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Showing content with the highest reputation on 02/10/2019 in Posts

  1. 3 points
    So we killed the kraken last night. Got a new levelcap of 68 (previous 62), went about my business everything was fine. Today we go from I8 to I9 to farm some stuff and i noticed my skills reset to before i respeced after the fight also noticed that my krakenkill was removed and my max level was 62 again. The actual rollback of my character could have happened at any point between us building our dock and me traveling back to my base in F11 to check on the animals and back to I8 to continue farming. A bunch of problems have been solved by dying to so i managed to get eaten by a shark and this time i got rolled back to 58 (the company log puts me at 62 prior to the sharkdeath and then at 58 from the cobra death within 20 ingame minutes of eachother. Dont know if this counts as proof that i killed it but i took this screenshot last night after we killed it and i went to create a new skeleton for our noose. And heres a screenshot from today when i was 62 and then 58 for the next death. Obviously i can respec and get back to 62 but the kraken isnt exactly easy to kill with a 4 man company so we would prefer not having to do it again. Tried to submit a ticket but it got autoclosed by the bot and sent here so here we are.
  2. 3 points
    The Great Tea Race of 1866 At the height of the sailing era, four of the world’s fastest clippers raced home with the season’s precious early cargo of tea. <a href=""> By Mike Dash SMITHSONIAN.COM DECEMBER 15, 2011 Captain John Keay, master of the crack new British clipper ship Ariel, had good reason to feel pleased with himself. He had secured the first cargo of tea to come to market at the great Chinese port of Foochow (modern Fuzhou) in 1866—560 tons of first and second pickings, freighted at the high price of £7 a ton: the very finest leaves available. The cargo had been floated out to him in lighters, packed in more than 12,000 hand-made tea chests, and stowed below decks in the record time of just four days. Now Ariel was weighing anchor at 5 p.m. on the evening of May 28–the first tea clipper to sail for London that season. She was a brand new ship: “A perfect beauty,” Keay recalled, “to every nautical man who saw her; in symmetrical grace and proportion of hull, spars, sails, rigging and finish she satisfied the eye and put all in love with her without exception. Very light airs gave her headway, and I could trust her like a thing alive in all evolutions.” Ariel was indeed the fleetest vessel of her time; flying the astounding total of more than 26,000 square feet of canvas, she could reach speeds of 16 knots, far faster than contemporary steamers. But the advantage that Keay held over the other clippers crowded in the port was minimal, and Ariel was unlucky with her tugs. The paddle steamer Island Queen, hired to take the clipper in tow, lacked the power to carry her across the bar of the Min River against a falling tide. Stranded for the night, Keay and his crack crew were forced to lie at anchor and watch as their rivals completed their own hurried loading and started in pursuit. That evening the rival Fiery Cross came down the river towed by a more powerful tug, edged her way into clear water, and set a course east across the China Sea. Keay was still negotiating the bar next morning when two other clippers, Serica and Taeping, appeared beside him. The Tea Race of 1866—the most exciting in the history of the China trade—was on. Tea was one of the very few commodities carried at speed in the heyday of sail. Other cargoes were either too bulky or insufficiently valuable to make it worth risking a whole ship and crew in racing through the typhoons and the shoals of the South China Sea with all sails set, just to be able to dock in the Port of London a few hours or days ahead of the pack. But in the middle of the 19th century, demand for fresh tea was such that the first vessel home from Fuzhou or Shanghai could command a premium of at least 10 percent for her wares, and a clipper ship that cost perhaps £12,000 or £15,000 to build might bring home a cargo worth almost £3,000 on her first voyage. The tea trade dated to the mid-16th century, when the Portuguese established a base at Macao, just west of Hong Kong. But the remoteness of China, and its emperors’ hostility toward Western merchants desperate to trade in silks and spices, meant that the beverage remained almost unknown in Britain until the restoration of Charles II in 1660. When the English East India Company, which had secured a royal monopoly on the trade between England and China, wished to thank the monarch by making him a present of tea, its agents had to scour London to find even two pounds of leaves. For the next century and three quarters, the monopoly gave the Company little incentive to hurry its cargoes home. But it ended in 1834, and the subsequent repeal of the ancient Navigation Acts—which banned the import into Britain of goods not carried in a British ship—spurred the construction of far faster and more capable merchantmen. Another incentive was the growing competition from the United States, whose yards were turning out sailing ships as good as or better than the best that could be built in Britain; still another was the burgeoning trade in opium, grown in India and sold in Canton—one of the few cargoes carried in Western vessels for which there was real demand in China. Since the companies now trading with China were reluctant to drain their treasuries of silver to purchase tea, the opium trade was much encouraged, even though the Qing emperor had declared it illegal in his dominions. Sleek sea greyhounds of the clipper class proved admirably suited to the task of running British drugs up the China coast. Some hundreds of clipper ships were built between 1845 and 1875, mostly in the U.S. and Scotland, and tested against each other in what became highly publicized “tea races” as they vied to be first home with the new season’s cargo. Today, the clippers are regarded as the apogee of ship design during the sailing era. They were distinguished, first, by the rakish bows that gave them their name, which swept forward at an angle of up to 50 degrees and lent the vessels a lean and eager look, and, second, by their narrow beam and lofty sail plans. Below the waterline they boasted radical new lines, with knife-edge stems, narrow foreparts, a long flat run aft to the rudder, and a sharp “rise of floor”— the slope at which the hull angles outward from the central keel to the ship’s sides. The merchant shipbuilders of the time were not yet really engineers; naval architecture remained the province of navies, and civilian designs were based on experience, instinct and rule of thumb. Some clipper builders may have known of the engineer John Scott Russell and his wave-line theory, the first modern mathematical statement of the relationship between hull design and speed, but no two ships built in any yard were truly alike, and often only time could tell which would prove good in the water and which would disappoint. When William Hall, the Aberdonian master shipbuilder who designed the prototype clipper Scottish Maid in 1839, proposed to test his new idea for a sharper bow by sailing a model in a tank, his decision raised eyebrows in the city’s other yards. But Hall’s “Aberdeen bow” added speed without limiting cargo capacity. A ship built along those lines encountered far less resistance to her passage through heavy seas. Instead of progressing in a series of checks and shocks as she encountered wave after wave, eventually burying her stem and forcing her crew to reduce sail for fear of being swamped, a clipper could cut through the swells. The new design soon inspired imitations. The earliest true clipper hulls, however, appear to have evolved independently in the United States and Scotland at about this time. An American merchantman, the Rainbow of 1845, is sometimes described as the first of the clipper breed, and her immediate successor, the Oriental, created a sensation by making the passage from New York to Hong Kong in only 81 days in 1850—a time unmatched for the day. The Oriental was immediately offered a premium of 25 percent above the prevailing freight rates to accept a charter for London. Loaded with almost 1,650 tonnes of tea, she left Whampoa, the tea port north of Hong Kong, on August 27, 1850, and sailed south against the monsoons, reaching the West India Dock in London on December 4–just 99 days later. The older British opium clipper Astarte, which sailed from Whampoa a day later, took a month longer in passage. It took British shipbuilders several years to match the Oriental, but after that they made more innovations to produce ships of the caliber of Ariel and her consorts in the Tea Race of 1866. The flourishing of the China trade crowned centuries of trial and error with masts and sails, and