Schooner. And do we have to talk about size, 2 relatively small decks vs 3 quite sized decks. Sloop vs Schooner vs Brigantine vs Galleon level up. Weight +60/80/200/300 Crew space +0.5/0.5/0.75/1 Accommodation +0.5/0.5/0.75/1 Study is the only directly balanced metric with 2.5% per level. Accommodation is outright silly, this essentially dictates the cost of the crew with less relevance on bed count. So in any means a Brigantine is cheaper to run per level up than a Schooner. and a Galleon is yet again even cheaper. Crew space you can easily argue about size of ship. Weight increase the Schooner is the loser again. The Sloop increases it´s weight per level over base with 1.765%, Schooner 0.089%, Brigantine 1.333% and the Galleon 1.035% Personally I would recommend getting the accommodation to the same value on all ships. Equalize the plank HP on same planks types as well. Increase Schooner eight to 10500 and/or increase Schooner weight per level to 120/125. Increase Galleon weight per level to 350. Balance handling and speed sails so more sail force and extra crew is better like weight sails. Example with Schooner would be that 4 small speed sails should be faster than 1 large and 1 small that again should be faster than 2 medium. Just as weight in those cases would be +1800, +1550 and +1500 (Expect I think sail force may still be broken there).
  9. 3 points
    Nope. Apparently working as intended. Wait till you try to lay a foundation and one tiny speck of dirt in a corner is too high.
  10. 3 points
    Their fix is basically them saying: We are unable to program it to a level where the boats just don't get encumbered when anchored.
  11. 3 points
    Yeah, but you anchor your galleon overnight and come back in morning unable to get off of it because rafts are parked all around. And of course you cant go on a friends boat or someone elses to look at it even if invited, etc. its bad for RP, its bad for regular play. All they had to do was not let people move if overweight.
  12. 3 points
    If you sail to a zone with the right climate and place the plot on your boat that plot will remain that climate no matter where you go. You'll just need to keep it on the boat.
  13. 3 points
    Don't care about dock, GIVE IS LONGER ANCHORS!!!! You have to practically beach a sloop to anchor it.
  14. 3 points
    Anchored and docked ships only , so what exactly don't u like about it ? Oh no I cant go sinking ships that are parked up with my overweight glitch U can still board them when at sea Will have to actually attack them properly
  15. 3 points
    Will we get medium gates, or anything smaller than the extremely large gates for Elephants, Rhinos, etc? Or at least make them fit through small gates, for barns and other such structures. Also, will you lower the amount of predators on desert islands, such as vultures, snakes, and crocodiles, as they making taming anything a nightmare.
  16. 3 points
    1. SoDs camping borders, will that change like when they got a restriction to not get near the shores? 2. Number of SoDs, most of the time when traveling atleast 2/3 of ways that can go is walled off by SoDs, that's definitely not a problem in pvp propably since everyone is there putting cannons on literaly everything so SoDs get culled but ppl both in PvP an PvE that have a sloop or just a bigger ship designed for trading/transporting still are forced to be armed on everything, otherwise they have to go arround for half hour to 1 hour just to circle arround them. What would like to see is hem being actualy rare, not everywhere... or atleast much more rare, but stronger, keep the low lvls nearly like now but the lvl scaling put higher so maybe they gonna be much less common but they will put up a fight, right now ppl fear nothing other than red SoDs if they go intentionaly into a fight, they are just either an annoyance or a grinding material. 3. Animals overpsawn, both passive and agressive. Obviously ppl don't complain about passives bcs... well, they don't break their fun, but the amount of animals everywhere could be reduced by like 75%. Not all islands have this problem, was to islands that have 1 predaotr every 3-5 minutes but also was to other islands (an also living on one like those) that get spammed 3 wolves each minute and it just get infuirating, don't even care there is like 20 horses roaming just arround our house if don't even need them to eat, just from 1/4 of wolves that killing have enough meat to satisfy self, already got like 20k hide and constantly getting more (seen a tiny shore island filled with like 30+ horses + 2 alpha horses). https://imgur.com/a/q1CcRsM (some proof, died like 100 meters away from house to alpha wolf and a pack, took 11 minutes of frustration and corpse