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Showing content with the highest reputation on 07/29/2019 in all areas

  1. 2 points
    Freeport Island You can drop claim flags on the freeport town and other structures on the island. South eastern Island bugs. This is a spawn island for new player start but covered in cyclops. I think the cyclops are supposed to be on the north eastern isle with the drake? You can just walk up to the drake no problem. Majority of Island Is missing snap points. Looks like a Temparate Island but has the weather and temperature of a Tundra island. Central Eastern Island No snap points anywhere on the island for building. Very few animal spawns North Central Islands No opposition getting to drake. Will do more testing on this island today Building is enabled, maybe intentional? All Islands and map in general Missing salt water fish around Island shores. Beds don't show on map and randomly stop working unless you create a new company. Lack of SOTD (Yeah I know, thought you would never hear that one right?) Vegetation seems to be mixed up. Aloe plants give fiber, fiber plants give berries, Berry plants to fiber are 4 to 1 it seems. Missing or lack of medicinal plants. Missing Wheat or lack of. Missing or Lack of Iron, Copper and Cobalt nodes. I’ve searched every island. Two islands have silver, one has Iridium and the rest have tin. Unable to grow crops due to biomes restrictions. No discovery points. Needed for two achievements and skills. Found several Sperm Whales but no Blue whales yet. Possibly missing. Trees floating in the sky northwest of south eastern island. Merging companies deletes merged companies claim flags. Silos cant be placed on Blackwoods type of claim system. SOTD spawning outside server boundary and becoming stuck. Sunken treasure spawning along coastal areas with treasure being underground. Sunken treasure spawning outside of server boundary.
  2. 2 points
    Most people that would be eligible for the hat have quit anyway. Not actually many to issue the hat to.
  3. 2 points
    Would that make the Ransomwear?
  4. 2 points
    They have some good artists and obviously have talent on the technical side. The problem is in game design and the execution of that design.
  5. 2 points
    A missing person’s report has been filed with appropriate authorities but at present the hat’s whereabouts are unknown. The issue is a sensitive one and many here are hesitant to speak openly about their fears regarding the hat’s fate, but the degree to which it is now overdue is not a promising sign. Authorities do say that a certain Cat is a “person of interest” with regard to the hat’s whereabouts. If you or anyone you know has information about either the Cat or the hat, they are urged to contact Inspector Jerryn immediately. Information which lead’s to the hat’s recovery may be rewarded with an ingame item.
  6. 1 point
    advice for weekends : meanwhile on eu Pve i highly crap on the 2x weekend rates, the best way to make $$$ is sail from island to island with a fast schooner and see if the flag timers are up, so far since friday night i claimed 4 islands (only temporarily) and raked in over 80k gold , more bps then i know what to do with , and countless tames that i just send up against sharks or yetis just for the lolz... all solo so , have fun with your treasure maps and breeding compunds
  7. 1 point
    Basically, instead of having the SotD spawning as the AI enemy in grids unless tied to an event such as the kraken or something. Instead, what would be better is if there were AI Pirate Hunters/Privateers/Royal Navy or w/e that would also fight against the future wild pirate encampment ships they happen upon. This would let players observe a nautical battle and wait for an opportune moment to strike, or provide a way to evade unwanted pursuers. It could also be a way to allow players to be slightly sneaky if they happen to design a ship to look like, say, a Royal Navy schooner. Thus making it so the spyglass would have more use due to needing it to ascertain if a ship is an AI or player, because as it is, the stark difference in ship design doesn't leave much room for doubt on if a ship is an AI or Player.