the power that a clipper could draw from a following wind with all sails set was far greater than anything that could be supplied from contemporary steam engines. A typical clipper ship of the late 1860s had three masts, each of which would be fitted (looking from the bottom up) with a lower course sail, double topsails, single or double topgallants, a royal and a skysail. Some masters, anxious to cram on every stitch of canvas, might also unfurl small sails known as moonrakers at the very tip of each mast, and add supplementary staysails and studding sails, as well as fancy racing canvas such as water sails close down along the waterline. A crack ship such as Ariel could easily set thirty or more sails in the most favorable conditions, and any clipper taking part in the tea race might average 11 or 12 knots in reasonable conditions, at a time when the steam fleet made eight or nine knots and would need to coal four or five times on a passage between Britain and China. A clipper designer would also devote much attention to smoothing his ship’s “run,” her bottom at the after end. This practice lessened friction and added speed—but it also had its dangers. Too clean a run could result in an excessively fine form above the waterline and a consequent lack of buoyancy which often led to a ship being pooped—that is, swamped by a following wave. Ariel was one of a number of ships that suffered from this tendency, and when she vanished without trace while on passage in 1872 it was generally assumed that a following sea had struck from behind and washed her helmsman overboard. With no hand on the wheel, the clipper would have swung broadside to the following wave and been struck with such ferocity she would have sunk almost instantly. Nautical men also acknowledged that the finest clipper would be nothing without a captain prepared to drive her hard for every moment of a voyage. The best masters pretty much lived on deck for the three-and-a-half month passage, and the ceaseless efforts made by Dick Robinson of the Fiery Cross were said to be worth an extra half-knot in speed to any ship he captained. Even conservatively built ships were generally loaded so they were trimmed down at the stern, as it was considered that the extra weight helped their sailing qualities. Once all the tea had been stowed away, the crew would still have to work hard to redistribute their cargo so as to ensure the optimum speed; some captains took matters further still. Ariel was noted for keeping on deck an enormous box, twelve feet long, packed with the heaviest metal obtainable. Once at sea, Captain Keay would watch as his men labored to drag the box to and fro until he was satisfied that its position would add still another edge to his performance. As he watched the Fiery Cross pull away in that evening in May 1866, Keay must have realized he would have to call on all of his ship’s fine qualities to win that season’s tea race. His rival, built six years earlier, had proved herself by far the fastest and most successful clipper of the early 1860s, while his own ship was comparatively untried. Although slightly smaller than Ariel, the ship now receding into the dusk of the China Sea boasted elegant lines that made her a good sailer to windward, and her master, Robinson, had fitted her with all manner of gear, including roller-reefing equipment to improve the efficiency of the sails. More important, Robinson was a highly experienced racer who had brought Fiery Cross home to London first in the tea races of 1861, 1862, 1863 and 1865, being beaten in 1864 only by the brand-new Serica. He had been rendered so anxious by the Ariel‘s early departure he had departed the moment his cargo was complete, without his papers and without signing the official bills of lading—thus gaining 12 hours on the Taeping and the Serica and reducing the latter’s master, Captain George Innes, to an apoplectic fury. The four contenders sailed east to round the northern coast of Formosa (now Taiwan), then shaped a course to the south. Occasionally they came close enough for the crew of one ship to see the men of another over the water, setting more sails or trimming their vessel to coax an extra quarter-knot from her, but mostly the rival clippers sailed independently. Fiery Cross made good use of the 14-hour lead she had gained over Ariel at the bar of the Min River, and reached Anjer, at the exit to the China Sea, only 20 days out from Fuzhou. Taeping and Ariel had fallen two days behind, and Serica did not pass the town for another day after that. But the weather in the Indian Ocean and around the Cape of Good Hope evened matters out somewhat; all four ships made fine time, Ariel logging a single day’s run of 317 miles and Fiery Cross one of 328. By the time the island of St. Helena came over the horizon, Captain Donald MacKinnon’s Taeping held a slender lead of 24 hours over Fiery Cross, with Ariel and Serica one day further behind. Three of the four rivals were composite ships, built of wood over an iron frame, but Serica was lighter, built of wood only, and had finer lines than her half-sister Taeping. Her captain, Innes, was a notorious taskmaster with a volcanic temper, and in the lighter winds around the Equator he caught up with MacKinnon. Ariel was picking up speed too, and all four vessels passed Flores, in the Azores, together on August 29. The Great Tea Race of 1866 At the height of the sailing era, four of the world’s fastest clippers raced home with the season’s precious early cargo of tea Ariel and Taeping at sea during the great Tea Race of 1866. Oil painting by Jack Spurling, 1926 Ariel and Taeping at sea during the great Tea Race of 1866. Oil painting by Jack Spurling, 1926 (Wikicommons) By Mike Dash SMITHSONIAN.COM DECEMBER 15, 2011 Captain John Keay, master of the crack new British clipper ship Ariel, had good reason to feel pleased with himself. He had secured the first cargo of tea to come to market at the great Chinese port of Foochow (modern Fuzhou) in 1866—560 tons of first and second pickings, freighted at the high price of £7 a ton: the very finest leaves available. The cargo had been floated out to him in lighters, packed in more than 12,000 hand-made tea chests, and stowed below decks in the record time of just four days. Now Ariel was weighing anchor at 5 p.m. on the evening of May 28–the first tea clipper to sail for London that season. She was a brand new ship: “A perfect beauty,” Keay recalled, “to every nautical man who saw her; in symmetrical grace and proportion of hull, spars, sails, rigging and finish she satisfied the eye and put all in love with her without exception. Very light airs gave her headway, and I could trust her like a thing alive in all evolutions.” Ariel was indeed the fleetest vessel of her time; flying the astounding total of more than 26,000 square feet of canvas, she could reach speeds of 16 knots, far faster than contemporary steamers. But the advantage that Keay held over the other clippers crowded in the port was minimal, and Ariel was unlucky with her tugs. The paddle steamer Island Queen, hired to take the clipper in tow, lacked the power to carry her across the bar of the Min River against a falling tide. Stranded for the night, Keay and his crack crew were forced to lie at anchor and watch as their rivals completed their own hurried loading and started in pursuit. That evening the rival Fiery Cross came down the river towed by a more powerful tug, edged her way into clear water, and set a course east across the China Sea. Keay was still negotiating the bar next morning when two other clippers, Serica and Taeping, appeared beside him. The Tea Race of 1866—the most exciting in the history of the China trade—was on. The Chinese port of Fuzhou, starting point for the great Tea Races, in about 1860. Tea was one of the very few commodities carried at speed in the heyday of sail. Other cargoes were either too bulky or insufficiently valuable to make it worth risking a whole ship and crew in racing through the typhoons and the shoals of the South China Sea with all sails set, just to be able to dock in the Port of London a few hours or days ahead of the pack. But in the middle of the 19th century, demand for fresh tea was such that the first vessel home from Fuzhou or Shanghai could command a premium of at least 10 percent for her wares, and a clipper ship that cost perhaps £12,000 or £15,000 to build might bring home a cargo worth almost £3,000 on her first voyage. Charles II (1660-1685) granted the monopoly that helped get English trade with China underway. The tea trade dated to the mid-16th century, when the Portuguese established a base at Macao, just west of Hong Kong. But the remoteness of China, and its emperors’ hostility toward Western merchants desperate to trade in silks and spices, meant that the beverage remained almost unknown in Britain until the restoration of Charles II in 1660. When the English East India Company, which had secured a royal