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Showing content with the highest reputation on 07/12/2019 in all areas

  1. 4 points
    Economy is the key to success for atlas: -marketplaces on freeports to sell resources, items, ships and tames And serverwide connection of those stores (ex: all 4 stores in a Freeport server share the same goods etc) So people have more acces points and blocking is not that easy If this results in massive server overpopulation you can split freeports servers into 4 own server (triangles) -storehouse on freeports for companies (and private) where people can bring their stuff and store gold and from which transactions are calculated -gold generation! More ways for gold to get into the game -gold consumption! (maybe companies have to pay for the amount of crewmembers, a big safe (structure) to store money for company <= only one per comp) great for smaller ones and big company size is expensive, need for more interactions -blackboard in freeports for comps to recruit new players and new players find comps for joining or renting) This is important, finding a safe place to life should not be a long and frustrating procedure -private message ability: pigeons maybe + pigeon house where messages can be read Comes with the blackboard, people must have a way to contact those companies who offer recruitment or renting -and a tavern on freeports where you can buy Crewmember that spawn ON your ship, there is no need at all that they spawn in the middle of the island and have to follow us, especially if the freeports get more crowded. Crewmember selling guy asking on which ship you want to have them and if you buy them they will be there -if above is implemented QUIT farming events like x4 to not f**k up economy! Why? Because this is not ark, even it feels like it it got special needs to work, it's an MMO(Interaction) where the first M stands for Massive what means 'a lot' and so there needs to be a lot of interactions available (especially some not completely frustrating ones) And why economy in a pirate game? Because there is no piracy without economy.. Think about history ^^ Atm people have no reason to drive with a ship other than discovering or treasure maps, travels are long and not even exciting, encounters are rare and if then totally random. With economy you can calculate an encounter of you wish to have one, you can set traps or patrol routes of trading ships. And if lucky you will also get a reward for being a pirate! And you also have a reason to use ships which rizes the traffic on the seas because people want to get their peace of the trading cake and sell their resources or maybe they want to buy a super nice blueprint ship? Or a bred tiger! This economy change forces people to get out there for a reason, and make some money with what they have on their own island, perfect I tried to think about all the content to fit into the game as it already is so that there is no need of another wipe With those things implemented there are a lot of new opportunities even for new players and for smaller comps
  2. 3 points
    In terms of both number of panels and number of ships my company has lost, Rocks are WAY more dangerous than SOTD. Nerf Rocks!
  3. 3 points
    it just happened again ! what a load of shit !!! I literally just built it , within 10min and the first grid cross its dead .. Ive had enough to be honest . and now they roam in packs which is apparently a good feature ??!?!?!?!?
  4. 3 points
    Aye, it's a matter of a change that'll come in time. We could put resources into creating an option or something similar now, but that'll mean pulling resources from something else. Whilst we aren't particularly fond of having too many idle crew (they're more intensive than stationed crew), it at least existed as a partial choice for players to determine when they want to repair. The good news is that the perf improvements for crew are still in, and as are the synced up costs :). We'll revisit the process in the future to further improve it.
  5. 2 points
    it would not be a problem if the game did not chose the dumb-as-shite approach of partitioning the world in grids and allowing sotd to camp right behind the border, where you can't see them so that the earliest that you could do anything to avoid them is when they're right on top of you. this falls very nicely in line with all the other design "oversights" that take place on a regular basis. travelling takes long enough, even without halting your ship to a crawl on each and every border. how about we get the ability to see them before crossing over? say it with me: inter server communication
  6. 2 points
    Never forget the days before decay.
  7. 2 points
  8. 2 points
    We're looking at a solution to this at the moment and expect to implement it in the near future.
  9. 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.
  10. 1 point
    That's not exactly 100% confirmed. 52 i think with a basic shipyard but Mythical raises the cap.
  11. 1 point
    Yeah, thanks for the reply Dollie, it's a step in the right direction already. I'm sure the quick decay has already decayed tons of spam, helping the health of servers. Unfortunately, and I know your still working on it, so you may already have a plan for this, but without a company structure limit, per island or something, this is eventually going to make spam worse, as players are going to redo their spam as little huts or multiple pillers/ceilings together. With a company limit though, they'd have to be careful where they place their spam, and hopefully wont be able to lag out the server, also as a side note if you put a limit for structures for islands it gives more value to using blueprints to make better base pieces. Again thanks, it's still good to see devs are paying attention and listening!