  8. 1 point
    While the game continues it's voyage into Davi Jones' Locker, though about some possibilities to make ship battle more interesting, more piratety but less fatal. Wanted to share this maybe not yet consistent ideas for feedback. I put it here in PVP forum, as obviously there is not much discussion under Suggestions... Currently ship battle – if it ever happens – is ending in someone running away or getting sunk. Boarding does happen, but only to sink the ship. In a war setting sinking the other ship is the only way to get it out of the way. But it is also the best way to raid a ship – after it sunk, and unfortuantly the game makes it possible to dive to it all the way to the deepest bottom of Davi Jones Locker. As most players interested in ship battle have complained, boarding and taking over a ship is not possible, as the claim timer is stupid long and popcorning of the cargo before or when it sinks by the owner is modus operandi, so no looting... As ships are always sunk for their resources and cargo or 'just because', the Devs made them cheap enough so you can build new ones very fast. This tries to mitigate the problem of them getting lost so fast, mainly while offline. In the age of sailing ships, ship combat rarely resulted in the sinking of the ship. As the cannons would not make much damage below the waterline ships would not sink so easy – cannon balls would loose terminal energy fast when hitting water or bounce of the water like a stone flipped flat over water and hit the enemy hull above waterline. Ship to ship combat would be determined by whos ship will loose the ability to continue fighting because of loss of crew, which get wounded and killed by enemy fire, loss of maneuverability like rudder and sails/masts, or fire breaking out uncontrolable. Small arms fire and boarding was a valid option to overpower a ships crew. After a ship was defeated it was looted, taken over or sunk, depending of the state of the ship and value of the ship itself. The idea I want to develop here is that sinking ships in Atlas should be not the go to only solution, but the least likely. As obviously the game allows for very toxic behaviour which would continue to result in ships get sunk, just because, it unfortunately would need some game restrictions prohibiting this. But as this is still a game, rules define it anyway, so it not have to be realistic with everything possible at all time. Main concern here is, that a sailing game needs people sailing and somewhat willing to risk ship combat. Otherwise what is the point? Therefore my idea involves some fixed piracy rules of engagement. For this the Devs need to add some piracy things in the game for ships = flags and colors. If two ships meet in the game and one wants to attack the other it raises The Black. This happens automatic when it makes damage to the other ship or by captain choice. In the later case any ship within some radius will get the notification that they are being persued by a pirate. Ships hit get the same notification on receiving damage. The defender now has the option to raise the White flag at any time. This will result in the defender cutting sails stopping the ship automatically and stop making any damage to the attacker. On the other hand the attacker can no longer make damage to the defender aswell. The attacker now can board the defender and loot an amount of its cargo and gold depending on how soon the defender raised the White. Lets say within 2 minutes of raising the Black the loot is 25%. Every minute after that it is 25% more. So the defender has an option to decide what it is worth for him. Please do understand this as World of Atlas agreed Rules for Gentlemen of Fortune automatically enforced. Also the ship weapons of the defender gets 'spiked' making them useless for some time, maybe 1 hr or more. Optionally the defender could be protected from looting for some more time after it got looted, unless he makes damage to anyone in the meantime. Only if the attacker goes away from the other ship – out of range of the Black flag, the defender gets control back and can continue. If the engagement continues without the other ship giving up, raising the White, for some time, say 5 mins, which already equals 100% loot, the attacker can raise the Jolly Roger – the Red. This means that if the defender is defeated the attacker has the option to kill all crew and take over the ship, if it is still floating. Upon getting the Red the defender has one more minute to give up before he can be sunk or claimed. His decision again. By the way, the attacker always has the Red flag upon him, if he starts the attack – pirates can not expect quarter. Maybe that could stay on him for some time after a fight? Please note that at this point there not need to be any shots fired at all. If the defender just gives up early he will get treated better by the victor, until the time he must expect no quarters given. There would an option that the loot % and time to raise the flag get shortend the more damage the defender does to the attack, meaning that he resists more. Next up the looting. As it is now, looting can be made impossible because of the defender popcorning everything. This cannot be allowed under the above idea for the attacker. Therefore I propose that the moment the Black starts everything in the ships resource box cannot be taken out other by the current automatic use = repair hammer. Same for the ammo box and any other storage box, like bookshelf. The only box that can now be used by the defender is the new ship