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Showing content with the highest reputation on 02/22/2019 in all areas

  1. 5 points
    step 1 swim 3 hours for ride step 2 try to ride with 255 pings step 3 255 pings lags lags lags lags laga step 4 server off wait 30 sec server on (3,5 sec) server off (2 hours server shutting down 45 times)
  2. 4 points
    patch notes Please note these Patchnotes are not Real , This Patchnotes are Ideas It Will not be in the next patch but IF You Like IT Give me an UPVOTE Share The Thread and Dont be Toxic And English ist NOOOOT my native language V25 - Maybe Sometime? Community Patch V25.2 (Fixed a lot of Text Errors , Added some Pictures ) -New Feature 1.Crew Manager -Renamed the "Tame Group" Button to "Crew Manager" Crew Manager checks now the area around you for animals, crewmember and useable Object and bring it to a list where you can give orders, set behavior or mounting/dissmounting Cannons/Sails by simple clicks. No more frustating whistle´s and missclicks and wrong orders to Animals or Crew. 2.SkillBook Intoducing the new Skillbook. We add on every skill tree now unique powerfull Skill´s but know you have to choose between 3 skills(actives or passive Skills) gives you special Abilitys for this skill tree. Now you can choose strong bonus for your playstyle. In the end of every skilltree u can unlock 1 Ultimate Passive Skill give u a "Master" of this skill tree. Mastering of a Skilltree will removed the minigame from Tools or Weapon. Animals have now a small skill tree (Active Skills for the Right Attack Slot or passive Bonuses. Attack slots explained in "Combat Redesign") with his own unique skills where u can choose the Playstyle for your Animal. You can Unlock the Skills by Leveling your Pet up. If you Tamed a Higher Level Animals some skills are already Unlocked. Example Wolfs Active Skill Unlock ... [Howl] Give a Buff for 30 sec give a 5% more Dmg . Every Wolf in an area around join the Howl and Stacks the Buff to an max stack of 20% Cooldown 2 Min Bear [ Berserk ] Your Bear are in an Bloodlust for 10 Sec. The Single Target Bite gives now a chance of an Bleeding effect. Cooldown 2 min The Skills you Chose will block the Right Attack Slots you have to chose your Playstyle. -Moved a lot of "Dmg Buff or Heal Buffs from the Beastmaster Tree (i.e. Natural Touch) to the Animal Skill Trees as Unlockable Skills Add new Skilltree link<<<<<<<<<<<<<<<<<<<<< It´s not ready :,( 3.Simple "E" System We removed the Stupid blue weel of Disorientation and added a "Simple E" system Now every Cannon or Structure or useable Object have a simple Funktion and the "Inventory Option" If u go to the Ladder and press E you Climp up or Jump from the ladder. If u want mount a Cannon Press E and so on. Now if u want some changes on your Object like Renaming, Gear your Crew you have to Hold "E" and u see the "E" Icon fills up now its opening an Inventory with diverses options and stats from that Object Here the Simple "Hold E" Inventory for your Tames 4.Respawn Rework -We reworked the Bedspawn system for some balance and join/immersions Improvements. Now every spawn on a Bed gives you a cooldown from 60 sec , the cooldown starting after u click the spawn Button u will be locked to that spawn and u have to wait 60 Sec befor you spawn at this Bed. But the Character will already set in the Location but is invisible and can´t move . In the 60 Sec you wait all the Structures and Object will be loaded in the Spawnloactions. No more popping in of Structures/Objects on respawn and don´t breaks the immersion anymore ... yeay If u get killed in PVP or use the Fast Travel to quick adds more Time for the Cooldown. Aaaand Sorry one more balance change we made. Fast Travel works only on the Grid you are. 5.New Render Engine System -New Render Priority In this Order Terrain, Structures and Ships, Animals, Players. Hopefully fixing the Animal falling through Bug 6.Render Improvement -Far low Level of Detail of Structures like and Shipyard or Gate are Simple Cubes and Ships with low colors and its little bit blurry. If u get in medium Range u get more level Details and if u get closer the "normal" LOD is shown. No more empty space on the horizon and close instant spawn of strucures! You can see on Top of the Mountain far Ships sailing by but not much Details only a silhouette. We hope to keep up the Immersion without Hard performance lose and u can see that Player Structures are build on an Island or not. -HUD Optimisations 1.Removed the dump Information Window when aiming an any NPC/Structure in the middle of the Screen and moved to the left Bottom as an static window. This window give you now all Important Information if you Aiming on an Object but don´t block your vision anymore. -Removed the Mortar Ammo Icon from the Ammo overview from Ships. -Ammo Overview will now shown in the Information Window -Added Health bar from the ship in the Information Window when you on the Steering Wheel -Removed the Weapon Percentage Numbers from all Weapons and gives them Hard Numbers. i.e. Sword "Damage 30". Tools keep the Effetiveness Stats. -Added a Buff Button in the Inventory near the Character Stats that shown what Buff and the Information from that Buff/Debuff. Only the Buff icons will be shown on the Bottom right in the Normal View -Healthbars from Planks only shown if you have the Repair hammer equiped -Added The Buff you get from a small animal in the Information Window(Need a Skill Unlock in Beastmaster "I know all Animals" -Added The Food Animals love (for Taming) in the Information Window (need a Skill in Beastmaster) -Removed the "Last slot for Food on Tames" and added a Food slot near the Information Window (its only will shown up if you Skill in Taming) -Added The Typ of Ressource u can harvest from Objects you aiming on in the Information Window ( in the Past it was "H") Needs a Skill to unlock in Survival Tree ( Knowlege of Ressources) -Removed the Hitmarker. If you Hit a Target the healthbar shown above the Animal/Player/Ship and shows how much Health he have left for a small time (4 Sec) (Ships Healthbar is the ammount of Health every Plank and Shipdeck have.) -Removed the Steam Name and Player on a Server from Steam integration and Join Notifications because everyone don´t like get Tracked, and the server don´t get killed by some Tracking Bots. We added the Bounty System on can set Bounty on Player Pathfinder Names/Companys -The Pathfinder Name is now YOUR Name not 123 or ???. And Your Steam Friends are not more 123 ... no more 30 friends in Steam called 123 -Change the Meele Damage percent % in Inventory to an Hard Number ( Meele Damage : 50 . Now its easyer to see how much Damage an Animal or NPC can deal. -Redesined the Crosshair´s for Range Weapons Bow have now High orientaition lines with dot´s in mid Pistols have an small white Crosshair Thounderbuster have a Cirlce Carabines a small Dot -Stats and Blueprint Redesing -Added New Stats "Damage Reduction" Armor Gives you now an Damage Reduction shown in your Character Inventory.Every Point in Fortitude gives you also a small percent Damage Reduction (Hard Caped to 30% only boostable with shields and Shield Skills) -Changed the Stats Stamina to an "Percent Stats" Easyer to Understand what is much Stamina or what is Less Stamina. Example ... Tamed a Bear with 115% Stamina or Tamed a Bear with 1234 Stamina? -Added a new Stats "Splash" Splash shown on Ammunition or AOE Attacks from Animals skills an give you an Information feedback what the Cannonball deal Splash damage or not [I.E. Medium Cannonball 50% Splash, Larg Cannonball 0% Splash] -Stats Bonus you gain from Gear or Buffs shown as an Green Number (Health:140 +10) onside the Stats (RPG Like, simple and easy to understand) -We removed the Stupid 0.001 Stats or Cooldowns Numbers the lowest number is now 1. And opimized the Stats on Gear, Animals and NPC´s. No one want to spent a 0.001 statsboost. -Removed the Common Blueprints from Tools and moved to the Survival Skilltree (Advanced Tools" Higher Tools Blueprints needs a Skill to Craft and use. Blueprints have now more constant Bonuses (+Inteligenc boost) Common (100%-115%(+max 10% Int Bonus) Fine (115%-135%) Journeyman (135%-165) Masterwork(165-200%) Legendary(200%-300%) Myhtic (300%-400%) - New Structure -Organ ( because i love the movie scene in Pirates of the Caribbean where Davy Jones playing Music on the Ship) (placeable only on Brigs,Galleons or Foundation get the Same Buffs but longer Duration because i only want to play this Instrument ;)) ) -Medium Wood Wall (Size fits to the medium Gate) -Medium Stone Wall (size is it fits to the medium Gate) -Larg Stone Wall (size is its fits to the Large Gate) -Advanced Stone Wall ->New "Ultimative" Stone Wall with more Metal Decorations thats looks more like a deffence Wall now.It Needs Gold bar (New rare Alloy Gold Bar, the ressources you need are on Golden Age Ruins and the Ultimate Skill from the Consturcion Tree have to unlocked) (The Cost of the Walls are the same if you place the 1x1 wall´s but have more Health) -Stalls!!! -small Stalls (3x4 Foundation)(can hold 10 Tames ) Only Tier 1 -Medium Stalls (6x8 Foundation) can hold 25 Tames) Only Tier 1 and Tier 2 -Larg Stalls (8x12 Foundation) can hold 50 Tames) All Tiers You can Accsess the Stalls Inventory and there is a List with the Animals Stored in them. When you click on an animal it will be spawned in the Stalls , a Gate will open and the animals waiting there for his owner. If you want to store an animal you have to open the Gate, ride the animal in an now you can Store it in the Stalls) Watch out an Elephant will never fit in the small Stalls -Cannon Tower (Company Unlock) -Castle (Company Unlock) -Reservoir Storage ( in the past Ressource Box, Can only placed on Foundations) -Tavern Now you can Store your NPC´ Crews but you give them Some Grog and Steak to stay in your little Clubhouse but the Goldcost are less as fuck now Small Tavern can Hold up 15 NPCs (Foundation Size 3x4) Medium Tavern Hold 40 NPCs (5x5) Large Tavern hold 150 Npcs (6x8) -Breeding Nest (small Tier 1, Medium Tier 2 , Larg Tier 3 ) We love breeding and growing up your little fluffy war pets but we chose an other way for breeding. -Removed the Biom condition of heat and cold for breeding. Now you have to build up a Breeding nest. But That your Animal realy feels like in their natural Bioms u need to fill the nest with Fibers and Thatch from the Biome where you have tamed the Animal. We reduced the breeding time to 3hour Realtime . But your Pet have to sit 12 Hours in the Nest befor the Baby animal get born. (Now Breeding is more Manageable -Cargo Dock for Ships We love the Idea of Transporting Ships, but a big empty ship with one Ressource box feels sad. Cargo Docks fill up the lower Deck from the Ships and used the same function from the Ship ressource Box before it. (Ressource Box will now slight nerved) Now u must choose between a Battle Ship with gunports or a Transport Ship. Cargo Docks will reduce the Wight of the Ressources their carry Schooner Small Cargo Dock 15 Item Slots (max Stack per Slot 10.000) Brig Medium Cargo Slot 35 Item Slots ( Max Stack per Slot 25.000) Galleon Larg Cargo Slot 75 Item Slots (Max Stack per Slot 65.000) -Animal Dock For Ships The Animal Dock´s consum the Lower Deck and comes with a Ramp for Loading in and Loading Out your Animals because we don´t allow Animals on the Topdeck anymore they are glitching to much around. On the Ships now u can Store Animals to snap point on the Ships Schooner "Small Animal Dock" Can hold [3x Tier 1] Animals or [1x Tier 2] Brigantine "Medium Animal Dock" Can hold [6x Tier 1] Animals or [3x Tier 2] or [1x Tier 3] Galleon "Larg Animal Dock" Can hold [9x Tier 1] Animals [6x Tier 2], or [3x Tier 3 Animals] -Company Archievmend Unlock´s -We removed the Sea Claims and bring a new Claim System into the Game. -Now Every Company Start with 1 Company Flag (can placed from the Company Window) for claiming a part of the Island. We increase the Size of the Circle for give some more place to build. If ur Company grows up u gain one more Company Flag . to an Max count to 50 Flags. (every 5 Players joins the Company u archieved one more unlock.) 