monopoly on the trade between England and China, wished to thank the monarch by making him a present of tea, its agents had to scour London to find even two pounds of leaves. For the next century and three quarters, the monopoly gave the Company little incentive to hurry its cargoes home. But it ended in 1834, and the subsequent repeal of the ancient Navigation Acts—which banned the import into Britain of goods not carried in a British ship—spurred the construction of far faster and more capable merchantmen. Another incentive was the growing competition from the United States, whose yards were turning out sailing ships as good as or better than the best that could be built in Britain; still another was the burgeoning trade in opium, grown in India and sold in Canton—one of the few cargoes carried in Western vessels for which there was real demand in China. Since the companies now trading with China were reluctant to drain their treasuries of silver to purchase tea, the opium trade was much encouraged, even though the Qing emperor had declared it illegal in his dominions. Sleek sea greyhounds of the clipper class proved admirably suited to the task of running British drugs up the China coast. The 1850s American clipper Lightning, sailing out of San Francisco, was more than capable of matching the finest British vessels of the day for speed. Image: Wikicommons. Some hundreds of clipper ships were built between 1845 and 1875, mostly in the U.S. and Scotland, and tested against each other in what became highly publicized “tea races” as they vied to be first home with the new season’s cargo. Today, the clippers are regarded as the apogee of ship design during the sailing era. They were distinguished, first, by the rakish bows that gave them their name, which swept forward at an angle of up to 50 degrees and lent the vessels a lean and eager look, and, second, by their narrow beam and lofty sail plans. Below the waterline they boasted radical new lines, with knife-edge stems, narrow foreparts, a long flat run aft to the rudder, and a sharp “rise of floor”— the slope at which the hull angles outward from the central keel to the ship’s sides. Donald MacKinnon, skipper of the Taeping, and one of the finest masters of the clipper era. The merchant shipbuilders of the time were not yet really engineers; naval architecture remained the province of navies, and civilian designs were based on experience, instinct and rule of thumb. Some clipper builders may have known of the engineer John Scott Russell and his wave-line theory, the first modern mathematical statement of the relationship between hull design and speed, but no two ships built in any yard were truly alike, and often only time could tell which would prove good in the water and which would disappoint. When William Hall, the Aberdonian master shipbuilder who designed the prototype clipper Scottish Maid in 1839, proposed to test his new idea for a sharper bow by sailing a model in a tank, his decision raised eyebrows in the city’s other yards. But Hall’s “Aberdeen bow” added speed without limiting cargo capacity. A ship built along those lines encountered far less resistance to her passage through heavy seas. Instead of progressing in a series of checks and shocks as she encountered wave after wave, eventually burying her stem and forcing her crew to reduce sail for fear of being swamped, a clipper could cut through the swells. The new design soon inspired imitations. The earliest true clipper hulls, however, appear to have evolved independently in the United States and Scotland at about this time. An American merchantman, the Rainbow of 1845, is sometimes described as the first of the clipper breed, and her immediate successor, the Oriental, created a sensation by making the passage from New York to Hong Kong in only 81 days in 1850—a time unmatched for the day. The Oriental was immediately offered a premium of 25 percent above the prevailing freight rates to accept a charter for London. Loaded with almost 1,650 tonnes of tea, she left Whampoa, the tea port north of Hong Kong, on August 27, 1850, and sailed south against the monsoons, reaching the West India Dock in London on December 4–just 99 days later. The older British opium clipper Astarte, which sailed from Whampoa a day later, took a month longer in passage. It took British shipbuilders several years to match the Oriental, but after that they made more innovations to produce ships of the caliber of Ariel and her consorts in the Tea Race of 1866. Loading tea at the Chinese port of Canton. Image: Wikicommons. The flourishing of the China trade crowned centuries of trial and error with masts and sails, and the power that a clipper could draw from a following wind with all sails set was far greater than anything that could be supplied from contemporary steam engines. A typical clipper ship of the late 1860s had three masts, each of which would be fitted (looking from the bottom up) with a lower course sail, double topsails, single or double topgallants, a royal and a skysail. Some masters, anxious to cram on every stitch of canvas, might also unfurl small sails known as moonrakers at the very tip of each mast, and add supplementary staysails and studding sails, as well as fancy racing canvas such as water sails close down along the waterline. A crack ship such as Ariel could easily set thirty or more sails in the most favorable conditions, and any clipper taking part in the tea race might average 11 or 12 knots in reasonable conditions, at a time when the steam fleet made eight or nine knots and would need to coal four or five times on a passage between Britain and China. A clipper under full sail. A clipper designer would also devote much attention to smoothing his ship’s “run,” her bottom at the after end. This practice lessened friction and added speed—but it also had its dangers. Too clean a run could result in an excessively fine form above the waterline and a consequent lack of buoyancy which often led to a ship being pooped—that is, swamped by a following wave. Ariel was one of a number of ships that suffered from this tendency, and when she vanished without trace while on passage in 1872 it was generally assumed that a following sea had struck from behind and washed her helmsman overboard. With no hand on the wheel, the clipper would have swung broadside to the following wave and been struck with such ferocity she would have sunk almost instantly. Nautical men also acknowledged that the finest clipper would be nothing without a captain prepared to drive her hard for every moment of a voyage. The best masters pretty much lived on deck for the three-and-a-half month passage, and the ceaseless efforts made by Dick Robinson of the Fiery Cross were said to be worth an extra half-knot in speed to any ship he captained. Even conservatively built ships were generally loaded so they were trimmed down at the stern, as it was considered that the extra weight helped their sailing qualities. Once all the tea had been stowed away, the crew would still have to work hard to redistribute their cargo so as to ensure the optimum speed; some captains took matters further still. Ariel was noted for keeping on deck an enormous box, twelve feet long, packed with the heaviest metal obtainable. Once at sea, Captain Keay would watch as his men labored to drag the box to and fro until he was satisfied that its position would add still another edge to his performance. As he watched the Fiery Cross pull away in that evening in May 1866, Keay must have realized he would have to call on all of his ship’s fine qualities to win that season’s tea race. His rival, built six years earlier, had proved herself by far the fastest and most successful clipper of the early 1860s, while his own ship was comparatively untried. Although slightly smaller than Ariel, the ship now receding into the dusk of the China Sea boasted elegant lines that made her a good sailer to windward, and her master, Robinson, had fitted her with all manner of gear, including roller-reefing equipment to improve the efficiency of the sails. More important, Robinson was a highly experienced racer who had brought Fiery Cross home to London first in the tea races of 1861, 1862, 1863 and 1865, being beaten in 1864 only by the brand-new Serica. He had been rendered so anxious by the Ariel‘s early departure he had departed the moment his cargo was complete, without his papers and without signing the official bills of lading—thus gaining 12 hours on the Taeping and the Serica and reducing the latter’s master, Captain George Innes, to an apoplectic fury. Anjer in Java, one of the waystations on the clipper route–though the fast ships sailed non-stop from China home to London, San Francisco or New York. The four contenders sailed east to round the northern coast of Formosa (now Taiwan), then shaped a course to the south. Occasionally they came close enough for the crew of one ship to see the men of another over the