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Showing content with the highest reputation on 07/10/2019 in all areas

  1. 5 points
    A lot of good advice and a lot of justified emotion in a typical PvE situation ... above. If I were to lose our stable to an act-of-god like a bunch of AoD spawning inside, I would feel that loss and be sad/dissappointed and more. If I were to discover it was done to me on purpose, those feelings would turn to anger. But once I know about the spawn point I would not be a fool and ignore that threat. Providing access by opening it up would not be my choice as I have seen plenty of collateral damage. So I would move the stable. This being said, when I'm travelling for treasure I often find place after place built in such a way that access is blocked or even walking the shore line is obstructed, frustration builds. And when I arrive at the treasure point to find it enclosed by what is clearly an established company, I do let the AoD spawn, either to be dealt with by the animals inside or as a present to that company when they come back online. Thinking "Own up to your choices." "You are in game, who you are IRL." Often mostly true, but not entirely. I take my RL attitudes with me in game, but the small differences can lead to completely different choices. For instance, I've been responsible for other people my entire life IRL. In a game at least I can say "screw this", kill and destroy. I don't chose it as a game-life-style, but at least those are optional responses, whereas IRL they are not (to me). BTW, stating that you are a business owner is usually a very compact way of implying a whole set of attitudes, just like stating that you are a parent.
  2. 3 points
    This is why on PvE structures need increased timers such as 14 days, and tames need increased timers from 8 days to match, i.e. 14 days. It's silly that timers are different for different things: Tames - 8 days Structures - 10 days Ships - 21 days It doesn't make sense why tames are 8 days but structures 10. @Dollie @Jatheish I know i've said this plenty of times before, but we really need timers increased on PvE. 10 days is too short for holidays or unexpected absences. (Also if Silo could feed tames with berries too that would be amazing, hehehe hint hint )
  3. 2 points
    At least he has clothes period. My crew are so naked they make a cocaine factory look like a nunnery.
  4. 2 points
    You're welcome. I treat other's the way i want to be treated.
  5. 2 points
    Several thousand years of human warfare could be construed as a strong argument to the contrary. However it has been my experience that toxic behavior is more common in pvp than pve, so on that we agree.
  6. 2 points
    Its not stupid its necessary. You haven't seen a golden ruins shores lined with 100's of abandon ships of all sizes have you? That means its working.
  7. 2 points
    Maybe you guys can remove all the foundations/floors scattering around on E8? Since you're building this massive project on E10, seems only fair other people can have some room to build as well.
  8. 2 points
    1. Don't leave your tames on passive. A single tame can easily solo a masterwork maps worth of aod. Tames are more or less invincible. A chicken can guard your pen (only slight exaggeration). 2. There's no magical "maps spawn here" indicator to tell people where they will be. They can be almost anywhere on an island, and there's variance. Any random stretch of land could have them. Or on top of ruins. Or rocks. Or beach. There's no pattern. 3. Build your base on stilts. It prevents this problem entirely. We never use foundations. 4. I hit 91 over the weekend. I have not abandoned a single map due to a base being where it spawns. Plenty due to bad terrain etc but bases where maps spawn has so far never happened. My guess is they won't spawn where there's the enclosed buff.
  9. 2 points
    If there was any consequence for death at all I'd probably be singing a slightly different tune (or maybe the same tune just in a different key) but there isn't and because of this many find it easier to just die than deal with any of it. This is a problem. It's an issue in ARK as well as ANY other "survival" game using these kind of mechanics without any consequence for ignoring them. Let me put it this way: They could have chosen to punish you for not micromanaging your food/water/vitamins, I mean really punish you for it, but they didn't. Instead they chose to reward those who do. Let that sink in for a sec... because one method provides agency to the player and the other forces the player to comply. There's literally is no downside to this system. You still don't have to give a shit about any of it if you don't want to, they even gave you the means to quickly reset, but those who do put in the minimal amount of effort get buffed. Win/Win if you ask me. I have yet to read a better solution for this issue than the current implementation of Vitamins.
  10. 2 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.
  11. 1 point
    Introduction Looking around, I have found a need for a comprehensive guide on the most efficient use of speed sails, cargo racks, and long-distance resource hauling. Especially now that singleplayer mode allows for quick and easy testing, we need to get more factual information about ATLAS out to the public. For simplicity's sake, I will avoid discussing weight sails, handling sails, and item quality (maybe you can look forward to a guide on those subjects from me in the future). Outline: TL;DR results Answering individual questions Quick summary of results Explanation of singleplayer testing Summary As a TL;DR, here are the questions I will be answering today and a quick summary of the answer: How do ship speed, sails, and weight work behind-the-scenes? Every ship has a max speed, if it theoretically weighed 0 lbs. Each sail you add contributes to the max speed, linearly. The speed is related to the square root of the percentage of your ship weight that is not filled. The following table has a few notable percentages (the speed % is compared to the max speed). For each type of ship, what speed sail configuration (small/medium/large) gives the fastest ship? sloop: 1 medium and 1 small speed sail schooner: 1 large and one small speed sail brig: 3 large speed sails galleon: 6 large speed sails What ship is the fastest? Contrary to popular belief, with optimal sails, galleons are the fastest, followed closely by schooners, and then brigantines and finally sloops (rafts aren't real ships :P). How many cargo racks should I put on my ship to get the fastest ship? This is a very complex question that depends on your ship type, the total weight you want to carry, your max weight, and the "empty" weight of your ship. As a rule of thumb, add a cargo rack if you have another 4,000 lbs in resources to put in one, and make sure you fill existing cargo racks as much as possible before adding more. What is the optimal way to haul resources long distances in as little time as possible? Once again, this depends largely on the factors in the previous answer. As a rule of thumb, load up your ship to around 50% weight when you are hauling resources. Here are some related questions that I Won't be answering today, but I will include some links to people that have answered them in the past (to varying degrees of thoroughness and accuracy - be your own judge on the matter): How accurate is the in-game depiction of knots (speed)? Do higher-quality (fine/journeyman/etc.) sails actually give any benefit? For a more in-depth discussion on each of these questions, keep reading! I will lead you through the testing I have done in singleplayer mode, and we will discuss factors that I had to ignore while testing, etc. Onward to information! IMPORTANT NOTE BEFORE WE BEGIN: I am going to use the terms "maximum speed" and "speed" throughout this guide, and these each refer to a different concept. The maximum speed of a ship is the theoretical maximum speed it could go if it weighed 0 lbs. The speed of a ship is the actual speed of the ship, with whatever weight it currently has on