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Showing content with the highest reputation on 07/08/2019 in all areas

  1. 2 points
    So I took a break for a bit owing mostly to rl and recently returned to check out what's new with Atlas. I haven't had a chance to really dive into some of the newer stuff yet, but I did notice something I found disapointing: the removal of individual debuff effects from vitamin deficiencies in place of more mundane taking damage when any one gets too low. I'm aware this was almost certainly done out of player dislike for the system and complaints it imposed too much of a burden. I'm also aware that many find the vitamin system unappealing in it's entirety and want it eliminated. For what it's worth my two doubloons are contrary to this view and here's why: The vitamin system adds to and enhances the survival genre and seems a natural step to differentiate it from other games that just have health and stamina. Many people put forward an initial complaint that it was overly punitive and unrealistically required micro management of eating and drinking. I will conceed that the system in its initial form lacked polish and needed tweaking, but many people pointed out that vitamins don't drop that fast irl. You also can't build an entire building or a massive ship in a single day, so I think it's safe to say things in Atlas can occur faster relative to real world time frames. Stil, many players were unhappy with initial tweaks to make vitamin consumption less punitive. I strongly suspect many objected while at the same time being unwilling to put points into the skills that mitigate vitamin drain, or invest points and effort into cooking. I think cooking holds a lot of potential for Atlas as providing a reason to gather far flung mats and to maintain land based operations as well as ships. However, vitamins have now been nerfed to the point that cooking is at best a flavor option, rather than a strong means to mitigate vitamin loss and manage it and the food meter more effectively. I think a balance needs to be struck where cooking isn't necessary, but is highly useful for both buffs and managing vitamins. To the degree vitamins become increasingly easy to manage on their own, this serves as a form of nerf to the cooking tree. I would encourage the devs to cointinue to add depth to cooking by adding more recipes, giving most recipes a distinct use or advantage, either a buff or a good combination of vitamin heals for more commonly found ingredients. Right now it's a good start but needs work, and is somewhat dependant on vitamins for it's viability. Combined with the crafting system which requires an increasing variety of mats for better and better gear, cooking could be one of the core things to spur trade and exploration, as players fan across the map to locate ingredients for all sorts of recipes. For this to have a meaningful risk:reward ratio, the devs must carefully consider how good a food buff needs to be to make finding or trading for it's ingredients worthwhile. If they can find this balance, I think it could be a significant step towards helping Atlas develop a vibrant and engaging economy. At present I would say that most of the buffs are lackluster in comparison to the effort required to get them. I also want to urge the devs not to listen only to players complaining about managing vitamins without considering whether those players have been willing to avail themselves of the available tools to manage vitamins better, or are just whining out of laziness. My personal experience so far with Atlas is that vitamins have always been manageable because I was willing to invest in the relevant survival skills and cooking. That's just my two doubloons.
  2. 2 points
    If you think about it.. a wipe is happening right now.. it just takes a few weeks to work itself out.
  3. 2 points
    direct, fair and honest? really? Killing someones hard work just because you can't wait for some time ? this is the most retarded thing I've heard. Sucks to suck mate. hope your 12 yo ass is happy doing that.
  4. 2 points
    For me it's a game. Only pixels and data packages. I would rebuild my pen away of this spot and the problem would be solved. But if u think this is real, start to cry about a serverwipe, vanishing tames, vanishing structures, boats and all the stucked tames.... So you really should think about your life and lifegoals. I run a company in real life and just want to enjoy a game. If you make a game deciding your life? Search yourself a relationship, work or a psychiatrist. At least it's still an alpha ea game. Maybe we all will loose our entire stuff ingame again? And then? Just start a new adventure
  5. 2 points
    vitamin system is cancer. Noone plays the game and uses it its easyer to eat a turd and respawn and reset tota waste of processes.