running, the screenshot shows the pack that moved now to the neightbour an grew in since by 2x, fun right, there's even many more that did not make it in the spyglass view on left and right, atleast anothe 10+ to those on the screenshot) 4. Alphas are not fun if we have no counterplay to them, ther eis no counterplay against an alpha lion, wolf or tiger, they are faster than player and unless we are on a horse, very close to water or behind a stone wall, we stand no chance to survive that encounter and they are allowed to spawn anywhere, not just on like, power stone islands or something. Even slow ones like snakes etc are a pain bcs maybe they are slowr, but they are forced to be dealt with otherwise we can't gather that tree or something, game threw an alpha at us?, well, time to go abandon anything we did and get smacking for 10-20 minutes, unless we use fire arrows obviously..., but that's just an enforced skill right now, fire arrow this, that, everything. 5. Animals agro on buildings, they consider a building like some prey, if is closer than a player, they will bite it no matter if will stick 20 arrows in their butt, even stone walls which they can't damage are molested to no end. Already lost a tiny shipyard bcs 2 alphas and a pack of wolves literaly prefered to eat wood insteed of chasing their target that was few meters away on the shore sticking arrows and bullets in them. 6. Animals spawn inside buildings... please make buildings have an aura like when restricting resources respawn, everyday having to kill 2-3 animals inside own house. 7. Guns suck, literaly never using them unless need to place some long range precise headshot... or simply kill a vulture, bcs they are good only for sniping birds bellow 20 lvl, nothing else. 8. Server performance is again getting worse, since 2 days, experiencing rubberbaning, stutter and timeouts, perhaps battle eye have something to do with it? 9. Yet again about performance but this time... ping, on own grid having no problems, just 5-20 players at once, but was to lands that have 60-100, and gods, the rubberbanding there is so insane that it takes 1-2 seconds for an acton to happen, lion once tried to attack us... 4 jumps, no damage nor grab, wolf teleported across half screen to us after agroing, army of the damned boss coudln't hit us unless we kept standing in one place for like 1 minute, came to that place to do a fine map..., 1 soldier somewhere, who knows where glitched which makes us no longer want to do anything outside of polar/tundra, bcs that 250 ping is not just unfun, it actualy breaks the game. 10. Will traps be added into the game, like spikes or deadfall traps etc? 11. Remove aging?, we don't want to look ugly nor lose character and land/buildings/gear nor get included into some artificial brothel or something (even if that would be just an option on a wheel and we get kid or something, meh) 12. Psst..., read our sea platform suggestion, bet with some adjustments it could be a fun experience for some ppl to live on those, especialy the new players. (this is so not a stream worthy question lol, but if will read that suggestion then maybe will take it as a proper question for the game) Actualy found that suggestion, hope is not too of a shameless plug, just if would like to check it out Jat, the platform part is in the middle of it after 2 text walls which are about ship parts, third is about sea platform, could give some extra space for building for newcomers. Btw, hope can deduce what asking for in every of those points even if they are not formed as questions most of the time.
  17. 3 points
    Are we going to see a fix for gun damage against wild animals? Can you scale down the spawn rates of predators, sailing up to a new island and seeing 3 lions, 4 wolves, 6 crocs and 10 giant snakes, is a bit silly.
  18. 3 points
    Will there be a nerf to the Alpha creatures in the near future? It’s a problem for many people posting their concerns on the forum.
  19. 3 points
    I think this is just wrong. Not about if OP is right or wrong,but my idea is that a products promotes whatever it is. Its only a song,Its only a book,its only this its only that not reality dont really matter here. If I make a game promoting slavery,thats what it will be promoting.but its only pixels! not real man! see where this sink into zero meaning? If I make a game promoting throwing stones on others is that ok? cause only pixels? Whatever the media be,it may promote anything,and as that its a power full tool. As for the psychological ramifications etc im not expert. But hiding behind the sentence:"Its just a game" Is really wrong and ignorant in my eyes. Whatever the media,it will have an effect in real life,and it may enable or it may not,negative behavior.
