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Showing content with the highest reputation on 01/18/2019 in all areas

  1. 7 points
    Public service announcement: Best way to get your feedback taken seriously by the devs? Use lots of profanity. That way they know you are serious. It’s also a strong indication you’re not a kid, because you know words that a four year old probably doesn’t, so it’s clear you’re at least seven or eight and therefore mature enough to be taken seriously. PS ALL CAPS IS THE BEST WAY TO ENSURE THEY CAN READ WHAT YOU WROTE EASILY WITHOUT SQUINTING. DEVS HATE SQUINTING. Carry on.
  2. 5 points
    UPDATE 2: We've fixed some devkit related crashes, latest binaries can be download here: http://atlasdedicated.com/ATLAS_DevKit_Fixed_Binaries.zip and should be extracted into this location: \Projects\ShooterGame\Binaries\Win64\ UPDATE: We've fixed the issue with uploading content to the ATLAS Steam Workshop. Just download this file http://atlasdedicated.com/SteamVDF.template and place it here: \ModTools\SteamVDF.template (overwriting the old one). We've also updated the ATLAS_DevKit_v12.0.zip archive with the corrected file as well. We’re excited to announce, at long last, the ATLAS Devkit is ready to download! The ATLAS Devkit is a highly edited and simplified version of the Unreal Engine 4 Editor specifically compiled to streamline the process of creating mods, maps, and more for ATLAS, and to upload them directly to Steam Workshop for other users to download and play. In addition to the Steam Workshop, we have our own section of the forums dedicated to all things modding,. Feel free to use Navigator’s Tools category for general discussion, tutorials, and even showcase your mods! The Devkit will be launching with a lot of additional functionality including the ability to host servers without using the seamless grid system, but rather traditional "single server" specifically using Steam Workshop maps. Here are some more details: Downloading the ATLAS Dev Kit So if you want to make Mods & Maps for ATLAS, get the ATLAS Dev Kit here (sorry for the huge download, soon we’ll be using the Epic Launcher which is much more efficient but it will take some days to get it up there): http://atlasdedicated.com/ATLAS_DevKit_v12.0.zip Extract it to some location where you have 180 GB of free space (SSD recommended), and then run it with \ATLASDevKit.bat Running ATLAS Steam Workshop Content (Mods, Map Extensions, and Maps) in ATLAS If you’re hosting a seamless grid, all Mod Steam Workshop ID’s that you wish to use (also including any new persistent level Map Mod ID’s, and any Island Extension Mod ID’s) ought to to be specified here in the Grid json or via the World Grid editor (in Mod stacking order): Which is equivalent to adding ID’s directly into the ServerGrid.json here: However if you’re running a Non-seamless-grid Mod map, then you need to specify all the Mod ID’s (including the Mod Map’s ID) that you wish to use via commandline like so: ShooterGameServer.exe OceanTestLevelMod?SessionName=WhateverSessionName?AltSaveDirectoryName=WhateverSaveDirectory?ServerAdminPassword=whateverserverpassword?MaxPlayers=70?QueryPort=57557?Port=5757?GameModIds=1627890405,1625331561,1627715666?MapPlayerLocation=true -log -server -culture=en -NoCrashDialog -NoBattleye -NoSeamlessServer You can also add more mods in the Game.ini with this section: [ServerSettings] ActiveMods=12334593945,875445124 Upon being launched, the server will then automatically download and install the Mods upon being launched, as well as update them each time the server is run. If you wish to disable the autodownload/update functionality, you can run the server with -manualmanagedmods Creating Mods To make a Mod using the ATLAS Dev Kit, as you may remember from ARK, simply create a child of “Blueprint'/Game/PrimalEarth/CoreBlueprints/PrimalGameData_BP.PrimalGameData_BP'” into your “Mods\YourModName” folder. We recommend following the naming scheme of “PrimaGameDataBP_YourModName.uasset”. Then change whatever values you in that new GameData asset to alter the game functionality (note there are various new fields for ATLAS, including “AdditionalInventoryComponentAppends” to add new craftable item types to existing inventories). Then click the “Steam Upload” button in the toolbar, select the folder of your Mod in the Steam Upload dialog, and click “Cook Game Mode”. After the Cook process is done (if you get a crash dialog at the end of the Cook process, just close the crash dialog as it’s harmless), browse for a small preview PNG (256x256 or so), add a Title, Description, Visibility Setting, and Upload to Steam (input your Steam Username and Password when prompted). Creating