it. Most of the math is done with the maximum speed, not the current speed. I will start by talking about how to use the speed and weight of a ship to compute the maximum speed. How do speed, sails, and weight calculations work behind-the-scenes? Ship speed depends on the type of ship you are sailing, the number and type of sails your ship is equipped with, the number of cargo racks on board, and the weight percentage. We will discuss all of these things here. I will lead you through the testing I did and try to explain some of the nuances that I had to think about First - The effect of weight on ships: My results: Ship speed is related to the weight of the ship according to the following equation: speed = speed_max * sqrt(1-weight/max_weight) NOTE: This does not take into account cargo racks - see the equation below for a more complete equation. This results in a graph like the following: The maximum speed depends on the ship you are in and the sails you use - we will discuss this more in a bit. Since the speed changes as the square root of the remaining weight, you can see that the weight drops off really quickly as you get closer to 100% full. Thus, any weight above around 80% starts to really slow the ship down, and for that reason, I suggest never sailing above 85% capacity, since you just travel too slow. My testing method: I spawned each ship in using ssf <sloop, schooner, brigantine, galleon> (pick one of the arguments in the <>). I set up the wind using the commands setwind 100 and setignorewind true (both are necessary for consistency). Then I opened the sails to full and marked down the current weight of the ship and the speed, once it stabilized. Using this method, the ship speed is very stable, unlike in the actual servers, where the speed bounces all over the place. Now, I used the admin command gfi gem_base 500 0 0 to get 500 gems, and I recorded the weight and speed - rinse and repeat until the ship stops moving. We now have a data for ship speed versus weight. Plotting the speed of the ship versus the square root part of the equation above, I got a straight line with the slope equal to the maximum velocity for that sail arrangement: NOTE: Keep in mind that this method will spawn a schooner with 2 medium speed sails and a galleon with 5 large speeds sails, both of which are not the optimal sail arrangement. The max speed I got from these tests just correspond to a sub-optimal layout of sails. The important part here is how straight these lines are, which proves that this equation is correct. This is a great fit, so I am pretty confident about the equation and the max speeds we get from this method. From now on, we can just manipulate the speed equation to solve for speed_max if we know the weight and speed of the ship. This will be useful in the next section. Second - The effect of sails on the speed of a ship: My results: Sails add linearly to the max speed of a ship. That means that half as many sails will push the ship half as fast. However, I found it surprising that each type of sail increases the max speed differently for each ship. The following table summarizes my results. If you can find any patterns in that data, please let me know - I couldn't find anything. The main thing to note with this table is the speed per sail point. Remember that small sails cost 1 sail point, mediums cost 1.7, and larges cost 2.66 (ATLAS rounds this to 2.7, but it actually is 2.66 when you add multiple). The sails get more speed per point the larger you get (looking at a single ship). This means that it is always beneficial to use as large of sails as possible, and fill in any remaining points with smaller sails. This leads to the following optimal configurations: Sloop: 1 medium speed sail (max speed is 16.03 knots) Schooner: 1 large and 1 small speed sail (max speed is 21.05 + 4.55 = 25.6 knots) Brigantine: 3 large speed sails (max speed is 23.79) Galleon: 6 large speed sails (max speed is 26.88) NOTE: I discuss the optimal sail configuration more in the next section. This means that galleons are the fastest ship, followed closely by schooners, and then by brigs and sloops are the slowest. This is important, since many people tend to believe that schooners are the fastest ship, but this data shows that they are actually over a full knot slower on average. My testing method: I spawned the ships as I did above. This time, I removed all sails and set up the configuration I wanted to look at (for example, 16 small speed sails on a galleon). I marked the weight and speed while slowly removing sails. Plotting the maximum speed (calculated as mentioned above) versus number of sails gave a line, and fitting a linear trendline in excel gave a slope that you see in the table above. If you want to compute the max speed of a ship, just add together the values for each sail from the table above. Third - How do cargo racks affect speed? My results: A full set of cargo racks (2 for a schooner, 4 for a brig, and 6 for a galleon) will reduce your maximum speed by 40%. This means that each cargo rack reduces your speed by the following amounts: Schooner: 20% per cargo rack Brigantine: 10% per cargo rack Galleon: 6.67% per cargo rack If you only have some of the cargo racks, it affects your speed linearly (for example, 2 racks on a galleon reduces your speed by 40% * 2/6 = 13.3%). However, the racks also reduce the weight of anything inside of them by 80%, up to 8,000 lbs pre-reduction. This means that a full cargo rack reduces your ship weight by a total of 6400 lbs (80% of 8,000). The weight reduction will make your ship go faster, but it must counteract the speed reduction just for having the rack on the ship to be beneficial. This is complicated enough that I gave it its own section toward the end of this post. In general, always drop empty racks, and fill up your existing racks before you add another. My testing method: In singleplayer, spawn in ships as mentioned above. Get the ship up to speed and start adding empty cargo racks. Make sure to take note of the weight each time you add a cargo rack (they weigh 50 lbs each). You can then compute the maximum speed as mentioned above, and the plot of maximum speed versus number of cargo racks gives a straight line. The slope of this line is the maximum speed decrease per cargo rack. This will vary based on your sail configuration, but the percentage speed decrease (speed decrease / maximum speed) will be the same for every ship. Assuming you read the section above about maximum speed, we can update our equation to include the number of cargo racks: speed = speed_max * (1 - 0.40 * num_racks/max_racks) * sqrt(1-weight/max_weight) In addition, I added weight to the cargo racks to verify that the rest of the equation still holds with cargo racks. Indeed, you see the same square root behavior. This means that the cargo rack has only the two effects listed above: max speed decrease, and weight decrease. What speed sail configuration makes the fastest ship/ what type of ship is the fastest? My results: The table in the previous section summarizes my results about the how each sail type affects the maximum speed of a ship. Using this data, you can see that larger sails are generally more efficient than smaller sails. For example, look at a brigantine: Large speed sail adds 7.93 knots to your max speed, whereas the medium sails add 4.24 to the max speed. This means that the large speed sails add 2.94 knots per sail point, and mediums speed sails only add 2.49 knots per sail point. This is the reason that you should always use larger sails first, then fill in any remaining points with smaller sails. Using the table on the left, you can see that galleons are the fastest ship in the game, when used with 6 large speed sails. This is followed by a schooner with 1 large and 1 small speed sail, and then by a brig with 3 large speed sails, and finally the sloop with 1 medium speed sail. My testing method: I mentioned it above, but once again, briefly - spawn in each type of ship and mark down the weight of the ship, the speed you travel, and the number of sails as you vary the number and type of