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Showing content with the highest reputation on 07/18/2019 in all areas

  1. 3 points
    I haven't played since the gathering rates were really high before the wipe. Putting in about 14 hours over the last three days. Not been raided once. Ships haven't been sunk, nothing hasn't even been damaged. Nor have I seen a soul. Likewise there isn't the building spam there was before the wipe. Island I building on only has a pair of taming pens, nothing else. I rarely even see people enter the grid square. With so few people actually bothering to log in, it's made solo play viable. Probably not what the Devs intended, but congrats anyway!!!
  2. 3 points
    Nope. We all just gather here on the forums to pretend to complain about issues in a game we don’t play, provide suggestions for a game we don’t play, and set up trades within a game we don’t play. Realist is the only one here who actually plays Atlas. Why do you ask?
  3. 2 points
    I was going to say Blackstorm Raiders on EU PvE on D5, D6, and A8 will not raze. Our only requirement for settlers is to login to our Discord and post that you would like to settle. That way we have a way to contact you. We also encourage you to hop onto Discord and actively participate in our community. Things have been slow as of late but we frequently do Hydra and Power stone runs, Ice Cave, and Kraken. If you help with Hydra we will split the mythos. We also have a great trade system and a great breeding program.
  4. 2 points
    By actually playing the game... I've met a lot of people in game who recently purchased. As in since MU2. Your experience on the other hand.... is watching some numbers move up/down on a screen and jumping to conclusions. Hell, a quick peek into the Steam Discussions and you would see that every other thread is a new player asking questions, for advise, reporting bugs. A large portion are people who just bought in for SP. Stop talking out of your ass as if you know what you're actually talking about you don't. Likewise for your suggestions. *Oh look, Non-Dedicated was released. There's quite a few who've been holding off for this feature specifically.
  5. 2 points
    Not saying you do it but building anywhere on the fly is where the spam and lag is coming from. Again not saying you are but a lot of people do.
  6. 2 points
    I suggest you read up on https://en.wikipedia.org/wiki/Socialism, because you seem to not have the slightest fucking clue what you're talking about. And if you so oppose socialism, i plead for excluding YOU from any and all social participation before everyone else, because that's what opposing socialism means: excluding more than zero people from participating in social activities. Your Liberty To Swing Your Fist Ends Just Where My Nose Begins
  7. 2 points
    That's almost, but not quite true. v207.996 AoD are now immune to anything except gun (non-puckle), melee damage and tame damage. You can damage them with guns, but it is still dumb that you can't damage them with bows.
  8. 2 points
    I responded to the crashing in another thread here: It seems the crashes may be as a result of the same issues which are now fixed on our latest version (currently in testing). However, I can check your savefiles specifically if you'd like to email (Jat@studiowildcard.com) me your SavedAtlasLocal folder.
  9. 2 points
    Pfft. I gave at the office. And by the office I mean I already put my idea out there in the underpowered sharks thread. Flying sharks with lasers would fix everything overnight. I’ll put Boomer’s guarantee on that. Also, I’m pretty sure it’s a federal law you can’t have a thread with this title without including the theme music. You’re welcome
  10. 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.
  11. 1 point
    Devs, One of the best feelings in this game especially when there isnt PVP going on...is sailing into the unknown. Can we please have the option at least to turn on the Fog of war for the minimap so we can see where we have been. Im at the point now where im living in the discovery menu because I cant tell what island is what, or where Ive been. The FOG of war is still in the game since we can see it when we die, but having the option when were alive would obviously be far more useful. Thank you for all you've done thus far, game is tons of fun. 1400+ hours in so far
  12. 1 point
    Hi devs. Just a quick one on the current state of raiding. Its too easy to raid anything at ground level atm. Using a bear/ horse with a cannon snapped to a cart it is possible to outrange npc puckles/ ballistas etc without any fear of being hit. Can you please have someone look at this and possibly decrease the range so that npc seated puckles/ ballistas etc on land have more range than the cannon carts. I can see why so many people leave the game after their "defended" base is easily raided. Id like raiding to be alot harder than ship to ship PVP. Players invest alot of time into defending their bases and tbh i can raid a whole island depending on the size quite easilly atm in the combat phase despite other players putting up towers and defences and being online to attempt to defend. Full disclosure i am from a big company but i would like to see smaller companies feel like they can still defend their only base on a fair playing field.