water, setting more sails or trimming their vessel to coax an extra quarter-knot from her, but mostly the rival clippers sailed independently. Fiery Cross made good use of the 14-hour lead she had gained over Ariel at the bar of the Min River, and reached Anjer, at the exit to the China Sea, only 20 days out from Fuzhou. Taeping and Ariel had fallen two days behind, and Serica did not pass the town for another day after that. But the weather in the Indian Ocean and around the Cape of Good Hope evened matters out somewhat; all four ships made fine time, Ariel logging a single day’s run of 317 miles and Fiery Cross one of 328. By the time the island of St. Helena came over the horizon, Captain Donald MacKinnon’s Taeping held a slender lead of 24 hours over Fiery Cross, with Ariel and Serica one day further behind. Three of the four rivals were composite ships, built of wood over an iron frame, but Serica was lighter, built of wood only, and had finer lines than her half-sister Taeping. Her captain, Innes, was a notorious taskmaster with a volcanic temper, and in the lighter winds around the Equator he caught up with MacKinnon. Ariel was picking up speed too, and all four vessels passed Flores, in the Azores, together on August 29. Taeping (left) and Ariel race neck-and-neck up the English Channel, three months out of China. The wind remained fair, blowing from the southeast, as the racers headed for the English Channel. Gradually they strung out into a line, luck or determination slightly favoring Ariel and Taeping over Fiery Cross and Serica. Still together after 97 days at sea, the two leaders ran up the Channel in sight of each other, both logging 14 knots for most of the day as they made for Deal and the Tea Race’s unofficial finish. At eight on the morning of September 6, Ariel was spotted signaling her number by watchers on the shore, and not ten minutes later Taeping hove into view to claim second place. Serica was less than two hours behind, with Fiery Cross an unlucky and (to Robinson) humiliating 36 hours further back. Even then, the racers seem to have been reluctant to abandon their chase. With Keay unable to afford the latest tug, Taeping nipped into the London docks 25 minutes ahead of Ariel. He and MacKinnon agreed to split the premium of 10 shillings per ton awarded to the first ship home each season. The Tea Race of 1866 caused an enormous stir in the sporting and nautical circles of Britain. Ariel and Taeping had left Fuzhou together and arrived home on the other side of the globe still together, Ariel‘s winning time being seven thousandths of one percent faster than her rival’s. The Tea Race was never so close again in its 30-year history. Sources Leeds Mercury 13 June 1866; Glasgow Herald 7+12 September 1866; George Campbell. China Tea Clippers. London: Adlard Coles, 1974; Howard Chapelle. The Search for Speed Under Sail. London: George Allen & Unwin, 1968; Arthur H. Clark. The Clipper Ship Era. An Epitome of Famous American and British Clipper Ships, Their Owners, Builders, Commanders and Crews 1843-1869. New York: G.P. Putnam’s Sons, 1911; Basil Lubbock. The China Clippers. Glasgow: James Brown, 1919. See it at the Smithsonian for your self! https://www.smithsonianmag.com/history/the-great-tea-race-of-1866-8209465/
  3. 3 points
    Well, it's kind of obvious, don't you? Been a MMO, why some people pretend that this game needs mechanics or features for soloplayers? If you don't have friends to play with, found the way to survive and have your things. I play SOLO, i have already like 300 hours, i'm in PvE and i'm getting my stuff, build ships, went for treasures, build a couple of bases, craft weapons and armor, discover a lot of islands and places, i did the FoY alone, and more without help, sometimes i found a random player which trade resources, help each other to kill some high level animal or things like that, but if at this time, you couldn't established yourself in some place in lawless zones, well, you're doing something wrong. And yes, i'm f_cking having FUN!
  4. 2 points
    Can you guys finally fix the animals and crewmembers and even players falling through boats and floors? Every serverrestart our tames, crew (and we sometimes as well) are dead because they fall either through two or three decks or two or three floors, animals as well as crew, and it's starting to get old. I know this isn't ark, but you're using a lot of the same code, and I've only seen this happen in ark once or twice in over 1300 hours. Please fix this!
  5. 2 points
    Placing water barrels on ships is currently not very feasible. They weigh far too much when full for the amount of water they hold. Take water skins for instance. They hold 100 water, enough to fill your water level to full, the equivalent of 1 litre. Water jugs weigh just 5 and hold the equivalent of 2 litres. Water barrels weigh 500 full and hold the equivalent of 5 litres. It just doesn't make sense. Either water barrels need to hold a lot more water or the way water barrels measure the weight of water needs to change. Just a quality of life suggestion as I think that this might have been overlooked. My company for one would like to utilize the aesthetic of water barrels on a ship, rather than the old "blue chest filled with water jugs".
  6. 2 points
    I don’t like the idea of completely removing the creativity. I do however think those ships with 30 rear facing cannons are rediculous tho lol. Wonder if they could limit cannons to only being placeable on decks, and maybe add another option for smaller bow and stern decks that would snap between the hulls. This would allow cannons on the bow and stern to an extent, but remove the ability to put in these raised sections with a rediculous number of cannons on them. I guess this mechanic would neeed to be limited to ships tho, as you would loose the ability to use cannons on forts/walls/roofs/etc for land based defences.
  7. 2 points
    They should focus in cheaters
  8. 2 points
    You are right. In every aspect. What me bothers is, that these Devs didnt think all this thru, before they puked out the game. And people think, cuz of EA, its just a matter of balance. Its not. Some mechanics (not talking bout cannons) in this game need to be removed or completely redesigned. And i guess, they dont remove things, or redesign, cuz they would admit, that they did shitty decisions/development.
  9. 2 points
    This. Yes you only NEED ladders on one mast but you may WANT them on all masts for the look, convenience, to allow multiple players to be up each mast. This is the issue if you limit building (not just structure limits either the crew limits are pretty tight as well on the larger ships if you want them fully manned) to the bare minimum necessary for PVP and protection you kill creativity and drive away people like myself who have zero interest in PVP but love to craft and build. My prefered schooner design has a whole bunch of design choices that do nothing for it as a ship but make it feel like a home. I have dividing walls in the lower deck solely so I can have a store room, kitchen, living room and crew room plus the captains cabin on the upper deck. I have tables and chairs down there for the NPC crew, I made and put on the same crew cloth, hide and fur armours for different climates simply because it adds to the realism of the game for me. I would have given them all swords not for melee but simply so they had a cutlas hanging off their belt (only you can't have one on them that way its either equipped or invisible). All this stuff would be counting against structure limits, crew weight, etc but I do it because to me it makes the game a little more real and a little more fun. I'm part of a company where we have two galleons and outside of group events (like raiding a golden age ruin) I almost never go near them because to me they have no life and no interest. I can't put rope ladders on all 6 sails (Structure limit), I can't make a dining area and crew cabin (structure limits and weight). They are great at killing ships of the damned and may be ok in PVP (we haven't really had ship to ship combat yet) but that doesn't interest me and building wise we've got parts of the decks that are just unfinished and never will be finished because for PVP other priorities take up the structure limit and so they simply aren't a part of the game i'm interested in bothering with. Increase the structure limit and on the interior decks I can have fun making the galleons look more like a real functioning ship rather than a platform to transport 60 odd NPC's with canons between fights.
  10. 2 points
    Its a genrally statement. Correct would have been "The game is not for solo players, if you play PvP". Just shut the fk up. I did mention both aspects in my earlier post. What you bet - i give a shit. You are a bigot and dumbfuck. Get lost.
  11. 2 points
    Stop with this stupid daily raid timer. It will completely ruin the 24/7 pvp we have now.