sails on the ship. The plot of maximum speed versus number of sails is a line, and the slope is equal to the max speed increase per sail. As for the optimal sail configuration, I did not test every combination of sails possible for each ship. Although we previously discussed why larger sails are more efficient, this does not automatically mean that using only the largest sails is always going to be the most efficient, since there are some leftover points that could, in theory, be used more effectively. I set up an excel spreadsheet (on the left) with all possible combinations of sails for which you cannot add another sail. Some of these use all of the sail points, and some do not. I then computed the maximum speed with each configuration and looked for the maximum speed out of all combinations. This just so happened to be the result where the largest sails are used first, as mentioned above (and everywhere else). This just proves definitively that there is no odd combination of sails that uses sail points more effectively that beats the tactic above. How many cargo racks should I add to my ship to maximize speed? Another way to phrase this question would be - how much cargo would I have to put into a new cargo rack to justify the additional speed decrease? This depends on the ship max carry weight, your ship's "empty" weight, and the number of cargo racks already on your ship. First, let's categorize the weight into "free" and "fixed" weight, by whether or not you can put it into a cargo rack. Fixed weight includes plank weight, repair materials, and crafting stations, to name a few examples. Free weight can include whatever cargo you have on board, armor or tools, or even blueprints (although you shouldn't store blueprints in cargo racks - there are only 100 slots to fill up with 8,000 lbs to be the most efficient). The reason we want to categorize the weight is because the fixed weight is just dead weight, there is nothing we can do to reduce it. However, it will affect when we should add racks, since the speed is not linear with respect to weight. This means that we should add a rack when the amount of free weight we can store increases the speed of the ship (by reducing the weight) more than the extra cargo rack would decrease the speed. Mathematically, this gives us the equation (where x is the free weight and n is the number of cargo racks currently on the ship) Obviously, this gets complicated fast, since we want to solve for x... Well, I did that for you, and here is the equation for the amount of free weight you need to store when adding a cargo rack: where the empty weight is your fixed weight, and f(n) is listed below: ok, this is still quite complex (we haven't even touched what to do when the free weight is outside of the range between 0 and 8,000, for example), let's unpack this a little. Unpacking the results: If the math makes you queasy, that's fine. I assume most people don't want the math, just the rule they should follow. Unfortunately, there is no simple rule, because the math is so complicated. But, we can get a few interesting tidbits from it: The heavier your ship is without any cargo (the fixed weight), the earlier you should be adding cargo racks If your galleon is very light (no fixed weight), the you should add a rack if you have 15.6% of your weight capacity in free weight. For a stock ship with 30k lbs capacity, this would be about 4,700 lbs of cargo. Of course, this assumes you have all your other racks filled already. Here is a graph comparing the speed of a ship with optimal use of cargo racks versus no use of cargo racks. The flatter sections show where racks are added (for a default galleon with no fixed weight): This may feel a little underwhelming, but you can get much more accurate numbers if you actually compute the free weight from the equation above. As a note, the amount of free weight needed changes with the number of racks on your ship, so it will change as you add more and more cargo. I suggest you add a sign on your ship, noting the ship capacity and fixed weight right after you make it, and then keep track of when you should add each of the 6 boxes on another sign. What is the optimal way to haul resources long distances in as little time as possible? This is another very complicated question. In addition to the problem of the cargo racks (addressed thoroughly above), you now have the added complexity of changing your goal. There are (as far as I can see) 2 main goals when it comes to hauling resources: Haul as many resources as possible in a given amount of time. This usually occurs when you have a supply route and you will keep making return trips indefinitely. Haul a given number of resources in the shortest time possible. This usually happens when you are trading or want to go on a relatively small-scale resource expedition. For the first goal, you want to minimize the time spent on each pound of resource, so you can move as much as possible with the time you have. For the second goal, you are trying to minimize the total time spent, which is not always accomplished by moving the fastest at any given time. This is more complex. Let's look at each one individually: Hauling indefinite resources in a given amount of time: If you haul more at once, you move slower but get more across in one trip. If you haul less, you move faster but get fewer resources in one trip. We also have to consider that half of the time you are sailing, you are just bringing the empty ship back to the resource location. This means that the fixed weight of your ship makes a big difference in the optimal strategy. If your fixed weight is high, you should haul more cargo to avoid making many trips. If your fixed weight is low, you should haul less and move faster, since the wasted time on the return trip is quite small. Working through some of the math, I made some plots for the item transfer rate versus the loaded ship weight (with optimal cargo racks). Here they are, and we will discuss them after: It turns out that for 0 fixed weight, you should carry 12,530 lbs to be most efficient, and for 10,000 fixed weight, you should load up to 19,600 lbs. However, you can see from the 10k fixed weight graph that it may be possible to improve the efficiency further, since the cargo racks are optimized for speed, not item transfer rate. Specifically, adding the last cargo rack earlier would translate into extending the rightmost section of the graph further to the left, where it looks like it may reach a higher rate than this optimization allows. This is an area that can certainly be improved in the future. More unpacking: In general, you should load your ship up to about 50% of the way between the empty weight and the full weight to get the most efficient run. It can get better than that, but this will get you a majority of the way there, if you use your cargo racks optimally. Not much else to say here, that is the main rule-of-thumb of this section. Hauling a fixed amount of resources as quickly as possible: The goal here is just to minimize the time taken to get the resources back. Since speed drops off quickly as your ship fills up, the strategy will be to split the load up into equal-sized portions and take the same amount of weight each trip, so you avoid a few heavy/slow loads. Then, since every trip takes the same amount of time, we can just optimize each trip. However, the optimal weight HEAVILY depends on the amount of cargo you want to haul back. Look at the next graph (of optimal haul weights versus the target weight you wish to carry back), and let me know if you can make any sense of the chaos: One bit of information to be gleaned from this mess is what happens when you need to haul a LOT of cargo. The chaotic mess converges to the same number that we got for the case where we wanted to haul an indefinite amount of cargo at as fast a rate as possible. Here is a zoomed-out image of the same graph I just showed. Obviously this behavior is much more complex than the behavior when you just want to maximize the rate. Therefore, I suggest that you just follow the advice there and let this section be