  20. 2 points
    Linux servers are now officially supported. Please post here if its working, or if any issues occur. Thank you, Rob
  21. 2 points
    Dear developers. In my opinion it would be a nice addition to the game to have multiple choices when it comes to hight of the gates. We already have this option for walls so please add this to gates too. Maybe 2 or 3 hight options. because these monsters are just way to big in my opinion. Another nice addition would be a medium gate that fits an elephant but is not as big as the large gates. They are just way to wide and high for my taste but are necessary if you want to fence an elephant. Thanks for reading and I'd appreciate support on this matter.
  22. 2 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.
  23. 2 points
    Seriously, i cant give people rides anymore unless they are my allies or company? I cant sneak on a ship and hide as a stowaway? This is not the solution people wanted, and in reality just opens up more griefing, just park a flottila of rafts around a galleon and the owner can never get on or off. This was NOT well thought out.
  24. 2 points
    Ahoy Pathfinders! I'm Dollie, your new Community Manager with training wheels. I'm excited to be a part of the team, especially working on an MMO title focused on Pirates! I've enjoyed meeting new people via ATLAS on the Discord & Forums, along with seeing familiar people from the ARK community. You’ll definitely hear more from me on those platforms, as well as on Twitter. As for my background, I've had extended experience with running communities or operating in a leadership role across various gaming platforms. Some of you may recognize me from the Official ARK PVP community. For those of you who aren't familiar with me -- I come from a competitive PvP background and have a love of FPS, Survival, MOBAs, and MMOs along with quirky lil indie games. Other Dollie funfacts include my penchant for anything post-apocalyptic, suffering from an unhealthy addiction to pistachios and an equally unhealthy repertoire of bad jokes and puns. Don't hesitate to message me with all of the things and I’ll do my best to get back to you...or I’ll just pile it all onto Jat's desk. Real talk though, I'm looking forward to getting more involved with the Community, I do read all of your messages but I may not always have time to respond to each one. Rest assured, Jat and I, as well as the rest of the team, do take note of everyone’s feedback and with your help, we’ll work together to shape and realise the vision for ATLAS as the ultimate fantasy pirate adventure. Now on to more exciting topics! thar she Streams! At 1 PM Pacific Time this Friday, the ATLAS team will be hosting our first ever Developer Livestream! Join our crew at Seattle HQ as they unearth a veritable treasure trove of information and news regarding upcoming content, gameplay changes, and future development plans. You'll want to keep your eyes trained on the waves, or perhaps beneath them, as you might just catch a glint of what's to come! It's a few days away, so here's a little early look at some upcoming content: Guillotine Hydra Armor Pegleg With so much more planned to be revealed live on stream! Seriously, you'll not want to miss out. We'll also be opening the floor to questions from the Community! You can ask almost anything here on our forums or on Reddit. We’ll be selecting an assortment of your questions to answer live on stream. Whether you’re a twitcher or a mixer(er?), you’ll be able to catch us on both platforms at Twitch and Mixer! See ya scallywags then Performance, performance, performance! Complete Patch Notes This week is all about performance! Well, that’s not entirely true, there have been a multitude of various fixes. But we’ve made vast improvements to our networking and server performance on our most intense Official Servers has increased by approximately 20% (an in some cases, more). The team are currently working on additional changes which we hope to be able to deploy later this week which will further improve server performance by approximately 25%. Incidentally, we’re not going to stop there! We’re going to keep hammering on server performance so that your grand Naval Battles can take place on the smoothest seas (unless you’re in a storm, of course :P) current v11.3 - Fixed an exploit [details coming later] - Additional backend infrastructure for anti-cheat and hack detection 11.2 - Server performance optimisations (20%+ improvement). We'll have more changes in the week for an additional (approximately) ~25% server perf improvement. v11.1 - Enabled BattlEye Anti Cheat on all Official Servers. Please restart your Steam Clients and make sure to install BattlEye in order to play on our Official Network. Unofficial Networks can still play