  13. 1 point
    Ahoy Pathfinders, We’re excited to announce that the new game mode, Non-Dedicated Multiplayer, is now available to play with our latest Patch! The game mode will facilitate the ability to play as a client whilst also hosting the server at the same time. It will allow up to 8 players simultaneously on the server. Similarly to Single player, the host will have access to the entire ATLAS map and will be able to make use of the host settings UI to adjust server settings to your group’s needs, as well as additional enhancements in your .ini files! Note that this mode uses your singleplayer save / world when you're hosting it. We'll also be working on a system that will allow players to import and export player characters and their inventories between worlds in singleplayer/non-dedicated mode, to bring your progress with you into other players' allowed sessions and back again. Speaking of things we’re working on, later this month you’ll be able to get your hands on our new single server map: Blackwood, which will be available for Unofficials, Single Player, and Non-Dedicated Servers. Plus, don’t forget our new “Wild Pirates Encampments” system, which you can learn more details here: So what are you waiting for? Put on your suits and dive right in! For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Navigate ye olde Subreddit: https://www.reddit.com/r/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame
  14. 1 point
    Ahoy Pathfinders, We’re excited to announce that the new game mode, Non-Dedicated Multiplayer, is now available to play with our latest Patch! The game mode will facilitate the ability to play as a client whilst also hosting the server at the same time. It will allow up to 8 players simultaneously on the server. Similarly to Single player, the host will have access to the entire ATLAS map and will be able to make use of the host settings UI to adjust server settings to your group’s needs, as well as additional enhancements in your .ini files! Note that this mode uses your singleplayer save / world when you're hosting it. We'll also be working on a system that will allow players to import and export player characters and their inventories between worlds in singleplayer/non-dedicated mode, to bring your progress with you into other players' allowed sessions and back again. Speaking of things we’re working on, later this month you’ll be able to get your hands on our new single server map: Blackwood, which will be available for Unofficials, Single Player, and Non-Dedicated Servers. Plus, don’t forget our new “Wild Pirates Encampments” system, which you can learn more details here: So what are you waiting for? Put on your suits and dive right in! For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Navigate ye olde Subreddit: https://www.reddit.com/r/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame View full article
  15. 1 point
    With having 1152 Hours played - Since Pre-Wipe. I think I can safely give my frustrations to the Dev's - I am a loyal player and will remain loyal. Atlas is a fantastic game, with plenty to be done, I play with my family of 3. We have obtained all the power stones, All the Trench Power Essences, we have killed the Kraken. Did the Ice Cave - Got him to 20% before running out of ammo. Here is my issue. So yesterday I came across a Masterwork Treasure Map for H6 and it was Bonus boosted. So yah gotta check it out right? I sail on over to H6 about 7 Grids East and 5 North. No worries I enjoy sailing. Put the crew on the wheel, and head on out. I get to H6. And I know its a golden age so I am expecting it to be difficult. Put having the treasure in between the Hydra, 2 Fire Elem, 2 Rock Elem. Is just damn impossible. It cannot be done. Alright no problem - Bummer RNG Map, didnt go to well in our favor. Pack up move on. Come Across another Masterwork Map for O6 so sweet, Im already in H6 let me sail 8 Grids East - Gotta head home anyway - I get to the map island start running around to look for it. Thanks for your eagle eye lv3 - And guess what, The Treasure map is located on the very top of a pillar - That cannot be accessed unless, i use climbing picks and the grab hook maybe!, I would need to respec into stam to make it to the top tho. Problem being that it is a level 22 quality map, You stand no chance in hell, killing the AoD's without your tame. And more importantly I know for a fact, 1, 2 or even 3 of them would be pushed off the side fall down to the bottom and yep - There goes that.. My frustration - Can't we get a team to work on the algorithms when generating maps, that the coordinates used are 100% accessible with mounts,. 7 hours sailing yesterday and nothing to show for it. Its a Rant, and I hope it can be looked into. With all that being said, I am not going anywhere. We enjoy the game very much. And almost ready to setup shop so other players can purchase goods, resources, ammo etc. etc. Trade hub so to speak. Like the Mall idea on other post's. Thank you
  16. 1 point