  12. 1 point
    Agree with you, too much Ark and less the Atlas it should be
  13. 1 point
    List of Frustrations Not all bugs.. just things I don't like Galleon Turning point in wrong place, should be at the placement of the helm or the actual rudder. Not middle of ship. No foundation bug in forward area of ship. Ladder Bugs Unable to climb wood or rope ladders on one side, unable to climb over onto deck on other. Ladders are glitchy at the best of times. Can't use Q to turn structure. Placement of structure ie roof/stairs is frustrating. Forward Cannon Ports, Cannons are placed incorrectly, should face slightly forward, with the curve of the planking. Not at 90 dg to the ship like the main side banks. No rear facing cannon ports. Replacement of Masts ofter requires substantial destruction of objects due to collision clipping. No object should be able to placed in such a way that it clips or causes replacement to fault. Other Ships Ships demo'ing on settlement islands. (at green anchor) Schooner can be fitted with large sails, which not only makes the ship look stupid, but would effectively rip the ship apart irl. Max sail size should be medium. Crew Crew cannot farm Crew cannot patrol Crew cannot carry alot Crew on ships are slow to update, there's 10-15 second pause from giving orders to them carrying them out. More obviously, distance to lowest, move away, wait for crew to react to you having moved. Cannot place crew on objects. Have to whistle to proximity or order directly, even with ordering they don't always goto the closest object. But one above it. Crew are weak to sharks and mantas, they don't even attempt to dodge attacks. Crew pathing is horrendous. Tamed Animals Bear pathing is horrendous on follow. Basic movement speed is too slow. Turning circle is too wide. Elephant turning circle is too wide. Stamina regen too slow. Gets stuck on small rocks and structure it should be able to walk over. Giraffe Stamina regen too fast. Turning circle when sprinting is insanely wide. Often the animal will run sideways or fly off cliffs if on follow. Pathing is terrible. Wolves, hp is too low. Lions cannot grab on pve. (Should be able to grab animals at least) Tigers bleed is too low, almost worthless now. A lv 1 wild tiger does more bleed damage than a 150% lv 75 tamed. Rhinos can't harvest metal from rocks. Swim speed is too slow. No weight reduction for metal, only stone. Chickens, Bears, Pigs swimming speed is buggy, often they move at extremely slow speeds in water. Cow attack is too strong. Horse torpor damage is too low. Should make attackers run away with risk of droping unconcious. Like snake, scorpion or spider venom. Bull bleed damage is better than a Tigers.. Saddles are too big for the animals. They basically just stretch over them depending on size. Painting saddles is broken, the saddle you paint, is not the saddle in use. The art is from the Ark saddles. AOD So many nerfs for these with weapons, that they just aren't worth fighting against. Loot they drop is worthless, can't be damaged by most weapons. It's just stupid design and balancing. It is mostly just a case of kill with tames to get rid of them. There's no fun involved, it's just tedious gameplay. SOTD Move to fast in water, esp away from you, I've had difficulty moving at 10 knots trying to catch up to brigs, they just powerboat away from you. The always try to get into the rear of the ship. Which makes trying to broadside them almost impossible. The main aim of the ship warfare.. cannot effectively be used, not due to lack of player skill or ship build.. but because the ai is always trying to get behind you. This necessitates kiting setups to kill them. Which is extremely boring. Loot drops are worthless. Some bps are ok. Only extremely high level ships drop semi decent loot. Instantly spawning sharks on claiming crewmen. Islands Not updated to Atlas Map. Often rocks in places not on either Sextant map or Atlas map. Rocks cannot be seen underwater in some regions, esp murky brown water of desert regions. Hitting rocks causes ship to go haywire. Often spinning out of control. Some islands are so close together, the water looks more like a river than a sea. B8 for example. New Animals No value in pve. At all. Except one that can potentially put out fires. For the one island where a dragon lives. Structure The entire system needs to be redone. Unable to snap, missing design ie no half stone doorways, no half ramps. Etc. Unable to flip. Default wall snapping in wrong direction. It's just a dreadful system. There needs to be a selections of wall/floor textures.. for each type, not just 1. Gameplay Can't mine unless looking directly down