without BattlEye, and players can right-click the title in their Steam Library and play without the anti-cheat. For those of you who have made custom shortcuts, please update the executable to this: ShooterGame\Binaries\Win64\AtlasGame_BE.exe - Implemented code to kill off inactive bodies in Freeports and Lawless Regions (players who have been logged off for more than 10 days). v11 - Re-enabled weapon/attack based feats - Fixed game exploits v10.82 - Temporarily disabled weapon/attack based feats v10.8 - Claim Flag Settings have now been enabled - Taxing Resources now affect crops - Tax Bank will stack items similar to a Crew Resource Box - Tax Bank will no longer allow you to drag item's into the inventory, so to prevent items from being taxed, they must be dragged from within the Tax Bank itself to the ignore folder. - Cost of Drake Token has been reduced to 20,000 Gold Coins and is now available for purchase at the cosmetic vendor in freeports. - 25% buff to explosives against stone structures v10.79 - Changed how custom blueprints are crafted for STACKABLE items when they're given a stat roll: > If a stackable item is crafted from the same blueprint and you already have an item crafted from that blueprint in your inventory, it will stack on that pre-existing item and not receive a different Intelligence Stat Bonus. > If you want a different roll from the same blueprint, you must make sure that you do not have an item which was crafted from that same BP in your inventory (stated or non) > This means that you can keep rolls by keeping the item in your inventory when crafting from the BP, even if you do not have the level of intelligence required to get the crafting bonus. Alternatively, you can remove the stated item from your inventory to get a new roll from the BP. - Resource respawn should now function as they did on Lawless servers prior to v10. - 50% reduction in the enemy structure prevention radius so that you can now build closer together on Lawless Servers. v10.75 - Wild land creatures will no longer target crew, tames, or characters on ships unless they have been aggro'd - Fixed a bug where Ship of the Damned would have rapid fire - Temporarily reduced Crew Log length as it undergoes some rewrites because it would cause performance problems. v10.71 - Fixed a bug which prevented cannons from being reloaded - Tightened up server-side protection on gliders - Fixed an exploit with mortars v10.5 - Fixed Ramshackle sloops breaking when you leave freeports - Fixed a bug which prevented you from accessing newly tamed inventories unless you relogged - Fixed a bug which caused Mantrays to be unusually aggressive - Comodity trader gold cost increased We’re going to continue repeating this: it's just the very beginning of our journey. You can expect frequent major (and minor) patches multiple times each week to improve the state of the game - including exploit and bug fixes, QOL improvements, balance and design changes and new content and features. You will always have something to look forward to and the team are already working on some major content & feature additions in tangent with our frequent live game patches, so be sure to tune into Friday’s Stream for more details on that! sinking cheaters! In our previous Captain’s Log, we expressed how much of an internal priority it was to crack down on cheaters, exploits and general foulness. We planned out a 3 step process: Enable BattlEye playATLAS Tickets Additional Detection & Prevention Since that initial announcement, we have completed the process. We’ll be continuing to work on our anti-cheat measures, including detecting tools, patching out exploits, and expanding our team to tackle cheaters. There will be no room for them on our network. Over the coming days you’ll likely see a number of complaints regarding bans and, should they be necessary, Company wipes. Cheating will not be tolerated on our servers, that said, please make sure you’re using our reporting tools to alert us of those whom you suspect are playing unfairly. None of our decisions regarding bans and/or wipes are taken lightly. We’ll always aim to be thorough with our investigations. Additionally, as a studio, we’ll continue to funnel resources into dealing with exploits and problems via technical implementation as well as through the efforts of our Game Masters. devkit ho! It’s nearly here! Yes, I know we’ve been saying that for a while but this time we’re so close. We expect to be ready to have the devkit available for pathfinders to download on Thursday or Friday this week. For those of you who have experience working with some of our kits, the ATLAS kit is more robust than anything you would have used prior. It will include a new more powerful map-extensions-type functionality so you'll have a lot