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Showing content with the highest reputation on 10/01/2019 in all areas

  1. 3 points
    To Grapeshot: I think you've done this all wrong. While I understand that you want to make 'corrections to issues' before putting up the other grids, did you ever consider that it was not only unfair to pve players to make us wait, but that by not releasing xbox/crossplay at the same time you are potentially just going to have a whole other set of issues to 'patch' after you put the other three grids back up? You're really not saving yourself time, nor saving any hassles for your player-base, whats left of it. I'm a PvE player. Not PvP. I 'get' you LOVE your pvp style, but lets not forget that a good chunk of your players are PvE, and you're just basically crapping on us by catering to PvP only like this. I'm off work today and tomorrow, and instead of being able to get (re) started (x2), I just get to sit here and read forums. I may not be off work again for a good long time, so the chances of me being able to rebuild on the 8th, 9th, 10th.... etc, is sketchy at best. If you want to TRULY make Atlas great, it all starts with how you treat your 'customers'. You canNOT -only- cater to PvP, and blow the PvE people off like this. You could have put up a PvE grid as well. And as far as the Xbox/crossplay goes, what sense does it make to NOT troubleshoot issues with this alongside any for pc, at the same time? None. And now, any console players going to NA PvP will have to contend with PC PvPers who have had a full WEEK to get a head start over them. So not only have you catered to PvP and left PvE to eat dust for an extra week and a half, but you've also just dissed your potential console players, too. Do your customers right: Release Xbox/crossplay NOW, so the PC people don't get any more of a head start than they already have, and for the love of the gods... put up a PvE grid for the rest of us! And just to let anyone reading this know: I'm a PC player. And I'm looking forward to crossplay. More people = more fun! EDIT: I would just like to add that PvP and PvE are very different play-styles. What amendments you make for one might not work for the other. It would make more sense to see this and correct it on two grids now, rather than scramble to fix it on 4, later.
  2. 3 points
    This is how I see it. PvP players have an entirely different mindset and play-style from PvE players. You could almost say they're psychologically completely different types of human beings. and I 100% agree with @UnknownSystemError when the PvP player says, "Don't like eating shit, just eat the half that isn't covered." Because that statement, in other words, has been said to me by many PvP players, especially recently, since the PvP server is the only one open. PvE player: "Bro, could you not? I'm obviously not fighting back. Just trying to have a good time." PvP player: "bRo, cOUld YoU nOT? Don't like it? Get off the server." You cannot mix the two. It does not, and will not ever work. If it's attempted, players left and right will be breaking verbal abuse rules and reporting other players and nothing will ever get done because you cannot change the internet. Most PvE players are friendly, sharing and helpful. Most PvP players have their guard up 95% of the time because they don't know who is friend or who is foe. On another note, I have played 10+ rented ark servers and 5 or more rented Atlas servers... the PvP is always the same. Trash talk and completely wiping the other tribe/company until they stop trying and stop playing, thus ruining the game for the other side and the community loses yet another player, or more. PvP players have their side of the bed, and PvE players have their side. Leave it alone.
  3. 3 points
    It's a ridiculous idea, and it's clear that you've approached this with a pvp mindset lacking the ability to put yourself in anyone else's shoes. As pve players, we have a whole server for claims, exploring, and adventuring. You think it's a good idea that we share that server with all the pvp players so they can all rush over there, grab claims, and hold pissing contests about who ran away from whom in general chat. And you know they'll all want a pve claim. They get the whole world and the choice of pvp or pve. Pve players are not as a group eagerly wanting a choice to pvp. So from our perspective, we don't get to share the whole server without giving up being a pve player. We dont' want claims on the other side. So they get both worlds and we get half. UnknownSystemError was spot on with his analogy. If you are really trying to sell this idea as "a player gets tired of either pvp or pve and wants to go play the other mode", then what you need to be asking for is character transfers, which are already coded into the game. There's no reason to force pve players to put up with having all the pvp players use their server as well as their own, if that's the point of your long, complicated, strange idea with more rules than Calvinball. In the interests of making it crystal clear - The main benefit of playing on a pve server is that there are no pvp players and no pvp happening. Your idea doesn't even recognize that. You should consider that in future suggestions for improving pvp.