    INTRODUCTION: The sextant buff is one of the most useful buffs in the game, so I figured a guide explaining how to get it, what it does, and what aspects of it you should not take for granted, would be quite worth it. I'll start by listing the questions I am going to answer, and then we'll get into the thick of the content. The Big Questions: What is the sextant buff, and how does it help? How do I get the sextant buff, and how long does it last? How large are the grids (and the whole ATLAS map), in terms of lat/long points or meters? When would crossing the edges of the map to get to another grid make my trip faster? How accurate are the speed, lat/long, and direction that the sextant tells you? What is an ATLAS knot? Related questions other posts have answered, that I will skip here: Which type of ship is the fastest? Read on for more detailed info on each of these topics! What is the sextant buff, and how does it help? The sextant buff is a buff that helps you navigate the seas. When you apply the buff, you will be given the following information as a HUD at the top of your screen: A compass showing the direction you are looking in A minimap of your surrounding area (able to be toggled on/off via the settings menu) What region you are currently in, including any special qualities of that grid (lawless, golden age ruins, etc) latitude and longitude coordinates of your current position When sailing a ship: The direction you are headed and your current speed in knots In-game map marker overlay and guidance. Left-click on an ATLAS map marker to activate an in-world guidance marker. minimap and ATLAS map player markers show the direction you are facing Although the buff is indispensable in helping you navigate the seas, it is also very useful on land. I have used the sextant buff to help navigate an island due to the minimap that comes with it, as well as to line up my camera to the cardinal directions for building. Feel free to share in the comments if you have any creative ways you have used the sextant buff! How do you get the sextant buff? To get the sextant buff, you first have to unlock and get the sextant. The sextant is unlocked by the "Navigator's Tools" skill, which is the first skill in the Seamanship skill tree. It takes 11 skill points after a respec to get to this skill. Once you have it unlocked, you have to craft it with the materials shown in the wiki page. The sextant is a tool that you can use to get the buff. To use it, you will first need to get to a high location, typically the crow's nest of your tallest sail if you are on a ship. Hold right-click to bring the sextant up to your eyes, and start looking around for stars in the sky. They will still be visible in the day, and they will have a green diamond show up around them if you get close. Once the diamond shows up, left-click while continuing to hold down right click. This will add a star to your total, and 4 stars are needed to get the buff. Once you add a star to your total, a trail will lead from it to the next star. However, you have to try to be fast, since you only have a few seconds to find all of your stars. Here are a few tips: During the day, the first star tends to be near the sun (not rigorously tested) The trails that lead from one star to the next will curve if they travel a long distance, since they move on a sphere, which distorts their motion. Try to follow the curve around, or you will end up quite far from where the star actually is. Once you click on the first star, you will have 50 seconds to find your stars (+5 seconds for each cosmology level, then x1.10 for each level in able navigator skills) If you find 4 stars, you will get 1500 seconds (25 minutes) of sextant buff. Each star above that will give you +1180.6 seconds (almost 20 minutes) of buff, up to the 9th star and above, which give you a total of 7200 seconds (2 hours) of buff. NOTE: The able navigator skill currently has no effect on sextant buff duration, although it says it does. Be aware. How large are the grids? How large is the whole ATLAS map? Using the sextant buff's guidance marker feature and GPS coordinates, you can get very accurate information about the size of each grid. For example, the center of the center maw (where the Kraken spawns) is at the coordinates of 0/0 long/lat. Moving to the East increases longitude, whereas moving to the North increases latitude. NOTE: Most real-world coordinates are given in lat/long notation, but the game chooses to give the coordinates to you in long/lat notation, so try not to confuse the two. By using singleplayer to fly to the corner of a grid, then marking a waypoint at an adjacent corner and activating the guidance marker, you can get the following size for a grid 14,000 meters along a side, and 13 1/3 lat/long along a side. This means that the whole ATLAS map is 14 * 15 = 210 km in width and length, and the maximum lat/long coordinates are +/- 100. When would crossing the edges of the map make my trip faster? The right edge of the ATLAS map is connected to the left, and the top is connected to the bottom, just like in Pac-man. Curiously, this means that the ATLAS map is not on a sphere, like our Earth, but rather on the surface of a torus (a doughnut shape). Since there are a total of 15 grids in each direction, you could go 8 tiles in one direction, or 7 tiles in the other direction to get to the same grid. Therefore, you should never go more than 7 tiles E/W or N/S to get to your destination. If your route takes you on a path with more than 7 tiles in one direction (for example, West), just go in the opposite direction (East) and it will be shorter. Never go more than 7 tiles in one direction (E/W or N/S) to get to your destination. Go the opposite way, and you can get there in under 7 tiles. The furthest grid from