5 Players 1 Flag 10 Players 2 Flag to an hard cap of 50 Flags/500Player) But we chose the attacking claim system whats aktuall is in the Game but you have Maintain the Company Flags If u Attack an enemy Base place a Flag(5 min Cooldown for the Attack Flag) in the Company Flag Circle the Claiming attack starts and works like the actual claim system. More Flags u have so faster is the enemy claim. So Big Companys have more space to build but loose it faster and need an active Playerbase for maintain all the Flags. Small Companys can deffend their Territory longer and have an easyer way for Maintain their Baseflag. (If you Not Maintain a Flag...Your Claim circle turns grey and your Structures will get damage over Time... so unused/Inactive island will be cleard up and give some place for new players) We added more Unlocks to the Company achievement system for give small Boosts on smaller Tribes and make the managment of an Great Tribe easyer. Players: 5 = 1 Flag 10 = 1 Flag Buffs every Player in own Territory ( Increase Health Regen. Decreased Vitamin Cost. decreased the Overwight movement penetration ) 15 =1 Flag 20 =1 Flag Unlock Taxiation Bank 25 =1 Flag ( every 5 Player one more Flag i dont counting up anymore ) 40 = Crew Cost less gold p/h in own Territory 60 = Unlock Lighthouses ( Give Buff on Anchored Ships they dont recive "Sea Dmg over Time" anymore around the Lighthouse and removed in a certain Radius the Fog of War on the Map 80 = Give Accsess to 5x Big Premade Towers with 3 Cannons Snap points (needs a 5x5 Foundation) but will Cost a lot of Stone Metall Wood and Gold Bars 100 = Give Accsess to an Big Premade Castle Give with (Needs an 20x20 Foundation) So much cost but gives your big Company a good Base deffences Structure (We make a lot of Designs we loved in the Castle so u can pick up from 3 Different Types of a Castle with his own Design) Maybe we change some achievements or give other Buffs for balance. - Redesign Golden Age Ruins We Redesign Every Gold Ruins Island to make them Funny to play and need some planing for engage them. -You choose your challenge! We removed the unused Decorations Buildings from the Island and put them together to 3 Big Castles/Caves. The Dragon Hort In north of the Island The Fountain Caves in the West of the Islands and the Powerstone Hall on East On Every Middle of the Island 1 Outside Alpha Boss will apear and every Player can engage them. But watch out, if more Player attack that Boss... Health and Damage Reduction(Hard capped to 50%) will increase. Every Dungeon are guarded by 2 Cyclops on the entrance and in the inside awaits you one Boss you have to kill to get their loooots!!!. You can´t kite these Bosses, their are in a Bossroom like in a RPG Doungen. If you Kill the Cyclops the Gate will open but their are no Tames allowed in the Dungeon. The Dungeons should be an Player VS Boss experience. (Want an Tame VS Boss? Alphas or the outside Boss is the best way for you ) From the Dragon in the Dragon Hort you have the chance to get an "EGG" you have to breed it and give´s you the Dragon for 6 Hours In the Fountain Caves a Big Gorgon awaits you for getting the Buff of Youth (like its actual in the Game) And the Powerstone Hall a Big Rock Elementar/or Fire Elementar waiting to crush you. You get the Powerstone from them. -Dinos will attack taming Structures if their are trapped -Soldiers of the Damnd are now more Trashmoob style easy to kill but a lot of them ouround the Island and in the Doungen -We Removed all "normal" high level Animals from that island and only Keep mytic creatures on the islands) -The outside NPCs have an Maxlevel from 60 now(except the Guardian Cyclops and Alpha Boss). The Inside NPCs in the Doungen have a Maxlevel to 100 now , Bosses have Level 150 -Every Boss give also a chance to drop a Mytic Blueprint -Bosses have and respawn cooldown from 6 Hours -Bosses Have an fight time like the Kraken then he goes in an enrage mode. - Creatures Redesign -Birds now fly more in the air but they have to land after a period of time "to eat or recover stamina" -Removed the Knockback and Add a "small Stun" Only Cyclops and Bosses have a small Knockback -Rihno charge Knockback removed and add a Broken Bones Debuff -Resized all Animals to smaller Natural size -Tier 3 Animals crushes Trees and Bushes and small Stones (no more Tree or Stone blocking) -Alpha keep the Actual size and the small cloud? flame? dont know what that is effect is -replaced with an Ghostship like Mytical Glow -Only one Alpha per island (Only Predators ) and 6 Hours Cooldown . If you hunt them you can loot Blueprint´s and a high ammount of Meat and Hide If you Kill the Alpha a cruel cry whisper through the Island and u get an Buff for 1 Hour that all Predators now flee from you ... har har now is our time to strike back -Creatures have now an on stand rotation . With A and D on the Keyboard these prevents the unatural movement from animals. -Fixed the Lions charge sounds and the all time charging you. -Reduced the aggro range from Predators to an more natural way. Their are more "Neutral" in medium Range but if you come to close they start Attacking you -Animals you had attacked and they can´t reach you, will now flee away -Fixed the Hitboxes and Collisions Box from every Creature -NPC´s will now pushed a little bit away from you. No more Bodyblock from the NPC´s -Crewmember can equip the Repair Hammer to give the ability to repair your ship. -Crewmember equiped with Meele weapons going in a Guard Mode with an good looking idle animation (like the British Guards from the Queen ^^ ) If an enemy Player comes in the aggro range from the NPCs the will start fighting. if the Enemy Player Flee´s or Die the Guard goes back to his guarding position. - New Combat system Simplify the combat system For Meele and Tames Every Meele weapon comes with 2 Basic attacks, with the unlock of the weapon (Fast attack low Dmg on left Mouse and a little more harder attack on right mouse but little bit higher refrese time) (You can change later in the Skilltrees the Attacks on Right mouse with different attacks or Buffs or combo attacks) -Short Meele Weapon Redesign Overview Blackjack [None Leathal path in the Meele Skilltree] Low DMG High Torpedy Knuckels[None Leathal path in the Meele Skilltree ,its a better Blackjack] Low DMG High Torpedy chance to Break Bones for Slowing your Target Daggers Fast but Low Single Target DMG With some helpfull Buffs (Poision Let the Target fall asleep Dual Wield or Throwing) Swords Medium Single Target Dmg but slower than Daggers and with a chance for Bleeding effects, or you can chose parry with your sword for a high cost of Stamina but can´t encounter an attack or combine your sword with a Shield (Shield will reduce the Movemnt Speed but give Damage Reduction and some usefull new skills) Mace Slow Single Target but high Dmg or Low AOE Dmg No parry possible Shatter The Ground and stun and Enemy for a short Time -Shields give you now a higher Aggro against NPC´s and Bosses -Shield can now cover Up from cost of Stamina with Damage Reductions -Shields gives you a movement penality New Weapon Daggers Unlock the Daggers for Fast single Target attacks Later in the Skill Tree u can choose between the Skills Poision or Throwing the Daggers or Dual Wield Throwing the Daggers Cost one Dagger Poision your Dagger and get a chance to poision your Target like Cobras but cost the right click attack. You have to activate the buff and Cost 1 Poision Glass (Crafted in Mortar and needed : Poision from toxic Animals and a bottle) Dual Wield will remove the Right Click Attack -Removed the throwing knifes skill and moved to the Dagger Skilltree -We Removed meele auto aim. -Meeleattacks are now faster but with small refreshing times Big buffs or strong skills have an cooldown. The Right click attack can be changed in the Skilltree after you unlocked them like the Skillbook. Now u can chose your playstyle with the Weapon u carry. More Like AOE Attacks? chose an AOE attack Or more Single Target with an chance for a effect like Bleeding? chose one. Or an speacial ability? Parriere with the Sword on cost of Stamina? no Problem Unlock the Skill and Drag it to the slot. -Reduce the Zoom in with the Carabine by 30 Percent and added a small swing -You can hold your breath on right click with a Carabine for a steady aim in cost of air and stamina -New Carabine Ultimate Attachment. U can attach a Spyglass with high zoom on your Carabine with an crosshair but cost the Right Click hold Breath and the Reloading time is increased - Discovery Additions If u Discover a new Island and get the Discovery now all different Ressource Types u can get from this Island whil shown on the Top Right of the Atlas map if u hovering over the Island. -Quality of Life and Game Improvements -Added fall damage for animals and fixing the speed reset by dismount in middle of the air -Animal spawnrate reduce by 60% and add a respawn cooldown. Nothing is more annoying clear the beach from animals run back to get Stuff or Crew, come back and the animals are respawnd again. -Sub Biom Animal spawning. Animals spawns now in their own Sub Biomes on the Island I.e. Turtels and Seaguals are more on the Beach, Elephants or Bears are more in the middle of an Island (I.E. Croc´s are more Rare on the Beach but in the Middle island their can be more) -Sharks are now more in the Open Sea and not in front of your anchored Ship None Spawn Areas for animals. Mountains and Structures have an small No spawn Area for Animals. Bey bey Dumbo Elephant trapped on a Cliff :,,( -Adding a Leaver to every Boat to raise and lower Anchor´s -The Emergency Ladder have now a better trigger box and will shown up (in that Blue build a Structur Design) -Removed collision on dead Bodys but u cant pick up dead bodys anymore -Hitbox are fixed no more clipping in structures -Ressource Box can only placed on Ships an can only Stack items to 5000max and don´t reduce the weight.(see Cargo Dock on Ships) -Ghostships will now come out of the Water (like in Movies) and Spawns only at Night -Reduced the Amount of Ghostships on a Grid to 5 per Night in random variations (High low Medium Typs) The Medium and Large Ghostships now have Larg Cannons( Sorry for the Hit and Run Players.... we want that you fight agains the Ships ) -Removed Ghostship Loot Crew Gold cost Ghostship Crew are so Happy that you saved them and dont want gold for 24h... after a Day they realy want some gold for Buying a cool hook -Rework of "Rename the Company". Now the Leader had to pick up a "Letter of the Company" Item from your Company Flag and travel to a Freeport. Now you can give the letter to the [ Librarian of Goverment NPC] and you can choose a new Name. The Name change after 12 Hours. The Letter of the Company have a spoil time to prevent "Player Parking with an Letter in front of the NPC" ((or maybe only a 12h Waiting time? )) -On Ship Building Redesign. Hell yea we love the Freedome of a Free building Warship With fucking lots of Cannons. But we have to balance this. ;X -Increas the Weight of Structures -Gunports reduce the Wight of snapped Cannons all time now not only opend. -Increase the weight of Cannons yea this is the real way. (now Top Deck Cannons are heavy as shit) Now u must choose wisely... A Big Tanky Ship with a lots of Topdeck Cannons but slow as Shit or a "Normal Ship" that moves much faster. Add: If we get 100 Upvotes, i will make Pictures from the Ideas . Writing down all that notes consumed a lot of weekend time. if you agree with that Post and share it in the internet i will start making some Pictures. Because Pictures are more understandable Make an Upvote here If you want that the Dev Team notice that Post Love and Kisses a Player want a cool and Great Pirate Game with lots of Content
  3. 4 points
