Jump to content

Leaderboard


Popular Content

Showing content with the highest reputation on 07/02/2019 in all areas

  1. 4 points
    So i woke up made my coffee and got on my computer loaded up steam and saw your update post. I have to say im very proud of all of you. Most of these little shit mongers that had bought your game complain 24/7 most not all i want you to know there are some people who love atlas and are super happy about the singleplayer. Amazing work im getting 90 fps no lag im so happy thank you.Im sure thier will be bugs but im sure youll fix them.
  2. 3 points
    Yes but you notice the 10 minutes of doldrums way more than you notice the 90 mins of good wind. It’s about eliminating a mechanic that overall detracts from the experience for most players rather than adding to it.
  3. 3 points
    I agree, require a person to own the game before spamming the forum...
  4. 3 points
    @Realist Man, your first problem is always, ALWAYS, that you just don't know wtf your talking about. It used to be frustrating watching you make several post a week about Atlas dying due to playerbase. You drone on and on about how it will die without doing X or Y to cater to you or your wierd PvE theme park MMO preference. Now, its just sad to see you troll along about a game that you don't own and haven't played. I mean seriously, you made a lost about needing more land...... No one cares about playerbase. I know this becuase the devs said so. I know this becuase the game has not yet even been released. You fail to mention its june. Summertime, pools, malls, vacations, sports. You fail to mention were in the down sode of a patch, with a new one about to pop. You completely ignore the fact that the game is EA and hasnt released, as such very little if any resources were put into marketing. 90% of current players laerned about this game from that awful Jurrasic park sim. The most ironic part is that as often as you worry about numbers, youve 100% failed to contribute to them, learn to be less hypocritical. On top of that, your ideas often sound like your making them up as you troll along. Factions? Prebuilt towns? Wow style themes? These are all counterintuitive to what a sandbox MMORPG is trying to achieve. Its just glaringly obvious you dont know what the game is like. Not that we dont need changes, we do, and we will get many changes over the next 18 months. But likey very little to none of what you think a game needs based off of nothing tangible.
  5. 2 points
    Will be good if we have auto walk so the guy walk without have to hold a key in the keyboard, so you can gross flat areas without pressing a key.
  6. 2 points
    As a german player i wanted a real submarine and not a diving bell with scissor hands^^
  7. 2 points
    LMAO cheating in single player? Do you even understand the definition of cheating? You never cease to amaze with your silly comments.
  8. 2 points
    Maybe he's in a relationship with realist
  9. 2 points
    Seems to me the OP has issues with the game. Every post by him is negative towards the game. Martyn, if you have so many issues with the game you feel the need to continuously post how bad it is, maybe find a different game? Either you just like to hear yourself complain or you want others to wallow in your misery. Are you a lonely housewife or something? lol.
  10. 2 points
    I like the idea of factions - but I'm not sure that a 'navy' faction works; a few competing pirate-themed factions would be easier to pull off. Each faction has a common chat and would function as a ready-made alliance, which would be huge for solos and small groups. Add in faction affinity, bounties, titles, faction-only blueprints, and you could have something very cool.