of options when creating your server grid. This will facilitate COMBINING multiple Steam Workshop maps ("islands") together in your overall Server Grid OR you can just replace the entire persistent level with a new map. We're excited to get that into your hands and check out all the amazing content you produce. Dynamic atlas maps round-up The ATLAS Dynamic Maps is a system that monitors live in-game territory ownership and indicates which companies dominate over the lands. Each week with our Captain’s Log, we’ll be including an image to monitor the progress of the maps, taking note of any exits or new arrivals and any drastic changes in the overall claim. Those who will come to dominate the ATLAS may very well become clear in the days and weeks ahead, though maintaining a large Empire will likely come with its own longer-term challenges… The companies that have occupied islands for a certain period of time will soon gain the automatic privilege to name them on the in-game and web maps, as it is their land! Remember you can don your tribe’s company flag by stylizing it in the game with a paintbrush! Upload your own images or design it how you like, with the top company flags always being visible on https://map.playatlas.com/ [EU PVP] The Whale's Wrath Held: XSM???, French & Ships, Bad Company, BLDX DouYuTV 56876, Chem B, LEGION, ETERNIA, The French Monkeys, and ENSLAVED. Arrivals: IVANARMY Departures: OOOOOOOOOF. [NA PVP] The Kraken's Maw Held: Dynasty, High Seas Booty Bandits, TPG, CSTG, Barry Sails, OWO and The Federation Arrivals: SNC, No No No, and Destiny Departures: Order of Freedom, Darkblade Army, and The Late Shift And whilst there isn’t active PvP on PVE servers, we’d like to recognize the following tribes for their claims! [EU PVE] The Siren's Call Held: Compagnie des Indes, Paragon, Rum ueber Bord, Woelfe des Rudels, Future Company (HUN), Fenrirs Dogs, Tacorsair, and SouL SanD. Arrivals: Dos Bros$ and SwiftS.RU. Depatures: Black Lotus and M.E.R.C Spirit. [NA PVE] The Hydra's Den Held: Plunderers, Scales & Sails, Dead Men Floating, The Exiles, Atlas Shrugged, East India Trading Co, CN- adilt supplies, Paragon, and Narcos. Arrivals: Lotus, and Darksea Dawgs. Departures: Plunderers and The Salty Seamen. Show 'n Tell Showcase #2 Avast, Pathfinders and welcome to the results of our first Show n' Tell Showcase Yer entries to the Showcase shivered our timbers. 'twas a challenge to select jus' a few! We look forward to seein' what the community create in the future. Keep yer one good eye cast on the Creative sub forum and have your mighty fleets, paint pieces, flags & sails, impenetrable forts, hellish tats, scenic screenshots, 'n entertainin' videos ready to share for next week's Showcase. Congratulations to our winners who have scored themselves cash prizes! Winners EYEXOMBIE This colour-coordinated throwback to the 80's has us eager to find the map to the infamous grotto. BPEPPERS BPEPPERS blows us down again with warm tones and nice composition in this ATLAS fanart. Honorable Mentions BLUEDRAGON This beautifully captured silhouette of death hovering over the landscape might send the bravest Captain below deck. CLETUSBLUEFORD This carefully constructed town impressed us with its' creativity. NEEKO We hope this exists on a PVP server so that the crew on a ship at the receiving end of Hello Kitty's wrath sees this before dropping into a watery grave. FRACTAL SHARD Heraldic sail motif's and meticulous building design made this ship stand out. That wraps up this weeks' showcase. Congratulations to those of you we've featured! We’re looking forward to seeing what amazing new art the community can come up with next week! Thank you to all of ye scallywags, landlubbers and seadogs for the bootyful submissions ye shared with us 'ere rapscallions. Sail across to the submission thread if you would like to check out all of the past week's fantastic entries. Alrighty, that ’s it for this log! Thank you so much for becoming a part of our crew and we can't wait to show all you scallywags, landlubbers, captains, and seadogs what lies ahead! Happy Sailing, Grapeshot Games For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Navigate ye olde Subreddit: https://www.reddit.com/r/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame
  25. 2 points
    once again, die because wolf Stuck me in their Body again he have push me again and again ... we cannot make nothing again Carnivor wildlife if they attack without see them first. Wolf, Lion, Tiger : why they Push To mutch ? we cannot fight them with Pike or saber, Armor are Usless when a Wolf, tiger or Lion attack us, 2 or 3 strike and Die ... the fight again Army of Darkness are interesting, but fight Carnivor Wildlife can be just unfun and Unfair ! i really hope Dev will work on it !
