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Showing content with the highest reputation on 08/01/2019 in all areas

  1. 2 points
    Why are we not talking about it more?! I am in love with all things swampy and the second this map was announced I was just so, so excited. So here are my favorite things so far: Spoilers(ish)-----@ -Dat village doe. It is so much more immersive. Even though you *know* that there's nothing behind that corner except more corner and maybe a wall, you keep going. Because it is such an atmospheric place. -Waterfalls. Girl, you are after my heart. -And caves oh my! Where else am I going to stash my booty? I haven't ventured past the first island because I really just don't wanna. Once I figure out why I can't place eco and peachy work stations I'll be a happy camper. Okay I admit I'm biased and only yesterday realized why: Like Iso I am a stay at home mom (and want to be artist) who dabbles at map making but unlike her I never really got anywhere with it and I just want to say kudos!! So what does everyone else like about blackwood?
  2. 2 points
    i have already lost count on how many times i have given the same feedback already but here we go: -Decay system -Lack of a meaningfull progression -Content hidden behind groupal activities -Lack of ingame logic (pirates are forced to live under a feudal lord, submarines fire ballista ammo instead of torpedos, boats can fire torpedos instead of cannon balls, bows have higher DPS than guns, etc) -Usless skill tree branches (the only reason to go for the weapons skill branch is the carbine since we all know bows have higher DPS and versatility than guns) -Ship upgrades dont feel meaningfull and are lost upong ship sinking (wich forces you to not use that ship you worked hard for due to high risk low reward situations) -SotD gold drops are stupidly low wich forces you to do treasures (being forced to do something you might not like doesnt rly feel like the life a pirate would choose) -Time and effort put in the game doesnt feel rewarding -Game feels very unfriendly towards solo players (having to stop after each fight to manually repair the ship breaks the immersion) -Unnecessary nerfs of fun features like guns and gliders -Exploration is boring, repetitive, tedious and unrewarding -Sailing is boring, and overly simplistic (no special skills, no cool animations, only fire cannons, fire cannons again, and fire cannons until you fall sleep) -Earning gold feels meaningless (there is no cool goal to grind gold for in PvE) also not enough variety in ways to obtain gold other than treasure chests (SotDs should drop gold, not fucking people) -Bows durability is absurdly low (i have to carry at least 3 at all times)
  3. 2 points
    Agreed. Most like to focus on the negatives though rather than see the big picture of what Blackwood presents. I like: The islands have a bit more character to them. Ability to have old style claim flags. FOY and PowerStones without doing the stupid cave runs. I can host this server for me and my friends without spinning up a billion servers. Map size. I'm not interested in sailing for hours so the size is perfect for me. It's given me motivation to check out the devkit and see if I can do something similar. I do hope they fix the Server Password and Bed issues though. Yes, kudos to Iso and those who helped put this together.
  4. 2 points
    No real reward for stuff. Blueprints are great, but it's like, hey you beat that high level sotd, now go farm 50 islands on opposite ends of the map to be able use anything you got. There should be actual items in some of the drops, coupled with BPs, that'd be awesome. And just in general, the journey is fun, the reward for the journey isn't, I've climbed so many mountains just to find normal wood and berries at the top, I want to find rarer resources at the tops of mountains, or a little village to explore, not just 3 pigs and tons of poop. Or the alphas dropping normal resources, why not loot, I might enjoy them then.
  5. 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.