you on the map is 7 tiles E/W and 7 tiles N/S away from you, for a total of 9.9 tiles to get to the opposite side of the map. How accurate are the numbers that the sextant buff gives you? To start, I will assume that the long/lat numbers are exact, since they are simply related to the in-game coordinate system that the game invariably uses. From these numbers, we will discuss the accuracy of the sextant buff speed and direction numbers, and any relevant conversion factors. First up: speed. In real life, a knot is defined as about 1.15 mph, or around 0.514 m/s. Using this number, and the fact that grids are 14 km in width, a ship going around 20 knots would take over 23 minutes to cross a grid. This isn't the case (you can traverse a grid much quicker), so the game must think that knots are something different. To test this, I started a brig off in a random direction at full speed, in singleplayer. Using singleplayer commands, I made the wind a constant speed and not rotate, and I sailed for about 1/2 of an in-game day, and computed the total long/lat distance traveled, compared to the speed shown in the sextant buff. I determined that 1 knot is equivalent to about 0.077 lat/long per in-game minute, or 0.347 grids/in-game hour. To convert in-game minutes to real-life minutes, you just have to divide by 2.1 (I got this number by timing with a stopwatch for about 10 minutes and figuring out how many in-game minutes passed by). Therefore, 1 ATLAS knot is about 38.56 meters/real-life second. Thus, a ship going at 20 knots can cross a grid in just over 6 minutes. Here are a few useful conversion factors: 1 ATLAS knot = 38.56 meters/real-life second = 0.0367 lat/long per real-life second = 0.165 grids/real-life second 1 in-game minute = 2.1 real-life seconds 1 lat/long = 1050 meters NOTE: The speeds given by the sextant buff depend on your current CPU usage. If your CPU spikes, the speed will dip. I tested this by changing the slomo setting - as time is slowed down, the sextant buff indicator sped up. This is because the slower time allowed the CPU to rest more and keep up with the speed calculations. Additionally, I ran the user benchmark cpu test while playing the game at normal settings and similarly saw a drop in the sextant buff reported speed. I found that, for my game under typical settings and activity, the speed can increase by about 1% by slowing the game down absurdly, and it can slow down significantly when speeding the game up. Just a heads up - the speed is not universal, and the same ship may report different speeds on different PCs, even with all variables taken care of. The second task: Direction indicator/heading. I first noticed that the direction indicator is off somewhat when I set my ship to head North (0 degrees) and found my longitude changing still. When I set the ship sailing in a direction that had no longitudinal changes (even over a very long period of time), the directional HUD said 1 degree. More of my testing included recording start and stop lat/long for my ship, and the direction of travel. I then computed the angle from the lat/long data, to compare to the given direction. I found that the direction is accurate to +/- 1 degree always. This can contribute to error when testing and trying to determine actual numbers for these things, but I doubt it will affect gameplay in any noticeable way. The biggest effect I could see this having is if you skirt along a grid border, you should look at the lat/long directly instead of the direction, since you could end up veering off course for long journeys. Conclusion: The sextant buff is a very useful buff, which is why I try to keep it on most of the time I play ATLAS. It helps plot a course on the sea, navigate a new island, or just stay oriented in your home base. Although the speed and direction have a few small accuracy issues, this shouldn't affect your gameplay at all unless you are crazy like me and want to dig up the numbers behind the game that make it all work. That's it for this guide, let me know in the comments if there are any other sextant-related topics you want me to cover, or if you want me to make a guide on another subject that interests you. See you on the high seas!
  17. 1 point
    To me it's got a lot of what I like about Ark, plus ships, treasure hunting, etc. For me the issues are, PvP lacks focus. Also, only the large pvp companies are really supposed to compete, which leaves everyone else out. Also, no real in-game economy. They managed to turn exploration into a chore. It's a mistake to say Atlas should be a "pirate game". It's pirate themed, but it should be more of a empire builder/4x game (at least from the macro level). Get as many people as possible taking part in that, without losing the create-your-own-adventure nature of the game. Give people reasons to do things and not to do things. People get board and leave the game or people get board, troll others and the other people leave the game. Leaving the game pretty much empty at this point.
  18. 1 point
    Encampments are not out yet they said end of the month just the non dedicated multiplayer came out today soon tho I can’t wait ^_^
  19. 1 point
    After 10 pages of off topic discussion someone agreed with the OP (me) and you agreed with him. I'll take it. ^
  20. 1 point
    General Rules: Non-Dedicated Host Tether Distance. Default is 1.0. Max is 3.0 Below that is max players.