  12. 2 points
    Gotta love those that label everyone that doesn't agree with them as a big bad meanie offline raider. I agree with the other poster's comment that demanding specific hours of 'no raiding' does not work when many of the players have different work schedule and time zones and for the record, I do not enjoy offline raiding nor do I get a buzz from it. Glad you have already had enough and quit the game, gives you more time to whine on the forum about a game you no longer play. priceless
  13. 2 points
    The first line of your post, all assumption ignoring the reasons I have previously stated for defending, and the last line of that first paragraph which slings a very incorrect political title at me, shows your true hand so I will not waste my time addressing all your tainted spew, just the couple points in this first paragraph before I stopped reading. And as an fyi- there are very few posts I literally stop reading without finishing but past experience has demonstrated that discussions with people that begin their posts ignoring your previous points while throwing incorrect political labels out are never productive conversations so I do not waste my time on them. As already stated, my company does not go out of it's way to offline raid but at the same time, we do not do global shout-outs to pencil a raid appointment on everyone's calendar, especially if this is a retaliatory action. No, I am not vehemently defending offline base raiding simply because I benefit from it, I am defending it as this is a survival game and not every company has matching work schedules or time zones to know what day or time to raid someone nor should they. This is a pvp pirate survival game where the devs (with forethought) intentionally set up the game mechanics to allow raiding at all times so if this is not your cup of tea, they also set up pve servers where you are protected from raiding. As with most survival games, surprise is often an element of a successful battle so announcing to your enemies your are coming and waiting until they have all their players online to raid is more of a pve mindset, not a pvp pirate survival game mindset. Even if the devs would give in to the pve wanna be pvp player's whining demands and change this, it will never be enough as next there will be demands that 99.9% of all people would need to be online or whatever the next ridiculous demand will be. Regarding my lack of 'empathy', again, this is a pirate pvp survival game not a Dr Phil episode with an abused spouse as the main guest. And regarding those less fortunate than myself, anyone can do what I did, start out solo and if that plan is not working, adapt and make or join a company. Oh wait.... spoon fed entitled snowflake people do not have this capability as they are too busy making 'woe is me' posts insisting survival games be changed to their demands rather than adapting to the game like I did.
  14. 1 point
    1. Ship-Rear Cosmetics/Skins So we have figureheads, steering wheel skins and soon, sail skins. This might be a large suggestion, but the Brig and Galleons have cosmetic "cabin" styling on the backs of them. I propose new skins be made for the Ship itself that adds cosmetic changes to the back of ships. Maybe dragon heads from the back, working up the side? A skull? Hydra head? Cyclops hands? 2. PvE Servers, Allow Ship Claiming After Inactivity Currently, there is no ship claiming on the PvE servers. I feel like ships should be claimable if the player and/or company has not been online or entered the area within maybe 2 weeks? 1 week? Or simply cause the ship to be "Unclaimed" after 1 or 2 weeks of inactivity. 3. Repair All Structures It would be a tremendous Q.O.L. improvement to allow NPC crew to repair all structures including ceilings, cannons, walls, chairs, e.t.c. when the ship is anchored and the NPCs are unseated. Optionally, create a new structure to be placed on a ship in which you assign an npc crewmate to be in charge of repairing all other misc. structures on the ship. 4. Unseat All Crew I don't know about other players, but when I get off my ship, I unseat at least 4 crew members to ensure my ship's essentials are repaired before the next time I set off. This would be another amazing Q.O.L. improvement for the ship to have an implemented option to unseat all crew. 5. Man Your Stations Add an option to NPC crew on ships that assigns them a specific position on-board. Then add an additional option on-board the ship for assigned crew to "Man Stations." 6. Handling Sail; Reverse Allow Handling Sails to provide faster Reverse speeds. As it stands, ships can currently back up no matter what. If the Ship layout includes a Handling Sail, this ship should reverse slightly faster. 7. Captain's Deck Currently, the Galleon is the only ship that comes with a snap-able slot for a receded Deck to be placed higher up at the back of the ship. I propose another optional Deck slot be added to the back end of Brigantines and Schooners, like the Galleons, for cleaner and more aesthetically pleasing ship designs. (The Brigantine is especially difficult to make the ceilings and walls line up with the back end of the ship.) 8. Careening @mKHammerBro Introduce a new mechanic to ground Ships to scrape and clean the underside of the hull. In the past, this process was called Careening, or Heaving Down. Barnacles and other sea life clings to the underside and rots away at the wood. This could also introduce a new way to repair your ship's planks or add a temporary repair and/or speed buff to your ship. 9. Mooring @ikarirain Introduce a new item to be crafted at Smithy's from the Seamanship tree, Bollard. There are instances where a ship is too large to reach an anchor-able point, so it's been proposed to allow ships the ability to be moored in by ropes to Bollards, which can be placed on piers or shipyards, to safely "anchor" the ship in your territory, given anchoring isn't possible. Additionally, increase the amount of Bollards needed to moor a ship depending on the ship's size and/or weight. 10. Select All or Individual Sail Controls @Shakarian Ability to control all sails from the wheel, or select which individual sails to give certain commands to. For instance, all sails selected by default. But press keys similar to the cannon crews to deselect certain sails. 11. Look-Out / Telescope @Aristocrates It is known that being at the top of a mast gives the player a slightly larger render-distance so they can see ships and such ahead of time, but it would be nicer if there was a Telescope sort of attachment to build on the Smithy that could be attached to the top of the mast, further improving this render distance for preparation or avoidance purposes. 12. Collidable Figureheads @Grodgen Collidable Figureheads: Currently they have no collision. You can't stand on them and it also limits their functionality as actual figureheads. 13. Rotatable Weight & Handling Sails @Kaitlynn Allen Add an option to rotate Weight Sails and Handling Sails 180 degrees when placed, depending on your desired placement at the front or back of the ship. 14. Rigging That Connects The Front Sail To The Figurehead @Kaitlynn Allen Add an option to connect sails via rigging placed at the front of the to the bow sprite/figurehead. 15. Catch Net @RebelMarmoset Add a structure for the front or sides of ships that catches flotsam and/or fish. Consequently, the longer the net is lowered, or the more items it catches, the more it slows the ship down. If you like any of these options, please reply to this thread with your comments and feel free to suggest some more ideas pertaining to ships! And a special thank you to @Jatheish for taking the time to read this! Loving the game.
  15. 1 point
    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.
  16. 1 point
    There is a serious problem with the climbing picks. When players climb things like cliffs and such on occasion (not every time) they simply die and vanish from the game along with all their gear, equipment and materials. They can re-spawn at a bed but that is it. We all have been killed on this region/server and have been able to retrieve our items, but with the climbing pick, they are just poof-gone-dead. Any ideas?
  17. 1 point
    Today I experienced the brand new fuckery that is the updated cyclones. I could not sail through them without dying. "But they spawn only 33% of the time now!" except it was still a solid wall of cyclones and now they do significantly more damage. I am attempting to get a sloop to a golden age ruin so that my company can use the fountain of youth and get one bit of a reprieve from ONE of these awful mechanics for like a month, and in doing so I was killed 4 times in a storm and my sloop (admittedly, it was basic and garbage) was capsized. In one of my bed spawns, a ship of the damned (L20) immediately spawned and just crushed me. This is my limit. I appreciate a difficult game, like challenges, like having long term tasks, but this is just a bit extreme.
  18. 1 point
    - Dolphins chance to jump has been reduced to 20%. Thanks devs ! You solved the most important issue of Atlas ! - Fixed crew on puckle gun taking damage from fire aoe buffs This puckle defence never worked well, cant we get autoturrets and X-plants like in ARK ? - When gunports are closed they now reduce their specific snapped-cannon weight by 60%, open-ports are default cannon Well, you try to adress the front-shotgun-oneshot-everything issue, but this is not the solution. - Large Cannons now do 30% less damage against Ship planks and Ship Well, this makes large cannons pointless vs regular ones. I am not sure, but they did about 30% more damage than regulars before the patch ? So now they do the same ?