  4. 3 points
    No they don't. No it doesn't. It gives pvp players the new option to go to the pve servers, along with lots of new options for where, when and how, they want to pvp. There are no new options for pve players, except forcing them to have pvp happening on the pve servers, along with the inane toxic environment that brings with it, which is not exactly something all the pve players are crying out for. Here's a suggestion - if pvp players want pve areas on their servers, let them start bugging grapeshot for that flavor of pvp. Quit trying to pull unwilling pve players into the scheme. We're fairly free of grief and troll abuse now as it is. We don't want yours, and we don't want to be your fodder either. Leave us out of it.
  5. 1 point
    Tha main problem before patch was easy offline raiding, you could have 200 NPC and 1 bear with flamethrower or Canon could easly break throw defence. Nothing changed....whats the point to play than if someone with 1 bear and flame will get throw your defence.
  6. 1 point
    So far we have Ark like stuctures for on land and boat like stuctures for the ships, but we lack any stuctures that serve to connect the two. I'm talking about docks. 1. a dock foundation, the ideal would something similar to Ark's 'Advanced Rafts' Mod Dock foundation, where the pillings automaticaly decend to the sea floor. 2. Pillings, a pillar that can snap to the corner of a foundation to make docks look like docks. (I know the workaround to get pillars in the corner position, but they are not connected and are so skinny that you need one every foundation to make it look realistic. have you ever looked up at the cargo racks on your galleon and thought would be nice if i can reach them from the dock. 3. Some method of unloading ships, whether it's a crane with a swinging boom that gives you access to any cargo rack it touches, or making the cargo racks actualy be able to be lowered and raised on thier already crane like fitting. 4. stantions, to tie ships to. Just for looks or give it the already in game ship harpoon feature any allow it to drag ships to it. 5. A rope fence to place on the docks. If GS just take a look at their own custom creations they show off so readily in thier previews, if we can build stuff like that, that would be nice. Your first stage of your roadmap is bug fixes, QoL and improving stuff already in game! I hope structures are included.
  7. 1 point
    Title says it all. I may take a break from this next EA edition as it's really hard to justify coming back for a 3rd grind fest for a few new islands and a biome. Maybe we put some effort into making the game feel more alive? One of the most frustrating things is finding a really cool looking NPC structure but it's just a piece of scenery with no ability to interact. You can't go inside at all or do anything with them. What the hell is the point then? Some of these places are put in spots that would be absolutely great to build at too and in this last go around we built a town around an existing small NPC town but even after building it that NPC parts just felt out of place. It would be nice if taverns felt like actual taverns. When you go inside you're greeted with some nice pirate shanty and a beautiful waitress and barkeep who sells grog. Or when you happen upon a farm house there are little NPC kids outside and a farmer and a wife who you can buy vegetables from. Would this be so difficult? I realize that does require quite a bit of work but are there any plans on the horizon to do this?
  8. 1 point
    Well for the moment they should be everywhere for the sake of testing them. But I can see dialing them back when live.
  9. 1 point
    found this gem while i was out exploring back in season 2 NAPVP
  10. 1 point
    PVE players often want nothing to do with PVP players. They see it as a toxic, immature hateful environement to be in. So you say OK just stay on your side of the map. Then the PVE players says OK only if it exactly as your side of the map. Then the PVP players no that is not acceptable higher risk higher reward - so we want better mats on our side. That means the PVE player now has to deal with PVP by either sneaking into PVP to get the better mats, or paying PVP to get the better mats, or staying on his side with inferior mats. So now you are back to PVE player wanted nothing to do with PVP, but to make a hybrid server work, PVE has to have something to do with PVP. So now it appeals to the few PVE players that want the option to get into a scrap, but they are otherwise safe. Then you have PVP players complaining about others hiding out in the PVE zone (exactly like they complain about freeports now) and they leave for a free for all game And that is where you realize you need the PVE server, then PVP server and the PVPVE server.