Map (Island) Extensions One of the most exciting new concepts for Workshop Content in ATLAS is the idea of “Map Extensions”, which allows you to add new sets of Islands and landmasses that server hosts can place upon their seamless grid layouts. To create a “Map Extension” for use in seamless grid layouts, simply open “SeamlessTest\Ocean.umap” in the Editor, and add a set of new uniquely named worldcomposition sublevels to the “SeamlessTest\” folder (yes, put them there, not in your Mod folder). These should all be centered on the ORIGIN 0,0,0 (where they’ll be placed in the actual seamless grid layout is up to the server host). Then, set the WorldComposition layer for each those Sublevels to “Farthest”, “Far” or “Near” depending on whether they’re long-distance or short-distance visible levels. Finally, create an empty “Mods\YourExtensionName” folder, and then select it in the Steam Upload dialog. Then input the names of each of your new sublevels into the Maps field like so, and click “Cook Map Extension”: After the Cook process, you should create a new Island Template for your landmass within the Server Grid Editor, like so, filling in the size and preview image (take a topdown screenshot in the editor) as appropriate to your Island’s appearance: Be sure to add a uniquely named “Extension” for your Island Template, because this will create a unique directory here: \ServerGridEditor\IslandExtensions\[EXTENSION_NAME] We recommend that you copy that unique extension directory into “\ModTools\Output\YourMapExtensionName\IslandExtensions” after you have cooked, like so: And then instruct server hosts, after subscribing to your Map Extension on their Steam clients, to copy the “IslandExtensions” folder you’ve included with your files, into their local ServerGridEditor application’s directory so that they can place your new Island Templates within their own server layout (as many times as they wish). So after a host downloads your content on their Steam client, the hosts should copy this folder: \SteamLibrary\steamapps\workshop\content\834910\[YOUR_WORKSHOP_CONTENT_ID]\IslandExtensions\ Over onto this in their ServerGridEditor application directory: \ServerGridEditor\IslandExtensions\ hey’ll then see your custom Island Template appear in the list of available Island Templates when they reload the Server Grid Editor. Note that server hosts should remember to add your Map Extension’s ID to their Grid’s Mod ID’s list in the Server Grid settings! And yes it’s entirely possible for a single Map Extension package to include multiple new Island Templates and landmasses for server hosts to use, you don’t have to limit to just a single new Island Template! (Note: if you set the sublevels to UNCATEGORIZED layer, they will be always-loaded, once, on every grid server -- that may be useful if you want, say, a persistent weather system addition to be present in every grid region.) Creating Maps Making a new “base” Map is similar to cooking a Mod, with the uniquely-named map file .umap needing to be placed in your Mods\YourMapName\ folder. Then click “Cook Map” in the Steam Uploads dialog. Typically, new custom Maps will ARK-style (and not seamless grid persistent levels), so you’ll want to run those with the following server commandline: ShooterGameServer.exe OceanTestLevelMod?SessionName=WhateverSessionName?AltSaveDirectoryName=WhateverSaveDirectory?ServerAdminPassword=whateverserverpassword?MaxPlayers=70?QueryPort=57557?Port=5757?GameModIds=1627890405?MapPlayerLocation=true -log -server -culture=en -NoCrashDialog -NoBattleye -NoSeamlessServer However, you can certainly make new “seamless grid persistent levels” too, such as this SkyWorldLevel which removes the Ocean (and of course it could new things too, such as a different DayCycleManager for new weather systems!). To make new “seamless grid persistent levels”, we suggest resaving SeamlessTest\Ocean.umap into your Mods\WhateverCustomMapName directory, and then modifying it as you see fit. We think it’d be very cool to make some Avatar-esque floating islands Map Extensions to go along with that... New “seamless grid persistent levels” are cooked the same way, but then simply run with the grid commandline like so (presuming that the Map Steam Workshop ID for the level content is specified within the ServerGrid’s json, or via the [ServerSettings] ActiveMods section of the Game.ini!): ShooterGameServer.exe SkyWorldLevel?ServerX=12?ServerY=8?AltSaveDirectoryName=JerTest?ServerAdminPassword=grapeshot?MaxPlayers=200?ReservedPlayerSlots=50?QueryPort=57557?Port=5757?SeamlessIP=37.10.127.116?MapPlayerLocation=true -log -server -culture=en -NoCrashDialog -NoBattleye -automanagedmods Steam Workshop ID 1626926342 