onto resource. Armour/Tools/Weapons don't match stature. Weapon reload speeds too slow. Defence against animals is generally too weak, esp in hide armour/fur. Weapon damage is too weak. Loot tables need to be rewritten. Scale of loot is horrendous 95% of it isn't even worth picking up. Default Harvest amounts are attrocious. During 2x weekends, the amount reflects too much.. around 750 for a metal rock.. during the week, you're lucky to get 200 from same rock. Half of 750 is not 200. Desyncs – During peak play.. for a map that is supposed to hold 40,000 players.. it can barely hold 400 without lagging out. Desyncs are the first sign of bad datacenter lag. Then there's rubberbanding, slow loading, load crashes.. Having to move out of render distance and back just to see other players.. and it often doesn't work. My ping throughout is around 70ms. Player Aging is far too fast, should be at least 25-30% of what it currently is. Respawning on beds in other regions takes too long, is very buggy and often crashes the game. Weather Cyclone Storms do too much damage to ships. They are a massive resource sink and timesink. Slack Wind lasts too long. Algorithm to rng wind direction seems to always set wind in the worst direction possible. Between this and Cyclone Storms.. Invisible rocks and invisible shallows near islands, often miles out to sea, with no map indication that they exist. Possibly connected to misaligned island maps.
  14. 1 point
    this is the current state of the game you people have created.. performance is horrible because of this, and i own a top notch rig fairly comfy to say im in top 10% power wise.. so i cant even imagine running this on a potatobox, just look at it.. so my question is this dear devz , is there any thought being put into this? is there at least one person in either one of your 'offices' who is actively working on this issue or at least thiking about it? if something coming later thats worth sticking around for or should i just 'jump ship' and gtfo ? thank you...
  15. 1 point
    I think that's exactly the issue. If the server pop is 0 will they still sail away from shores/borders? Me thinks not. Stasis.
  16. 1 point
    EU PVP - Everytime i transfer form one server to another with a ship i get dc. Now i cant even get in again Character name John Shepard.
  17. 1 point
    I have not encountered that one yet but..... hit it the tilde key type cheat fly and get back to your ship....enjoy! oh and type cheat walk to take fly off.
  18. 1 point
    Don’t make me give you an economics lecture. I will turn this forum right around and drive it straight home and some other gamer will get to play Atlas instead.
  19. 1 point
    Added more breedable animals as opening week offers. Special prices on lvl 90 + Bears in the first week of our Discord. More to come this weekend. So keep an open eye what will be posted next Best regards Sterk - CLP
  20. 1 point
    Atlas Architect is one I really like. It has new parts to build and has a 1x1 Smithy, Loom, Tannery and Forge, so even a sloop could have them on board. Medium Gates is another one I like, as those stupid-looking gigantic gates in the vanilla game are FAR too big for the animals in this game. They're for Brontos in Ark! I have Better Bridges installed, which can make bridges 50 foundations long with no central support, but I haven't found anywhere suitable to build one as yet.
  21. 1 point
    Any clue when your releasing atlas for xbox one consoles. We have been waiting months and no word.
  22. 1 point
    Total ships is incredible!
  23. 1 point
    Given all the confusing things happening and the lack of specifics on how this is supposed to happen, is anyone worried about them starting structure decay now?
  24. 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.
  25. 1 point
    “You? Guess? Spock that’s amazing!” - Kirk Star Trek IV
  26. 1 point
    In EU PVE people are quitting constantly. If you look around you will find islands. You can also ask to buy an island in discords.
  27. 1 point
    Thankyou for the input Dollie. Im glad to know you guys are looking at it.
  28. 1 point
    well apparently i'm not the only one this has happened to in the last week,but what's more frustrating for me is the fact that nobody actually knows how to reset the boat timer,I've heard people say you have to be in render range,or you have to re-anchor,or you have to fast travel to it.I just think it would be beneficial for players to know for sure.
  29. 1 point
    I hear you chewing on them. That is when I show you the ones I want you to see. If you had the discipline to not chew on Cheetos for awhile you might see the other one.