    @Jatheish Firstly I agree with the top posts of this thread already and they've pretty much hit all of the marks. There are some things I haven't seen others type though, but I only read the first page with the top posts so they may have already been posted before: Vultures are pathetic and a nuisance (this has been written about already but I have such a strong dislike for them that I need to vent). Not only are they useless as a tame, they quite often screw you over when you're taming. OH LOOK a low health creature that's weak and trapped... let's kill it! I get that this is VERY realistic but good lord I'm kept on my toes when trying to tame something that's already hard enough to tame as it is, trying to keep my eyes and ears peeled for those pesky twots... Also, their attack/movement animation is so fast and glitchy they're quite often impossible to target unless miraculously trapped between something or you're on a mount. EDIT: During taming I haven't noticed any Vultures attacking in the middle of it, so perhaps this got fixed? Or I got lucky. Cows should be rideable like sheep and should be able to be fed Thatch after tamed. When successfully taming a Cow it should not read 'Tamed a Bull' - I believe this is the reason when breeding we always get Bulls and never Cows. Sheep should give Fibre when shorn as wool is not a Hide or skin, it is a Fibre used for making warm clothes and padding cushions for softness. Bears are really great, but my biggest problem is that they collide with floor foundations so easily and get stuck on them, especially in mountainous areas where people are spamming foundations in Lawless regions. They can't jump and this is fine, but getting stuck on foundations, trees and rocks/structures is frustrating, especially when you think you've made your way around it only to be rubber banded back to the original point. Ostriches are fantastic and yet I see people diss them so much! I understand that on PVP they are sorely limited, but I love their run speed, how easily they traverse over small objects (unlike the bear getting stuck on everything) and their jump is awesome. The only thing I would say about them is perhaps increase their tamed attack speed and give them some special skill like a super run speed boost and perhaps able to gather a bit more thatch like a stone pick axe. As these creatures quite often come together in a flock/group, giving them a sort of pack buff could be beneficial as well but not necessary, it just makes sense. Wolves are useless. They run out of stamina incredibly quickly, they have low health, low attack and apparently can't even chomp through a Crocodile's face (as mentioned below), nor attack a Cobra (as mentioned below) without doing circles and clipping through. The cold buff is pointless when the mount is so weak and has such a low carry weight, it's just not worth taming. Its only perk is that it has a very fast attack speed, but it's not even really a perk because everything else is so bad. It howls but that doesn't even do anything... I'd suggest, if they're going to have a Howl, that it gives a temporary buff to all other tamed Wolves in your vicinity, or rallies them to attack your target. A pack buff for these creatures makes the most sense out of everything as well, but I understand that could potentially become quickly overused and overpowered. Horses realistically should be a passive tame that run away if you get too close, like the Rabbit and Monkey. It makes no sense to have to beat down a passive animal and bola it when you could just go up to it, pet it and feed it until it befriends you, the catch being that, as in the wild, you would have to be very cautious with a horse, lest it be spooked and run away. If I wanted to be technical I would figure out a way to introduce Lassoing via a timed mini-game/mechanic. Why are Lions even more useless than wolves? And they're Tier 3 tames? Lions are huge, fast and powerful creatures! Increase their tamed base attack damage, make their right click usable only on creatures the same size or smaller than themselves and increase their base health to at least 300. A tier 3 tame weaker than a tier 2 tame that's already weak... this makes 0 sense as it currently is. The Rabbit enemy awareness mechanic is next to useless, reducing the tame to a cuddly toy. A speed buff, as suggested by many others, or a luck buff would be nicer, or at least a more visible/audible warning when it detects dangerous creatures than is currently in play. Breeding is far too punishing as it is now. I turned my back for 5 minutes and my little babby was dead as a door nail on the floor... Having to sit at your computer for 8+ hours straight while this thing matures is way too much. I'd suggest increasing the baby's food carry limit from 5 or slowing down its health loss. Also, shouldn't it just be able to drink its mother's milk or Cow's milk? Honestly I would just redesign the current breeding mechanic entirely. The baby should be kept close to its mother at all times during its growth, up to a certain point, and it should be able to feed from its mother. The mother in turn would lose hunger at an increased rate and perhaps have her Torpor slowly drain, meaning she needs to rest more often until the baby is matured. Tames that lay eggs, such as Ostriches, you could have an Incubator Crate, stuffed with straw/fibres or, again, just have it close to the parents to keep it 'warm'. These aren't tamable creatures below (though it would be cool to ride a Croco for fast water travel!) but they're creatures and these issues have been putting me off playing recently: The Cobra hit box and collision is ridiculous and overly frustrating. When fighting a Cobra (unless you're on an Elephant) it is quite often infuriating; it circles around you, clips through you, looks like it's in range of your attack but is apparently untargettable... this makes Alpha Cobras really scary and I just cannot be bothered wasting time with it unless I'm on a very high level Bear or Elephant. Alpha Cobras also currently have a nasty habit of spawning inside my pens and killing my tames when I'm offline - this is further worsened by the fact that they are so hard to target and clip through things. I'm certain that most tames end up dying to this creature purely because of the shitty targetting/hitbox that it has. I also can't remount a tame if I'm knocked off or unmounted when a Cobra starts attacking - its visual interaction box/hit box is just so weird and 'in the way' that the 'Ride/Inventory' option doesn't appear until the Cobra is lured away or its body dragged away when dead. The Crocodile also has a shitty hitbox but nowhere near as bad as the Cobra. When trying to target it with smaller tames likes Wolves and sometimes Ostriches, you're literally smacking or chomping its face off and it does nothing. You try to run to its side and bite its ribcage but it just rubber bands you back to where you were or teleports around you. I think, long story short, you should be able to smack at its head/face and deal damage without issues, no matter the mount or weapon. Alphas: Currently still spawning way too much in certain biomes. I saw 5 Alpha Cobras the other day in B6, on Blaincier Island, within the space of an hour. I also saw multiple other Alphas all dotted around from various species within that hour. Cobras are a pain in the ass with their hit box and clipping issues. Lions are so strong and terrifying because you can't mount up and take it on without being knocked off and if you try to go against it with a larger mount like an Elephant, it will just run circles around you and eventually kill your mount - the only way I managed to kill one the other day was to get it trapped in the corner of my base while it ran in to the wall and I continuously knocked it forward with my Elephant, or to bring an army of Bears. Everything should be tamable (I know this is already being worked on but finding out I couldn't make a Chocobo farm was really disappointing XD) The jump from Small gate to Large is ridiculous. I know it's been said already but I'll up it again by saying there needs to be a Medium gate in between.
  4. 4 points
    Before you post yet another thread, perhaps you should read through the existing ones and maybe add to their discussion? We do not need yet MORE threads on these topics. The devs have already addressed a lot of it and there are plenty of existing constructive threads. Just saying...
  5. 4 points
    Bulls need a cargo harness that moves weight. Make a medium gate that fits elephants. Behe gates are stupid
  6. 3 points
    Among all the suggestions to overhaul the claim system, it is good for us to not loose site of the fundamental issues and core problems. The core problem seems to be that players are hitting a roadblock in progression in the game when faced with the challenge of finding a base location. Written at length each issue that I've seen or others have mentioned in this post: As brief as I have attempted to be on some issues, it is lengthy because of the complexity of the problem. More concisely the main issues seem to fall into these categories: Excessive land claims are being encouraged through taxes, idea of land control (claim and control land that others build on, and praising "Top companies" that have the most claims. Claim system design issues - easy and fast way to claim lots of land, no limit to claims per company, wasted space between claims, inability to size claims to needs, claims required for bases/beds. Unused claims persist - claim decay complicated, inactive claims don't go away on their own, challenges to players contesting claims including disruptions No tools for company admins/owners to manage claims - co. owners can't limit who places claims and what types, can't see who is claiming or has placed claims, no detailed list to manage, no way to disrupt or destroy claims from a distance No good alternative water base options - no vessels designed to be floating bases - restrictions to building with weight restrictions, no crop plots, limited creature storage, no building beyond walls of ships Server owner tools lacking - This is an important component as server owners could provide alternative play styles if given enough customization options (Please see above post for more details.) It is easy to get caught up in the minutia of solutions and their specifics. Below are some thoughts, questions, and potential solutions: Don't encourage land claims - Aren't we supposed to be pirates and adventurers and not feudal lords? Don't just "top companies" on amount of claims, rethink taxes and system of claiming land for others to build on. In real and digital life people want to avoid taxes and own their own land. Amount of land a company or individual owns should be restricted - Land and system resources are not finite. Neither should claims or the ability to control be. Is the land claiming system even right for this game? Claims could be redesigned in a lot of different ways, but knowing all the issue they are causing is the claim flag system one that would even be implemented? Unused claims should disappear easily. If the concept is kept, code should evaluate company claim use and decay accordingly. Unused claims should simply disappear after a certain period of time after inactivity easily freeing up land. Caution against maintenance/ upkeep -grind for coin or resources to maintain something isn't fun. Water base alternatives - Is the point of the game becoming feudal lords or to be pirates and adventurers? Water is plentiful. Land is limited. Think of options so that people can effectively have floating bases. Ship designed for base and not combat with ability to grow crops, easily store creatures, haul everything needed, be hard to destroy. Give company owners/admins tools to limit and manage claims Consider alternatives to big claims to meet the needs of pirates/adventurers - Think about the needs of companies and come up with non-land alternative solutions. Pirate islands/cities where larger ships can be built without land ownership/dock building and other needs met? Banking system and/or way to very safely bury gold. Thoughts?