more of a curiosity than actual advice. I mean, if you want to calculate the optimal carry weight every time you want to haul cargo, be my guest Summary Here, I will just list a bunch of bullet points that summarize the findings throughout the rest of the guide: As weight increases, your ship speed will fall faster and faster. Therefore, you should aim to keep your ship at around 50% capacity as a rule of thumb. This balances the amount of cargo you are hauling with the speed decrease from the additional weight. Galleons are the fastest ship in the game, followed by schooners, and then brigantines, and sloops are the slowest. When you are putting sails on these ships, start with the largest possible sail and fill in smaller sails afterward, to get the fastest sail configuration. As a rule of thumb, add a cargo rack when you have 4,000 pounds of resources available to store in it, and always fill up any existing cargo racks as much as possible. The heavier your ship is without any cargo on board, the earlier you want to add cargo racks when filling up your ship. The perfectly optimal weight arrangement is very complicated, and depends on many factors. You can look through the rest of this post for more info, but just know that these rules-of-thumb may not always be suitable for your exact scenario, and you'll need to use a bit of common sense. Thank you for reading through this quite long guide. If you didn't understand a part of it (or any of it), I will be keeping up-to-date with the comments, so feel free to ask any questions there. If you have any ideas you want me to look into further, I am open to suggestions for another guide. If you liked this extremely thorough type of guide, please let me know, so I can be motivated to make more in the future.
  12. 1 point
    current: v209.48 - Fixed a bug which would cause bears and horses from not basing on ships when they had storage carts attached to their harness (this would cause them to fall off ships when sailing) - Non Seamless Grid maps now save and load player/ship locations properly (notable on mod maps such as OceanTest) - Stationed crew can now repair anchored boats - Stationed Crew and Idle Crew now have the same gold cost requirements on land and on ships (Client will need to be updated to visualize this change, it's inc!) - Fast Structure Decay is now enabled on non-snapped structures. This means that they will decay within 12 hours. You keep doing this, I'll have nothing to complain about...
  13. 1 point
    I really love this game and i am still after all this time (2k hours), ready for a new start for a new system for pvp servers and i really hope you are working on it for the next update because adding animal and skin will not help at this state of the development of the game (i think). Structure, Ship, Member and Tame limitation: Every server with a good number of citizen (or with big company) always have the same problem, it's laggy. Not only when there is battle and a lot of people who come with ship, tame and weapon. But everyday and everytime. And it's getting crash or 255 ping when more than 40 people are in these kind of grid. Your game will never or will take a long time before having server who can handle all these thing in a big quantity (lot of ship, tame and structure) So that's why people should at select their best tame and ship and not building and breeding again and again without a good limitation. I saw so many big tribe with 100-300 tame in the same place who will never be used and 100-500 npc just for the defense (without counting npc on ship). And like all company, there is always more ship than member (maybe not all but most of them). Every time there is big port with so many ship and some of them never take the sea or only once... With a bigger limitation on tame, when people are breeding everything, they will only keep there best tame and make different place on different grid for making strong tame. Without all the dirty tame, we will win fps and latency. With a bigger limitation on ship, it's force company to limit there number of ship, it's will force company to take time to check what ship isn't used and like before we will win fps and latency on this grid. And now with structure, spam will not be the best thing and building would take time for making a strong defense and think for the best solution. Quality and not quantity. Of course for this option, resistance on building need to be change because they can actually be destroy too easily. Like big wall are so easy to destroy with ship or canon bear, they should be more much more resistant and force people to attack the gates. And the spam pillar system need to be rework but i will speak about that later in this post. Colony system: Colony server was supposed to be for medium and small company and i saw so many big company with 50+ active member ally with 4-5 other big tribe and so you get battle of hundred of people. Small company and medium who live near can't do nothing against such thing. When big company are passing trolling and insulting, they have just two choose, say nothing because they can't do nothing or get wipe by a large number of people. And when u have a small company with 6 members and u get raid by 40+. If they are not stupid they can wipe the small company in a day with any kind of defense from this small company. (even if they have made a big defense) Now about flag system, spam foundation and pillar is actually necessary for any island defense. So depend of the size of the island. I use like 1000 - 2000 pillar for a medium island 40-60 points if i don't do that, people are coming, placing building where i don't want them, like underwater and i can't destroy them if i didn't found them during the first 24 hours (or need to wait 10 day if they don't reset the timer). Angry people are placing canon where they can for destroying everything they can (if u don't have a pillar defense) and can be everywhere just by placing bed and stuff on the island so need to search hours for finding their hiding spot until they do another one. So we are forced to spam structure for defense because building are weak and enemy can harass u all the time without difficulty and in the meantime because these spam of structure (tame and ship too), all the server are lagging all the time and most of server who are not in these case are freeport, lawless (because only few people can leave here because everybody who want to offline raid can go there) and powerstone because there is no structure and tame (or not a lot) Like the previous wipe i hope you are already thinking/preparing a new system because this one is not bad (with token, island claim and combat phase) but so much thing need to be rethinking and change for improve the quality of the gameplay. Making two server Empire and Colony couldn't work even if the idea was good. Large company don't like big battle because of all these laggy/fps problem and why would they go to a server to prove they are the stronger if there is no small or medium company to intimidate. I think you should force the colony server to his main idea who was destinate for medium and small company. So limit member to 20 and ally to 3 other company and that's enough. Big tribe will always try to make 3 company of 20 people but they will be limit about the ally limitation, they will be force to split their ship, tame and structure in different island because most of the time they have a lot of island and they make only one mega big island with a lot of structure, ship and tame in the same place. And it's will limit the number of ally for small and medium tribe, to choose carefully their ally without making alliance with 5 differente grid. And that is a big problem actually, because you can't attack anyone before checking if they don't have 10 tribe ally to them who can come the next day with 50 people. Actually the game is more a faction game than pirate game. More diplomacy than action because of everybody have alliance with a lot of other company. Another idea would be to add another token and delete the combat phase. So u can put the new token for attack