locker which only holds things like weapons, armor and ship tools. The moment the defender raises the White he also can no longer use the ship locker. The defender can again use the storage when the attacker leaves him. Next up the actual combat. As it should be the case ships should be defeated more often before they sink, damage to ships should be handled differently. Mainly damage is against ship speed, manouverability, cannon reload time. Or combined into damage to the crew, which looses abilities the more damage it gets. This makes the hit ship slower so it cannot run away, less manouverable. Loosing cannon crew / reload speed makes resistance less useful. This is all used to get the defender to submit. Again the attacker does not need to raise the Red, still leaving the defender to surrender and not loose the ship, just the loot. If the game could handle crew damage this way, crew will stop working if they get damaged enough but not yet die. More damage will kill them ofcourse. So even if the ship gets damaged that the crew does not work anymore (partly or all) they are not lost=dead. Therefore high level crew can be rescued by surrender. Also high level crew with more health is obviously better and good to acquire. Ship resistance per plank gets lower by damage, allowing more damage to the crew behind it.Also personal armor would help. Option: by the way only ship structures (deck and planks, maybe some new form of optional compartments) should work as protection. Any other structures (walls, ceiling, ramps) give no protection. No armoring. Also to promote gun ports, guns on deck would have no protection for that matter. There should be different typ of ammo. Ball for plank penetration, Chain for sail damage, Shot for unprotected (low plank health) crew. Optional boarding party. The game right now allows the ship crew to dismount cannons etc. and aggressively engage enemy on the ship. What we need would be the option for the attacker to send his Marines to 'spawn' from his ship to the other ship within certain range. I think the problem right now is, if one would order their crew onto another ships they would never reach the other ship while it is moving. Thats why the easiest option is them be able to just 'spawn' on the other ship for now. Also I think that ship crew under attack, as well as the attack should just spawn on the main deck, so noone gets stuck somewhere below causing frustration. Obviously we need the option now to have more crew on ship to allow for Marines. Therefore get rid of the crew limit. They have weight and that should be enough, especially if they are armed and armored. Maybe raise food consumption. Spawning. If a ship engages in combat the beds on each should be locked, so that every bed only can be used once more. This allows some allies to spawn in and help, but not unlimited. Also makes more beds on ship more valueable. This is somewhat like the bed timers with the kraken going to 1 hr disallowing respawn while the fight goes on. Oh and by the way, if the PC crew all die the NPC crew will raise the White automatically. Ship damage, fire, sinking. As the crew = function of the ship takes damage faster than the ship itself it should usually not sink most of the time, before the crew is incapacitated. There should be some random option for fires and maybe ammo explosions making lots of damage. This if not controlled could sink a ship on it's own. Other than that sinking a ship should most of the time be an option for the owner, meaning either the defender sinks it before capture or the attacker after he raised the Red, captures it and becomes the owner. Capturing ships. A ship can be taken over when the attacker was able to raise the Red for atleast one minute and then gets to control the other ship, defeating the other crew atleast to incapacity, killing the PC crew. There could be the option that surviving NPC crew joins the attacker. This could be determined by crew level and maybe a pirate skill of the attacker. Oh and maybe just for fun, the PC crew of the defender can be put on the guiotine for punishment for not giving up fast enough. Recapturing ships. If a ship gets captured this way, it still keeps his name for some time and stays shown on the defenders map. So Captain Jack Sparrow has an option to get his Pearl back. This could be like that if the original owner gets on the ship within the next 48 hr (?) and gets rid of the NPC crew (or maybe even using his pirate covincing skill) he can just steal it back and get away. After this reclaim timer runs out the new owner can change the name to his liking and the old owner looses the map marker. This would be in line with the Devs idea that ships should have a history and should change owners. Ship repairs. Ships should be more time consuming to repair. This is because if a ship is damaged in war for example it should take some time before it can return to the front. If it not gets repaired between engagement it obviously engages with lower health and therefore starts with lower values in speed and so on, and also the crew is not as well protected by it. Ship repairs not anchored should be only stopping leaks and fires. Full ship repair should only be possible while fully anchored. Parts repair points over time after the resources are invested. PC repair (skill and mini game) could give bonuses to the time, as would captain skills. Using a shipyard of correct size should be faster. Ship cost. As ships would now not always sink, there is no need to make them cheap to build = easy to replace. Building