  11. 1 point
    1. Ship-Rear Cosmetics/Skins So we have figureheads, steering wheel skins and soon, sail skins. This might be a large suggestion, but the Brig and Galleons have cosmetic "cabin" styling on the backs of them. I propose new skins be made for the Ship itself that adds cosmetic changes to the back of ships. Maybe dragon heads from the back, working up the side? A skull? Hydra head? Cyclops hands? 2. PvE Servers, Allow Ship Claiming After Inactivity Currently, there is no ship claiming on the PvE servers. I feel like ships should be claimable if the player and/or company has not been online or entered the area within maybe 2 weeks? 1 week? Or simply cause the ship to be "Unclaimed" after 1 or 2 weeks of inactivity. 3. Repair All Structures It would be a tremendous Q.O.L. improvement to allow NPC crew to repair all structures including ceilings, cannons, walls, chairs, e.t.c. when the ship is anchored and the NPCs are unseated. Optionally, create a new structure to be placed on a ship in which you assign an npc crewmate to be in charge of repairing all other misc. structures on the ship. 4. Unseat All Crew I don't know about other players, but when I get off my ship, I unseat at least 4 crew members to ensure my ship's essentials are repaired before the next time I set off. This would be another amazing Q.O.L. improvement for the ship to have an implemented option to unseat all crew. 5. Man Your Stations Add an option to NPC crew on ships that assigns them a specific position on-board. Then add an additional option on-board the ship for assigned crew to "Man Stations." 6. Handling Sail; Reverse Allow Handling Sails to provide faster Reverse speeds. As it stands, ships can currently back up no matter what. If the Ship layout includes a Handling Sail, this ship should reverse slightly faster. 7. Captain's Deck Currently, the Galleon is the only ship that comes with a snap-able slot for a receded Deck to be placed higher up at the back of the ship. I propose another optional Deck slot be added to the back end of Brigantines and Schooners, like the Galleons, for cleaner and more aesthetically pleasing ship designs. (The Brigantine is especially difficult to make the ceilings and walls line up with the back end of the ship.) 8. Careening @mKHammerBro Introduce a new mechanic to ground Ships to scrape and clean the underside of the hull. In the past, this process was called Careening, or Heaving Down. Barnacles and other sea life clings to the underside and rots away at the wood. This could also introduce a new way to repair your ship's planks or add a temporary repair and/or speed buff to your ship. 9. Mooring @ikarirain Introduce a new item to be crafted at Smithy's from the Seamanship tree, Bollard. There are instances where a ship is too large to reach an anchor-able point, so it's been proposed to allow ships the ability to be moored in by ropes to Bollards, which can be placed on piers or shipyards, to safely "anchor" the ship in your territory, given anchoring isn't possible. Additionally, increase the amount of Bollards needed to moor a ship depending on the ship's size and/or weight. 10. Select All or Individual Sail Controls @Shakarian Ability to control all sails from the wheel, or select which individual sails to give certain commands to. For instance, all sails selected by default. But press keys similar to the cannon crews to deselect certain sails. 11. Look-Out / Telescope @Aristocrates It is known that being at the top of a mast gives the player a slightly larger render-distance so they can see ships and such ahead of time, but it would be nicer if there was a Telescope sort of attachment to build on the Smithy that could be attached to the top of the mast, further improving this render distance for preparation or avoidance purposes. 12. Collidable Figureheads @Grodgen Collidable Figureheads: Currently they have no collision. You can't stand on them and it also limits their functionality as actual figureheads. 13. Rotatable Weight & Handling Sails @Kaitlynn Allen Add an option to rotate Weight Sails and Handling Sails 180 degrees when placed, depending on your desired placement at the front or back of the ship. 14. Rigging That Connects The Front Sail To The Figurehead @Kaitlynn Allen Add an option to connect sails via rigging placed at the front of the to the bow sprite/figurehead. 15. Catch Net @RebelMarmoset Add a structure for the front or sides of ships that catches flotsam and/or fish. Consequently, the longer the net is lowered, or the more items it catches, the more it slows the ship down. If you like any of these options, please reply to this thread with your comments and feel free to suggest some more ideas pertaining to ships! And a special thank you to @Jatheish for taking the time to read this! Loving the game.