  7. 3 points
    Your number one priority is to read through this forum and have a good memory to see the things u can and can not do in this game without it ruining half your day or work, this is a pro tip
  8. 3 points
    I am a fan of disabling fast travel outside of the zone. We want people traveling on the seas.
  9. 3 points
    I disagree. wipe is easy. Push the button. *whispers* Just.... let it happen. mmmmmmmmm
  10. 3 points
    Are we forgetting one big reason some players have claimed far too much? The tax system. Remove that and the incentive to keep so much land evaporates for most. Some people have claimed far too much for other reasons, a hoarding mentality, these are the same people who mass pillared in Ark (I'm not talking about protecting important resources or thoroughfares but all out land grabbing to exclude others). There needs to be some kind of mechanic in the game such as limits on the number of claims per player (via steam ID, not alts). I'm not sure claims costing gold, even if it's exponential, will solve much at all unless taxes plus small tribes or solos hoarding is addressed at the same time. & remove the ridiculous leaderboard for the most claims in PVE. Totally pointless and nonsensical in PVE. That could be done TODAY. Just remove it.
  11. 3 points
    @Jatheish Two primary issues that need resolutions asap, basic QoL changes that would make a huge impact, and some suggestions for tames: 1) Animals falling through the mesh of boats or structures absolutely needs to be fixed ASAP. I recognize you saying above that you are making this a priority, so I'll just reaffirm how crucial this is to the player base. This has to be the #1 priority for animals; we've stopped sending bug reports about this, because it happens so much. Daily. And it was never fixed in Ark. Don't let this one slip. 2) The main thing wrong with the breeding system is how fast the temperature spikes can kill an animal. In Ark, you generally get to a point where you can leave the darn thing alone entirely for large chunks of time, as long as you're careful and watch your timers. In Atlas, even if you've got all the temperature ranges for your biome/grid known, you still have a maximum of maybe a 10 minute window where, if unobserved, the baby can die, because it can transition from a heat wave to a cold front, and no amount of insulation we've found can prevent a swing like that from killing a baby without manual adjustment. This window should be significantly longer, especially further on into maturation. You can still keep the temperature requirements, but the window for failure needs to be much larger, given the extremely long maturation time. Boosting someone else's idea: Give babies a scaling insulation buff when close to their mother. This will benefit smaller tribes who don't have as many people to do babysitting, and still make it more complex for larger tribes to manage that proximity if doing mass breeding. We also need some way to cool down a baby. It doesn't have to be huge (but more than being submerged in water). Necessary QoL changes Add armored saddle blueprints to the game (even just a bit, doesn't have to be the full 25 armor of a bear) Add Medium sized gates, for Tier 2 animals (and smaller tier 3s) Make medium and large sizes cages (like those in the Piracy tree) to hold animals on board ships for better transport. Make the "Transfer <animal> to <x>" option move them into specific, named cages, instead of to ships. Filter gathering would be amazing Add the "Dino Leash" item from ark Animal Specific Seagull - allow for a 'homing pigeon' ability where it can send weightless items like blueprints or treasure maps back to a specified location at your home base (like a special bird cage you craft) Crow - Help you spot nearby undiscovered Discovery Points with a UI element, like the Bulbdog alerting you to high level predators Sheep - Convert the hide-like resource your shear off them to a Fiber. This would help alleviate the lack of fiber in certain areas, since you could just bring along a couple sheep. Also fur just seems more like fiber then hide. Pig - Allow it to act like a super-shovel. Bonus chance to harvest worms, gold, etc from the ground Wolf - Revisit the idea of a "Pack Buff" like in Ark, as a means of boosting the wolves' currently underwhelming power level, without drastically changing the creature itself. Elephant Giraffe - should be able to gather additional thatch from trees (higher up) Bulls should get a buff to farming thatch from plants on the ground (all plants, not like how with Bears it needs to be a special plant) Shieldhorn - Its special passive ability is fantastic, but it needs a base HP boost or armor to really be a viable tank. Razortooh - Needs a stamina buff, and probably HP or armor. Seagull - Gather fish, increase Fog of War reveal distance Rabbits - on the shoulder gives a "Lucky" gold boost buff PS: While the new taming system of getting hit by the animal is somewhat annoying, I really like that it pushes taming into more of a group activity, often needing people to do the primary tame, scout/kill predators, and have someone on backup to take over if you miss the sweet spot a few times and get hurt. I like this design direction; even though I end up doing less solo taming, I have a LOT of fun on our group taming excursions into dangerous areas! Edit: PS, clarity, typo
  12. 3 points
    @Jatheish As a designer I would scrap how animals are at this point. Currently this game is turning into an Ark expansion. I would decide to stop living in Ark's shadow. Currently I've done all PvE material so my day consists of riding around on a level 70 bear with elephants behind me harvesting X resource with hopes of actually needing blue print weapons to complete the next PvE tier. Currently riding is basically a requirement for things to do effectively either everything else needs to be brought up or beastmastery needs to be brought down. I would change the tree to crew. It would allow you to get animals but the animals would have something they bring to the table and not be rideable. The shoulder mount thing would be fine but cruising around on (current meta tame) is basically Ark. So I now have a blank slate and need to make it so I can get tames. I would want it to be a low chance from mate boosted animals when you harvest their bodies or a high chance from an alpha. Could also put a vendor in the game that sells the babies. So now my players have a baby X. This whole temperature thing currently is silly and the way to fix it going to require a lot of resources from my company (grapeshot) so the cost would be too great to keep this. The concept is cool but the creation and implementation creates a poor user interaction with it so I would scrap it. The concept of feeding animals something special is a good one so I could fill up a bear with honey and it would mature faster or just use berries cause they are easy but longer time until they are grown. So now I have a way for players to get tames so I now need to make them useful. This would be the bottom tiers of the crew tree. Different animals would have a function that fall into combat or utility. For this I would think of how I envision an amazing creature of the type. Bear- Combat- Taunt enemies around the player acting as a tank. Chicken- Utility- When on wander produces eggs Cow- Utility- Produces milk (more on wander) Bull- Utility- when on wander fertilizes nearby crops Crow- Shoulder- When you die acts as a bed. Razortooth- Combat- nerfs alphas. Shieldhorn- Combat- Produces a shield that deflects projectiles. (Currently elementals have little counter play) Elephant- Utility- When on wander collects wood. Giant Pig- Utility- When on wander finds buried items. Giraffe- Utility- When on wander gathers thatch. Horse- Utility- Rideable, pulls carriage and cargo which helps tranports large amounts of people or heavy amounts of resources great distances (we need something that makes unloading a galley not horrible) Lion- Combat- grabs smaller creatures. Monkey- Shoulder- barehanded becomes climbing picks at a much higher stam use rate. Ostrich- Utility- Harvests seeds when on wander. Parrot- Shoulder- Makes musical instruments easier to play and buffs the buff radius. Penguin- shoulder- fortitude buff. Rabbit- Shoulder- When on shoulder provides a movement speed. Rhino- Utility- When on wander gathers stone. Seagull- Shoulder- When on shoulder reduces/removes fog debuff Sheep- Utility- When on wander gathers fiber Tiger- Combat- reduces movement speed of enemies. Vulture- Utility- When on shoulder decreases vitamin depletion. Wolf- Combat- has a howl that increases damage. Turtle- Make tameable- Shoulder- Increase swimspeed, decreases oxygen use, and reduces deep diving debuff. Rattlesnake- Utility- When on wander produces venom, venom is used for anti-venom which reduces torpidity. So now that I have all these super cool animals I need to transport them and the current bug is they fall off (scavenging tames in the ocean is super lucrative I know a guy that got a Razortooth) I would make it so boats have a animal attachment that is basically a cage and when you send the animal to it the animal gets turned into more of an item that is placed inside the cage instead of being on the boat (no more lost at sea tames yay). We now need somewhere to put all these wandering tames. I would make it so tames on wander don't leave your territory. I would also make it so you can apply a filter on the map to see where certain tames are. Now for the meaty part of the new tree. I would make it so NPC's you get from SotD have a type of suffix like Bob. Bob would be a builder. You would need points in crew to hire Bob and then you can put him on a smithy. If you have skills in construction you would be able to make things like stone at a reduced cost. The points in crew would only be to get Bob, the points in construction would make it so you can get the discounted building from Bob. This would make Bob your righthand man when it comes to construction of things. You would still need the recipe to make it though. So getting NPC's and keeping them alive would have benefits beyond "I need guys on my sails" which you would want to keep around because sailor NPC's would make your sails better. This would lead into reworks of the other skill trees, I would make farming capable of making the large crop plots grow fiber,thatch, and wood that the NPC's can harvest at a drastically reduced rate. The rate they harvest can be modified by giving them higher end tools. Artillery tree would also get access to alchemists that can be put on a mortar and pestle that will make it so you can stack unlimited resources inside it and queue up organic paste for more than 220 at a time... it would also make it faster to give the QoL that is missing from the chemistry station. I could keep talking about how I would change it but the TL:DR is make animals more companion rather than a requirement but still have meaning. Make NPC's more than a parasite when you arn't sailing. As a designer I would change a lot of things but for creatures this is what I would do. ~Lotus
  13. 3 points
    I like this. Even a 3-5 minute warning about rain would be a game changer.