a ship should now be a bigger 'time' investment for players, meaning more resources to farm, taking more time. Also repair would cost correspondingly more. Also if they are more expensive to make their captains would be more willing to raise the White before they loose them. If they stay cheap they will just be suicided. Optional, because ships become more time valueable and finaly better able to capture it should finally become possible to redesign them in shipyards and also to respec their skills (for a cost). So what could that look like in game? If you are just going from A to B for say discoveries or tames and you get attacked you surrender and loose some resources and be on your way. If you haul resources you loose more resources as a % of the total. If you decide to fight, because you think you will win or run away, it is your risk decision. This counts for the attacker also. If you are in war type engagements, your ship could be lost with the Red. Or atleast taken out of combat by spiking the ship weapons for some time after you gave up. As ships would become more valueable, but less likely to sink (per decisions of her captain) griefing by outright sinking everything is more controlable by the owner. Meaning loosing the ship is less likely for the little guy, promoting that he builds a ship and uses it more. Because there would be more ships actually that are on the sea, more pirate action for everyone. And maybe you find the big fat price. There should be a system, where the spyglass would allow (like the pirate skill) seeing some or all what is in the ship cargo. Maybe just how heavy a ship is loaded, as can be seen how deep it is in the water. Therefore not needing to stop every ship you come by. There could be an option for a war token to allow to raise the Red from the beginning on the designated war enemy, so you can sink or capture any of their ships. But what about anchored ships? Well I am still advocating to have a change to the island protection system. My favorit would be a full PVP radius around the flag and PVE protection everywhere else until the island gets declaimed. This would include anchored ships. But if that separate issue does stay the same the described system above still works. Because as said if there is no PC on the ship, the NPC crew gives up. In the case of the Player being offline or not close to the ship, it means immediately = minimum loot taken and loot protection for some time, maybe until next login of the player. So either take any valuables of the ship before going offline or loose some, your ship will very likely be there tomorrow. Thoughts?
  9. 1 point
    I had very high hopes for this new map.... I was expecting a thing of beauty.... these islands are so very meh..... where are the waterfalls ?.... (yes I know there are one or two) were are the cool caves to build in ?.... The last batch of islands that were added to official were SOOOO much cooler than this digital disappointment.... I am a pretty loyal guy when it comes to my video games but as far as I am concerned Atlas has only one more strike left.... If the next mega patch with the npc's taking over unused islands does not blow me away I am taking my vinegar and crawling back under my rock never to be heard from again.... I know my vinegar will be missed but hey.... you will allways have Realist to rag on till the plug is finally pulled.... to recap.... this new map is a pos and the vinegar tears are ankle deep in my moms basement.....
  10. 1 point
    Aye mates! To anyone who is still playing or at least following the stats, it is obvious that the game is slowly but steadily losing players. In this post I’ll try to relate the causes and offer possible solutions. I’ve been playing for over 1k hours in a big company (we had over 100 members on release and two companies after the first Wipe), so my narration might be from that perspective, but I will also try to focus on more casual players’ experience. Cost of survival From watching people on stream, surveying other players and my personal experience I can tell that the barrier of enter in this game is very high. The game demands hundreds of hours of time invested to explore and enjoy its different aspects, however it is even more demanding on protecting what you already have. In some posts of this subreddit, casual players complain being bullied by large companies, which is true. It is impossible for a small group of 5-10 people to defend themselves from a continuous harassment of a group of 30-50 players or even an alliance of several hundreds. Even if they manage to fortify a mountain somewhere, they will lose their ships and 95% of their game experience will be a disadvantageous PVP. Until they eventually quit the game 1-by-1, or all together. The solutions suggested usually consist in either reducing large companies in size or giving smaller companies a better protection bonus. But those proponents forget, that large companies would rather change their structure from a single company to an alliance than play with a handicap. And this was shown with the PVP Colonies and PVP Empires. Almost nobody went to play on the later, instead associations with more than 70 players created several companies tightly knit through the same means of communications (Team Speak, Discord) and the command structure. In fact, what makes big companies so disruptive to other players is not their offensive capabilities, but rather defensive: 95% of the post-Wipe bases could be rushed by a small team of 5-10 players if taken by surprise (nobody