an entire company during 10 hours for example. And the price would be very low, like 3000 gold And at least this company who is attack can prepare themself by been warning 12 hours before. The token will not be apply on only one island but all of this company so they can't save everything in another peacetime island. In the other hand, only your company and ally can attack this island and not all the world. On the second best unofficial server they have token only for making combat and it's so much better, you know when you will be attack, you can prepare yourself a bit and know who is your enemy. (but they have x4 rates so it's easier to pay the token than official). That's terrible better because you don't need to watch your defense 9 hours per day in case of random people trying to destroy your ship, killing npc or tame. Grinding and time: One of the problem for most people are the grinding part of the game. Need hours for travelling on the sea, hours of farming and hours for defending their island. Like you did before, you should make a perma x2 on ressource and probably doesn't make x2 every week end or at least not on PVP server. It's doesn't give any sense, if people are only playing on week end, they can't hold their island so they can't play on PVP server. Pvp server are for people who play most likely everyday, like any other survival game where people play, farm and fight without any break. And after the beginning, what you are doing with you event x2 every week end is to let people doing nothing or don't give motivation for playing when there is no x2. Why going to farm exotic ressource, basic ressource, gold, tame or xp our character or ship when you can wait the week end for having everything doubled. The map is too large for the amount of people. I really think you should keep this map for a big release with a possibility of a large number of player but until the game is ready, there is so many grid who are just empty and other are laggy. You are spending time and money for manage all this grid when you could just do a smaller map. Sailling will need less time and people will be more closer for fighting, travelling and trading. And now about the combat phase, 9 hours of fight is too long (for a lot of people). Most of battle even more if there is only small and medium tribe doesn't need 9 hours for fight, if they want to fight, they can do it and prepare themself before for having a good battle duration for doing what we can. And the problem of having 9 hours of fight is forcing to have people connected during these 9 hours (+ more if they start playing earlier or continu later for making travel, PVE, farming or whatever) each day and that's very paintful for a small/medium tribe. If a tribe really want to fight, they check the map a can see all the different combat phase and choose where they can go and there is always a lot of possibility without going very far from their base. Token should have a lower price (like only 500 gem and not 3x500 and lower gold) and for the company who place the token, to have the same token on all their island so if they want to attack, they need to be prepare to defend all their island too, they will think about it twice before doing it or making a smaller token duration. Of course, some tribe can tweak by kicking a member, giving him gold for making token, create company and put a token so all their island aren't in danger but if you think a bit about this, you should find a solution. Ground and Naval battle: For resuming the pvp at this state of the game is simple For ship your have: - 1 schooner type with 1 large speed sail and 1 small, most of the time they have few canon because of the weigh they can handle. Usally they are use with canon on the back with barshot for supporting other ship. (not much use since last update with stats and large canon on the gunport) - 2 brigantine type with 3 large speed sail or 2 large speed and one large handling, most of the time they have only 12 canon on their gunport and some of them have some medium canon on the back. Or they have just full medium canon on the back for farming damned ship. - 2-3 type of galeon with 6 speed sail, 4 speed 2 handling, or full handling. Depending of the captain he can have full medium canon on gunport, 50% medium and 50 % large canon or for a slower and more powerfull galeon, you have 100% large canon on gunport And that's it for naval build. For more detail, most of galleon put more than 200% of resistance because they have 50+ canon comparate to a brig or a schooner with 10-12 canon. So even with mythical canon and 200% damage, will need a lot of balls for fighting a galleon on this state of the game. And a galleon are going faster than a brig or schooner in most of the case so they can run away if they are in trouble. So for resume a galleon is the best choose actually, they can tank a large number of shot, go faster than any ship and have much more canon than any ship. And actually with the new stats system on ship, if u don't have a massive port defense or a big bay close, a galleon with full resistance can just tank every tower and shoot on every ship. And if nobody is here with mortar, he can do that during a long time before backing of. For the ground fight With tame, two option who is most always use in any case is Horse with swivel flame, bear with canon. Sometime a tiger or a lion. Crabe are usefull only for small battle where there is no swivel flame because flame destroy them so easily. On the ground, torpor is one of the best thing actually, you it anyone with a spell or a weapon who give torpor so your enemy sleep and you pick up their stuff before capturing them or just kill them. For the firearms, only riffle is really usefull, long distance and good damage in the head. Flame arrow and bow doesn't deal much damage and break your bow after 10 shoot. Pistol are long to load as a riffle but don't deal the same amount of damage as a riffle. Bola are use for stopping running player or people on tame. Grenade use for everything. Killing player, tame, npc, defense or even building. For resume, the complete package from a soldier is Armor, Riffle, grenade, bola and sword or any melee weapon who isn't already nerfed about torpor. Of course a clibbing, a grappling hook and a glidder for reach every obstacle. That's it. In definetly, not much choose for ground and naval pvp. Suggestion: For naval you definetly need to add a new ship between a brig and a galleon. Something like 12 gunport on each side you could do it easily by take the example of a brig and just making it a little bigger. Resistance should have the same amount of pourcentage as damage. 5% per level so people will more need to choose between resistance or damage and don't make only ship with 200 % resistance and 230% damage for just a ship who is level 42. You should even diminuate the number of damage or resistance by 3% per level, so canon from tower could be more effective than now. And ship with full of damage or resistance will not have 300% of stats. Of couse if you do this the number of HP from damned need to be reduced. Actually a galleon 25 is something like 300k HP. For the ground you need to up the bow and durabily when using flame and normal arrow because they are useless at the moment on PVP. Pistol should give more damage or been able to reload faster than a rifle. You should give possibility to play with a weapon who deal a good amount of damage, like a sword and a mace for making torpor, so people could choose between damage or torpor. Bow or firearms. and you should increase the penetration armor from puckel because someone lvl 100 can take so many shoot with a metal armor until he start to be in difficulty. Balista with npc should be able to shoot on a longer distance for not giving the possibility to a canon bear to shoot them from a medium distance. Resistance on structure should be increase and giving more HP on large wall. That's all I hope this message will be read and these suggestion will help for the future of atlas. See you guys on the sea
  14. 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.