  26. 2 points
    Hey guys, the usage of most weight glitches has been disabled due to the last patch. but the question is: why does ppl use those glitches? yes, cause there is no legit way ingame to transport even a Little bit of weight. i skilled nearly every point in weight until lvl 50, so i got round about 600-650 weight. If i harvest 2 metal notes, i am overencoumbered. i mean x2 harvest is nice to have, but if i need 20 minutes to get back to my base to store it........ thats not helping at all. so in my opinion ther should be a weight reduction over all on basic resources or they should add additional weight to the cargo saddles. i mean its just pain in the ass to transport materials at land. If the game gives us the opportunity to transport stuff, no one would take advantage of glitches. there is no fucking bronto / quetz / gasbag or whatever in this game. just shitty lvl 30 tames with no weight.
  27. 2 points
    They need chat tabs, plain and simple. Global RP multi Ally Local Shout Whisper and the ability to move the chat windows around the screen and resize!
  28. 2 points
    Who the hell thought it was a good idea to have people that step on an enemy ship/raft bounce around like a hockey puck on an air hockey table? How does this solve anything? Have you ever been to a freeport or a lawless region where there are rafts and ships -everywhere-? Jumping over them to get to shore or your ship was a convenient way of moving around. That's not going to work unless you want to lose all your stuff. No more quickly getting out of the water onto that random raft to escape a manta ray or shark. Nope, certain death awaits you there too. The fix to overweighting is so simple and has been suggested again and again. Make (anchored) ships not take damage from overweighting. Make them unable to move when overweight. Give us the option to eject people from our ships. (look at ship deck, hit "e" and click "remove unfriendly creatures" and displace them over the edge into the water, not bounce them around) That's all you had to do. Instead, we get this weird 'solution' that nobody has asked for. It causes more problems than it solves, and it doesn't even solve the problem it's intended to solve. Please ... fix this properly. In its current state, this fix is nothing but a bug.
  29. 2 points
    I'm not a fan of the Atlas system either. Not because of the abuse part (so you never kill any animals in game for their meat, bones, or skin?? Do you shed a tear then?). But mainly because it's a clunky system I don't connect with. I much prefer arks system of tranqing and keeping sedated while you feed them. My favorite is the mod mentioned earlier where you have to feed them till they are yours. Especially on the KOS tames where you had to shoot a bait arrow from a distance to start winning their trust. It was challenging and fun at the same time. That's the system I wish they had here.
  30. 2 points
    Dark and Light had a much more elegant system, with the Tether Arrows. The way the animals drained Stamina pulling against the Tether lines just felt right. It's a pity they didn't go for that or just use nets or something seeing as people seem to not like pretend violence.
  31. 2 points
    I disagree. Atlas is much more masochistic than that. It's like self-flagellation with the hope that someday, all of the pain will lead to salvation.
  32. 2 points
    Agreed. It's going to be really nice when I go on a long voyage I can leave my boat anchored overnight at a random island instead of worrying about making it back to the safety of my harbor. This will definitely make me want to start exploring more of the world... I can also finally build a big boat!
  33. 2 points
    I was trolling the people hating on the PVE'ers... I don't actually think there is any set demographic for any play style. I play both PVE and PVP just depends on what friend's I'm with or if I'm playing solo.
  34. 2 points
    Can you tell me one game mechanic that is well thought out?
  35. 2 points
    I love how these always sound the same, I mean literally for a decade now. "It was my friend" "I let somebody use my PC" "My little brother" "Cat stepped on the keyboard" "Dog" etc etc etc. Its amazing, I have been playing online games for 20 years now (Asherons Call baby!) and not one single time have I ever experienced the things these people seem to experience each time they start a new game. Interesting....
  36. 2 points
    What a shity situation.