online or in another grid), but because the attackers inhabitate 5% of those tough bases — retaliation was always unthinkable. For example, before the Wipe we had players who would solo, or in a tiny group wipe entire islands because of boredom and if the attacked ones dared to strike back, they would face the wrath of our entire fleet. After the Wipe this improved a bit, but probably no small or even medium group can have someone monitoring their company logs for 9 hours every single day (aside there are ways to plan an attack so before a single line is ouput by the Discord bot everything is over already). On other hand, the big companies in most of the cases engage in war with other big companies which require them to put very strong defenses. On EU PVP 750 bots its considered a bare minimum for a single island. The amount of “spam” structures to prevent enemy from building a FOB (an attack base) slows down game fps and worsens the game experience as well making farming hard because of the blocked resources nodes. All that can sit alone for months without anyone daring to make an actual attack, consuming game hours and patience. “Boohoo poor megatribes, they have it so hard”, well it probably doesn’t feel as bad as losing all your in-game progress, but it is not a pleasant experience. As you can imagine only some % of the members help building and maintaining the base. Removing the Cost of Survival The simplest and the most obvious solution was suggested in some posts before mine — make grids with always PVE islands. Some players suggested making different types of PVE/PVP hybrids based on the company preferences. But I know for sure, that the biggest companies would prefer 100% PVE islands even if they have almost 0 materials. In the same fashion that almost nobody wet to play on PVP Empires. To prevent island-hoarding three mechanics should keep being implemented: 1. Limit of islands by a single owner; 2. Gold cost that would exponentially grow depending on the number of islands the company owns; 3. War Mechanics; The War tokens should still exist, though War should be more casual. Instead of 24 hours it should be active only 12. The attacker should decide the day, while the defender should be able to pre-set the default war time through the flag interface (similar to how PVP timer works right now). If the owner doesn’t have the time window set before the war is declared, the war time should be default for the island. With mechanics like this and the cost of the Token, nobody would declare a war to just harass. Companies would do so with a true purpose like taking over an island or punishing their enemies. This would: 1. Remove costs associated with the survival. Casual players would only have to farm the gold needed to maintain their islands flags, which if balanced correctly (exponential costs mechanics for multiple islands owners) would dissuade people from hoarding island and would tax small groups with only a couple of hours of grinding each week. Solo players would be able to become settlers on someone’s island without being dragged into politics and war (unless the war is declared and they can evacuate thanks to the prior notice). 2. Improve game client and server performance, because people would only need to set the most basic of defenses to defend their ships for the anchor cd to kick-in and protect their ships. Islands will have drastically less bots, walls, towers and in most cases no spam structures at all. 3. People would actually have tames and valuables at home (instead of how most companies save their pets on the Free Port islands with inventories full of staff). 4. Naval battles will be more prominent. Right now, most of the ships on Official PVP server are destroyed during PVP time while anchored without doing anything. 5. If the materials on that type of island are limited to generic resources, like those you can farm in the Free Ports, players would be motivated to travel there, creating more piracy-related content for everyone. Example of the server grid This map I drew with the sole purpose of illustrating these ideas and promote debate. Main features: A. 4 clusters of 13 servers each that should contain together around 200-250 PVE only islands. Should be sufficient even if EU PVP and NA PVP are merged. The materials that spawn should be generic (like the ones in Free Port). B. In middle of each cluster a Free-Port type server, however with a single island that would have an NPC city with a shipyard, bank, marketplace, whorehouse, coliseum and casino (very important C. Generic Free Port servers, so the space between the clusters is not so barren. D. 4 Ancient Ruins servers (devs, like seriously, why we need 9? There are only 2 types of bosses and 4 would cover all your biom designs anyway). No lawless, instead all the remaining servers in the grid should have flag-capture mechanics we had pre-wipe (or on PVP Empires). This will also prevent island hoarding, structure spamming and would make ground PVP so much more entertaining. Because right now the meta for island on PVP Colonies is to place the ownership flag on the beach and sit inside a submarine to contest anyone taking it. This prevents anyone from taking a hold in an island and forces the attacker to spend millions of explosives to do actual damage to anyone. Because those islands are likely to be used only as temporal or farming bases — there is no need to make islands outside of clusters of type A more casual. Instead those island should be fought over for their rare materials, otherwise unavailable.