  12. 1 point
    "AoD are now immune to anything except gun (non-puckle), melee damage and tame damage." My technique for fighting the Army of the Dead for treasure hunting was building walls and grenades after they spawn. Guns don't do enough damage to be able to effectively take out a squad of Warriors of the Damned (although they will handle the other mobs, like archers--if you don't miss!) and trying to solo three or more level 25+ Warriors with melee weapons leads to pain and misery. I have been playing Atlas without taming, instead depending on the gear and my skills and tenacity. The harvest bonus and good (journeyman+) tools mostly makes up for the advantage that tames give for harvesting. Only bears out perform me on fiber-over-time; the rest of the animals move so slowly I can about match for bulk collection them if my weight and stamina are high and boosted with gear. And considering that I no longer have to hunt high level animals, spend time taming, worry about the animals being killed, and save the weight of carrying animals around on my ships, I feel that this is about an even trade in game play. Plus I have about 24 skill points I don't have to lock up in the Taming tree, thus I can be more versatile in the other skills needed for the game. But you just can't solo a journeyman map without animals following the immunity to grenades and explosive kegs that was instituted in the changes this week. What exactly was the purpose of this change to AOD? What were the devs trying to fix that was exploitative? And now that there is a Single Player mode in the works, is locking out this style of play really a smart direction to go? I feel it is not.
  13. 1 point
    As of now, the only use of the shipyard is to make ships. What if we can anchor or rather harbor 1 ship to the shipyard? This would work like the hitching post in s+ for Ark or the new breeding thing they added with extinction. This way, the ships would be more protected and shipyards would have a greater use (maybe give them a minor durability buff while harbored). My boats keep getting attacked by crocodiles and such that aggro onto my crewmembers. This would be a nice fix.
  14. 1 point
    We've invited multiple people to play the game on our private server- and they quit after a couple of hours. The reason? Chain death due to extreme heatwaves of 143 Fahrenheit. This happens every time at mid-day and every single player dies. Even those who come to mentor new players with 40+ in fortitude die of heat stroke. Getting into water doesn't cool the player. Drinking doesn't cool the player. Shade doesn't cool the player. Cloth clothing doesn't insulate in extreme heat. High fortitude is seeming inconsequential. Wasted points. This is a game breaking mechanic on a temperate island. It deters people from playing by disrupting their game at regular intervals and for no reason within their control. Between vitamin management, hunger, hydration and aggressive wildlife, unreal temperatures should not be a game stopper. Several players we encouraged to join us have quit because the window of actually being able to do things like build, explore ect. is so small. Please reduce these unrealistic temperatures an make fortitude more effective. Thank you.
  15. 1 point
    Excellent work on today's patch. You guys clearly show you're listening to your community for feedback especially on QOL. Keep making the game better and we will bring people back in!
  16. 1 point
    First off, I don’t claim any of these ideas as mine though some are. It really doesn’t matter who’s idea it was, but there have been a lot of good ideas that have been brought up. secondly if you want to say things are fine the way they are, that’s cool. I am not here to argue. We can just wait for the last of the playerbase to leave, so I won’t be arguing with anyone. so many good ideas have come here, let’s begin: professions are a necessity for this game. The skill system is cool and all but a lot better for games like ark. This couples with the end of companies(which will be explained later) will be a very good change toward trade and an economy. Keeping in line with wow or ffxiv the professions would be gathering and crafting. But for pirates there could be combat specializations. Factions. Oooo I said a bad word. The word might be a little taboo to some but factions would mean a possibility for cities towns or even governments. Companies almost ensure that atlas will always remain subpar as a game. This change could mean the complete removal of companies or it can mean that companies are merely just a faction now. Take for instance pirates vs. a country. If you want to be in a company and be a pirate, cool. If you don’t you can join the country/government and become part of a community(explained later). taking a page from wow, if you do choose to be part of the country/government there would be a main city(indestructible) ala stormwind/orgrimmar. This would be