  6. 1 point
    Dear ATLAS developers and players (this is google translate essay) I care about this game because the basics and the climate you have created is incomparable to any other production. However, I must express my opinion on why this game will not be a success on the gaming market. Or rather it will slowly die. The game has classified itself to the genre of survival / sandbox / exploration / PvP - this is the basic assumption. Based on these basic assumptions of the game, you can put the most important game downs. Survival: - Vitamins are only a hindrance and annoy the players - they need a modification. Sometimes the player simply decides to die than spend extra minutes picking up supplies. There was no such thing in ARK. We got a food recipe for it, which we could create according to our preferences. There is no such thing here. - Drinking water is also an annoying difficulty. In hot climates there are not enough places to dig this water. There is no rain if we would like to collect this water. In the ark we could create an irrigation system without any problems (and it was a pleasure in itself) - In cold climates, the hunger rate drops even more and it is even harder to keep vitamins at a decent level. - Putting armor of different types carries too many penalties and leaves no free choice. We can wear heavy armor (the best in the game) only in moderate climates. - You should be more focused on the fantasy atmosphere. Wolves, lions and snakes are not too demanding opponents. The game in real climates is not very interesting. Why not add creatures from fantasy to the world of ATLAS? Something that created an actual threat, and perhaps a challenge for the player? - Taming and breeding is as annoying as boring. This is certainly not as much fun as in ARK. Seriously think about the whole revorkiem. - You created the game in the assumption of exploration and hence these annoying factors. Here we have to sail a boat, sometimes over an hour, for example, want to tame an animal that is not in the mood of our island Or, for example, if we would like to do an item from the blueprint we found, we need to visit even three different climates! - Solo play is not possible. sandbox: - There are no structures with an angle of 45 degrees - We waste a lot of time on the ship's float. It's nice, but after a while it makes us realize that this game is dead. - This is just my suggestion, but I think that there is too little land and too much ocean. Solid continents would be useful instead of islands. - There are few cons or many, but it is not important. The basics of the game are very good for this genre and it's not something extra to come up with. - Solo play is not possible. Exploration: - The game forces us to explore. Nothing else needs to be added in this sentence. The assumption is wrong at the very basics. Change your thinking to reward exploration - Exploration is boring. There is nothing to discover. There are no surprises, repetitive content. - Solo play is not possible. PvP: - PvP is very interesting. Fuck, he's awesome. Only that it does not bring any benefits beyond pleasure. The balance of benefits and effort is lacking. - To create an interesting situation for PvP, too much effort is required. We need a ship with cannons, weapons, 2-3 players. not just any ship, at least Schooner. It's not that the ship's farm is tiring, but building the ship itself takes too much time. - To assemble equipment for a good PvP, we need a few players where everyone specializes in something else. For PvP, we need a firearm, a ship, cannons, a grappling hook, maybe some animal with a trailer. For this we need at least 5 players in the game at the same time. Specializing in other fields - Solo play is not possible. Graphics: - We hear the sound of the night / day and suddenly the light goes out / lights up. It's unnatural. - Shadows move unnaturally with the camera. - Waves on the sea, if they are interesting, after some time they are boring. Storms are boring and undemanding. Rework! - Why is this mist at sea? - Gamma is totally unmatched. In winter climates, snow winks. The / gamma X command does not help at all. You must use this command non-stop to be able to play. I feel sorry for players who do not know this command. - Ships "ship of the damned" look like big motor boats, not like ships of the undead. Bugia: - Under the influence of waves at sea, the player is often under the last deck of the ship and it is impossible to get out without destroying the ship's side. - The guardians of the chest are hiding under the ground, despite being in a fight with the player. I added a point that solo play is impossible. I play 5 players in the team. It's impossible to believe it or not - it kills the game more than any of the minuses I mentioned. I have even more suggestions that I think 100% of the players think is right, but I have mentioned the most important ones that should be resolved by ASAP.
  7. 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.
  8. 1 point
    Can someone please explain to me why it's a good idea to demolish someone else's boat if they've been offline for x amount of time? I find it stupid that I have to level a boat, stop playing for a while because of work and life, then come back to find my boat's gone.
  9. 1 point
    Cargo racks were one of the features I was really looking forward to in this update. Finally, an efficiency increase transporting heavy mats or items from grid to grid. As implemented, especially on PVP, these are useless. 70% reduction in item weight, with 8k pre-reduction limit per rack seemed pretty fair... this would allow my transport gally (6 racks) to turn 48k weight into 14.4k and the boat weight to be at around 50%. But a 40% reduction in speed when you've placed as many as you can? Why was any speed reduction necessary, especially something as ridiculous as 40%? This idea was gifted to you by the community, who pretty much all agreed that improvements were needed when it came to transporting heavy items. Instead what you've added is barely more efficient than just sailing back and forth twice, and considerably more dangerous. 0/10
  10. 1 point
    A healthy game would be active players versus active players. There is no benefit or game-play value in offline raiding/destruction, at all. Ships and everything on them should be immune to all damage in all zones when you have achieved green anchor status (with delay to achieve). To prevent this from creating permanent roadblocks (at least with no effort), "out at sea" decay damage should still occur on planks, which can be continually fixed by sweeper NPC's. This introduces three resource sinks to maintain your invulnerable ship status: repair resources, food, NPC payments. These sinks can be adjusted to gain a desired management of time/effort to maintain your invulnerable status, as well as provide a natural removal of players that stop playing. In my opinion, a similar "green anchor" status should be introduced for land based structures that goes into affect on lawless regions. You would gain this status after all company members have been offline for 15 minutes. Same resource sinks. This would support companies of all sizes and time commitments. At the end of the day, you want active players seeking out other active players to create "player made content" for PvP. Ideally, this should be sea battles, battles near shore, and land based ones with defensive assistance from NPC's. Any PvP destruction where one party is offline is just PvE content, and badly designed content at that.