  6. 1 point
    Please check the boom angle and sail bulge of Handling sail and Weight sail in relation to wind direction. I think is "OK-ish" to one side, but disastrously wrong the other side. Handling sail boom should always point more or less AWAY from the WIND. (Unless you press the boom by hand against the wind and you sail backwards!) Bulge should always be AWAY from the wind like the other sails. (You must make two alternating handling sail meshes or MIRROR sail mesh's x-axis when changing tack. you cannot just rotate all along y-axis) On Running wind (behind) the boom can be on either side (of your choice) (90 degrees to wind) and bulge forward. Suggesting to Google images "sail positions for points of sail" / Old sailor PS. Great game (800+ hrs)
  7. 1 point
    Ahoy Pathfinders! A new ATLAS Devkit update is available! This latest update includes the Blackwood map as an example of how to create standalone maps, as well as all the latest content and additions to the game. The new map serves as an example for mod developers as a way to create their own unique ATLAS experience intended to be hosted on a single server. Take a look at the source files to see how we've created Blackwood and how it works. We've also uploaded an example of Blackwood to the Steam Workshop. It's the exact same as the DLC, so there isn't a need to download or subscribe to it, but for those of you who were curious, we set it up to show you it does work. You can check out Blackwood map as a mod here. The latest download of the Devkit can be found here: http://atlasdedicated.com/ATLAS_DevKit_v218.zip ( torrent ) ( MD5: 417f792608439e809d732e49af72ab3e ) Additionally: The optional Ocean map sublevels can be downloaded from here: http://atlasdedicated.com/ATLASDevKit_OceanSublevels_v218.zip ( torrent ) ( MD5: ff927974975e3f9c20b395c330e441e8 ) Please note that this is a full devkit download, so it is recommended that you back up your mod content before migration -- a general rule of thumb, make sure you back up your files regularly! One of the primary differences in making an ATLAS map would be the ocean and our dynamic waves. You'll want to read through our documentation to make sure you've brushed up on the new systems, and in particular, make sure to read up on how to setup ATLAS shoreline data is setup. This is so that water and waves work properly with your maps and that you don't end up with high waves very close to shore: https://devkit.playatlas.com/en/latest/Guides/Shorelines.html We've also added some more pages to the documentation site, so make sure to check those out: https://devkit.playatlas.com/en/latest/Guides/WorldBuilding.html 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
  8. 1 point
    For those unaware, there's a Discord community for people to group up to complete end game content (powerstones, Kraken etc) on the NA PvE server. Currently over 500+ members. All are welcome to join https://discord.gg/FFtTvy6
  9. 1 point
    You're right. it is 8k to 1.6k. Still the capacity is 4x what the OP is listing.
  10. 1 point
    Hi crypt, your concept sounds to me like making the pvp world more active and interactive on the costs of the pve players, which are gettin ruled by pvpers and having less rights in the world... rejected. PVE players are the heart of ATLAS pvp will be just accepted as a nice option which we can choose if we wanna do it or not. STOP FORCING PEOPLE DOIN SOMETHING THEY DONT WANT! Its a Online world which stands for freedom. I support the idear of unite the players on one server but without forcing anybody to accept or do something he dont want. You can combine both without makin PvEers the slave citizens of PvPers. Just add PvP as an option to the pve world, theres no other way to bring all together. Why should we accept PvP in our world, if we lose something? We are happy with our freedom and PvE servers.
  11. 1 point
    I didnt buy a sailing or pirate simulator. I bought a game I knew relativly little about, besides the pirate theme, which I hoped to be good and fun to play. From playing said game for hundreds of hours, I can say that the damn traveltime is too long for most players. Nobody but the jobless have time to waste sailing around for hours, just for the slight chance to find some fun and action, (or god forbid raid for hours) and then have to sail the same way back. Your one hour for 3-4 grids in decend wind becomes easily 2 hours if your ship isnt pretty much empty. 3-4 hours if the wind isnt decent (which is the case most of the time). And now double that if you actually want to get back home. And you didnt even do any raiding - this is pure traveltime. No wonder the players ran away, this game simply wastes too much of their time before you come to the enjoyable parts. It isnt worth the effort. There are too many better alternatives like Ark (yes even ark) or Rust.
  12. 1 point
    Add the the "powerstone tames" mod to remove the tame level cap.
  13. 1 point
    Lol yeah, newsflash for the OP. At some point the servers will get wiped. Crossplay, probably a wipe. Major update, probably a wipe. Launch day, a wipe. Giant cheating fiasco, probably a wipe. Dont be disillusioned, this is an EA game that is about late alpha early beta at this point. You have to be reasonable and understand that this game is not yet finished and ready for an uninterrupted lifespan. Its certainly not ideal to peeform wipes prior to the launch day, but its also not necessarily unavoidable. Personally i think its rather healthy for a wipe 2 or 3 times a year while in EA. Especially while they are still trying to concoct a reasonable land claim system.
  14. 1 point
    Lol I guess. I was just sayin is all. I have no clue but I would imagine pirate or not you always have that one guy lol. I'm glad as well. If the numbers are correct I agree why have it. If it is correct then I would imagine it will get worked on. I'm sure they don't want something taking up space when they could put something else in its spot. Doubt they would do it to this so that is why I feel they would make some adjustments somewhere.