where people could thrive in an open market(not an auction house). More inproved playershops for specialized professions could be within the city. as far building goes, anywhere outside of the city could still be raid able(unfortunately) but... building would be allow in the main city territory that would be part of the city(indestructible). This would allow for multiple play styles. Pirates could also enter the city to buy and trade(sorry, no pvp in the main city lol). sure you might say well some people will just stay in the city. No, that is very far from the truth. They would still have to venture far out to gather all of the materials needed. Allowing for a realistic pirate world. The adventurers/merchants/traders/defenders(Royal Navy) would have to constantly venture out. The pirates would be able to be pirates and attack all of the varying types of players venturing out and receiving their booty. in order to keep pirates from just camping the main city/cities(could be more than one) every main city would have npc controlled defenses as well as player controlled defenses to create a defensive parameter around the city. Once a pirate has sunk a ship they have a cool down timer before they can enter the city. We are talking a small one like 5 or 10 minutes. a system like this could also better integrate the merger of pvp and pve. Pve people can still get the thrill of fear but still have a home to come to. Pvp people would have a lot more targets on the open seas. here might be the best part. Everything(including end game gear/mats) will be available for sale through the player shops(improved) This would make it to where hardcore and casuals could enjoy the game. Since it is a free market you can be sure that the end game gear will be veryyyyyy expensive so you better be out there making that money. the rarest of resources would be the furthest away from the main city making it worth the trip to venture far out. looking for group(LFG) very simply needs to be added. This one is pretty huge. Nobody should have to wait for someone to pass by. That is stupid. Besides professions would also be jobs/careers. You want to be part of the Royal Navy and protect the merchant and trading ships? Time to sign up. You want to be a trader? Join the traders guild. You want to go at it alone and be self employed? Become a merchant. What I just explained here is a way for big groups, small groups and even solos to thrive. if you want and love pvp and want to be the bad guy? Be a pirate. If you love pvp but want to be the good guy? Join the navy. If you want the fear of pvp but not be doing the pvp? Become part of the community/society. if you like the old ways? Hey there are plenty of islands to build on. Be careful though, you will be free game for the pirates if they find you. Endless possibilities. feel free to add anything I missed.
  17. 1 point
    If your family can’t fend for themselves in the wild, let natural selection do it’s work. People always talk big about tough love, but they @#$& out when it comes to handing their loved ones a hunting knife and explaining the new family rule is “you kill it, you eat it.” Sure an 8 year old can’t run down a deer, but they can’t eat that much meat before it spoils anyway. So unless you’re willing to sacrifice more of your playtime teaching your daughter how to salt meat to preserve it, tell her to start small with squirrels and rabbits and work her way up. Cause a man’s gotta have priorities, and you’ve got a new hard drive to shop for.
  18. 1 point
  19. 1 point
    Well let me think a new hard drive or my family eat....,but seriously that's still too steep for me when i can save up for a new pc which is what i'm doing.and yeh win 10 management is pretty useless but until they lose the pc monopoly im pretty much stuck with it as all my graphics programmes run on it.Lets just not all get bogged down with name calling though, we are all gamers we got a lot in common we can start there eh.
  20. 1 point
    The main height of it is 2 walls high, but it has a pointed roof/top so goes slightly higher than 2 walls, maybe 2.5 walls high? It's completely round, i'd say 2 foundations wide. I didn't take a screenshot of it, but i'm pretty sure that's what it was like.
  21. 1 point
    High risk, high reward. I like it. The more gunpowder in the barrel more damage and more heavy. It would be awesome to make it impossible for gliders in tower to use this tactic, they will need weight to carry a barrel that will do more damage. We kill two birds in a row. Increased weight when carrying a barrel, increase the fall speed and gliding speed when using glider. That will be awesome. Also shooting a glider and exploding him would be fun to watch. You could decide if you go with a 20% barrel or 30% barrel or 100% full gunpowder barrel. More weight= more damage. We will have the option of using 5 barrels of 20% or one of 100%, when having a barrel of 100% is overkill most times.