  11. 1 point
    Three things spring to mind: Use spy glass to extend your whistle range. Build up until you are within spy glass whistle range. Build a glider, jump off a nearby mountain and whistle as you fly past.
  12. 1 point
    for someone who had over 1200 hours......i stopped playing about a month and a half ago.......jumped back in yesterday out of some weird curiosity with blackwood... turned it off after ten minutes.... went into my pve to see i lost all my base buildings,animals ect...but i had galleon still sat there lol....now there would have been a time when that would have raged me to the point of quitting....i just laughed as i no longer give a toss..(and i knew the decay timers were going to be up )..its all just a reminder of time wasted. all 13 of my old crew and its allies no longer play. i still read this forum though when on the bog as one does,just thought id make one final post......good luck to you all that still play. i dont understand any of you..but fair play
  13. 1 point
  14. 1 point
    Grapecard does not negotiate with kidnappers as a matter of policy. It does not do so in the rain, it will not do so on a train. It will not do so in a box, it will not do so with a fox. It will not do so here or there. It will not do so anywhere. Not in the rain, not on a train, not in a box, not with a fox. It will not negotiate Luna you see, find some other way to get that hat free.
  15. 1 point
    Thing is they don't even need to be a huge company to destroy you. A handful of trolls with too much time on their hands can get a cannon bear and several dozen grenades and blow holes in your base in no time. Even easier for them to sink all your ships.
  16. 1 point
    I've done my fair share of fighting AotD from treasure maps before and after wipe. Often you go to the beam and the AotD spawn with no problem, and you can just start killing them. However it feels like that there is a fair amount of times where the AotD spawn underneath rocks, mountains, map placed structures etc. Some time it can be resolved by trying to resummon them a few times, but often you have to abandon the map due to the fact that you have no chance of getting through the mesh to kill them. I propose that treasure maps gets changed, and have an additional effect. You still collect them and go the the grid/mark the same as now, but instead of them instantly being summoned you make it a player action, maybe using E or the like while you have the map equipped, while on or very close to the beam, just a small radius, the AotD woukd then spawn on the player who "used" the map. This could resolve a lot of issues caused by having AotD spawning within mesh while players are just barely unable to reach them, and have the additional bonus of giving a chance if the beam happens to be on an enemy structure.
  17. 1 point
    But what if the whole point of my participation is to fuel and facilitate a slow, painful death?
  18. 1 point
    @EBABYL I've revised my previous Edit so that other players do not misunderstand this. Important Note for you Guys: I definitely had to delete the LastCoordGrid file when the game was crashing from startup. My solution is just in case if you've made the Export Pathfinder and then crash problems occur.
  19. 1 point
    I think the entire tone of both your posts here make it perfectly clear who is being arrogant and disrespectful. You’re not engaging in discourse, you’re just hurling bile.
  20. 1 point
    The powers that be at Atlas really should play the game more than whatever amount that they do. The most active, loyal, and dedicated players so far in the 7 months since Atlas's launch have been repeatedly given the impression that those calling the shots do not play the game much if at all. I am not talking about design choices that split the community, those have their supporters and detractors. I am talking about design choices that leave any experienced player scratching their head wondering how anyone at Grapeshot ever thought *insert your favorite dumb idea here* was a good idea. Examples include, but are not limited to: -Insanely over the top rent prices for player shops that render them pointless. -Initial spawn rates of sotd's and hostile creatures that made play for the average player insanely difficult. -Storm frequency and damage out of all proportion to reality that made travel a perilous crapshoot which could cause players to lose tons of time and resources invested in ships and everything on them to be lost due to unavoidable storms which sprang up with little to no warning. -Unnecessarily complicated land claim and retention mechanics which practically invite griefing of other players. -Skill mechanics that require the ability to craft an item in order to be able to use it. In any game purporting to support ingame economy, this is unbelievably dumb. Despite the fact some of these things have been corrected (others over corrected), these and other design choices have left the playerbase wondering if those calling the shots at GrapeCard ever actually log in and play the game they're creating. If they don't, they should. If they do, perhaps they need to do so more often, or interact with other players more when they do. If they are actually doing both these things, we might all be screwed. Because honestly, even though the game has it's moments and is fun enough to win my time, there are more than one or two calls here that are "should have died on the brainstorming table" bad. Yes, the players in an Early Access game are here to provide feedback and input, but the needed level of input and feedback should start somewhere above, not at "fire is hot." I don't care who it is, but whoever is making the decisions that lead to these things really ought to spend more time in the game. Or at least stop making design choices so facepalm worthy as to give the impression they never do. This is not my first EA rodeo, but it is the first one to make me wonder if the people making it ever play it.