for ‘SkyWorldLevel’ Note: ATLAS currently only supports client-and-dedicated server mode. Running in single-player or as a listen-server will have issues. To experiment with Seamless Grid levels (as a client) in the Editor, you can run Play-In-Editor on “SeamlessTest\Ocean.umap” with these Server Game Options in the Advanced Settings dialog: You can substitute whatever ServerX ServerY coordinates you want to play on different grid regions (the game uses whatever ServerGrid.json is located in the ShooterGame folder). Alternatively if you just wish to try your new Islands, or a specific combination of sublevels, without setting them up on the json grid layout, you can run Ocean.umap PIE without any ServerX/ServerY commands and it’ll Play-In-Editor without being on any specific region. If you have any sublevels VISIBLE in the Editor Viewport before you do this, they’ll remain loaded in Play-In-Editor, presumably at the origin where you constructed your Islands. In this way, you can test and iterate on the gameplay of your new islands without having to set them up on the servergrid (of course, this method is only practical for testing out one new island set of sublevels at a time). You can also run the Seamless Grid outside the Editor (useful for testing transition testing), with the following batch files: DedicatedServerAllFourAndClient_CLEAN.bat And alternatively ClientSub2.bat if you wish to connect a second client. You can also run a single non-SeamlessGrid server (such as TestMapArea or OceanTest) outside the Editor with the following batch files: GameDedicatedServer.bat GameClient.bat And alternatively GameClient2.bat if you wish to connect a second client Here are some example simple Mods/Maps we’ve provided, the sources for these are included in the DevKit ShooterGame\Content\Mods folder to help you get started: ATLAS OceanTest Level https://steamcommunity.com/sharedfiles/filedetails/?id=1627890405 This is a non-seamlessgrid level, a traditional ARK-style single-server level that has an ocean and some basic box floors for testing, as an example. Servers can host with this: ShooterGameServer.exe OceanTestLevelMod?SessionName=WhateverSessionName?AltSaveDirectoryName=WhateverSaveDirectory?ServerAdminPassword=whateverserverpassword?MaxPlayers=70?QueryPort=57557?Port=5757?GameModIds=1627890405?MapPlayerLocation=true -log -server -culture=en -NoCrashDialog -NoBattleye -NoSeamlessServer ATLAS Sky World https://steamcommunity.com/sharedfiles/filedetails/?id=1626926342 This is a resave of OceanTest.umap, but with the Ocean water removed. It’s used as an example of how to have an alternate seamlessgrid persistent level. You can host it by adding this to your ServerGrid.json: Or by setting that value here in the Server Grid Editor: Or in the Game.ini: [ServerSettings] ActiveMods=1626926342 And then run the servers with: ShooterGameServer.exe SkyWorldLevel?ServerX=12?ServerY=8?AltSaveDirectoryName=JerTest?ServerAdminPassword=grapeshot?MaxPlayers=200?ReservedPlayerSlots=50?QueryPort=57557?Port=5757?SeamlessIP=[THEIP]?MapPlayerLocation=true -log -server -culture=en -NoCrashDialog -NoBattleye Extended Vehicles Mod (Stackable) https://steamcommunity.com/sharedfiles/filedetails/?id=1627715666 As an example, this stackable Mod appends craftable items (via the PrimalGameData) to the Smithy inventory for players to build the Airplane, Tank, and Steampunk Airship vehicles. Modders can duplicate “Blueprint'/Game/Mods/ExtendedVehiclesMod/PrimalItem_VehicleGeneric.PrimalItem_VehicleGeneric'” into your own Mods, and inherit from it per-Vehicle, as a foundation for craftable vehicle spawning. BoxIslandMapExtension https://steamcommunity.com/sharedfiles/filedetails/?id=1626922438 A very simple box-island-with-trees “Map Extension” for seamless grids, placeable as an island on your servergrid layouts using the included Island Template files. To use this in a server layout, in addition to adding the ID to the Mod Ids for the grid, subscribe to the files on a client and then copy this folder: SteamLibrary\steamapps\workshop\content\834910\1626922438\IslandExtensions Over this folder onto hosts’ Server Grid Editor application directory: \ServerGridEditor\IslandExtensions\ Then relaunch the Server Grid Editor and you’ll see the new “BoxIsland” Template available for use in your layout wherever you want: MyAtlasTestMod https://steamcommunity.com/sharedfiles/filedetails/?id=1625331561 A very simple “Base” or non-stackable Mod that just adds a few different Default Feats, used in testing that a base non-stackable Mod works. Stacking MOD Test https://steamcommunity.com/sharedfiles/filedetails/?id=1626876784 This is a stackable Mod that adds an additional unlocked Feat (testing