  22. 1 point
    Sorry for the click bait title I was thinking about something I find very interesting let me explain my idea. 1. Get rid of explosive barrels like they are now 2. Gunpowder can no longer be placed in any container or storage we currently have Instead, implement another barrel that works more like the water barrel but is filled with gunpowder instead. This barrel gets heavier the more gunpowder you fill in there. It is the only place where you can put gunpowder after you take it out from mortar & pestle. This barrel can only be carried by hand (like a penguin) and not placed in any inventory if it is filled with any amount of gunpowder. This barrel is always explosive and doesn't have to be activated so you can shoot it with any gun to let it explode. This barrel does damage based on the amount of gunpowder inside. This barrel is necessary for cannons. It as important as the ammo box container because you will need gunpowder AND cannon balls to operate a cannon. Gunpowder in this barrel spoils really fast if the barrel comes into contact with rain or with water in general. Gunpowder wouldn't be necessary to craft cannonballs but to craft other stuff that need gunpowder there must be a barrel in close range to the smithy for example. So why this change? It would make ship battles much more interesting because you need to design your ship in a way that the gunpowder doesn't get blown up too fast. It makes ship management more interesting because you need another resource. It is a high risk, high reward object that you can use to attack other ships and structures but it is very fragile of course. So if you can manage to get a full barrel dry and safe onto another ship. You deserve to make huge damage. You would need to think about the location where you store gunpowder inside your base and ship. It gives the player the opportunity to make meaningful decisions. Both for the player owning the barrels and for the player who is attacking. And to me it sounds like a nice challenge to play with these things. I know I posted a less formulated version of this in suggestions but I feel like the suggestion section is cluttered with months old up-voted threads nobody needs anymore. So here we go!
  23. 1 point
    - New placeable land structure 'Crew Resources Silo' which allows storage of food and gold to feed crew. Note this will also function on lawless servers, but to do so we've had to have them display island points on the map, however they still will not be able to be claimed.
  24. 1 point
    I'm sure modding like this will be easy enough to do. Make a map, add a structure, add an aod spawn around it. Put a treasure inside.
  25. 1 point
    I thought cheating was when you use cheat codes? In game options are options for ones likes. If it wasn't intended then the option wouldn't be available. So guess all those personal servers do anything at all to the settings besides load straight up and play those are all cheating servers? Does that include them placing what islands they want and placing them where they wish and not the way the developers have it?
  26. 1 point
  27. 1 point
    I have done a manual activation for you. You need to check with your email provider to make sure that email from "atlastrader@atlastrader.trade" does not get blocked. This is the email used for all account activation and communications.
  28. 1 point
    I understand that doldrums are a thing in real life, but in a video game, all this game mechanic does is say, "Don't play right now". Countless times my friend and I have been out treasure hunting and the wind dies down to almost nothing. At that point, there's no point in wasting time sailing. If that's what you wanted to be doing, you log off. The wind should always be at full strength. The changing direction is enough of a mechanic to add some planning requirements to sailing.
  29. 1 point
    Fortunately games are not realistic. This is not a sailing simulator!
  30. 1 point
    It might be best that everyone gets a slider config option where they can set the amount of low-wind they want. Seems like some idiots thoroughly enjoy that ridiculous bullshit, so let them have it! Let ME turn it down to zero, though, please.
  31. 1 point
    Would be nice to have a drawbridge in game and have it 3 to 4 blocks wide for creatures to be able to cross and be able to get at least a brig through it. Also foundation blocks should be able to clip terrain like the roof does it causes little holes that you get stuck in. also please add another triangle ceiling,& foundation that is a true triangle that is half the block not centered like the current one.
  32. 1 point
    We'll have a patch going out soon which will introduce a new structure to the game. This structure can be used by settlers/folks who live on lawless or unclaimed islands to have a simpler way to feed and pay their crew.