  11. 1 point
    If people are trying to be complete assholes and jerks, they should wander off either to PvP or just play different games. PvE is all about friendly interactions and chill conversations. If you own an island its your choice what to do with it, what to build on it and wether to block spawns, wall off areas or not. Why? Because YOU are the owner, you PAY for it. This is literal common sense and shouldn't be up for discussion at all. Also, about you trying to justify your antisocial behavior. Nobody cares what other people say about you. Nobody cares that you run a company, you can keep pushing your giant ego all you want. But please, please do it somewhere else. Have a nice day
  12. 1 point
    I wish they would just change how the maps work and come up with a different idea altogether. I remember before the wipe I used to do loads of maps but most of them were behind big gates and walls. These people were online and I used to ask nicely in chat if it was possible to open the gates, they would just ignore requests, this happened often. I think there should be some sort of warning or at least make the foundation go orange when you hover over a map location so it stops you building there. I also think the maps are in huge numbers, treasure maps are supposed to be rare finds, up the pay out and reduce the maps. Sorry you lost your tames, I would have been angry over this also, it's these things in game that drive people away in droves unfortunately. I think many of us forget it is still early access though but it doesn't stop you getting angry over it.
  13. 1 point
    For a game that REQUIRES player interaction for the majority of its content, having peak time player counts of like 6-700players spread accross the entire grid network, is basically creating a downwards spiral of activity. Less players = less player interaction = more players get bored and quit = less players, etc etc. The oceans are basically dead, I remember months ago you could go out on a brig and basically be guarenteed to find some ship pvp in 20-40mins, now gl with that. At this point they basically have to combine the servers. My guess is they're going to announce a wipe and a combine together, when they have another big content announcement to bring some excitement back and hype players up for a fresh start. Combining the servers also means they have less running costs, which is probably preferable as the games certainly not bringing much more money in at the moment, no payable cosmetics/ monthly subscriptions etc. But ye, game currently is basically dead
  14. 1 point
    The sad fact of the matter is some people are at best selfish and at worst deliberately enjoy causing drama/grief if the game lets them. You can tell them not to act like that all day long but you're wasting your time. The only ones that can stop them or enable them by doing nothing is the devs. They set the rules and they are responsible for enforcing them.
  15. 1 point
    i dont have the best machine on the market but it is a higher spec than your average pc gamer 2080 ti, i9 , m2 drives for os and games , ssd for everything else , , i can run games in 4k and get 60 fps plus but not in every area , not with 100% consistency it does depending on where i am how many other players , what's built etc i do drop to low 30;s ,but damn do games look good
  16. 1 point
    I've seen this issue twice. lost a monkey to this... yeah seen this one too I've seen this... But also when I went into N6 that in MP is not a lawless zone, those islands didn't discover
  17. 1 point
    The problem is Devs are focusing now on new content like new islands (i dont know why cause there is plenty free islands on PvP server now cause its dying) and new animals like...sea horse. Great. Well ok we cant force them to do smth else, thats their plan now in EA...but i think they should focus on game mechanic not on content now, it doesnt matter if they will throw a lot of animals or islands or quests if mechanic of this game is broken. There should be like someone said, ZONE where you can capture your Island and keep it without this kind of bugs , that means without treasures or PvP, you should only afraid there of running gold on that ZONE. And other ZONE is PvP zone free open where you can dig up treasures, fight for new lands better ones with better profits, where you can find greater BP, where you can Tame bigger and better lvl of Animals. So you will neve rlose evrything cause there is always point where you can feel safe and start all over again. On Safe ZONE you can feel safe BUT you cna lose it completly when other Company will give you pernament war which cost big ammount of Gold. Yea i know thats PvP and we have peace time...but still somehow PvP server is dying, lets ask WHY ? Your lost is the only 1 from 99 problems of this game.