  14. 3 points
    Most important thing is to split harvesting materials from food collection. At the moment when I harvesting with bear for fibre I alway get tons and tons berries and so on. I don’t know why fruits and vegetables a called Resourses. Could make another option like disable food harvesting. Thanks
  15. 3 points
    seagul- reveal more fog of war in open seas and maybe show trails of the ships ? vulture- show health of every living thing around you? bull- carry more weight -giraffe gather more thatch -bear should be able to gather honey and please add ignore item list to the animal inventory like in the bank and more agressive options to animals like : attack only players and tamed creatures. i want animals protect my base not to chase a seagul to the open seas
  16. 2 points
    Ahoy Pathfinders! It's your Co-Captain back again with my trusty bag of pistachios and bad Dad jokes (although I'll restrain myself in relation to the latter this once). We’ve prepared a hearty edition of the Captain’s Log to make up for last week’s absence. There is a load of information, updates, and glimpses of what’s to come to share with you! In this Captain’s Log, we will be taking a look at what has been implemented over the past fortnight along with a view of what’s on the horizon for the weeks ahead including some key changes to design aspects of the game. HULL-UP ON THE HORIZON Upcoming ‘Mega’ patch and Current Focus In an earlier Captain’s Log, we announced that we would be making changes to the game which reduce the steepness of the climb necessary to experience some of the later game content. We want to reduce how punishing ATLAS is, especially to solo players and smaller groups, and ensure that those who cannot invest as much time are still able to experience the fun that ATLAS has to offer. We’ve begun that process with our recent minor updates which have incorporated changes to weight, structures, QOL improvements and small tweaks to creatures. However, we recognize that there is still a lot more that needs to change, including revisiting some major design aspects of the game. It is for that reason, we’ll be delaying the February Content update to Mid/Late March so we can include some of these major changes. First of all, we’ll be revamping the Land Claim/Ownership System. We recognize that for a lot of players, land is incredibly difficult to get, and in some cases impossible, unless you’re in a lawless zone or playing with a large group. This is something we’re planning on addressing by introducing some new mechanisms related to land claiming, such as upkeep, as well as some possible limitations which we’ll be able to cover precisely in the next Captain’s Log, as we’re still hashing out the details. The next aspect we’d like to tackle and include in this March update is defense against ‘offline raiding’. This is something that has often been echoed around the community as being a critical problem with the game. Players are unable to enjoy PvP versus one another because the meta encourages/enables offline raiding through how easy and effective it is. Our plan is to introduce game mechanics which will funnel PvP taking place during online hours and the overall objective is to provide players more power and defensive options over their land. These are two major systems that will be receiving attention from our development team over the coming weeks so we can have them ready to launch in tandem with the aforementioned changes in March. We’ll also be including some additional QOL changes, first pass adjustments to the vitamins system, Companies and other aspects of the game based on recent feedback. You can look forward to the specifics of those changes in the next Captain’s Log where we’ll share the full updated patch notes, including the revamp of the Claim System and how we want to deal with the offline raid meta. Public Test Realm As we get closer to the release of this update, we’ll be deploying the changes in advance on a publicly accessible test network before it hits the Official Network. We’ll be iterating based on the feedback and reports you guys make, ensuring that we’re able to deal with any critical concerns prior to the update hitting our live servers. Additionally, we’d also like to use this network for some of our more regular updates too. Most hotfixes will still go through our internal processes before they’re pushed live, but when it comes to the more widespread/impactful changes, whether balance or fixes, we may look to deploy them onto this network for players to experience first hand in a test environment. Please note that these servers won’t be considered ‘stable’, and therefore could be wiped at any given moment. We’ll likely set them up as multiple smaller clusters, and have tweaked rates on them to account for the fact that it won’t be as large of a network, have as many players, and playtime being minimized. ISO Blackwood! Prepare for a dark twist on the Equatorial biome with ISO Blackwood. Dark jungles, caves, alcoves, villages, homes, and farms, an interesting array of animals and a new concept; The Mire. Wade through thick green waters teeming with dangerous creatures, rare plant life and the occasional Gorgon to find buried treasure, lost corpses and even the giant and ancient snake boss Anacython. The mega content update to drop in March will also include an alpha release of ISO Blackwood (from the creator of the popular ARK mod, ISO Crystal Isles). This will be a standalone map which players can host on a single server and still experience all that ATLAS has to offer! Creature Feedback Following (or alongside) the upcoming update, we’d like to take a pass at the creatures we’ve currently implemented and are presently seeking feedback related to them! If you’d like to suggest some changes, especially if it’s related to their abilities/perks, then please do so here: Patch Roundup Complete Patch Notes We wanted to tackle concerns players had in regards to QOL along with overall balance and we implemented some key aspects of that in our v18.84 patch. We have made interesting design choices at times and realised it would be good to take a step and back and observe how some of those aspects were playing out on a grand scale. Taking a look at weight in general was a focus and we made some sweeping changes to the weight of all items and resources as well as providing buffs to weight capacity in some specific ways. Balance in relation to defense was also on the agenda, with built structures being given resistance buffs along with some a new defensive mechanism for anchored boats. We'll continue to monitor PvP balance moving forward and make further adjustments as we deem necessary. Creatures were also given some love in an initial pass and, as mentioned elsewhere in this Log, we are currently taking feedback on creatures that we will utilize in tandem with our plans moving forward. General QOL changes also included the Fountain Of Youth (pending a redesign in the future), a respec option, and skillpoints among others. released patch notes up to v18.95 v18.95 - Optimized server spatial octree, which should result in better server performance and reduced stalls. v18.94 - Fixed an issue with NPC's not interacting when stationed. v18.92 - Canvases are now free-paintable - Improved the appearance of storm cyclones vfx v18.9 - Fixed an issue with babies not eating from inventory/troughs when in stasis. - Fixed a bug with Alpha creatures. v18.89 - Fixed an issue with the unstasis/render distance on ships - Optimized performance of various server subsystems. v18.87 - Optimized performance of various server subsystems. v18.84 Weight - Gold coins have had their weight reduced by 50% - The weight of all items have been reduced by 30% globally (does not apply to structures that are placed on boats, only items in inventories) - Weight Sails now provide 20% more bonus weight. - Diving Suit now provides a buff which gives players a 50% extra base weight when diving underwater - Water Barrel now has a base weight of 75. It can hold 6000 water (previously was 500). For every 1000 water, it will add 20 weight. This means the lightest it will be is 75, and the maximum weight will be 195. - Players now start the game with 30% more personal weight and will gain an additional 40% per level (so base weight has increased from 250 -> 325 and bonus per level is up from 10 to 14) - Tamed creatures now gain an additional 6% weight per level into weight rather than 4% Creatures & Tames - Elephants and Rhinos now provide a 25% weight reduction to their specialised resources - Giraffe now receives an approximate 2x bonus when harvesting thatch and has a 25% weight reduction when carrying thatch - Elephant base stamina increased to 390 - Rhino base stamina increased to 190 - Giraffe base stamina increased to 440 - Baby creatures will no longer take into account the temperature alterations from coldfront and heatwave - Tamed creature resistance has been increased by 30% and damage increased by 20% - Bear health has been reduced by 10% - NPC Crew can now be renamed - NPC Crew can no longer be placed on Bear and Horse Carts - Company Tame Limits have been doubled - The interval between paying crew gold has been increased by 40% (there is now more time before you have to pay them again) - Ship of the Damned will no longer physically damage a team's structures and anchored boats unless they have been specifically damaged by that target. PvE servers only. Structures and Items - Puckle Damage has been increased to 100 base and is 50% more armour piercing - Carbines reload time has been reduced by 10% - Pistol reload time has been reduced by 33% - Blunderbuss reload time has been reduced by 20% - Blunderbuss damage to creatures has been increased by 50% to wild and by 20% to tamed. - Stone Structure SAP crafting requirements changed to fibre. - Wooden Structures resistance to explosive and siege damage types increased by 30% - Stone Structures resistance to explosive and siege damage types increased by 45% - Explosive Barrel change reverted until the redesign - Reverting damage increase and crafting cost decrease to Grenades - Oil Jar weight has increased to 10 and fires lit on top of oil have had their duration reduced by 50% - Oil Jar has been made more difficult to craft - Fully Anchored Boats now have a buff which provides a bonus 300% structure resistance QOL - Old Age no longer has a debuff - Fountain of Youth is now available on all Golden Age Ruin servers (we'll be looking at redesigning how this works in the near future) - Players can now purchase a respec soup at the Commodity Trader in Freeports - Players now have approximately 20% more skill points per level Bug fixes - Fixed a bug where quality specific equipment would display a multiplicative % stat increase and a flat stat increase, but only one would work. Going forward, the flat stat increase will be made obsolete and items will no longer be generated with it. Quality stated items will now only generate with the multiplicative stat bonus, and this change will be retroactive. - Fixed a bug where items would falsely state that they were providing a speed benefit (did not do anything). They should not generate anymore going forward. - Mortars will no longer be able to shoot at players outside of render distance v18.76 - Fixed a bug where fire AoE would not attach properly to moving boats. v18.74 - Potential fix for some frequent server side crashes. We'll be monitoring with this build v18.73 - Diving Suit will make wild underwater creatures ignore you unless you attack them - Alcohol will no longer spoil - Cooking Recipes spoil time increased to 10 hours - Spoiling time increase bonus on Preserving Bag has been increased - Decreased crafting costs for Grenades by approximately 20% - Improved cannon collision and obstruction check to limit the effectiveness of multiple cannons in gunport. - Diving Attachment now has the same health as the Dinghy Hangar - Fixed a bug relating to shooting cannonballs, previously allowing it to go through certain ally structures. This will no longer be the case anymore. - Cannister shot range increased by approximately 20% - Cannister shot damage increased by approximately 10% - Spike shot explosion timer is now 30 seconds instead of 20 seconds - Spike shot now reloads approximately 10% quicker - Spike shot range increased by approximately 15% v18.69 - Fixed some server startup crashes - Widened the amount of networking info the server can send to clients - Server optimisations v18.65 - Fixed a bug related to server transitions v18.6 - Crow's Nest peak will no longer