  33. 1 point
    Here are just a few things I've noticed while playing in Single Player mode. Fast travel duplicates player character. I used a bed to travel to a different grid, and when I came back my body as sleeping there. Logged out and back in, and its still there. When on a boat, the character also remains on the ship during grid crossing. Crossing to another grid prevents discoveries. When I travel to a new grid and approach a new island, the name of the island no longer appears in the top right. Standing on it also does nothing. Logging out and back in fixes it. Fleets of the Damned blowing up on their own. Almost every fleet I've seen that I haven't actively engaged has blown up on its own. Sometimes I even see chunks of ships flying in the distance while on islands. Structure pieces disappear. I've noticed this when playing online, as well, but it looks like after bed traveling, some pieces of my structures both on land and on a ship disappear. Some map bottles appear in land. Could just be an issue with their spawn locations, but I've seen a few bottles deeper inland underground (because the glow is visible above ground still) or in the sand on beaches. Seems like my available skill points change when I log in sometimes. Last time I left some unused skill points on my character, and when I logged in later, I had -9 points available. I leveled up again and was back in the positives, but when I relogged another time, it seems like I had gotten more again (maybe those 9+ that it said I didn't have before?).
  34. 1 point
    Who says it annoys me? And if you deny you're cheating.. well you have bigger problems.
  35. 1 point
    Don't completely disagree, there should be periods of slack wind, but no way as near as long as they currently are. There's Heat Waves, Cold Fronts, Fog, Wind/Cyclone Storms, Rain Storms (Blizzards in north/south) and No Wind Storms. Every so often.. there's good wind and clear skies.. It's like the Devs have removed the idea of weather and replaced it with timesinks.. Heat/Cold Waves can kill you, Fog usually a prerequisite to Sotd spawns, Cyclone Storms can sink your ship. Albeit you'd need to get stuck in every cyclone to get that damaged, but it is essentially a resource time sink. And no wind.. is just a timesink. There is fair weather.. but not very often. Storms should be rare.. occur only in specific regions etc Fair weather should be normal and avg condition with moderate winds and rough should be with the waves and high winds.. but should perhaps occur as an imminent warning of more severe storms. Would also be good if storms occurred within areas of a region, ie only over 1 island etc.. which would make for a nice effect and add immersion. But I don't know if the game engine could support that. You cannot "sail" into the wind. Your ship moves extremely slowly against the wind and that is not sailing.. sailing can only occur "with" the wind.
  36. 1 point
    What do we want in game? SHIPS - we need more variety of ships. SAILs - sails that work correctly and face the right way. There are many types of sails that are currently missing which are needed. General clutter - for both onboard ship and on land - More and different types of building materials, furniture etc Increase the level of items that can be put on a ship. An empty ship is just that - an empty ship. Let us make them into something more. Increase the build amount for land - there are many folk who like to build big that are held back by the current limit SOTD that look like ships not some ugly thing that doesn't look right No more useless tames. If you are going to add more animals then at least add things that make sense, (the cat is good if it can go on ships etc).
  37. 1 point
    Auction house killed diablo 3. What would be cool is having an interface that show you stores in real time, or show you the offers. So you decide if worth traveling to get deals, maps or blue prints.
  38. 1 point
    Yeah, seasons is the way to go. Games with 0 content can make it, just look diablo 3. They just create a new armor set, do some ranking system and people is farming countless times for the ranking and the casual players play for the reward. Same as league, a lot of people only want to be gold to get the skin in the season. Devs have more time to develop between seasons. People have an objective to do, people who want to tame do useless and random stuff can live in the background and be ignored by megas. In my experience after the 100 days when megas are focused on winning the server. Little guys who want revenge can do a lot of damage when mega alliances are focused on other stuff and ignore grids.
  39. 1 point
    And so it begins.... (On a serious note it is possible to solo it if you have high enough gear, ships, and weapons; just sucks if you screw it up and die.... though I dunno how the game would handle that in SP with single zones being loaded at a time... might actually just despawn him/unload the zone)
  40. 1 point
    Yeh I agree,the one thing that puts me off of sailing is the time it takes to get anywhere versus the time I actually have to play,which seems a bit silly in a pirate game where sailing and exploration needs to be encouraged.whether you don't mind the speed of sail or not is always going to be dependent on your real life time.What annoys me though is all the people with their giant crabs, torpedoes,submarines and dragons telling other people that the wind at sea needs to be realistic, otherwise it's not a proper pirate game!
  41. 1 point
    Oh then i will be there with the missus and possibly 3-4 more if they can get there powerstones.