stacking functionality). Hopefully that covers a lot of information in order for you guys to get started! Something you’ll notice is that we didn't strip the majority of ARK content from the kit, and that’s because it can be used as a basis for building new content in ATLAS, especially for those of you familiar with the ARK DevKit, and some of you may find it helpful when trying to port over your existing ARK Mods. As for the question regarding can ARK content be used in ATLAS and vice versa? The overall answer is that we’re fine with it, however, the only thing that would not be allowed and will cause your mod to be removed from the Steam Workshop is using any Wildcard specific maps. This means that you are not allowed to port over The Island, Scorched Earth, Aberration, Extinction, or Ragnarok. We’ll be working on some additional documentation that will help guide users through some of the new systems in the DevKit, so be on the lookout for that. Good luck, we can't wait to see all the epic content you guys create! 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
  3. 4 points
    Hello! I think my program is finally ready for public consumption. Thank you for waiting! Its still not even close to perfect and probably has a few bugs. Let's just call it an alpha release for now. Original video: Autoswitching feature: As a refresher this is the program that will dynamically help you open and close servers on the fly so you can play privately on the full official map, with just average hardware. If you can run at least 1 server, this will work, allowing people to even run it on the same computer they are playing on. Main bullet point features: * easily update the ports and ip address across all 225 grids on your map. No more needing to tediously update everything individually on the ServerGridEdior. * Automatically generate all 225 .bat files to start each of the servers * Open and close the server you are on plus the 4 surrounding you (automatically even), any 4 individual servers on the map, or a combination of the two, control up to 9 servers at a time. If your computer can handle more than 1 server, even better! If it can handle 5 grids the program will even track your location and dynamically open all the grids around you so you won't even have to look at the program while playing! A bunch has been added since I lasted showed off the program. Now I include steamcmd and a one click sever setup button as well as an update server function. I also added a redis server on and off switch, so it really now is a one stop shop for nearly everything. It even saves all your settings/locations on close so you don't have to remember anything. The only extra thing you'll need is the servergrideditor from grapeshot. I also wrote out an insanely indepth instruction list, included in the download to hopefully walk anyone, no matter what comfort level, through setting everything up. My apologies, apparently Windows doesn't like the website I setup to download and is blocking everything, so I have to use something stupid like dropbox... Link will also be in the discord server if this stops working. v1.5.4 changelog: Fix for Autosaving on exit not functioning properly. I won't say this is 100% working, but it's the most I will be able to do on my side given the program doesn't actually touch the servers, it's still all dependent on Atlas' autosaving on exit code firing off properly, which can be hit or miss, but in my preliminary tests, I was 5 for 5 on not having a slight rollback on exit and reload of entire server like it was happening before. Rollback may still happen on server updates because it seems for some reason the server is programmed to automatically do that? Fix for slight desync on individual grids, this goes hand in hand on the autosaving not functioning at 100% when switching servers, which may have caused desync, which in turn causes problems reconnecting, problems with the map not updating ship locations, problems with characters not loading. Fix for grids not shutting down on switch or on exit because another square has the server loaded up even though it was not turned on. NEWEST VERSION: http://dl.dropboxusercontent.com/s/jp37x0kras14x8j/ASCv1.5.4.zip OLD VERSION: http://dl.dropboxusercontent.com/s/lbei9x5t99gaggl/ASCv1.5.zip If you run into any issues/need help on the setup, feel free to join the discord here: www.discord.gg/YHGWPyd Discord is also where future updates will be posted until I can figure out why Windows hates my website. ****If you are trying to add this to an existing server, please backup everything before you do... I doubt there will be issues, but you need to be safe, and I haven't actually testing doing that.