  19. 1 point
    This is not a game for a single player or even small gang of players In PVP forget of having fun playing solo or small gang. You will be raided, your base will be destroyed and stuff you gathered with hard work will be stolen every time you enter the game next day (assuming you don't play the game 24 hours a day). Few planks floating on the water will show you the place where the previous day you left your ship, that you were building the whole day.You will be building again and again only to give fun big and old companies in destroying it and robbing it. You'll be discouraged hard to stay long enough until you reach the state of the game when you could protect your base during your absence. Remember, entering now after a few month of game you're facing powerful, established companies that have the whole islands or many of them, that have all powers available in the game and that want to rule alone the whole Atlas. Everything what you have in the beginning are your pants and naive, false believe. The only way to play PVP is joining big companies, where most of the time you will be gathering stuff for the bosses. If they don't like you, you can be dismissed any time ending up with nothing. In PVE you can live on the water in tiny Sloop or in narrow and crowded piece of land in Lawless area. Forget of settling down in Not Lawless area to build long lasting permanent base. Two, three or five people own the whole islands. Many time they occupy the area with 20 or 30 flags in a greedy desire only to have more land. You can not claim the flag until they stop playing for 20 days or so. Will you have enough patience to wait for it. Maybe on the last day they arrive again to reset the counter for next 20 day. Travelling from island to island in my attempt to find some land I observed that there is not much life preset there. Despite of it nobody will allow you to settle. It is mine and go away. So solo player if you are very, very patient you can try but the question is: will you have fun?. Probably not.
  20. 1 point
    At the moment i used 14 medium cannon balls to break 2 stone walls. NPC's cost so much to maintain and are not very effective. This is great if youre a large tribe, means the more members you have the easier it is, just ally with other tribes of equal size and then just go smash some newbs!As for the newbs, since raiding is pretty much free, you will never be able to defend your base and it will cost way more for you to manage the upkeep of always having to make new bases, best bet is to leave the game now and just come back when it cost more to raid then what you get for it. At this time, raiding won't be daily, it will be decided.
  21. 1 point
    There is a Dragon @ G3. Once he flew above the water and then stucked there. I sali under him and shoot for like 150 swivel ammo (he was bugged and didn't do anything). I was out of ammo when drake went to like 2-3% of health. I went to the shore to gather some resources - and he just despawned. Most offensive here - there were for like 5 or 6 players there and before I go ashore I wrote to chat that there is a few shot dragon but nobody even care (but... well... this is normal situation I always try to communicate when do long sailing but... well I usually just talk to myself).
  22. 1 point
    I know that this is the kind of game where you should be able to build anywhere and creativity means a lot. But I find it ridiculous enough to overturn the ship's design. You wanted to create a hardcore game but a player can build a wall of cannons on the back or front of the ship and oneshot whatever he wants. Besides, ships with huge buildings on them are ugly. In my opinion, ships must have a predefined design and only the sails can be modified. The cannons must only be placed in the lower deck and with their relative gunports. At most, side cannons can be added on the upper deck. By removing the possibility of adding structures, you should provide more types of ships. For example 5 types of sloops, 5 types of brigantines and 5 of galleons. Maybe with the same statistics but with different skins. It would be far more realistic and players should rely a lot more on maneuvers during a battle.
  23. 1 point
    Would there be a possibility of having the masts come pre-built with ladders, to simulate climbing the rigging? If it was all one piece, that could free up some pieces and reduce server load a bit.
  24. 1 point
    Ich schau grad drüber, einen Fehler sehe ich schon. In dem "globalGameplaySetup" sind keine Unlocks eingetragen. Sprich: "UnlockFeatNames=("Dance6")" etc. EDIT: Hier ist die Korrigierte Fassung: (QuestEntries=((QuestID=0,CompletedIcon=Texture2D'/Game/Atlas/UI/Icons/Icon_PowerStonesQuest_Complete.Icon_PowerStonesQuest_Complete',UncompletedIcon=Texture2D'/Game/Atlas/UI/Icons/Icon_PowerStonesQuest_Uncomplete.Icon_PowerStonesQuest_Uncomplete',QuestName="Voyage of Power",QuestDescription="Journey across the ATLAS to hunt for the Power Stones, and then bring them to the Center Maw!",UnlockFeatNames=("Dance10"),QuestPointsOfInterest=((PointOfInterestID=0,PointOfInterestName="Power Stone 1",UnlockFeatNames=("Dance1"),WorldMapPosition=(X=0.624018,Y=0.378941),CompletedIcon=Texture2D'/Game/Atlas/UI/Icons/Item_InfinityGem_Icon.Item_InfinityGem_Icon',UncompletedIcon=Texture2D'/Game/Atlas/UI/Icons/Item_InfinityGem_Icon10.Item_InfinityGem_Icon10'),(PointOfInterestID=1,PointOfInterestName="Power Stone 2",UnlockFeatNames=("Dance2"),WorldMapPosition=(X=0.050456,Y=0.546788),CompletedIcon=Texture2D'/Game/Atlas/UI/Icons/Item_InfinityGem_Icon2.Item_InfinityGem_Icon2',UncompletedIcon=Texture2D'/Game/Atlas/UI/Icons/Item_InfinityGem_Icon10.Item_InfinityGem_Icon10'),(PointOfInterestID=2,PointOfInterestName="Power Stone 3",UnlockFeatNames=("Dance3"),WorldMapPosition=(X=0.872184,Y=0.695069),CompletedIcon=Texture2D'/Game/Atlas/UI/Icons/Item_InfinityGem_Icon3.Item_InfinityGem_Icon3',UncompletedIcon=Texture2D'/Game/Atlas/UI/Icons/Item_InfinityGem_Icon10.Item_InfinityGem_Icon10'),(PointOfInterestID=3,PointOfInterestName="Power Stone 4",UnlockFeatNames=("Dance4"),WorldMapPosition=(X=0.409833,Y=0.528253),CompletedIcon=Texture2D'/Game/Atlas/UI/Icons/Item_InfinityGem_Icon4.Item_InfinityGem_Icon4',UncompletedIcon=Texture2D'/Game/Atlas/UI/Icons/Item_InfinityGem_Icon10.Item_InfinityGem_Icon10'),(PointOfInterestID=4,PointOfInterestName="Power Stone 5",UnlockFeatNames=("Dance5"),WorldMapPosition=(X=0.677564,Y=0.872183),CompletedIcon=Texture2D'/Game/Atlas/UI/Icons/Item_InfinityGem_Icon5.Item_InfinityGem_Icon5',UncompletedIcon=Texture2D'/Game/Atlas/UI/Icons/Item_InfinityGem_Icon10.Item_InfinityGem_Icon10'),(PointOfInterestID=5,PointOfInterestName="Power Stone 6",UnlockFeatNames=("Dance6"),WorldMapPosition=(X=0.373793,Y=0.951473),CompletedIcon=Texture2D'/Game/Atlas/UI/Icons/Item_InfinityGem_Icon6.Item_InfinityGem_Icon6',UncompletedIcon=Texture2D'/Game/Atlas/UI/Icons/Item_InfinityGem_Icon10.Item_InfinityGem_Icon10'),(PointOfInterestID=6,PointOfInterestName="Power Stone 7",UnlockFeatNames=("Dance7"),WorldMapPosition=(X=0.833054,Y=0.348049),CompletedIcon=Texture2D'/Game/Atlas/UI/Icons/Item_InfinityGem_Icon7.Item_InfinityGem_Icon7',UncompletedIcon=Texture2D'/Game/Atlas/UI/Icons/Item_InfinityGem_Icon10.Item_InfinityGem_Icon10'),(PointOfInterestID=7,PointOfInterestName="Power Stone 8",UnlockFeatNames=("Dance8"),WorldMapPosition=(X=0.626077,Y=0.632256),CompletedIcon=Texture2D'/Game/Atlas/UI/Icons/Item_InfinityGem_Icon8.Item_InfinityGem_Icon8',UncompletedIcon=Texture2D'/Game/Atlas/UI/Icons/Item_InfinityGem_Icon10.Item_InfinityGem_Icon10'),(PointOfInterestID=8,PointOfInterestName="Power Stone 9 - Ghost Ship Route",UnlockFeatNames=("Dance9"),WorldMapPosition=(X=0.375000,Y=0.125000),CompletedIcon=Texture2D'/Game/Atlas/UI/Icons/HUD_GhostShip_Icon_Complete.HUD_GhostShip_Icon_Complete',UncompletedIcon=Texture2D'/Game/Atlas/UI/Icons/HUD_GhostShip_Icon.HUD_GhostShip_Icon'),(PointOfInterestID=9,PointOfInterestName="Bring all 9 Power Stones to Center Maw",WorldMapPosition=(X=0.375000,Y=0.375000),CompletedIcon=Texture2D'/Game/Atlas/UI/Icons/HUD_BossLocation_Icon_Complete.HUD_BossLocation_Icon_Complete',UncompletedIcon=Texture2D'/Game/Atlas/UI/Icons/HUD_BossLocation_Icon.HUD_BossLocation_Icon'))))) Bitte ausprobieren ob es geht wenn du sie austauschst. Script kann sonst nicht richtig arbeiten - sollte also