  21. 1 point
  22. 1 point
  23. 1 point
    You may not care about it, but you're not yet playing. I've been playing since day one and this innovation is imo, one of the single best design aspects of Atlas. Saying "I don't think the game will win any awards for best economy" A) doesn't carry much weight imo coming from someone who both hasn't played a minute of it, and B) who has stated numerous times in the past that economy isn't an aspect of gaming he cares about. You're just dismissing the ramifications of the change because you personally are indifferent. Your comment is kind of like me saying "I don't give a crap if all buildings look like poo, they just exist to store stuff." when I know one of your favorite things to do ingame is build. Come up with a different way to incentivize people living on large islands. Winter Thorne's simple notion seems like it would work just fine and wouldn't have the detrimental effect you don't care about but many playing do.
  24. 1 point
    Yeah @Realist, this is one of those things where your lack of actual gameplay experience becomes a hindrance. One thing you may be unaware of, which is a key way Atlas is not like Ark, is the presence of mat categories rather than just mats. There isn't just wood for example, there are six different kinds of wood. in a given grid only one or possibly two of those types can be found, and in order to obtain all six of a mat category, one typically needs to travel over a fairly broad portion of the map, or trade with parties bringing them from other areas. This is important because the crafting doesn't just require more wood as you go up in quality, for each step up the ladder in crafting quality (green, blue, pink, yellow, aqua), an additional type of mat within the category is required, thus aqua or mythic quality requires all six kinds of wood, metal, fiber etc. This is a core way that the game's mechanics encourage travel and trade, and to the extent that any change makes the scope of travel to obtain a wider variety of mats less, it undermines this core mechanic. Getting people back in won't help in the long run if you do so by undermining your core design concepts, and it's by no means clear that the kind of change you mentioned would automatically bring people in, while it's absolutely certain it would undermine the mechanic
  25. 1 point
    Yup, and ruin the point of any trade, traveling, the game.
  26. 1 point
    Assuming the game is that populated, they would have to add islands or a new server. It's not a bad problem to have. What's the alternative, also assuming the game is that populated? Using your original example, not everyone gets to own land, people build wherever they can, and landowners complain to GMs that people are spamming their island, and people complain they have nowhere to build. There is no scenario under which land, a finite resource, doesn't run out on a heavily populated server and produce a result of people having nowhere to build. Meatsammich did some math back in the early days of claim discussions and found that really decent sized claims, limited by person and company would produce enough land for everyone 4 or 5 times over, back when the servers had a good number of regular players on them.
  27. 1 point
    I hope they change this so that we can fully use the abandoned tames we claim. If they don't want us to use the cargo saddle from previous owner, maybe it could auto decay upon someone claiming the animal. Either that or let us claim the cargo saddle and storage box also. It is a bit annoying not to be able to use the tame fully when we are lucky enough to find one.
  28. 1 point
    I would like to amend what I stated before. The Official server is almost playable for a solo player. Because apparently no one is allowed to own a ship. I noticed this before the wipe. It must be mandatory that all ships be sunk where ever and whenever they are found.
  29. 1 point
    by which you can tell it's not a false advertisement, because it gives you the date at which those rates ended. The announcement is not misleading you. Also it's not an advertisement because it's within the product itself, not being advertised to the outside world.
  30. 1 point
    So glad people that dont own or play the game is making a post about wiping people that do...
  31. 1 point
    I know the feature has been removed but just to let anyone know if they want to settle without fear (as long as you're not spamming, etc), Southern Discord, in I5, Virders Haven.
  32. 1 point
    Please let animals turn in place, without having to move forwards. It would make moving them around in tight spaces, or on ships much easier. Imagine if ships could only turn when moving forward. They would be so frustrating to use as to be almost unusable.