block the camera. - When it rains, cyclones now only have a 33% chance to occur (previously 100%), and will deal twice as much damage. - Dolphins chance to jump has been reduced to 20%. - Client-side option to hide the Gamepedia Wiki button in player inventory. - Patched out some .ini changes which allowed people to remove certain visual effects granting them an unfair advantage in PvP - On PvE specifically, Ship of the Damned should not attack anchored ships that have not fired upon them. - Rare Resources are now available on PvE Commodity traders for a higher gold amount than regular resources. - Fixed crew on puckle gun taking damage from fire aoe buffs. - When gunports are closed they now reduce their specific snapped-cannon weight by 60% (previously 50%), open-ports are default cannon weight. - Gunport crafting and repair costs are now the same as regular planks. - Fixed an exploit which allowed players to place multiple claim flags at once. - Large Cannons now do 30% less damage against Ship planks and Ship decks. v18.58 - Added extra server-side protection to remote inventories to resolve an exploit v18.57 - Company Claim Flags cannot be personally owned anymore. - Server crash fixes v18.55 - Client Side GPU Optimisations - Explosive Barrel Weight now correctly displayed as 60 - Added a direct button to the ATLAS wiki when opening your inventory v18.5 - Server optimisation for structures on boats - Fixed a bug where picking up a higher quality structure within the pickup timeframe would result in the common structure, rather than the specific higher quality itself Dynamic atlas maps roundup The ATLAS Dynamic Maps is a system that monitors live in-game territory ownership and indicates which companies dominate over the lands. Each week with our Captain’s Log, we’ll be including an image to monitor the progress of the maps, taking note of any exits or new arrivals and any drastic changes in the overall claim. Those who will come to dominate the ATLAS may very well become clear in the days and weeks ahead, though maintaining a large Empire will likely come with its own longer-term challenges… The companies that have occupied islands for a certain period of time will soon gain the automatic privilege to name them on the in-game and web maps, as it is their land! Remember you can don your Company’s company flag by stylizing it in the game with a paintbrush! Upload your own images or design it how you like, with the top company flags always being visible on https://map.playatlas.com/ [EU PVP] The Whale's Wrath Held: French & Ships, The French Monkeys, IVANARMY, ENSLAVED, and Frogues Orientales. Arrivals: Eternal Diamond, CHZ!!**, Kraken, Dark Project Armada, and Stray Cats. Departures: Goulou Goulou, Future, ETERNIA, Bad Company, and Les Spectres. [NA PVP] The Kraken's Maw Held: Dynasty, TPG, CSTG, OwO, The Federation, and No No No. Arrivals: Uganda, SoV, Sons of the Seven, and Team Casualty. Departures: High Seas Booty Bandits, Barry Sails, Destiny and SNC. And whilst there isn’t active PvP on PVE servers, we’d like to recognize the following Companies for their claims! [EU PVE] The Siren's Call Held: Compagnie des Indes, Rum ueber Bord, Future Company (HUN), SouL SanD, Dos Bros$ and SwiftS.RU. Arrivals: Black Hand, Phantasia, M.E.R.C Spirit, and mochi. Departures: Paragon, Woelfe des Rudels, Fenrirs Dogs, and Tacorsair. [NA PVE] The Hydra's Den Held: Scales & Sails, Atlas Shrugged, The Exiles, East India Trading Co, and Sons of Orion. Arrivals: Without Divide, TPG, Lotus, Poets and Pirates, and Darksea Dawgs. Departures: Narcos, Paragon, Dead Men Floating, Plunderers, and CN- adilt supplies. SHOW 'N' TELL#4 We saw an impressive array of submissions in this edition of Show 'n Tell. It's awesome to see all of your creativity and talent. Feast yer eyes on th' best o' th' bunch below! WINNERS CAPTAINOKAMI This beautifully constructed coastal village reminds us of Bora Bora. No attention to detail was spared and this idyllic sanctuary is a testament to its creators' vision and dedication. GINGERBABY This dramatic action shot captured whilst numerous Companies take on their first Kracken kill sums up the large scale aspect of the fight. Congratulations on defeating the Kracken, guys! OTAWA72 What can be said that isn't already caught in this awesome shot? Boom! BRIANEATSZOMBIES Elegant design and tidy composition. Winner winner chicken dinner. BOSSNDABEAT Thematically consistent and an aesthetic delight; we loved this entire build that can't quite be conveyed via a screenshot. HONOURABLE MENTIONS NOOM NOMAD_RAV THE PILGRIM GLOBYTHEOLDPIRATE Congratulations to all of the winners who will receive some real life cash booty! We look forward to the next round of Show n' Tell! Alrighty, that ’s it for this log! Thank you so much for becoming a part of our crew and we can't wait to show all you scallywags, landlubbers, captains, and seadogs what lies ahead! Happy Sailing, Grapeshot Games For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Navigate ye olde Subreddit: https://www.reddit.com/r/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame
  17. 2 points
    @Jatheish, since the mega update got pushed back, want to release the bookshelf early?
  18. 2 points
    You can send in a ticket, it won't be acted on or probably even read but you will get an automated response that will politely tell you they don't care
  19. 2 points
    HEAR YE HEAR YE. THE GREAT AND NOBLE REALIST HAS RETURNED TO TELL US ALL THAT NEEDS TO BE FIXED. HIS INFINITE WISDOM SUPERCEEDS ALL OTHER PREVIOUS THREADS OF THE SAME DISCUSSION AND ONLY HIS THREADS WILL MAKE THE DEVS LISTEN. LET HIS ROYAL DECREE BE HERD.
  20. 2 points
    I was thinking the same, there is no fucking need to add these claim changes in this update. It's just bullshit from their side. By the time they release this update, there will be almost no players left. Hell they don't even bother to reply on forums etc. I like how @Jatheish said the day before we'll be getting some info ( was getting exited ). Only to smash a delay of a month in our face
  21. 2 points
    Stop lying. I have mounted a large and beautiful base on land without law. One month later, I decided that I wanted to own land and prepare myself to travel for a long time because apparently there was no land. reach the first island, press f1, and search. I found on that same island a small piece of land and after the long wait I got it. today that small piece of land are already 5 flags. And yesterday after the hard work of daily flag review I got the only metal node on the island for me, at 4:00 am and waiting 4 hours. Ask because there are taxes? because while you were having fun, I was working hard to get land, and I do not expect to be given it. is true that in the change of timer we have had 21 days without being able to claim, but that is over, go out there and claim. stop lying Sorry for Google translator
  22. 2 points
    Because people left the game and the 3 week timers are coming to an end now. If you had tried 2 or 3 weeks ago all land would have been taken with long timers. Context.
  23. 2 points
    The idea of a limited amount of people controlling huge tracts of land in a game in development with large expenses just isn't realistic. Not unless said people are willing to pay massive sums of money for the privilege. I don't think that is a game any but the wealthiest among us would want to play. The game needs to be fair for a large number of players and be able to sustain their play.
  24. 2 points
    You didn't notice the playerbase decreased by about x5 up to x10 times? It's normal u are able to find land easier these days. The ones who complained about it when it was an issue are now the ones who just stopped playing weeks ago. Few more weeks and u can have nearly all land u want, nobody will contest it and u won't get any taxes on it cuz nobody will be around to harvest
  25. 2 points
    I really enjoy "hard" game as in the good old time and that's why I play Atlas. In fact a "normal" level game in the nineties is a "hardcore" game today. We are in 2019 and players just want easy and brainless game with tons of stupid helping systems: auto aim, spawn protection, auto health regen, kill cam, invincible ships, ... I think you will really kill this game by requesting all days protection for this and protection for that. If you want easy game just play sea of thieves or others beginners games.
  26. 2 points
    Yes please don't forget the all important cosmetics...
  27. 2 points
    ok you're a fan of disabling fast trips I am a player of PVE I have bases in several servers, and I am a fan of not losing my time in traveling by sea from point A to point B and that takes 1 hour to have in the wind against, or to be aware of the storms that appear without previous notice followed by a fog that does not allow to see more than 15 meters away, which is in the sea in PVE? to have to waste time storms? mists? Ghost boats? the sea I only touch to destroy ghost ships, go for treasures or transport merchandise, if I do not do any of that because I'm going to waste my time at sea to make a server change to go to another base ????
  28. 2 points
    Welcome back Realist. Glad your trip was a safe one. To everyone who is new and inclined to argue with Realist about tames or anthing else, be advised that he does not actually own the game. His opinions are all based off of second hand information, not his own play experience. Make of that what you will. PS. Don’t look at me, I only burned a little of it to the ground. Two, three, call it six grids. Ten tops. PPS. Your nickname is still Don Quixote.
  29. 2 points
    No I didn’t miss the point, I know exactly what your saying, I am still in disagreement with you. Why should I have to provide time and materials to keep what I already have, I log in each day and I’m active in the game. The claim system needs to address those who are not active and no longer in the game, if a company has 50 flags then that company has 50 flags, if they do nothing but gather resources when needed or own it to simply try and obtain status within the game then that’s on them and doesn’t affect me. I didn’t make the game a competition to see who can obtain the most claims, to me that is a pvp system. I have enough problems gathering mats I need to build what I want without having to defend flags I already own and visit each day. I will have to take a family vacation and it’s possible that I won’t have internet during that time so for me to lose everything I’ve built because I’m not online to supply mats to a flag would be a game ending for me. All you people are trying to figure out ways that would work for you because your already setup to do it. Gold, mats and friends. Well here is my 2 cents, change the game to a pay to play game, anyone who holds a subscription is entitled to 15 claims to use how they see fit. If they do nothing more then run behind a tree to take a piss then it’s their choice to do so. I paid for the game like every one else has and the claim system had no requirements other then to find something and set a flag down, now with patches and fairness the developers have made a protection rule stating that you have 14 days to sign on and defend your claim or it will be opened up for someone else to make it theirs, I myself feel this is fair as I wait patiently to see if I can obtain some more land which I’ll more then likely give away to someone else, however that is my choice to do so because I put in the effort to obtain the claim. Now I’m not sure what happened to the 14 days the patch notes described and it became 20 but I frankly don’t care either, I’ve put my time in, I’ve paid for my game and I’ve dealt with the bugs, glitches and losses. I’ve earned the right to hold my claim as long as I’m active in the game without having a cost to do so.
  30. 2 points
    Where in massively multiplayer online does it say you have to play in groups or solo? All it means is it's an online game where there are other players. That's all.
  31. 2 points
    As a casual player, having to pay gold to maintain my pitiful few claims would be a deal breaker. Larger companies can get gold more easily so it actually doesn't hurt them so much unless it scales higher for each claim. I would prefer limited claims per player or maybe gold upkeep past some minimum number of claims (maybe 3?). I have about a dozen flags down mostly to protect the 2 or 3 I care about from overlap exploits. I would be happy If I could just keep the 2 or 3 without getting flag-griefed and not get taxed to death when gathering outside my claim.