  21. 1 point
    The +velocity bonus on speed sails gives no additional top speed, and the +acceleration bonus on handling sails actually gives velocity. So, basically the meta is to run with +130% acceleration maneuvering sails or higher since that would make them as fast as unmodified speed sails. Weight sails seem fine (and 100% unused by literally anyone).
  22. 1 point
    Just tried this and it works!!! I have Ships of the Damned back now. You need to: 1- hit esc 2- Export pathfinder 3- simply spawn on the same map (you dont need to change to blackwood)
  23. 1 point
    Sorry I can’t hear you over the screams of the puppies I’m kicking, what was that?
  24. 1 point
    Lol, this guy might only have 13 posts, but he’s got Talono’s number for sure. Senpai indeed. *bows*
  25. 1 point
    OMG, you are seeing the MMO game dying and you waste time making a standalone server with a DLC map. If at least this server where included in the ATLAS MMO megaserver, it would be nice... but splitting more the player base whilst in MMO the player base is still decreasing under 1500 people day by day is NOT THE CORRECT DIRECTION. Next Step: decrease the game price to 3 dollars, which is its real value today as you are murdering the game with every decision you make. Please, FIX BUGS, IMPROVE PERFORMANCE, ADD NEW CONTENT TO MMO, IMPROVE FURTHER THE RULESET FOR SMALL CLANS AND SOLO PLAYERS AS YOU PROMISED. WORK, WORK AND WORK.
  26. 1 point
    You mean that game where we can build mega cities, docks and animalpens? Where picking up a wall looks like... erm, well a picked up wall instead of 160 walls gone bye bye? With all these awesome shipbuilds other then those wich are still here since the beginning? And how about that awesome skin for our "Dedicated hard work, feedback and bugreports" ? Where treasuremaps don't keep bugging out? HO, STOP. WE WANT CATS!?!11 Nvm the above. WE WANT CATS!!1!
  27. 1 point
    a great addition to a good game well done.
  28. 1 point
    they have still used resources we paid for to add it , more single player content why ? @devs how about working on the game you sold us .. u know the giant online MMO world ?
  29. 1 point
    The map was made by a modder (Iso) so it's not exactly something the devs worked on.
  30. 1 point
    Who - requested - Blackwood ? OMG, please sent your devs into new ships. And new ideas. PIRATE ideas ! No cats, offline biomes and stuff.
  31. 1 point
    If you mean by non-existent that there are not enough players left to actually have ship combat with... Which is the very real problem we have, which I kinda like to get solved, while also making the make little bit more realistic. People are leaving the game fast. Unfortuantly we are at the point that people leave because there are not enough people left. Before that it was the problem of being wiped and/or sunk without being able to do something about it. Again the idea I am working on here should solve multiple problems that were complained about and that more or less people leave the game. - make loosing ships less likely - make the loosing of a ship more of a decision of the owner and not just some random offline encounter with basically no protection against - make ships expensive again, as was intended - make boarding and capturing ships possible/more likely, as was intended - make ships more unique, because they get more often captured and not sunk, as was intended - and all that within most of the mechanics of the game already existing aka buffs and de-buffs
  32. 1 point
    We should build a city somewhere to concentrate everyone left. Everybody could have a small base or shop. If anybody has the ambition to make the most populated city on atlas, I would come.