  33. 1 point
    I really like the idea of WPE, that is something I was hoping since almost the beginning of the game, awesome it will be added. Though, I came with an idea : Make different kind of WPE, make a "company like" Here is the idea, instead of having everytime the same WPE but with different difficulty/size, make different WPE Company, with each their own skins/flags/constructions type. Here are some fast exemples : Blackbeard company : Pirate theme, pirate skins (Cloth and Hide armors), weapon : pistol/saber/throwing knives, special tactics : like to board, use Harpoon, mainly alone at sea, very aggressive. Royal Navy company : Marine theme, officer skin, weapon : pistol/saber (or special skin ?)/carabin, special tactics : mainly in groups, defensive. Asian company : Asian theme (japanese ?), Hydra Heavy skin, the new sail skin, weapon : sword (katana skin?)/pike/bow/crossbow/fire arrow, special tactics : like to use fire a lot (...) WPE Company would fight eachothers at sea, some kind of special event. Make the WPE Company live in their own region, so you need/want to travel a lot to discover every of theses WPE Company. All thoses region would become even more unique. Having to fight the same type of WPE everytime will become veryyyy boring. If their is many WPE Company, it will become unique everytime (I'm not saying that it needs 1 company per island, hell no, but 1 company per region would be very awesome) (edit : By region I mean "Tropics", "Desert", "Tundra"). Let us participate to create/image thoses WPE Company As we all know, some of Atlas players are very talented to create/imagine, just look at the Show 'N' Tell and see how awesome things emerge from it. Make a contest like the Show 'N' Tell, where people would give : Company name Theme Flag (with image) Construction design exemple (with image) Ship design exemple (with image) Lore/story behind the company For the more talented one, draw all the concept art if it doesn't already exist in the game, and if it's really awesome, implement it in the game with Atlas Team (dunno how hard it could be ?) The contest would work as a Show 'N' Tell, people send their proposition, and as for Show 'N' Tell, that's the Atlas Team that choose the winners. (so no troll as "Area 51 with Naruto Runners flags, even if it's funny, that's not the point here. It also let the Atlas Team choose to not break the actual lore of the game or everything) FURTHER Make quest through WPE Company If you completly wipe a WPE Company, you win something (dunno what, it could be a skin ? a skill ? else ?). All WPE Company have one main base with their captain (a mini-boss ?) Each outpost you destroy/claim, the more the main base become vulnerable ? Be able to interact with company ? Buy things ?
  34. 1 point
    It was by design that players weren't able to rename ships, as we had some intentions surrounding keeping a log for each boat on board, in order to follow it's 'voyage'. Whilst the renaming-prevention implementation may need some work (as highlighted above), there is an argument that it be scrapped until that entire system is in place. So whilst there isn't an ETA right now, it may be something that you see changed in the future.
  35. 1 point
    How about not making the same "Population is X = Game is Dead/Dying" thread over and over and over... believe it or not it would actually help. I'm serious. That's my suggestion. Reviews are on the rise. New sales are too. WPE is sure to bring in some old and new (if all you care about it population) and who knows what's slated for MU4 or beyond. There's still 17months of EA. The devs themselves have made it clear they do not care about the concurrent numbers at this point in development. Your username is Realist ffs. Its ironic really.
  36. 1 point
    I agree, more mythical sea creature to hunt could be very fun. Though "mass ballista and lure" as we do on whale would take fun away from it. Maybe make the creature immune to it ? Or need special thing, or we can't lure it ? Dunno, but thooses "mass and lure" aren't very fun Hydra or whales. Both has same problem, they do too much damage, so we lure them to not die. Make them to do less damage, but be more strategic ? Dunno how.. But this "lure them" make theses fight really sad / no fun Kraken was realllly good though
  37. 1 point
    NA PvE - E10 - The Seashell Island - The Salty Beaver Co. All are welcome.
  38. 1 point
    No they will not. No matter how high up you place that cannon - a cannon-bear will outrage every single weapon manned by an NPC. I've said this now countless times: NPCs do NOT shoot at maximal range they should shoot. Go test it yourself: - Build a cannon towards water - Shoot the furthest you can and place a boye in the water to mark the furthest spot you managed to shoot - Now you let an NPC man the cannon. Make sure all settings are correct. - Ask a friend to quickly leave your company, give them a sloop and let them sail from the sea towards that boye. - from the Boye they shall sail straight towards the NPC - Observe and realise how freakin late the NPC will start shoot and how close the sloop managed to get, before the NPC finally decides to shoot In my opinion the fact that NPCs do NOT work like they should is the core reason why raiding is way to easy.
  39. 1 point
    Very good points. I will help you out a little to get closer attention since you are new here. @Jatheish This guy seems very concerned, gave pretty good points, and wanted to become part of the community.