  25. 1 point
    I think that is his point. You want the numbers but numbers bring the risk. Go for quality, not quantity. Be more selective and screen better or only recruit members known by core members of your group that you trust ect. Keep an eye on those in group that are endlessly complaining about your company and showing signs of being unhappy before they decide they are fed up and leave that door open for the enemy. I have seen so many larger companies and allies of the mega tribes open recruiting in freeports and the only question I was asked on my alt was, do you want to join our big tribe and the only qualification I needed to fulfill was accepting an invite. This is a recipe for disaster and I have little sympathy for companies like this when it does happen as they did nothing to prevent the writing on the wall, they were too busy supplying the paint for the graffiti.
  26. 1 point
    I am currently in NA Pve Sorry I meant G3 I corrected it then saw your response
  27. 1 point
    Sorry for interrupting your short moment of fame, but the guy is talking about both: So, as PvE player, if i saw in any topic, those 3 letters joined, I'M IN !!! to participate, argue and debate. Or what? PvP players are the new Maduro of Atlas Forum?
  28. 1 point
    Actually that isnt a bad idea, most people left PVP servers to go to PVE or started on PVE servers because the offline raiding protection, is total trash. The "defenses" they have currently are wholly inadequate. If they did do it, maybe the could figure out how to fix that issue. That way they could focus on the problem and keep people around. Almost everyone that has left has left because of offline raiding, lag, or an exploit. Offline raiding is the primary reason people are leaving. It needs to be fixed. That way the PVEers would still be around on PVP servers, because they will have SOME piece of mind.
  29. 1 point
    "shitty programming" definitely can't disagree there.
  30. 1 point
    A Galleon with 52 Large gun-ports and 52 Medium Cannons (because Large Cannons won't work in Gun-ports) at 100 kg each. So 5200 kg reduced weight by 60% that's a reduction of 3120 kg. so if your are close to your max load with gun-ports closed, and you open the gun-ports you suddenly gain 3120 kg of weight. and the ship sinks from being overweight. Yeah fun! seems better to not have your guns in gun-ports and avoid these surprises. Now if the weight reduction was applied regardless of weather the gun-ports were open or closed then it might make sense.
  31. 1 point
  32. 1 point
  33. 1 point
  34. 1 point
    Just go to a grid where are _PVE islands and spawn it with Cheat Summon FountainOfYouth_BP_C If you have them always active it will show up.
  35. 1 point
    One thing I have noticed about a lot of people that run into the build limit quickly, they have rope ladders on all 6 masts, at 14 rope ladders each that is 84 ladders, right away, you only need one with ladders. Then they try and compartmentalize everything, for each deck you only need a 3 walls a ramp and a door to secure each deck, that is 5 per deck 10 if you do fore and aft ways down. The build limit isnt that bad unless you are trying to RP for no reason, only PVEers RP on their ships.
  36. 1 point
    Dear OP, now you witnessed a thousand and one stupid reason why MMO suited ONLY for large companies and not suited for single players and small companies. Do not pay attention to them - these people either do not understand the meaning of MMO, or just trolls. On the topic: Yes, the claims system does not work correctly, but the developers plan to fix it in the big February patch, but judging by the latest patches, changes for the better will not be and the mechanics will break even more.
  37. 1 point
    I will not be a first one who write it but... ...well maybe someone do really enjoying to explore damned world. I just wrote my track from border to closest island on I6... I had to avoid for like 15-20 ships of damned while I was sailing there. I understand that sailing must be a challenge somehow. That just to go through endless ocean is boring and it must not be easy and simple. But THIS ^^ situation is not fun either. SotD this like spoil the atmosphere of the game (they looks like some circus ship with clowns crew were damned... or maybe Xzibit pimped them). They do not serve any purpose just swimming in random circles. And we have like ocean filled with them. I mean - how many of them in each grid? 50? 100 maybe? I like to dive into the atmosphere of the game but in this case... I feel like we live in some kind of cursed world where thousands of sail-mans were doomed and forced to live they agony on neon ships - do useless random circles in the ocean... I don't feel I enjoy to discover this kind of LORE.
  38. 1 point
    Introduce a company primetime. Every company has to set a daily 8-12h (number tweaks yay) window where their stuff is raidable. Only works for land claims and structures placed on them, no ship protection, no claim protection. If you dont have a sleeper or npc in your claim area and someone claims it outside your window, you deserve it.
  39. 1 point
    The topic was whether this game is a pirate game or sailing game. Interesting that some pirates were formerly sailors, but not really relevant. If you always ride a horse around in game where you are a bandit, the game is not a riding game. The game is about being a bandit. That most bandits were formerly cowboys, does not make the game a cowboy game either
  40. 1 point
    Blah blah blah. Don't try and recruit everyone and you won't have these problems. I played ARK for 3 years and 6000 hours and never got insided once. There is also a permission system which if setup right prevents the most damaging kind of insiding.
  41. 1 point
    I remember reading a thread like this in the Eve forums over a decade ago. The beauty of these games is WE ARE THE CONTENT. We are the story. Its a open world sandbox MMO. We do what we want when we want. Some people/companies run on emotional response. Some are calmer and more calculating. Some are just plain sissies. I hate MMO games with limitations. I hate games with rules. This is the first game in a decade plus I am really really drawn too. Last MMO's I loved were Shadowbane and Eve. Both games have these elements. Insiding. Theft. Espionage. Doublecrosses. Hoodwinks. Subterfuge and to top it all off.....just plain old ass kicking.