  30. 1 point
    They are going to fix it......it just needs to be tweaked. We liked the change, but immediately saw the gap in its implementation and complained. Turning it on and off sounds good, but does not fix the underlying issue in how it works. 1 metal lost every single repair. Every time it decays 1 HP another metal lost. We checked our ships 6 hours after this was implemented and none of our ships had metal on them and many were missing other basics. We keep some ships stocked and ready to go for a quick reaction force, not possible with this change without a lot of extra work. Defeats the purpose.
  31. 1 point
    Could be solved by white listing. I ask for permission to build in your settlement, you add my name to your list, I spam the island, you take me off it. I cannot build, but you cannot remove any of my items, I have 48 cooling off hours to remove my stuff.. at which point, everything I made auto demo's. I think that'd be fair. Then noone could spam your settlement. Pvp rules can be adjusted.
  32. 1 point
    I also agree that wipe on realase day is more than expected but if they will include in a couple of few weeks new gameplay mechanic ,claiming or fresh new PvP system , than a new wipe also have to be done cause new players and the old ones will come and again we can report bugs. For now look at PvP server, more than 60% Islands are free and ne wone comes, before wipe we all wanted to have our own Island, now there is more than a plenty free Islands, now we just need more players and new content to encourage new ppl. Reasuming all points, there have to be new major changes and new fresh start with it. Do you know who is still playing on PvP servers ? Hardcore players from "non stop pvp servers" (ARK players) or lucky bastards who have ally with big ones or just lucky bastards. Most of us left game cause there wasnt much to do, well yes there is but what i mean they coudlnt do what they wanted like, trading, or making big trading Company. Other left game cause they were to greedy on PvP and they aatcked bigger ones, they lost Islands , Ships and they gave up, some ppl lost Animals cause of greefers using bugs with treasure maps (spawning agro NPC inside of animals stable). In the end only some hardcore PvP players will be online but not to long cause there will be nobody to raid. Whats the solution for this problem? Totally new gameplay mechanic and we are gooing at the begining....
  33. 1 point
    I agree there should be a wipe at game launch. This is only fair to people joining at that time. As someone participating in Early Access, I expect the advantage I receive from participating to consist of game knowledge, not an established base, character, games, ships etc. A minor point, it’s not that Ark did no wipe at launch. They designated certain servers legacy servers and didn’t wipe, but also made it clear those servers would receive no gm support going forward. Most of Ark’s officials were fresh wipe at launch, which became a further moot point as Ark grew to 50k unofficial compared to 1k official servers.
  34. 1 point
    Consider this phase one of Operation Spam Prevention. We plan to implement phase two in the near future. Structure spam is a complicated issue and, whilst we wont claim to have a cure-all, we do feel that the next phase of our plan will mitigate it substantially (or at least cause people to consider how much spam they can afford to maintain ) We'll keep you all posted.
  35. 1 point
    I have a crazy idea - patch in some structure that prevents enemies from building in a certain area. Lets call it .... a claim flag. BOOM - spam gone, marvelous. Snark aside, bring back reworked claim flags from pre wipe. While the new island claim system is fine overall, the island owners need additional ways to prevent attackers from FOBing up easily etc. , and really nobody wants this annoying pillar spam.
  36. 1 point
    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 )
  37. 1 point
    I think you never played pre wipe, when hundreds of boat was blocking everywhere.
  38. 1 point
    I can second this. You might find the existing mechanic mildly annoying. It is vastly preferable to what existed without it.
  39. 1 point
    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.
  40. 1 point
    You can create pirate caches. Especially in lawless. Granted they are not totally immune to being found but some common tricks: Look for a pit in the landscape. Build your hut over the pit so it looks like a level house. Hide your stuff in boxes under the floors. Build your walls double-thick. This is good practice anyway. Hide boxes in some of the walls. Build a small hut deep underwater. It's hard to find and even harder to break into. Hide a box in a bush. Small boxes in dense shrubs are really hard to find. Beds too. Sometimes I have a hard time finding my own bed when it's on the map and I'm the one who placed it, because the bushes hide it so completely. . Of course, most people hide their stuff inside a massive fortress with lots of NPC protection but caches can be useful too.