  33. 1 point
    Its not exactly going to stop this though... Just unofficial alliances through discord. Will just stop smaller/less organised groups from being able to form alliances in-game
  34. 0 points
    blackwood has arrived! It's here! Blackwood is now Live and ready for intrepid pathfinders to jump into! Today’s free DLC update for the ATLAS delivers the long-awaited map Blackwood! Prepare for a dark twist on the Equatorial biome with dark jungles, caves, alcoves, villages, homes, farms, and an interesting array of animals. Wade through thick green waters teeming with dangerous creatures, rare plant life, and the occasional Gorgon to find buried treasure, sunken ships, explore the Mermaid City and experience a new spin on fighting the Hydra and Dragon with transient spawn locations. The Blackwood map was created by Iso, the level designer behind ARK: Survival Evolved’s popular mod-map Crystal Isles. Blackwood was designed to be used for single servers an example of a stunning mod map that can be hosted unofficially. This specific map will be set up so that it still enables all the mechanics that ATLAS has to offer, whilst hosting it as a standalone server with no database setup required! Blackwood will support the importing and exporting of characters and their inventories (an optional setting for the host), so you can keep your progress and dive right in to explore this beautiful map! Blackwood is free for anyone who already owns ATLAS. It is available for play in Singleplayer mode, Non-Dedicated Server mode, and on Unofficial Servers that opt to host the map. Note: Due to an unknown time restriction Valve has put in place in regards to DLC uploads, Blackwood will unfortunately not be an optional download for this weekend only. We'll rectify this come Monday. Blackwood includes: The full ATLAS experience (including all your favorite features and mechanics) merged into a single 1x1 server grid. 7 unique biomes across 11 islands, from hazy bogs teeming with life to mysterious jungles full of danger and toil. Resource-rich islands complete with every material from the core game. New cities and outlying areas ideal for roleplaying and server events. A beautiful mermaid city ripe for exploration. A new boss arena featuring unpredictable enemy types and spawn locations. The Forbidden Reach: a hard mode island featuring elemental beings. Other iconic ATLAS content, such as Army of the Damned mobs, all 9 Power Stone locations, the Fountain of Youth, your favorite tameable creatures, and much more... We'll also be releasing an update later this weekend to the ATLAS DevKit, which will contain the source files for Blackwood as an example of a single mod map! Haven’t yet ventured onto the high seas? ATLAS is currently on sale for 67% off on Steam July 26 - August 2! Happy Sailing, Grapeshot Games 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
  35. 0 points
    currently your separating you player base, this is no reason you need to do this and i will explain. player vs player vs environment. at character creation, have a select-able character creation toggle of either pvp or pve. 1. a pve character is invulnerable, can settle on any island, but cannot own an island(which is really a pvp function). any resources gathered by a pve character has the pve toggle added to it, and only pve characters can use the materials, not trad-able to pvp, or a pvp character cannot gather or pick this materials as its flagged to pve. anything built by a pve character is invulnerable, but has decay timers like normal if said pve player is offline longer than normal, ie abandoned. limit the pve players build area with a plot of land system ie 20x20x20 meters(so you cant create and invulnerable island wall) alot of games use a totem to set a place to build around. limit the size of a pve corp to a small number ie 1-5. have an auction house, so pve characters can safely trade for gold or materials/tames, have a price protection so an item has a strict value set by developers. keep the abuse of a pve character minimal. a system like this would allow a single players to get a solo experience or a safer experience suitable to there needs, free of pvp. be able to live in a mmo, part of a community, there gathering would contribute to the island owner, ie 30% tax most islands are set too, the island would be able to host its settlers free from corp pvp. 2. a pvp character is able to own islands, fight and capture or destroy anything pvp, not able to trade with pve unless threw the auction house. a pvp character can harvest and gather with items flagged as pvp, which means non tradable to pve, and up for grabs like normal with spoils of war. an island owner if need can evict a pve player if nessesary but cannot gather the pve players resources. a system like this would allow both worlds to live side by side in the same server.
  36. 0 points
    wasnt it you yarr asking us the same in our city thread? Just by the way, most islands are empty, this game is nearly dead, but even if not some active companys like us, are just claimin areas for a reason 95% of every island is covered with shit. So dont ask companys which are keepin this game alive to give away theire areas, for inactive box building players which auto decay anyway. OUR FLEET IN YOUR FACE!!!
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