  18. 1 point
    So after months of exploring i finally find a blue or better map. Then, after sailing for 4 hrs straight irl, i arrive at the treasure location only to find that some guy built his fucking disney castle on top of the spawn. But hey, i guess your problem is more important than mine. Build your stupid fucking pens somewhere else! You still haven't reached level 60 i guess. It is not the treasure seekers fault that some idiot did all of the below: * built his pen on top of an AoD spawn * set all their tames to passive * is nowhere to be seen to help remedy the situation * has no fucking clue how much XP you need for the higher levels, and how many treasure maps you have to do Stop blocking the whole island for everybody else. We have to do discoveries. We have to do treasure maps. Set your idiotic pens on top of pillars for fucks sake.
  19. 1 point
    All who know me in RL and in the game can confirm you, that u will never find a person who is that direct, fair and honest to you as I am. Most of the people can't handle it, becouse we all live in a poisoned world full of fake people. And react angry in the topic situation is logical natural. Sure I asked for someone and of course I checked every door or gate before. At least I felt "time robbed" and griefed of this idiots who built around there and I leaved a line in his guestbook and to be honest: in another, same situation I would do it again without any regrets.
  20. 1 point
    After so much time it's surely not the first map in your pen. So if u know about that problem, why did you build there? And would u like to wait several hours to maybe be able to ask for it? Don't think so. I saw a lot of pens on my voyages where the treasurespot was inside. Honestly if I travel 2 or more hours to that map and because of someones pen I can't reach it... I get mad and angry and I have spawned the army if it's possible to let the owner take notice of his wrong placed pen. And I would do it again to handle my frustration and aggressions in this situation.
  21. 1 point
    Until there is some sort of trading and interaction on PvE I won't be coming back to it. They have pushed almost all of the smaller companies out, most of the people I know in PvE have gone and so did I eventually. I think the player shops was a bad idea, they could have had a couple of NPC in freeport to access a menu to your shop instead of having them tucked away where you can't see them on islands. Making everyone goto different freeports to buy stock and trade was the way to go in my opinion. There is no way to see what people have for sale or to trade unless you go direct to the shop, not a good idea if you want big numbers on the servers. I will see how single player turns out, mods seem good for it, looking forward to others along the way. If/when they improve PvE in the future I might come back again, depends on what they change and what they add to it. I certainly don't get the enjoyment out of it like I did before though, I think many that left feel this way also.
  22. 1 point
    People wanted the previous wipe because of the mess of the claim system, they couldn't get their own land and the cheats, so why do people want wipe now? What will a wipe do that would be good for the game (i.e. not good personally for you)?
  23. 1 point
    On actual sailing ships, the rigging is climbable. This would also save weight on the ships. Thanks for listening.
  24. 1 point
    i need to be able to grow more stuffs , as of now can only farm veggies and not cooking herds / medical herds / fruits / berry is bad .
  25. 1 point
    Currently a Selection of Gatherers for Sale Elephants Rhinos and Giraffes No Deliveries Pick up in J4 or M4 View Below Site for a List of Animals with their Individual Statistics or Message Me here or on Discord (#Bel0005) For Sale Tames - Google Sheets
  26. 1 point
    Well it's improved over yesterday, only 2.5 pages of spam. That's Korean.
  27. 1 point
    Yes, pillars maps suck. I used to buil swivels on top of pillars in my local island to do this maps, but not anymore. Devs haven't fixed yet the bug of maps quality 15 or more disappearing when taking them.
  28. 1 point
    Wild Level 100+ bears soon. Keep up to Date And join our Discord for awesome Tames, weekly Kraken And more.
  29. 1 point
    It's like saying how long is a piece of string really when it comes to a gaming pc,there are graphics cards that go for over 1000 alone,I've seen builds that look more like science fiction monoliths than pc's and they were super expensive.trouble is no matter what i'd pay for a pc i'm still stuck with damn windows anyway!
  30. 1 point
    No need to read between the lines when they spell it out for you. "- 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." I don't see any signs of another wipe in the near future, and I highly doubt they will use a wipe as means to get people to come back, but you never know. If you're afraid of wipes OP just wait for release.