  42. 1 point
    What the heck are you smoking that you would want a ship with a political statement on it? If that is on a PvP server, I'd sink you as soon as possible
  43. 1 point
    it is part of pvp it is a constant world.... are you new to gaming? you are all weaklings to think u need offline protection thats not how pvp works, example SWG, we would raid rebel bases that cost millions of credits u think they bitched? no they rebuild and became stronger..... PVP IS NON STOP AND CONSTANT CONFLICT THERE IS NO CRYING IN WAR EITHER BUCKLE UP OR GO PVE
  44. 1 point
    So, I spent about three weeks on PvP, and now about two on PvE. During my 535 hours spent playing, I've made some notes on systems/mechanics that just didn't make sense or were too punishing. Some of these might be more PvE side since that's what I've been playing lately. Honestly, I love the game and would love to see it take on more of an "MMO" aspect because I really think you have a shot at helping start the revolution that would kill Theme Park MMO's, and let's be honest, they need to die. The post title is because at the root of a lot of this, I see you are trying to make things take time, like any MMO would. But the route you have chosen isn't fun, it's punishing. I don't feel a sense of achievement upon completing my goal, I feel a sense of dred towards the next goal because I know it's going to be more of the same thing I just spent forever doing. The summary to most of this is that, "The juice needs to be worth the squeeze", and right now I'm squeezing with barely any results. - Food drain to stamina regen is ridiculous. - Requiring skills to use higher tier items is stupid, considering, - You have to find treasure maps - You have to then go complete the Treasure Maps - You then have to hope you got the right BP of the right quality, most likely you didn't - You then need to grind the materials - You then need to be able to craft the thing - You then need a skill to even use them? Like, bro, we already did a week's worth of work just to be able to make the item. - Too many "gates", this isn't a Korean MMO, keep people engaged with new content and reaching new goals, not stupid shit in the way to prevent them from reaching something "too quickly". - What the hell is with Thatch gathering? It's the only resource that doesn't have a tame equivalent, meaning we spend our stamina to gather it, meaning we have to eat CONSTANTLY to gather large amounts of it. (Like for a Galleon, for example) - Elephants suck, they drain stamina too quickly and their gather rate is butt. Why are Bears so OP and Elephants so UP? They both need better balancing. - Food mechanic is dumb, it's too punishing. When it's easier to avoid a mechanic completely rather than use it, what is the point? - Land claiming system is chaos, break each island down into small claimable grid squares or something. Trying to refresh them, when you can't even find them, is chaos. Hell, trying to even figure out "the line" between your Company and other Company claims is chaos. Completely remove water claims, they are pointless and just serve as an easy way to try to climb the claim leaderboard. - Trying to take claims from others is also chaos, making a central building where you can take over another Company's claims instantly would be far better when trying to take land from a large Company. It would limit the amount of defensive structures built all over the place and centralize the fighting on PvP / make removing dead companies easier on PvE. Make that building also offer additional perks / controls for land claims, such as being able to change settings for all land claims in a server from that building. (Based on the grid claim system I previously mentioned, that would work really well) Just make it take a super long time to claim so that the defending side has ample time to repel invaders. - Ship weights are garbo, I build my transport ships with nothing but a raised platform and a resource chest just because you have the weight set so low. On top of that, even then I have to keep them below half weight so that I can still travel full speed. If the ship has nothing on it, it can't defend itself, so all I can do is run from Ships of the Damned. Also, this makes the ship look dumb as hell. Ever seen a Galleon with nothing but a tall ass podium for a steering wheel? It's stupid looking, and a sad ass example of a Galleon. I want my ship to look like a Pirate Ship, not a Hull and a podium. - Get rid of Ships of the Damned, or at least their character model. They are so out of place in this setting and make zero sense. Kiilling other ships that look like ours and work on the same mechanics, not the ability to just go where ever they want without having to deal with the wind that we have to, would be better. Fighting other "pirate ships" and maybe even be able to claim Rare / Legendary ones that have a low spawn chance would make more sense. It would be super cool to be able to find, fight, and claim rare / legendary ships that have super low spawn rates but custom models. You can even balance them by not allowing building, they are what they are. It's also a pretty "MMO" type feature. - Some of the skills in your skill tree don't even have a function on PvE, such as the time shortening skills for claiming enemy ships. Why can't we claim enemy ships on PvE if we can claim their territory and their buildings? - (This is PvE side specific) Being unable to land on "enemy" ships is stupid, why didn't you just make it so that non-company players don't count toward weight/crew? Just make it so that they also can't access Cannons and what are they going to do, shoot pistols at SotD? It's not like they would have much of a use, and then they couldn't destroy ships by adding too many crew. Most people ignore your food mechanic, and even climate mechanics, they just use beds to keep respawning. So at worst, we'd be able to ferry people around, and at best we'd be able to not lose all our stuff because we accidentally ended up on an enemy ship / we'd be able to explore other people's ships. Showing off our ships is half the fun of building them. - Don't require points into being able to use items, require finding and using skill books to learn the ability to craft higher tier items. Give crafters more depth and provide another means of trade. - Break the skill tree down into divisions based on playstyle, not by category. Have fighters go down a skill tree for fighter related things, sailors/captains for the same, and so on. Try a "web" skill tree, not a "multiple tabs" skill tree. It would feel more "MMO" and be easier to plan out builds. Right now you have to use an external site for looking up where certain skills are and such, it's annoying. - Add a way to "stow" or "tie down" tames on ships, making them static structures on a ship like a wood ceiling would be. Travelling through servers with them causes desync that makes it impossible to get by them on even a Brig. When I'm taking fire and need to repair but can't because my Elephant is bugging out it really isn't a fun time. - Region lock China / give them their own server. I stopped playing PvP because they drove the ping up so high I couldn't even reload a pistol let alone fight back, and what is worse is that they do it on purpose. PvE is barely any better, there are certain servers I have to avoid completely because they drive the ping up so high by just living there that I can't even safely travel through the zone. Yes, they are paying customers and you want money, I get it. No, as a paying customer I don't want to have a game I can't fully access because of that fact. They need their own server and we need our American server region locked. Yeah, yeah, VPNs and all that. Great, the lag will be on their end and not the servers.
  45. 1 point
    Above is a related "Suggestion" post I made earlier... It feels like the "Property Title" portion of this might facilitate selling ships. Vote it up if you agree..
  46. 1 point
    Fix this issue. You've left broken an entire skill tree. FIX IT.
  47. 1 point
    Same problem but with a bear ... he keeps killing us even immobilized with bolas and in a trap, but we can't feed him. Our "Tamer In Chief" is going mad and salty
  48. 1 point
    You can change the Damned spawnrate by using the following arguments. ServerCustomDatas1: NPCShipDifficultyMult,NPCShipDifficultyLerp,NPCShipNumMult ServerCustomDatas2: 1.0,1.0,0.1 This will reduce the spawn rate of damned with 90% EDIT: Play around with the last value (0.1) of ServerCustomDatas2 to change the spawn rate. 0.1 = 10% of Normal spawnrate 0.2 = 20% 0.3 = 30% And so on 1.0 is normal official server spawnrate After applying the arguments, you must restart server, and then you need to visit every grid (by ghost cmd or fly cmd) and use "cheat DestroyWildDinos" to remove already spawned damned from the server. This will kill animals too, but they respawn quite fast.
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