  41. 1 point
    Bottom line: way too much grind in this game. Extra true for small clans. PvP entry level requirements: Grind some tames Grind breeding for tames that are as good as the tames you're going to have to fight against Grind resources Haul 6 different types of each resource Grind high level SOTD in golden age grids for high level ship blueprints Grind gold to pay for your island and all the crew you need to protect your high level tames and ships Grind discoveries for max level Grind levels to hit your max level NOW you're ready to start PvP: level 75+ in your mythical/legendary brig. Technically nothing stops you from going out to PvP in a ramshackle sloop with a cannon strapped to the nose but realistically if you want to engage in fun fights and not die instantly you need to do all of the above which represents hundreds or thousands of man hours of grinding before you can think about enjoying yourself. Realistically you would like to have a number of captains farming SOTD to get those blueprints, which will be one of the most time consuming and most critical aspects here. Megas can manage it by distributing the grind across enough people but for a small clan it's just not reasonable.
  42. 1 point
    Hello. now its my time to show what i have build in this game. Im a newly member of the company Fairy Tail, that are located in G10 Magnolia island, on the PVE EU Server. They wanted me to join so i could do some building for them, really love to build big in is game. We have hit the structure limit so it cant be bigger than this, last pic there are an elephant in front, it should give a idea of how big this building is. Lolle Mi the captain of the company had an idea, she wanted a big cathedral were the back should point against the sunrice. I have done 99% of the building by myself, the others have helped farmed the resourses for this project. Thanks alot to Lolle Mi, Zottel Bartacus, Malin Whalefish and Edward Paw This building is inspired by the Notre dame. Hope you all like it.
  43. 1 point
    Small Native Village with dock and few stone building but also replaced whole biome with plants from eco mods Atlas foliage every rock flower bush tree has been replaced still wip https://1drv.ms/u/s!ArXevyYCi9eStTGTi8yDDhQsHi0o?e=7MemWx https://1drv.ms/u/s!ArXevyYCi9eStS3cj3ZJSbn1GXtA?e=bX3VQl https://1drv.ms/u/s!ArXevyYCi9eStS5ZTyPziVJGPU2V?e=guIQzG https://1drv.ms/u/s!ArXevyYCi9eStSyJJv-jxDnwjQkc?e=vUIcwe https://1drv.ms/u/s!ArXevyYCi9eStSpayOtDTbCPOCtz?e=Dk4sT4 https://1drv.ms/u/s!ArXevyYCi9eStStS_FwfJfY5HCaz?e=6bUcmV https://1drv.ms/u/s!ArXevyYCi9eStSkReKwbBPzOr2VN?e=33ZhPp https://1drv.ms/u/s!ArXevyYCi9eStSjsx3sfZRg231pR?e=dhz1qD https://1drv.ms/u/s!ArXevyYCi9eStSdZX8F2Z71UK5b2?e=g5fAb2 https://1drv.ms/u/s!ArXevyYCi9eStSaeHVLCr9fsCRCT?e=PIugsI https://1drv.ms/u/s!ArXevyYCi9eStTCgxu-vQopWW-ma?e=oJe1yK https://1drv.ms/u/s!ArXevyYCi9eStS8DsZWTQAWVJMfr?e=zfhx5V https://1drv.ms/u/s!ArXevyYCi9eStSXGi4IH7Wd7mo2C?e=lWoYbU
  44. 1 point
  45. 1 point
    Show 'N Tell #7 Winner and EU RP Private Server Genesis opens a new season on July 12 where everyone is invited!
  46. 1 point
  47. 1 point
    I hate the timer as well but i do recognise the significance of having a timer. If there must be a timer for "Full Claim", i say make the wheel usable by anyone who can survive doing so (Make sure Sail and Cannon NPC's don't follow non allied commands). you can always spawn back and fight for your property but ya better have protected the wheel and beds with a swivel cannons. The pirate will then be able to steer the commandeered ship to a safer harbor, or out to sea.. Make the stolen ship still red to fellow company men and defences, even if you are at the wheel. And make sure the ship can still be found on the company map so there can be retaliation. BOOM. excellent ship stealing and defending content.
  48. 1 point
    So a submarine can roll into a bay where defenses are built and ships are anchored, is able to draw fire from NPC fortifications and other NPCs on anchored ships in such a way as to not take damage or be susceptible to damage while the fortified canons and ships kill their own ships. This is just stupid. How about change the setting for NPCs to exclude or include firing at submarines so someone in a sub can't grief with impunity.
  49. 1 point
    Blame the player before you that kited it to the border.
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