  37. 2 points
    Apparently since I have to go out and make a living, its cool for a single player to go to where my ship is and sink it with a tool used for cutting grass. Now I get that this is part of the game and Im not TOO upset about it, even though apparently this guy was able to sink 2 Schooners within 10 minutes of each other with a handheld lawnmower, but come on. How about some sort of 8 hour shielding system for boats so that I don't have to constantly await the dreaded message on Discord that "Hey, someone sunk your boat with a tool from Home Depot". Its a bit ridiculous. At least make people put some effort in and haul a 100 lb explosive barrel over to the ship to kill it. The shield thing is preferable though. Now I have to spend 2 days building 2 new boats that took someone 10 minutes to sink (Well, 20 if you want to get technical) so that I can login the next day to probably see that they got sunk as well.
  38. 2 points
    Great Googly Moogly, what kind of trash idea is this? Backing up a bit, I went Artillery/Gun spec with full intelligence to see if we could eke out a few more % damage for our defensive cannons/swivels/mortars. Then a company member remembered we had some hide/fur/plate blueprints with +intelligence bonuses on them. We'd never bothered crafting them before but hey, maybe they'd finally have a purpose! ...and that's when I found out, I can't wear anything but the basic, non blueprint gear unless I have the armor skill unlocked. What kind of nonsensical BS is this? It means if you want to be an intellect crafter for any profession, you have to tick off the armor skills no matter what? And apparently you can't use gun blueprints in a similar fashion? But on the other hand, ships+cannons and other blueprints are A-OK whether you have the skill or not?
  39. 2 points
    lemme guess, another malcontent who thinks that people who like to play games differently from the way he prefers are somehow worthy of his contempt. If your mother didn't love you enough, that is not the internet's fault. Try to keep this in mind. Seeing you be pointlessly derisive and go out of your way to belittle the entire pve game mode in practically every thread you post in is tiresome.
  40. 2 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!
  41. 2 points
    Although mathematically the schooner does loose out massively to the brigantine, it does have some benifits over the brigantine that aren’t immediately apparent. 1:- small shipyard and shallower water makes it much easier to build than the brig. 2:- due to the single large sail, it can easily be fully piloted solo as the small sail isn’t a huge loss in speed/handling whereas a brig requires crew to effectively sail solo.
  42. 2 points
    Are you able to place a wood foundation? If you put your crop plots on top of a wood foundation (or a wood ceiling) they should show the soil as either Desert Wood or Temperate Wood (depending on the island). A lot of different seeds can be successfully grown in Desert/Temperate Wood - including Maize seeds.
  43. 2 points
    This is not really up for debate, at least not here. The purpose of this thread is to bring to light the issue at hand in our grid, and try to show the dev's what's going on and hope they're willing to step in.
  44. 2 points
  45. 2 points
    3 weeks in of 2 years pre-release EA development and you think they're ignoring you... ffs.
  46. 2 points
    When will PVE Ship Weight Sinking be fixed?
  47. 2 points
    They could still overcrowd the ship, crew limit needs to be gone and transfered into weight per person.
  48. 2 points
    Its a slap in the face to the economy to have the only people able to wear the stuff to also be the guys that craft it?!? Its completely backwards.... There should be an entire different skill tree for Wearing then the skill tree for crafting! And this is not a good thing... The Player should not be able to master everything in the game, he should have to pick and choose his specialty's! And then become a useful member of the community...
  49. 2 points
    The problem isn't that death isn't a downside, the problem is that death is more appealing than gaming all of the vitamins. I don't want to die, it is annoying, but i'd take it over wasting time farming vitamins. The vitamin system needs a rework. As I saw someone mention in another thread : Break the food system into 3 parts : 1. Protein -Eating meat restores this bar 2.Vitamins -Eating fruit and veg restores the vitamin bar 3.Hydration -drinking water restores this bar Must easier, and much more intuitive, and I can stand to actually use it.. What I don't want is to waste precious time gaming some convoluted set of colour bars. Steamline and keep it simple. The OP points this problem out perfectly with the title of the thread. It completely exposes the fault with the vitamin mechanic as is. Make no mistake, this isn't about death, this is about vitamins.
  50. 2 points
    It’s an MMO people. The point is to mingle with other players in the game. So TALK to your landlord. Make friends. That’s the whole point!!!! Or don’t. Complain about a fantastic game that you feel is slighting you because someone else has put in time and effort into creating something wonderful with their group of friends.
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