  15. 1 point
    This is easy to test - in first person make sure your vision is not tilted by looking at the water sign to make sure the edges are aligned with your screen. Then move forward as close as you can and observe yourself in third person view - note your eyeline is about a head higher than where your first person view was centered. It is very distracting because I feel about a head shorter than I am,, feels like I am spider skittering on the ground. It becomes unplayable using the shortest height as your cursor target literally cannot reach things like the cooking pot and water barrel. I doubt this is exclusive to female singleplayer offline, but have not tested male online, although I did see a recent patch about fixing the female hand view in first person - not sure if that is related. When I played online months ago I do not recall this being an issue.
  16. 1 point
    Hello, I think this is best time for Atlas to open a free weekend gameplay. AND make free weekends at least once a month. A lot of my friends are sceptical when it comes to buying a game that has so many negative reviews. Most of those negatives are from people that started their journey right at the beggining of game existence (and we all know it was terrible). The game needs more players to work properly. More players -> More fun -> even more players I've bought 2 copies of Atlas for my friends that thought it was not worth to start playing the game. When they started they gave me my "investment" back even when I stated it was a present. If I would play alone the game I'd quit after a week. I can see that officials are dying and I think it is because lack of new players. PvE is boring after some time (not enough content, not enough that is soloable and boring content). We travel with our ship and all we see are clusters of max 2 players online. Even when those players have combat time on on their islands they are offline. Fighting offline ships is boring as well. There's a lot of things to develop in the game yet, but I am sure that in current state of the game free weekends would benefit all of us, producers including. Best regards, -A player that cares.
  17. 1 point
    They need to increase the time and get rid of auto decay. I noticed this weekend a lot of ramps and stuff that people spent a long time making to help the community access map locations on top of cliffs and stuff accessible have now auto-decayed and it SUCKS! More and more people are just going to leave as this stuff keeps happening. You're going to be left with a beautiful open world filled with NOTHING. Ships should not auto decay either. Allow us to claim them if they are abandoned. We can choose to make it our own, hold onto it in case my friendly neighbor does come back, or break it down for mats. Auto decay is stupid. LET THE PLAYERS TAKE CARE OF IT!
  18. 1 point
    After hating it, then getting used to it's illogic.... the vitamin thing isn't bad, it just needs a rethink with how it works. Maybe instead of the bar graph a pie is shown with the 4 colors fading onto each other at the center where a dot is when nutrition is balanced. Out of balance the dot moves in the direction of those needed nutrients. When close to the edge you start to have issues. No damage unless you are starving with an empty stomach. Instead you lose stamina more quickly and regain it more slowly. Health Regen is slower along with speed. Your fortitude takes a debuff. Something a little more logical than just taking damage when depleated. Now with no damage there should be debuffs when depleated if not. The recipes with buffs or debuffs I'll probably never like, unless they are logical instead of magical. Being ea I'm sure we will see ongoing changes to these mechanics as they progress.
  19. 1 point
    I can feel your pain, when you need something please let me know
  20. 1 point
    there should be no timer at all, why do we have to get pressure from a game??is a fucking game, we play when we want to play and for as long want to play it, and if we deciide to take a break we should not be told "you have x remaining days before all your effort and time invested goes puff"
  21. 1 point
    I forgot to pay my NPC, and now he's so poor that when his broom broke, he pretended he still had one!
  22. 1 point
    Hence why I added the small text in the brackets which would help in those instances, at least for non meat eaters.
  23. 1 point
    If your not solo then play with people who will log in and refresh your stuff daily Only takes a few mins to go log in and refresh and feed your stuff Animals starve to death within 8 some even less
  24. 1 point
    At least he has painted clothes
  25. 1 point
    Okay again, read the whole conversation. We had the problem, that summoned AODs spawned into a pen and killed all tames. We dont talk about a tame with rider. We talk about a tame without any buffs! No natures fury, no health, no dmg boost, no resistance boost. I hope you can follow the discussion now.