  4. 4 points
    It's hard to answer the questions when the overlap bug still exists. I also think the claiming system needs a lot more polishing. than just tweaking the current system. As it stands everyone wants a base with shipyards and I can't blame them. Beach property is limited and short of adding new servers, the current system cannot satisfy that need. With the current resource despawn mechanics, you can't allow everyone to build as it would lead to bare islands. I think it's more important to give players access to shipyards and buildings - both via NPCs and via other players. That would add the option of living on your ship which maybe is not for all but would certainly alleviate some of the land claiming pressure. At least if I lose my flag to an overlap, I have another option. In short, implement NPC towns with stuff for hire (storage and shipyards) and implement a system whereby a land owner can rent temporarily his shipyard to another player without having to invite the player into the company. While you are at it, allow players to sell ready made ships. This is all for PvE. I would not know what works for PvP where I assume land claiming is not a problem.
  5. 4 points
    Why not just a full wipe to make everything fair?
  6. 3 points
    Companies claim big areas of land, they put tax on it. There is no consequences to this behaviour. Their flags are pve protected and they can just sit in their base and take 30% of what I and everyone else gather in the area. Tax needs to be removed, which is my initial idea. But I know this wont happen since people love having tax on areas. So I suggest there needs to be a consequence to putting tax on areas. My example would be that if you want to put tax your land, you shouldnt be allowed to have PVE claim protection on it. Atleast then the companies with alot of land would need to put in work to keep their land and put in an effort to tax people. If they wanna sit with all their land and dont want people to claim it, they can remove the taxes in the area. If you have any other suggestion on how to deal with this topic please share. EDIT: I change this post to make it more streamlined and simpler to understand. Thank you
  7. 3 points
    Of the three sail types on atlas the speed sail is square rigged and the weight and handling sail are fore-to-aft rigged. To make the game more realistic the booms of the fore-to-aft rigged sails need to be parallel with the yards of the square rigged sails, NOT at right angles. It just looks weird.
  8. 3 points
    You really should include an additional option for #1: Keep it as is. B/c its fine for the time being... I really think 1) its needs more polish before changes are had and 2) the neutral building needs to be explained by the devs in depth. (including a Q&A).
  9. 3 points
    I didn’t read the entire thread so this may be discussed but my problem isn’t with having alphas. My problem is if I have a wild level 30 bear and tame it for 44 and then level it 30ish times to lvl 74. My bear should be “the alpha”. There is no reason to have alphas be lvl 247. It’s obsurd. If the game is going to have this many alphas just make them max at the max level that a tamed creature could max at. The game doesn’t need lvl 244 pigs of destruction. And it sure as heck doesn’t need lvl 249 wolf balls of death. edit: I’m not asking for easy mode btw. I’m asking for if my high level carnivore or strong tame get into a fight with an alpha it should be a good fight. Not an auto win, but not an auto loss either.
  10. 3 points
    holy shit people are childish, legit this just came out and people are already calling others idiots and such, grow up guys and fight each other in game, no one cares about your shit here
  11. 3 points
    Ships would actually be truelly amazing if they could function as an actual pirate ship and be a mobile base. You are supposed to be able to live at seas for a bit. But you cant log off because they ships of the damned would just sink you at sea. So you are forced to always be at port.
  12. 3 points
    hello my question is. Do you have plans to introduce new boats and more aesthetic improvements for them? Could the bowsprit be a useful part and deploy your sail and be able to walk on it?
  13. 3 points
    Grappling hooks and climbing picks help get over most walls players put up.
  14. 2 points
    considering land claims are just a matter of who get's there first or who happens to find a claim to steal at the right time it just doesn't make much sense to have this mechanism on PvE.
  15. 2 points
    Not that i want to complain as i can spawn in my lawless base bed now... but could his devine majesty, Mr. dev, send us lower mortals the patch notes please ? Thanks in advance.