  42. 1 point
    Except it isn’t and the party saying it isn’t laid their argument out with clearly stated reasons why they find fault. Your post does nothing but disagree with nothing to support your position but some assertion that’s irrelevant to the question at hand. Personally I feel that a certain amount of realism is fine, but realism that leaves you staring helplessly at open sea going nowhere cannot possibly add to one’s enjoyment of the game. If doldrums are predictable the I would suggest that saying to your playerbase “ we’ve preprogrammed in windows of time where for the sake of realism we’ve arbitrarily decided you shouldn’t sail in our sailing oriented game.” is not a path to success. If doldrums are random and unpredictable, then they are nothing but random and unpredictable frustration when players can’t get where they wanted to go in a timely fashion. tl:dr version: Atlas has a lot of challenges right now. Eliminating doldrums to make the game more enjoyable should be a no brainer.
  43. 1 point
    Yeah there's no point in flag claims in single player, because no-one else is playing besides the single player. They can build wherever they want. What would you need a claim flag for?
  44. 1 point
    That bug has been around for a while. Shoot the whale with a carbine first. Then all your bolts will register.
  45. 1 point
    Moin Community laut dem server grip editor und diversen anleitungen wird immer geschrieben man soll maximal 1,4 mil x 1,4 mil Cellzize grösse machen. Da aber nun in dem kommenden Update wieder neue insel kommen ist hier nun die Frage ob es evt doch auch grösser geht also z.B. 1,6 mil x 1,6 Mil. Hat das evt schon wer gemacht ,getestet oder was auch immer.Oder kann mir wer dazu was sagen? Greez
  46. 1 point
  47. 1 point
    You are probably right. But there are some regions I have spent many hours sailing around looking for DP's and missing many. The last week, I've spent tons of time in all the islands in M3 for example solely trying to get all DP's and still missing a whopping 4. Pre-wipe I used to be able to complete whole regions fairly effectively with little time wasted by simply using the spyglass. I understand the wiki is not always reliable but I am simply not finding many of the Discovery locations in some of the regions despite tons of work, and from using the spyglass both from sailing around the islands as well as going through the middle of them too. Given I used to do them a lot easier pre-wipe and have only just started trying hard to do them again, I assume something is not working.
  48. 1 point
    Player Shops NPC Crewmates Cosmetics New Players Meet/Hire Player Crewmates Resources All of the above are reasons why the Accelerated Ship Decay should be delayed in Freeport Regions. From the moment you enter a Freeport Region, your ship begins to take a percent amount of damage every 10 or so minutes. My Brig was at full HP on all planks before entering the Freeport Region. By the time I made it to the Freeport island and anchored, my Brig had taken 400 points of damage on ALL hull planks. If players are going to be going to Freeport regions more often to buy and sell items and Player Shops, buy cosmetics for their ships, hire crew members and meet new players... they should not be forced to leave the Freeport region ASAP. The accelerated ship decay should START roughly an hour or two after entering a Freeport Region. That being said... I understand why there is Accelerated Ship Decay in Freeport Regions. This is to reduce lag and reduce clutter in these Freeport Regions. Players should not be clogging the place up with ships and campfires and bodies lying around everywhere, like we saw on Day 1. But if we are to be visiting Freeport towns more often because of the new content coming, like player shops... we should not be immediately penalized for entering these regions. Alternatively... @Argh! Pay mooring fees to anchor in a Freeport... an hourly (gold) rate allows for (an amount of time) in the Freeport. If you need to stay overnight due to unforeseen circumstance you will not return to a scuttled ship as long as you either prepay the "Dock Purser" or have the funds in a resource box on your ship -- Also limit this to any ship above the Ramshackle Sloop...
  49. 1 point
    So your saying that you already have Discovery Points added, when in fact it is only 'To Be Added'?
  50. 1 point
    Great job. Add an option for Discoveries points and your map will be perfect
×
×
  • Create New...