  32. 2 points
    I’m against having a upkeep for claims, logging in to refresh claims is all the upkeep that is needed, there is no difference any way you look at it, take a player such as yourself who seems to have plenty of gold, if it’s required to place gold or mats in a resource box to keep a claim, then why not place enough in there to cover the next 5 years and log off and go do something else. Some people in the game have already acquired over 100k gold in the game, do you think paying for claims will affect them any ? Hell no, the only ones who will suffer are solo players who have no interest in grinding gold to hold claims and new players who are trying to get started. It doesn’t matter how you look at it, the point is that having a upkeep on claims will not solve anything, having a limit on claims may help but who here would have multiple accounts just to increase the claims they can have ? We’ve all paid for this game and we all know it’s early access and we all know change is going to happen. The issue is how to keep the player base you have and still pull in more. The land issue is a issue and the number of flags one can place is a issue but if each person can hold let’s say 20 flags across all regions, the a company of 5 has 100 flags, ..... are you starting to see where I’m going with this ? Having a upkeep won’t solve the issue, it will create more issues for solo and new players. Most of us are still building on our 1st base vs others who have already built multiple bases or even empires. Some of us are moving at a snails pace in the game because we are here for the long haul, some people have already done everything that the game has to offer and is playing something else until new content arrives. So who gets punished ? Who decides what is fair for everyone ? We all have ideas and it seems we all are playing the game our own way so we look at the end results differently based on what we have plans to do in game. This isn’t a storyline type of game where players are forced to do things in order to increase skill lines and level up, in this game you level up by simply surviving the environment.
  33. 2 points
    The problem is Atlas devs are against the wall. People are fleeing the game in big numbers and any change they make that isn't close to perfect just makes another slice of people quit. Claims is just one of many issues that Atlas got. Solving claims wont magically make the player numbers change, far from it. But for claims a removal of all sea claims to begin with would be a good idea. Not only do they not count on the timer, they also give a much larger area in return and they don´t really make sense anyway. But the people that abused sea claims need some kind of grace period where they can place land flags inside their sea claim that covers land. Capping flags per person doesn´t work and claims are no longer personally owned. The upkeep method is much better, get say 5 free company flags and then add gold cost to the rest. But again, it wont solve all your claim issues. Removing claims all together wont work either. What you want is to make it too troublesome for the 1 guy that got 50 claims to keep going, nothing else. But the big question is, how many people can the Islands actually support. I have seen eco dead islands due to the way people build on yellow flags and that´s even worse than everything claimed with red flags. Not that servers can really handle above 50 people anyway. People building Minecraft castles isn't helping either in any way. We are funny enough forced to be land bound in a sailing game. Hence we need a small base and lots of resource land, not to mention the mandatory zoo. In the end you will never get around the 10 companies with 5 casual players in each all having 10 flags and essentially locking up an entire server. There just isn't claims enough to go around unless the population is spread enough or low enough. Someone will always complain why he or she couldn´t get a spot exactly where they wanted. You know the perfect Island, perfect biome, perfect habour area and just next to the metal nodes.
  34. 2 points
    Claim flags should not have a gold requirement. The last thing this game needs is to make solo players constantly hunting gold just so they can keep their claim.
  35. 2 points
    The OP tames are a joke .. you are stupid. Stop posting.
  36. 2 points
    Bear - It’s clear that the bear is the popular choice for best all-around tame. I think that the bear’s combat ability is where other offensive tames should be. In addition to all that strength and health..and stamina..and carry weight, which makes sense because it’s a bear, their strongest attack also has a conic radius and they are unmatched at gathering underbrush resources; and their bite or swipe gives you the ability to gather meat or hide at various rates. They can run fairly quickly at top speed, but easily bump into things and lose their momentum. Their biggest negatives are that they can’t jump and are not very nimble, so backing up or making sharp turns can be slightly difficult; but their swipe is conic so that’s usually not a problem in combat. Most people are pretty happy with the bear and I don’t think there’s anything wrong with that. I think it really shines because it doesn’t have much competition; by that I mean that most other tames feel fairly useless in general. I can only think of two reasonable things to change about the bear without painfully nerfing its stats. Make it T3 and lower its attack speed. Attack speed is the huge thing here. It would lower its ability to both attack in combat and gather at a high rate without making it too weak at anything it’s currently good at. Chicken - It gives you eggs. Not worth breeding. Cow - It gives you milk. Not worth breeding. If anything, add the ability to ride it without a saddle like the pig simply for a quality of life improvement. Bull - Please enable the use of cargo saddles for bulls. Increased carry weight and possibly buff damage. I would really like the bull to be useful for something. I think it would be great to give it the ability to gather materials that currently do not seem to be gathered at increased rates by any other tames, such as tree fibers like bamboo and silk as well as secondary resources from trees such as cocoa and limes. Crow - It buffs intelligence at a decent value. Definitely the most useful shoulder pet. It’s not the Crow’s fault that intelligence rolls blueprint bonuses on a percentile and simply increases your maximum while doing nothing about the minimum, still letting you roll a natural 1, so that almost no one bothers to put their stat points into it when they could use those points for something more concrete. Or that it’s only semi-useful when crafting special blueprints and absolutely nothing else like gathering rates or something. Please increase the spoil timers on worms because birds are hard enough to tame already. Razortooth - I’ve heard it’s a picky eater so I really haven’t tried to tame one yet. But I’d definitely be upset if something I traveled so far into the most dangerous territory in the game for and worked so hard to tame died because it’s squishy. It’s not even in a tier, so it should be that strong and scary. Shieldhorn - I heard it stops bullets which is pretty cool. I see a lot of people saying to buff its stamina so I’m going to assume it needs that. Again, it’s difficult to get to and tame so it should be better than T3. Definitely seems like the tank tame so I’m hoping it has very high health. Elephant - Elephants are great. They gather wood and can kind of stomp on things. I love the carry weight buffs. But I think it needs a couple changes to really shine. Something so big and heavy shouldn’t get stuck on snakes and and puppies. If it’s possible, adding some sort of collision change that lets you push creatures out of the way or walk over them more effectively would be fantastic. Please remove the collision from their tusks though because they get stuck on literally everything and you can barely even walk around them. Giant Pig - Everybody poops. You can ride it. But you can’t make it poop while riding it. I tried. Giraffe - I love the recent changes to weight and thatch gathering. Exactly what this tame needed. Horse - They’re very fast and can carry a decent amount of weight, as well as gather seeds and some berries and vegetables if you need them. Useful for exploring new places and traveling in general. They are so ridiculously annoying to catch though. Taming them is easy, if you can catch them. Basically, you either make a trap and hope one decides to fall in or you chase it down with another tame and somehow trap them between a rock and a hard place and hope they don’t get free in-between bolas. That’s if they don’t run into the ocean and swim around in circles until a shark eats them first. Please lower their movement speed, preferably only while wild if that’s possible, or make them semi-aggressive so they only run away at a certain health threshold. Lion - Good at killing things, but they should be stronger than bears. Please buff their carry weight and stamina so they can be a little more useful for other things as well. I’d like it if they didn’t sound like rubbing sandpaper while running around too. Monkey - Health regeneration is cool, though it’s not much so I think this should be increased. Making their buff more noticeable would make them more desirable for map hunts and Golden Age Ruins runs. They throw poop at things too, but that’s about as useful as a ball of poop. The Monkey is small, but it’s quite nimble and reflexive so I think it could use a little more health for survivability. Ostrich - The ostrich is one of my favorites because I love the temperature regulation buffs. It is by far the most annoying tame to be around though, so please lower the interval at which it makes that horrible vocal noise. It’s smaller than a horse so it can’t carry as much weight, but it also seems to have lower health which makes the horse a more desirable choice for a travel mount in any biome but the desert; or maybe a heat wave in the tropics. The hyperthermic regulation is great, though obviously only useful in warmer climates so it’s very situational. I think that it needs a slight buff to compete with the horse, either movement speed or jump strength to make up for the difference in health and carrying capacity. Parrot - By far my favorite avian. The available color schemes for this tame makes it kind of fun to seek out. I love the fortitude buff, but it’s such a small amount that it’s hardly worth the effort. Taming any of the avians can be fairly challenging, and they all have very low health values so they can die easily if anything goes wrong. I think the fortitude value should be greatly increased, by at least 4-5x. Currently a decent level parrot doesn’t even provide you with a third of what you get just from balancing your vitamins, and even the vitamin buff doesn’t make a huge difference honestly. Bird tames aren’t designed to fight or gather, their only value lies in that buff they provide when on your shoulder. Currently not worth the effort to tame or take with you on your travels, especially when zone changes cause shoulder-mounted pets to get lost in transition and tames in general fall off or clip through boats so easily. Not even worth the crew slot it takes to bring them with you. Penguin - Adorable and cuddly. They help keep you warm in the coldest of climates but restrict your actions while doing so. They’re slow, weak and only eat fish which makes them extremely high maintenance. Currently not worth the effort for any tamer or breeder unless you’re simply trying to stay alive in your own home during a polar cold snap. But even then, you might as well just save the ironwood in your grills, give in and wait until it’s over. You already have to travel to the most dangerous waters outside of Golden Age Ruins just to get to the polar biome where penguins live, through high level ships of the damned and aggressive whales waiting to destroy half your planks with a single tail sweep, to the harshest biome of the game with dozens of the most dangerous non-mythic creatures around every corner, waiting to punch you in the face. Their buff should be applied in a small radius with a proper icon, specifically for tamers willing to handle the nightmare of breeding and are wishing to raise baby animals. Penguins should be able to eat regular meat too. For our sanity, please. Rabbit - Cute, squishy, I guess they warn me of danger. Kind of useless. They should provide a movement speed buff that scales with level. Rhino - Rocks are heavy, metal is heavier. The rhino needs more carry weight than the elephant honestly, especially since the elephant handles easier for some reason. Currently only useful for destroying player structures on PvP, but even then it would probably just get shot. Seagull - Definitely the most useless tame so far. Why an animal that can’t breathe underwater provides you with a buff to oxygen and swim speed, I don’t know. Maybe so I can swim one second faster to the shore from an anchoring point 20 meters away, or I could just use a dinghy if it’s really cold or something. And it only eats fish? No way am I going fishing every day just for that. Making it so aggressive creatures won’t go after PCs in a diving suit has made it somewhat viable. But please, if