  26. 1 point
    See? This is why the proletariat must rise up to overthrow the capitalist imperialist swine! Workers of the world unite!! Also could somebody loan me money for a new broom? My old one broke from improper use. *awkwardly clears throat*
  27. 1 point
    That reminds me of a funny Story actually. Think it was the Second Time we hosted kraken 1.0 And that one Guy forgot to take good with him so while we were waiting for the Storm to calm down one of his Crew ( wild Level 130 ) mutinied. So we Wanted to Sail to him And Give him some Gold, which was a Bad idea as we found out as soon as we went under deck. That unhappy Soul betrayed from his Captain startet to kill the Other NPCs.so we went on his ship again to kill that guy. As we all know that style is wverything And that guy decided to use NPCs instead a Storage box to out his Armor in, that NPCs One hitted us And in the end Killed his whole Crew
  28. 1 point
    A man brings his own tools to a job! How will he ever learn if I give him everything on a tin plate? (Scrooge wouldn't use a silver plate)
  29. 1 point
    Your NPC is broke because as an evil capitalist, you force him to buy his own tools to do the job. You should be supplying the broom, it’s your ship that needs cleaning. Stop trying to distract us from what’s really going on here Ebeneezer Scrooge.
  30. 1 point
    Please read opening post again and try to combine
  31. 1 point
    It has something to do with loading in on the ship.. something like there's an illegal object in the ship at that precise moment, maybe a rock, seaweed, animal, fish.. dunno. But I've now seen this happen on 3 ships. 2 schooners and a brig. I log in, I'm floating in the sea with my ship spread out around me. my crewmen being eaten by sharks etc This is on pve. It might be possible that it's griefing.. ie someone sticking a piller or something under ship.. but I doubt it, never seen any pillers afterwards. Everytime I log in now, I am half expecting my ship to explode. It isn't a great way to start your day.
  32. 1 point
    No.... what they need to do is go back to the old system with 5 flags per character on PVE..... looks like I will be building me a parking lot.... Salty Jack - “if you are on my parking lot.... you are in my base”
  33. 1 point
    It's not just an issue on lawless, settlements are covered with spam as well, to block people from building on them.. to force claim the entire island..
  34. 1 point
    Reducing speed helps, no question, I just want them to increase the render range again, so that we dont need to do it foresighted. Or better reveal the whole picture at once!
  35. 1 point
    I'm an old fart. I learned to type. I'm an English teacher. I have very good grammar. I punctuate. When typing in Ark and ATLAS chat, if you end a sentence with a period "." there's a very good chance that your character will issue Attack My Target. Level 26 Rhino at 97.7% tame just got killed by my bear because I punctuate correctly. FML. FTG.
  36. 1 point
    So you basically want to remove the risk of losing an anchored ship in PvP environment? I don't think it's a good idea, it would be totally exploitable. Imagine your enemy is sailing 5 grids to you, you just dock your ships for gold and you are out of danger.
  37. 1 point
  38. 1 point
    Except when I'm hunting them.. then they down spawn at all. I've started hanging racks with gold in them to try to lure them out of hiding.
  39. 1 point
    I always put my unstationed crew on chairs to prevent them from repairing my ships, using up repair mats every time the planks decay by 1hp. Seems like now I'll have to take the repair mats out to stop them. See? You can still find things to complain about.
  40. 1 point
    Aye, it is indeed a frustrating bug and one we've got in our pipeline to tackle. Unfortunately, I don't have an ETA to share at this moment but it will be fixed.
  41. 1 point
    Beer kegs could not only be used as a decorative item but also to brew stuff like grog. I'm thinking they could look like the water barrel, but shorter, fatter, turned on their side with a little stand and are placed on top of tables.
  42. 1 point
    I know all the respawn points of maps in my island. Building over pillars is advised. You are in PVE you dont have to be a douche about blocking spawns. If you were in PVP I would understand if you blocked spawns to maintain a defensive position. But since is PVE I can only say that is something you did to yourself placing yourself in this position.
  43. 1 point
    Serious question to anyone who actually knows: How do you know you are building over a spawn point? I have done a LOT of maps, and it is pretty rare to appear near or on a player's structure. I have seen probably two times where two maps spawned on the same spot (out of maybe 200), and I assumed that was just random chance. I have seen several spawns directly on ancient ruins, but I have also seen ruins that have player structures built all over them, and the spawn points in those cases appear just outside of the player structure. I assume that the spawn point moves to a nearby point when it checks for the presence of a player structure. Other than finding a bunch of maps for your own island (which have to be obtained on islands other than your own), how are you supposed to know?
  44. 1 point
    Maxed out at 66.. Discoveries are so boring to get. Can't be bothered with maps. It's like discover islands.. do a map.. maxed.. Following week, discover islands, weekend.. do a map.. maxed out. We killed a hydra with grenades and carbines. I regenerated and got a powerstone. Maxed my level, made a mythos farm, in middle of making a second. Although the hydra itself dropped slightly less than I farmed, maybe i'm farming the wrong thing. It's such a shame, but these 2x 3x 4x weekends are what are ruining the game. Making it all too easy whilst at the same time.. showing just how grinding the game actually is. Cargo Racks are rubbish.. even with 4 of them you can't really carry that much more than with a standard galleon. It feels so cheap to sail 5-6 regions spend 10 mins there, sail back. That's your day gone and your haul is only a tiny part of the mythical galleon you're building for yourself.. and your mates. Just to say you've built one.. it won't ever be used for anything worth while. Then there's the shortage of useful tames and they keep adding pvp garbage.. 3 so far that are utterly useless in pve.
  45. 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.