  15. 1 point
    Arrrr matey, who knew pirate’n be such a spreadsheet intensive endeavor? Lower the Jolly Roger and hoist the Excel logo ye scurvey dogs. Forget the sextant, someone bring me a bar graph or a pie chart. Never mind the Pirate code, do we follow FIFO or LIFO inventory accounting practices?
  16. 1 point
    I cannot say for sure but the breeding system in Ark did not take this into account (ie no consequences) and I have seen no indication Atlas’s has added it.
  17. 1 point
    It did in my family.....
  18. 1 point
    Did that farm come with a farmer’s daughter or just a bunch of chickens? I’m gonna need to know what sort of farm he put up before I know whether to keep it or just list on Zillow and pocket the cash.
  19. 1 point
    You lost your bet before you even posted it.
  20. 1 point
    Time sinks: Spent tens of hours looking for the ghost ship. Got nothing to show for it. Spent days looking for that missing discovery point in A1/B1 but cannot find it. Again, for all my time spent, i got absolutely fucking nothing. 50% of the time, there is no wind. When there is wind, there is going to be fog. No loot, only blueprints. What's up with that? Only 4 different ship types Having to feed the tames. Having to use tames. Is this still a game about ships and pirates? Alliances are worthless. I can't even help repairing an allied ship. Or fast travel to their boats for doing treasure maps together. Too much focus on big corps. Most higher tier content is unattainable for small corps. Offline raiding People walling off areas and building huge fucking disney castles on top of treasure spawns Game balance is tied for the worst i ever had the misfortune to witness in any game i have played in my entire life Losing tens of hours of progress because my bear fell into a crevice or i couldn't get to my dead body in order to retrieve my all legendary loot due to 5 fire elementals guarding it Sorry for breaking the single point per post rule, but that would probably just get me banned for spamming.
  21. 1 point
    Oh, sorry, I was replying to the title of the thread. Totally didn’t realize that the title had no meaning and that I should only reply about what you wanted me to.
  22. 1 point
    Yes, I've read that, and I stand by my statement. You have some nice ideas, they solve some issues but create others, many of which have already been mentioned here. It's a nice thought and I hope certain aspects do get implemented, but sadly I don't think it seems like a viable solution, and would require far too much work to implement (much, much more than a week)
  23. 1 point
    But is that a bad thing on a PvPvE server that is themed for pirates? If indeed PVP side had more risk reward forcing people to leave their PVE bases to win the game - then there would be way more naval action - which is what the game should be about rather than land raids.
  24. 1 point
    I'm currently using the server manager from the thread below. Although once Blackwood map has been integrated I may switch to:
  25. 1 point
    I think it's fair to say a lot of players had already departed before any time, thought, or effort was put into those alternative game modes. As for Blackwood, it's development did start much earlier but was primarily handled by one developer up until the last two weeks to get it out the door and deal with the technical issues. Obviously the openworld game has its issues, we don't shy from that, but it's clear the direction the team had taken with our updates weren't really impactful in turning the ship around. You could argue that taking a break from it allows us to give it a fresh perspective and tackle different things in order to get ATLAS to where it needs to be. As for not caring, you're highly mistaken. This isn't just a job for a lot of the people here, it's a passion and everyone wants to see the project succeed. There's still a lot more work to do and will be continuing to do it over the months ahead. Whether people choose to return or stick around, that's up to them but the team will always put it's best efforts forward in that regards.
  26. 1 point
    This is a known crash with UE4 games at the moment, it can happen with both Nvidia and AMD cards, though based on the reports we see it appears to be most common with Nvidia. Unreal has an issue tracker up for it at the moment, the targetted fix is for version 4.24 which is the next version (though that's not a guarantee), if they are able to resolve it or make changes to mitigate the crash, we'll be incorporating their fixes as soon as possible. https://issues.unrealengine.com/issue/UE-74575
  27. 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
  28. 1 point
    Yeah, god forbid someone who joined the game a little late actually wants to have a spot of land for themselves. News flash: not everyone wants to be a slave to the island owner who takes a share of their hard work and... oh yeah, can destroy all your stuff anytime they want. I pay a mortgage in real life, i'm sure as hell not going to pay one to you in a game.
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