it can’t breathe underwater, at least give it so much oxygen that it won’t need to; without having to waste all its stat points by putting them into oxygen. I’d rather put them into food so I won’t have to fish as much to feed this thing. Seagulls basically eat anything in real life, so I don’t really understand the fish-only thing. Please buff oxygen and let it eat regular meat if not berries and vegetables as well. Sheep - It gives you fleece, so that’s cool. Or I could just ride my bear around and kill all the sheep to get even more fleece. More fleece is always good. Tiger - The tiger is my favorite tame overall. Not because it’s great, I just like large cats. The bleed attack is amazing and actually makes it viable to take on stronger enemies, albeit in a sort of kamikaze way since elementals and most other mythics pretty much decimate anything in their path. Needs a stamina and carry weight buff, like the lion, for a quality of life improvement. It should also, like the lion, do more damage than a bear without relying on the bleed; especially since it has significantly lower health, is designed solely for combat and not to gather much of anything at all. Not sounding like wet leather while running would be a very appealing change as well. Vulture - For such a biome-specific and annoying creature to tame, I was disappointed to find out that vultures do absolutely nothing at all. If you attack one, all of the vultures in the area aggro to you; as if trying to tame avians wasn’t difficult enough. They only eat rotten meat, which is kind of silly. I get it, they’re vultures. But why would they only eat rotten meat and not regular meat? Do they sit around and wait for a corpse to decompose into filth before coming at it like flying piranhas? No, they dive right down and eat anything and everything in their way. They desperately need something to make them desirable to players. All of the birds are completely useless in combat, even the vulture. Buffing its health and damage to make it at least usable as an attack pet would be a good start. It’s bigger, tougher and more aggressive than any of the other avians but their stats don’t reflect that at all. Still, a vulture could never kill a wolf one-on-one, and I wouldn’t expect them to be able to. But being able to provide support damage and possibly buffing their carry weight and hide or keratinoid gathering rate could make them somewhat useful to bring along. Even if you added all that, I still think it would need some sort of player buff while shoulder-mounted to really make anyone want one. What buff exactly though, I’m not sure. Perhaps a melee damage buff that scales with level to make for a great partnership. Wolf - Lastly, and certainly least, the wolf. It was my second favorite, right after the tiger. That was until I found out there was no pack buff, then their health and damage got nerfed so significantly that they became only just slightly more dangerous than a dog with a chew toy. They’re about as useful as a warm blanket. They keep you warm, but they have such low stamina that you can’t run anywhere with them, such low damage that they can’t properly defend themselves and such low health that they die quite quickly after you find out that they can neither run away from nor fight anything even remotely dangerous because all of their stats are so poor. You can’t carry anything while riding them and they don’t even get a secondary attack. Just some howl that you think might actually do something but it does nothing at all. With Nature’s Roar, my wolf was still doing less damage than my bear’s normal attack. I get it, wolves were scary at first and a lot of people probably cried about it because they’re aggressive and are in many more biomes than other aggressive animals, and they can chase you down unlike the rattlesnakes, cobras and crocodiles that you can just run away from. Lowering their aggro range was a good idea, but lowering their damage and health made them completely useless as a tame. They weren’t even all that useful before. Keep their health the way it is, that’s fine. But buff their damage back to something reasonable and give them significantly more stamina. Add a bit more carry weight, at least enough so that they can carry some hide and give them 2x rates for hide and keratinoid. This will make them desirable and useful for travel and hunting across all biomes, but not too dangerous in the wild. Turning their howl into a timed pack buff that scales with the number of your own wolves in range would also be a welcome addition. Some additional notes, please fix the things like….tames falling through floors, falling off boats, flying off into the sky, getting lost in the abyss during zone transitions, floating or clipping after anchoring, falling through the back of the boat when porting between decks, wild animals spawning inside player structures and attacking all our tames. Thank you. Also please add saddle blueprints that are better than regular saddles. War saddles would be really cool too, like they weigh a ton but provide much more armor than a regular saddle. Nerf fire elementals. If you’ve read all this, thank you for your time.
  37. 2 points
    Increase the amount of tames that are passive tames. Seems kind of weird to beat up a passive animal to tame it. Maybe make an exception with passive tames like the gathers like Bears, Elephants etc. (leave them bola tames) With aggressive animals like wolves , lions etc. bola taming makes sense. For example it seems weird to attack and bola a small bird to tame it. I agree with all the rest of posts that you need a thatch tame as not all islands have the kind that a bear can collect.
  38. 2 points
    Horses could be passive tame. They are really derpy, getting stuck on terrain or launching themselves. Their acceleration from 0 to 100000 is insane, making them hard to trap and bola. Not counting the fact they run into open ocean and swim in circles for hours. An ability to see your animals on map/atlas would be great. As it is alpha game build bugs happen, stuff happens, its too easy to lose your animals. This feature can be taken out for full game release, but it would make a nice feature for now. Armored saddles to buff your animal, give it more survival ability? Breeding is so so so tedious. Do you really want us to spend hours upon hours handfeeding babies surrounded by 7 grills or penguins to make sure the temp is good? High level tames should be hard to get, but maaaan I am not looking forward to breeding at all. Elephants could have more stamina. There should be an animal that gathers thatch faster than a player with a pickaxe.
  39. 1 point
    I have created a small web application to assist traders in finding other traders. You create your buy/sell orders and it gets listed between all other available trades. A prospecting buyer/seller can go through the list of available trades on their server, and contact the buyer/seller directly. Discord Webhooks can be added to link to a Text Channel on your own Discord that will receive live broadcasts of every order as they are placed. This is my first publicly available web application. I hope this will become a successful tool for traders like myself. Feedback is always welcome, and I will try to implement requested features in my spare time. This is the link to the web application: https://www.atlastrader.trade V2.0 (Current Version) Update Notes (2019-06-28) Did a complete rebuild of the application. Taking into account comments and observed behavior on the application. Removed the Tender system - People did not understand it, and they felt it made the process complicated. Added a messaging system to the Order directly. Added Companies - Create a company, join a company. Add your Discord Channel. Added Webhooks for Discord - The most important feature for this new version release. This links directly to a text channel on your own Discord Channel. Every order that is made is broadcast to this channel where you, and all your discord members can see what orders are happening where. V1.1 Update Notes (2019-02-23) Added to resource list: Blueprints, Animals, Weapons, Ammo. Added extra Info column to Order List. Added links to User Profiles in: Order List, My Order Tenders List Added GPS Long/Lat in User Profile (Use this where your base location is) Added "Times I Play" to User Profile (Ex. I play mostly on Sunday. Week days sometimes from 7pm to 9pm) Added a Time Zone selection to User Profile. Added menu Icons and removed menu items users do not have access to. Added a Help Menu with an F.A.Q section.
  40. 1 point
    Can we get a different color player marker for the map so it contrast the red land claims
  41. 1 point
    I realy like to see a Claim system that has the possibility for empty or low population flag islands. Untouched beaches, no shipyard spams and lots of ships around the beach. You have more fun to explore a new Island, sometimes you find a big building from a player, or nice other stuff...but with this claim system all Islands are Claimed. A lot of ships and shipyards. Big Gates to block people out from a big mountain, its not funny to explore a new island, or you found a completly emtpy of ressources island because massive pillar or foundation spam. I dont get the point from "game design" that they like to see 100% of the Map can be claimed. We need untouched Islands (except Golen Ruins/Freeport)
  42. 1 point
    Please allow the use of Rotten meat, this is possible in Dark and light so i do not understand why you can not copy the code system to allow rotten meat, maybe add a new item that works the same way but is made with rotten meat. Just seems like such a pain in the butt waiting for animals to poop then me making lots of rotten meat to use. Maybe have say 10 rotten meat for a Large bag. Also is it possible to add a composting bin like from Ark that stores animal poop, maybe even auto picks it out from the ground?
  43. 1 point
    I mentally saw my screen shaking as I read your post! hahahaha
  44. 1 point
    Hope you're having a great day I know this is already on the grapeshot list of things to be discussed but it's becoming more and more of a problem everyday on our server and I'm desperate to get a .ini configuration. I see it being done in up to three different ways: Limit total number of claims per person (Probably not) Limit total number of claims per tribe per cluster (a fix we can work with) Limit total number of claims per tribe per region (this would be awesome) Thank you for everything you do!
  45. 1 point
    Hello, some days ago i was inherited a ship of a companymember, that left the game. The ship had a name, i never would use, but not using the ship would also be a waste of material an time. The ship also was skilled up in a strange way (3 Beds / 25 Crew/ some weight and sturdiness). I started a redisgn of this ship and build it more into a warship for SOTD. I really would like to see a Rename/Respecc Option for Ships similar the Token you can buy for your character. Best Regards Erryog
  46. 1 point
    The parrot gives fortitude where i feel the rabbit would suit this better and rework the parrot to give a gold/treasure buff because it aint no parrot without its "pieces of eight"
  47. 1 point
    Change how to play/farm : Make cow or atleast bull able to "use" the cargo saddle. And able us to put on it a chest that make ressource to weight less. And so, make the cargo saddle a cargo, and not just a mounted gun The wool from sheeps should be a material that can work either as Hide or Fiber (or only fiber). Actually, hide isn't a ressource that we farm a lot. Fiber is one we do, so people would tame many to gather there wool to farm Fibers, as an alternative way Bear need to be less effective. Actually it's the best transporter, it harvests fiber/fruit, it is the best mount, can put a cargo with canon on it, super fast. It needs to be less good everywhere. Better experience : An animal that help for breeding (I know penguin provide heat). But something that is a bit better ? Or an other animal that provide cold ? Why not ? Make the seagull able to "fish" as on Ark. With a similary bonus. I really like the idea from Symptom too. Make them really usefull Make the vulture able to harvest a rare meat ? That can't be obtainable with other animals. A meat that can be use to tame or recipe maybe ?
  48. 1 point
    Thanks for including me. It's really a well evaluated idea. Still you are working to add an rpg system to a mainly sandbox game, and automate possible things that player can work in the game just to focus purely on firing at each others. It would improve singleplayer/private server experience, but it removes the mmo sandbox vibe of the game. For example if you automate merchants, my "role" as a sap importer, and trader would be just.... gone. Since everything will be npc made, then all what would left to be done is just to shoot at each other and sail. It's like a well paved road, but its stricly limited. Which would suit a game for example like Sea of Thieves more.
  49. 1 point
  50. 1 point
    Server Ping is 10/10 - Steady 20-30 Amazing Server Community with active and returning players. Dedicated and most developed server staff yet. (Plugin addons etc) Respectful Staff who are out there to help GOG's discord is well organised and put together KINGJAMMY
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