  46. 1 point
    Here are my suggestions that I have derived from my experience after playing ATLAS from its original launch: The game has some cool islands to go and explore. That it is until you begin exploring and quickly discover that each island is practically the same flavor, only their biomes make them different. There really is not much diversity in the predators and prey on all of the islands. It is almost a "Blah" feeling like all of the creatures feel bland and unoriginal and nothing is really that intriguing or challenging. The lions and wolves are too unrealistic in their behavior, making them erratic and extremely difficult to deal with up close. Arrow and bullets tend to miss them despite the fact that the shots were solid hits and despite that the arrows are still lodged deep into their head. Their movement is very unnatural and very erratic. Instead of a realistic jump, they actually defy physics and logic and seem to fly/teleport to their prey instead. I used to enjoy swimming in the oceans before the last patch was implemented to change the shark's behavior. Now, with maximum points invested in the "Improved Water Swimming Speed" skill, swimming in the ocean is an impossible notion, as the shark's swim speed has been increased too fast and the sharks will always catch you. Their aggro radius is also too large. This means that there are usually more then just one shark on your sorry, meek, and defenseless arse! The special islands that actually yield challenging, mythical monsters are again boring and offer nothing really in the way to make them such a challenge in the first place. There is no incentive to even go here unless you are farming for XP or Mythos. And these particular monsters are ONLY challenging because they are erratic and buggy as hell. The treasure maps are the ONLY dungeon equivalent in the game and they are once again, repetitive and boring. They offer the same kind of loot, gold, and experience but that is it beyond that. They really should be sending us to cool underground caverns, castle ruins, caves, underwater grotto, some really cool and intriguing encounters/notable locations instead of just the boring and "same-old-same-old" island settings. The skills in the skill trees are not really very useful and should really force players to invest their points in a dedicated build for their particular play-style. As there are now, there are so many useless skills we HAVE to invest in just to get to the ONE useful skill you needed and they are so cheap that most players have skills in many different trees making all the players to play with the SAME builds. The combative system is really worthless as the sword, mace attacks will lock your character into an unforgivably long attack animation and in a PVP game, this is extremely detrimental rendering them useless. The grappling hooks allow players to merely throw it to the ground and then you can simply drop off cliffs and high places without any fear of taking fall damage. The grappling hook uses no stamina and one can simply hang off of it all day without ever losing stamina. A player can use sprint and jump in a bunny hop combination as they repel themselves across vast distances (entire islands) before losing all of their stamina if the jumps are timed correctly. There are several skills from the skill trees that do NOT work as they are described: From the Archery skill: "Strong Arm" is not working correctly. I have tried both with 0 points invested and with the maximum points into the highest tier and my archery shots still seem to produce the same damage results even in their usual critical shot locations are the same values. From the Music and Dance tree: The skill descriptions and lack of information about this entire skill line make this tree a complete mystery to most players. These songs and dances don’t add much to the game to be worth their point investment. I’d recommend redesigning these to be more useful to players. From the Hand to Hand tree: Brass knuckles are uses as both fists are lunged out in rapid succession but their durability drops extremely too fast for this as during one or two combative encounters they become broken and then require to be repaired in a smithy. Additionally, their damage output is not really on par with the other melee weapons to even be a viable combat option. From the Archery tree: "Strong Arm" shot does not actually enhance the bow's damage output as it describes. Invested points in the tier do not add any more damage than bows would deal without the invested points. From the Beastmaster tree: "Stealth" needs to be re-coded to allow the player to become invisible from aggressive creatures. Right now, there is NO difference in the line-of-sight radius with predators. They always aggro just the same as they do with or without the points wasted in the Stealth skill. The Throwing knives need an increase to their damage output. As a consumable, they are too expensive and deal too little damage to be worth their current investment. I recommend adding a skill to the skill tree to enhance their damage, range, or make throwing a secondary attack and allow players to dual-wield them as daggers that do melee damage instead of just their ranged attack that consumes them. Would be nice to see a skill for stealth vs humans. Would be nice to see a skill for higher and longer leaps. Would be nice to see a skill for damage mitigation or hit avoidance, such as parry, deflect, or dodge. Would be nice to see a skill added to create and bait our weapon tips with a poison of some type, such as a debilitating or deadly poison. Every night I build a few ships and the following day they are either nearly stolen or sunk. From a player's perspective, this is a major game breaker. Makes us NOT want to continue to waste our hard work and time. The Cyclones are not acceptable. They behave like heat sinking missiles, stick on you like glue, always move into your path so you cannot steer clear of them, and they perpetually re-form themselves to envelop your ship. This makes them extremely unrealistic and the damage they inflict too great and I have lost so many sloops to them it is not even funny. The paint palettes should consist of actual colors from objects within the game such as rocks, grass, lakes, dirt, trees, and leaves. The current color pallet available does not allow for adequate camouflage. The color palette is very limited in scope and does not provide logical colors that match any of the game's surrounding environmental palettes. Also, most structures and materials will NOT reflect the suggested color and often times they seem to change once applied or do nothing at all to alter their appearance! The saddles for players' tamed creatures need to provide an armor value or there should be an option to craft armored barding that does. To enhance the PVE side of your game, you might want to consider adding in AI pirates building their own structures, sailing their own ships, fortifying their own defenses, and planning their own sieges on player-made bases. How about creating more unique locations and dungeon encounters employing lots of different denizens such as ghosts, skeletons, zombies, pirates, primitive tribes, dogs, slimes, kobolds, orcs, mermen, and goblins to name just a few? And would recommend avoiding designing all of the dungeon encounters in the same fashion. I sure hope you consider this Grapeshot as I would really like to see the game continue to evolve into a solid MMO blockbuster. Good luck.
  47. 1 point
    I agree, require a person to own the game before spamming the forum...
  48. 1 point
    This is a bad start to a thread that's supposed to get the community working together on improvements. The original post rambles and the ideas are not coherent. The OP doesn't seem to realize there is both a pvp and a pve aspect to the game. Worst of all, there's a brand new thread for this which starts off in a much better way. Copying someone else's thread just to gain attention is not good form.
  49. 1 point
    Or perhaps a 3 stage process, After 14 day allow the ship to be boarded (including for PVE) and steering wheel to become destructible. The new company can then place their own steering wheel which then starts a 7 day claim counter. This gives the original owner a chance to return and reclaim his ship by replacing with a new wheel of his own. At the end of the next 7 days (21 days) it is then claimed by the new company or if not claimed a new radial option to scuttle ship which can then be salvaged After 3 days remove completely Either way, there should be a count down timer and a "About to expire" warning in the companies log. This would definitely encourage a new type of profession of travelling salvage crews
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