  16. 2 points
    Could we please get a UI element/addition so we can tell how many things we can place on each ship. that would be super helpful
  17. 2 points
    Having walked through this a few times, I'm going to list a couple of observations that may not be the cause of things just getting stuck, but would be good to get addressed in the next build: libaws-cpp It would be good to build against an up to date version of OpenSSL Update to the current version of libaws-cpp so that we can simply build that ourselves without warnings The warnings will turn to segfaults if your server uses aws for all the awsy things the server can do libGameNetworkingSocket Again, build against an up to date version of OpenSSL Build against libprotobuf.so.10 Build against libsodium (maybe this is happening, but I found all the symbols from the slow-as-balls Valve versions and it is definitely not dynamically linked to it) Updating (or just rebuilding in an up to date environment) libaws-cpp and libGameNetworkingSocket would clear up the openssl problems and help people move forward with allot less headache. @Rob
  18. 2 points
    PLEASE ALL BE AWARE THE UPDATES FROM WEDNESDAY ONWARDS HAVE MASSIVELY INCREASED SERVER UTILIZATION CAUSING ISSUES FOR ALL HOSTS. More Information. My computers server was still on version 11 of the Atlas Dedi Server and this runs Perfect; 1.5-5% CPU and 2.2-2.5Gb RAM. Whilst an Updated server on V14 runs at this; BOTH are idle with 0 players connected. FIX THIS PLEASE!! MY 9 SHARD SERVER NOW CRASHES WITH ONLY 3 RUNNING.
  19. 2 points
    Big island on K3 is where I'm at, and it's a decent spot. seen a lot of people show up in the last couple weeks but there might be some space, at the very least fairly friendly people.
  20. 2 points
    The tundra region I'm in doesn't have any fiber, I just take a bear to a bordering region an collect 100k fiber and bring it back. You're making a mistake if you expect to find everything you need in one grid, you have to travel to get resources, that's just how the game is laid out.
  21. 2 points
    After a few crash trying to make a company, i managed to do one using the default given name. All beds and boats appeared. So yes it worked for me.
  22. 2 points
    I used the Time to finally write my Steam Review!
  23. 2 points
    Wildcard never cease to amaze me, every patch brings fixes and more problems.
  24. 2 points
    I hope trading becomes a huge part in this game so you can actually be rich by farming and building things for people who do not like the farm and could in e.g get gold from raiding or killing sotd etc. Definatly adding more depth to the game
  25. 2 points
    2 Claims per Person. 2 Sea flags or 2 land flags or 1 land and 1 sea. 2 Flags is better because you cant build a ship if you place your flag not on a shore. 1 Flag for coast and 1 for inland. Tax Bank is bad. Everyone uses 30% Tax. They would set it to 100% if they could. Do not support greed! Lawless zones should be wiped and changed into "normal" zones with claims allowed but before that the world needs MUCH MORE ISLES.
  26. 2 points
    The taxation idea makes perfect sense if you have a PVE game where a group of friends has found and claimed a small area for themselves and has limited resources there for them to use to build their base and ships. Without it, as has been shown again and again, they will constantly have people coming from other areas to strip away the resources on their claim and will not be able to make progress themselves. The whole reason for a claim is to have a place to build at with some resources to use. We had a 2-flag claim for a group of several players on a small island and all we wanted was to harvest the trees and metal there to build with, but every night we logged in to find rafts on the shores and all the trees and nodes gone. Without taxation we never would have had enough resources to do anything ourselves but build rafts. Of course it can be abused, PVE is half full of people who abuse every aspect of the game, but the intended use is completely valid and correct.
  27. 2 points
    You don't make sense, you play on PVE but you want to be able to steal someone's claim? That's the number one problem with official PVE and why so many leave it for unofficials. IN a PVE game nobody is supposed to be able to steal from you, it is supposed to be you versus the environment/NPC/game mechanics. Nothing another player does is supposed to be able to have a negative impact on your game. That would be PVP, so maybe you are in the wrong game mode.