  31. 1 point
    Here are up to the minute numbers. Actually PVE on official is still more popular on EU and holds its own on NA compared to their numbers. The numbers have actually increased slightly for those that are watching them since singleplayer came online. People who play either style always are of the opinion that their preferred style is the one that is dominant "for the majority" but data is data. https://atlas.hgn.hu/
  32. 1 point
    *sighs*; That is a tricky question. On the one hand the game still has significant shortcomings and I’m not at all convinced this development team has a solid grasp of MMO design. At this point I am dubious the game will ever be a strong performer playerbase wise, which is an important factor for several aspects of MMORPG design like economy and team formation (aspects which are stillborn in Atlas). But in some meaningful ways it has improved noticeably since you left. They’ve fixed a lot of bugs and made things run smoother. The huge drop in activity means elbow room for base locations is no longer an issue. Grieving seems to be way down. They might not be making brilliant design decisions but they are by no means sitting on their thumbs, and atm they seem very responsive to what players want. At the end of the day I can say that I also took a break and upon returning liked the game’s changes well enough to lure sucker invite a coworker to play with me and he seems to enjoy it. (He’s only about ten hours into the game and already tinkering with breeding)
  33. 1 point
    You can already do #4 yourself by putting bClampHomeServerXP=False in the game.ini file. I would like to add: Commodities vendor in Freeport Ability to create a company for the purpose of accessing the log. - added in v209.4
  34. 1 point
    I think the vitamin/food system is good, like you say it could use some tweaking. I was going to mention that there should be a cool down on re-spawn when when you suicide, but I figured it would just bring out the people crying about it. If you have to wait a minute or two to re-spawn maybe you would spend that time using the recipes. Someone should smack your spelling teacher upside the head
  35. 1 point
    You have your opinion. I have mine. The beauty is we both get to have our say. I find vitamins to add depth to the game and differentiate it as a survival MMO, giving it a unique place. You mention it's easier to eat a turd. Doubtless it is, but if you are only playing games because they are easy, then the survival genre is probably not your best bet, as one of it's hallmarks is early difficulty out of the gate. To me it adds another layer of challenge to the game instead of just munching on whatever food I can get my hands on in bulk. Making assertions about what no one does is not supportable because only a fool would believe you actually know what everyone who plays Atlas does or does not do.
  36. 1 point
    I had more time on my hands the last months than planned (broke my ellbow and was on forced vacation), so i dumped a lot of time into the game. I really like the idea, i am not complaining i didnt get my money worth, but the frustrating bugs around the core aspects of the game are finally driving me away after 1k+ hours spent. The focus is on completely pointless stuff and they keep adding more and more "new" "content" before they even sort the basics. Also, at least for PvE, you should be able to stay away longer than for 7-10 days. I am the last of my company still playing and i cba to spent hours of hours with pure maintenance. You need to make this game more suitable to your actual playerbase, and at least for PvE thats small groups/Solo players with time commitments in real life. And no.. before someone goes down that road, "single" player is not really an option in a game as content starved as this.
  37. 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?).
  38. 1 point
    Grenades had some changes to them applied recently. We reduced their damage specifically against players, NPC Crew, and creatures. We also increased their weight. We're open to doing more changes, but we're waiting to see how these current ones play out. Definitely not going to be introducing a 5 minute equip timer on anything, though!
  39. 1 point
    Not useless. We use them all the time. Bitch about it and stay poor or take advantage of it and get rich.
  40. 1 point
    I like this. Even a 3-5 minute warning about rain would be a game changer.
  41. 1 point
    We're going to be looking at moving over the tax-bank item-restrict functionality over to tames. Thanks for the feedback folks, keep em coming
  42. 1 point
    give rabbit a perk like what monkeys and seagulls give, at the moment rabbit does nothing when you have it with you, give it a luck boost for treasure chest rewards going by the whole lucky rabbit foot idea
  43. 1 point
    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
  44. 1 point
    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
  45. 1 point
    Added: 1. Levers On Ships 13. More Structures on Galleons @Vostik 14. Knots @mKHammerBro 15. Look-Out / Telescope @Aristocrates Please remember to be upvoting this post if you like anything you see. Thank you!
  46. 1 point
    NPCs should repair the WHOLE ship not just Hull.
  47. 0 points
    Come down. The people know/should know they build on a spot, it is their fault not his. I dont take the map outa hotbar when aproaching a beam neighter, i would spawn them also, without even knowing the situation. THE PROBLEM is the devs changed it so the sotd never despawn, and are worse to kill then before and changed spawns for many grids. NOT my/his/the other strangers fault. I dont think tames can kill high level aotd by themself, they heal to much.
  48. 0 points
    Yeh. I saw your msg ingame. I agree. I've seen this before, some greek guys came to our base on eu pve, spawned a map inside the base, most of the aod were stuck inside our smithy area, but several escaped to kill nearby tames. Which were on neutral. The aod seem to be immune to non player mounted tame damage, or take considerably less than might be expected in a map fight. I've noticed the unmounted tames fighting alongside seem to miss alot or don't even hit the aod.. certainly not as often as a mounted tame does. Their attacks are much slower. Possibly to try to nerf tame farming for mythos.. etc.
  49. 0 points
    If you see a foundation or pillar with my name on it.... YOU ARE INSIDE MY BASE.... and if you think decaying stand alone elements will fix YOUR problem.... think again.... I will just turn the whole damn base into one big parking lot....
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