  40. 1 point
    Can this be disabled for PvP too please? With this change any company that has built on claimed land can potentially lose all they have ever built if they lose control of their claim flag. Offline raids are bad enough already, but at least currently it still takes some effort to wipe every single structure off an island. This nuke does not even require to demolish large buildings or even attack most outposts. You just need to capture the claim flag area - which is often itself not even defended, hold it for a few days, and anything that anyone has ever built on the island can be instanuked. This includes safe caches on mountaintops, secret stashes below the water line, all harbours, pens, stables, houses, farms, forts, turrets, buildings, paths, really everything. It has an enormous griefing potential and will be used in 9 out of 10 cases to wreck months of work instead of combating pillar spam. Any reasonable company will now relocate to lawless as with this change constant war is still safer than the risk of getting nuked - this single, small change is that bad. I agree that overcoming pillar spam is important, but this change is a typical case of throwing the baby out with the bathwater. By combating pillar spam, all structures have just been made irrelevant in claimed areas on PvP servers as no matter what defences you build, if the enemy gets to control the claim flag, they can wipe everything you ever achieved in the game without a single gunshot. Also, 12K gold is about a week's worth of upkeep for a 5 man company. It takes very little effort to obtain. A solo player farming common treasure maps makes about 1k gold an hour, and it just goes up from there. The money cost is far too low compared to the immense power it holds, as its by far the single strongest attack in the game. Renting a dragon costs 20k and its damage is negligible compared to this nuke. I registered on this forum to make this single post, I am hoping it gets read by the relevant people even though I understand the chance for this is rather low.
  41. 1 point
    As a PVE player I'm happy to see stuff like this being added. We need NPC humans to fight, especially NPC humans sailing ships. I think it'd be good for PVP too, but regular pvpers may have a different opinion. I've been asking for this kind of content for a while now and I'm glad to see it's at least on the horizon. I can't wait until it goes live.
  42. 1 point
    I think the medkit suggestion was the most definitive solution, but the problem with that is you need seeds for each medkit, so early on it's a limited option. Try taming a parrot if you're really determined to build that boat in that biome. My friend and I started in L5, live in K6, and can handle those heatwaves just fine with fort around 40, so maybe they are just weirdly severe in that grid, I dunno.
  43. 1 point
    1. Welcome to the forums. Take off your coat and stay awhile. 2. Great suggestion for a first post. I second this. Animals being able to turn in place would help a lot. Not letting them do it is kind of saying they're all dumber that Derek Zoolander ("I'm not an ambi turner") and we all know elephants are smarter than that.
  44. 1 point
  45. 1 point
    Rage Galleons are the best Galleons.
  46. 1 point
    We're looking to get rid of some animals! Truly have more bears than we know what to do with and more coming every weekend. Will focus on breeding some horses the next couple of week, if your looking for horses we already have a variety but will soon be bulking up on them. Come see us! North Wind is the only breeder that is offering animals for sale without markups for them NOT BEING spayed or neutered. Come visit our trade center in K-13 or jump in our Discord and DM me and let's negotiate. No reasonable offers refused!
  47. 1 point
    Are some people here autistic? The issue is Cannon bear outrange puckles and npc cannons. And some of you autistically reply:use flame swivels. why would people even use passive defenses if ai defenses are next to useless is the problem here. That is the main question here. Not to mention the fact that harbors are defenseless whe epic galley destroys 230 alloy walls in 1 salvo, while 400 health epic armord glide to mortar nests and use 2 grenades to ko mortar, totally ignoring meager pucke defenses. passive defnses should be tough to raid even if 0 people are defending actively, like in ark.
  48. 1 point
    No they are not. NPCs on cannon are bugged - they never shoot at the max range they could and should shoot (no matter the settings). It's especially noticeable when a server lags caus it gets floaded by ppl. U can see that on many videos and also ingame very easy. NPCs on cannons and puckles do NOT shoot when they should. They shoot with a huge delay, when the enemy is allrdy way to close. You can test it easy urself: place a cannon on the shore. fix settings. shoot urself and place a marker out in the water. place NPC on cannon. build a sloop, kick a friend from company and unlcaim sloop. let him sail at your marker and observe. And if you want to go further: place the same cannon on the sloop and watch your friend hitting your cannon before the NPC even start to fire.
  49. 1 point
    Its not the exploit, its just the cannon operated by a player far outranges the one operated by the ai, and that is just the beginning of problems that plague atlas base passive defense, which should be more deadly like ark one.
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