  28. 2 points
    That's what usually happens with early access games. 1. EA launchtons of people jump on for the hype then leave when the realise what EA is. 2. More leave after the first few weeks as they realise they don't actually like the game. 3. Game population will stabilise out to just the people who want to help test and find bugs and have fun doing that . 4. Pop will jump back up with major updates and then drop back down again. 5. Finally you get release and players come back if Devs did a good job haha. Don't get me wrong there are some games that are exceptions to this but it's usually how EA goes.
  29. 2 points
    You're hilarious. You play on PvE and thus YOU are safe and so is your stuff. You don't want HIM to be the same though because that irks you. Nobody twisted your arm and forced you to build there.
  30. 2 points
  31. 2 points
    Major optimizations user side as usually done in the beta stages of a game not alpha. Also Atlas is CPU bound, your CPU is bottle necking your GPU. Turn up textures and settings that hit your GPU and turn down stuff that hits your CPU.
  32. 2 points
    I want a system where people should have 1 single base, just it, like normal people should have. From your HQ base you can travel like in ANNO to gather the resources you need to evolve. It's all about adventure in this game, NOT claiming everything for yourself.
  33. 2 points
  34. 2 points
    Totally agree. All of the predators need taken down a notch or two and balanced out.
  35. 2 points
    This is where returning them to a freeport they should pay you in gratitude.
  36. 2 points
    Look you dont have to harvest there go somewhere else they will lower their taxes when no one farms stuff there anymore..
  37. 2 points
    So. As tamed creatures also count as crew on a ship, they have to fill in and do their job! 1 elephant doing the sails, the other decided to be on lookout duty at the crows nest !!!
  38. 2 points
    It is stupid because there is nothing you can do to contest the tax or claim.
  39. 2 points
    There are land claims available for sure. If you think sailing to one or two islands youre gonna find one, keep dreaming. That being said, I have found 4 places so far to claim (settled on my favorite). There is land out there, you just have to learn to sail and have patience. may take you a couple of weeks (like it did me) but you will find land. As far as taxation? I have no issues with it. If someone is going to wipe out my resources, I expect compensation and have no issues paying my neighbor his 30% to harvest his.
  40. 2 points
    Very nice. Thank you! @Dollie please publish a kit with pngs containing Logos and some other grafix for us website /fanite peeps. And mybe tell your guys, the should dump the durability for the Lanterns...it sucks
  41. 2 points
  42. 2 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.
  43. 2 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.
  44. 2 points
    Your all missing the point and your all really god damn stupid but what ever. THIS BY FAR IS THE WORST TAMING IN ANY GAME AND THERE ARE A TON OF PEOPLE WHO THINK SO!!!
  45. 1 point
    As per the title. Every time our tribe goes after another or is under attack by a substantial force, the lag spikes up to 255 and we see the waves constantly reversing course with the lag. The game just cannot take it. Given that this is the same engine as ark and the lag issues haven't been solved there in the past 5-odd years, I have to ask if the large naval battles idea is just a false promise that can't be delivered. Am I wrong? Anyone with more server know-how than me able to refute that notion?
  46. 1 point
    bit of a one sided poll you got there.
  47. 1 point
    For about the 5th time, I log in to find myself dead in the middle of the ocean. I port back to our base and there's wild animals inside my Stone Tower. Just a few minutes ago, I log in... fortunately, I logged out on the 2nd floor.. There were 3 wolves and a lion downstairs. They had eaten my tannery and loom. Why can't we prevent animals from either glitching through stone walls or spawning inside? If this is a player hack... don't you think someone would be looking into it???? It's been happening for over a week.
  48. 1 point
    Yes i agree. I own some land in PVE but dont play there anymore because that coward mode is boring. But my sleeper will contest anyone coming new forever.
  49. 1 point
    You wouldn't as you cannot split a grid onto multiple servers. However you could have multiple grids across different physical servers, setup is fairly similar to if they were on one host but your json would point to external ips for certain grids and you would need to ensure all external hosts can talk to a single redis db.
  50. 1 point
    Just did my own quick test. I got my neighbour to add me as an allowed builder. I put down a thatch foundation, then got my build id revoked. The foundation started a countdown-to-decay-demolish-allowed, like lawless does when you're away, except that it still counted down while we were both stood there. I was able to do a normal demolish with the partial materials refund. It was 3 or 4 days on the timer. So looks like if your landlord wants you out, you have a little time to move your stuff and get back some of your building's materials.
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