  11. 1 point
    Also BAPS, we promise, you're the very first person to propose merging pvp and pve. Honest. It absolutely hasn't already happened several times, usually every couple months like clockwork. All of the other proposals that weren't made didn't also suffer from having no real benefit to pve players, just a way for pvpers to invade pve. This is the first time. As far as you know.
  12. 1 point
    The only way one whole world could work would be an opt in or out of pvp mode like some games have friendly fire on or off. The problem is that pve players don't want to pvp and you can bet that there would be certain rewards you can only gain through pvp, which means that the pve player is gonna have to venture into hostile territory to get the reward. Some people may think that's fair but a lotta people won't. Also the game started with seperate worlds for pve and pvp so to force them together now after you bought the game just for the pve would be unfair. A merge would be the pve players loss no one elses.
  13. 1 point
    PM me to discuss why Calvinball would be the greatest VR game EVAR, and how we can get in on it. I promise it’s much more than me having the idea and you doing all the work. I would of course write all of the marketing copy.
  14. 1 point
    A pvevp server is a type of pvp server. If it all stays over in pvp land nobody cares. If you put pvp on a server it's no longer a pve server. If they take away the pve servers, the pve people will quit and no pve players will buy the game.
  15. 1 point
    Think of your idea like this. As a PVE player you go to a restaurant and buy a PVE pizza. After you have ordered and they have cooked it, they bring it to the table. Then the waiter jumps up onto the table, drops his pants and takes a PVP dump on half your pizza. You naturally complain that you didn't pay for a half a pizza covered in shit. The waiter tells you "Don't like eating shit, just eat the half that isn't covered." Bet your restaurant closes down fairly soon.
  16. 1 point
    #NoRealistLeftBehind How did I miss out on such a great hashtag! Feeling the need to do an Atlas video about the Atlas Forum just so I can use this hashtag where I talk about Realist and Boomer... Hmmm would this be quality content???
  17. 1 point
  18. 1 point
    This is pointing out that the current pvp system is not going to work for a few reasons. 1. The game is modeled so that the more players join up together, the more safe your things will be. While this concept is fun for some, ultimately with one persistent world, this concept will create a gap between players who's arent losing assets when they log off and ones who are losing most of their stuff after they log off. The best way to save your assets is to join the biggest group. Eventually everyone will choose to join the biggest group or quit playing. This will end all pvp, as eventually everyone left will be on the same side, and the gap between that company and new players will be impossible to bridge. 2. In game defences are helpful when players are online to defend, but are near useless when no actual players are online to defend the base. Which is good because if they could stop online players, not much raiding would happen after sufficient defences are put in place. For this to work however you must try to design it so that almost no offline raiding occurs. 3. Combat timers are an improvement over no protection at all, however this is still a flawed system for persistent world survival where most of your assets will be collected on islands with combat timers. 9 hours a day may sound reasonable, but it doesnt promote a healthy meta. It means that if anyone in the company is not able to be online for the 9 combat hours everyday, then they are leaving assets undefended. The more popular the game gets the luckier you are that assets left undefended are still there. If everyone in the company cannot be online for the 9 hours per day, then you aren't playing the meta, and a company who is closer to the meta of gameplay time will wipe you out. Here are my suggestions 1. Everyone comming together and forming a sort of player made government is a pattern that happens in most survival games, and also probably the main reason they get stale and the playerbase dies off. To fix this problem you need to be able to save loot as a smaller company, even in a populated world. A small personal non connected Freeport bank would go a long ways here. I suggest an npc at the Freeport, that says "I'll hold your stuff for you here" or something that will hold 10 slots or so for you for free, with no limitations on what you can store there, and no gold cost. Smaller companies and players that want to pvp but do need to log off would greatly appreciate this, and you'll find that just having the threat of being able to store an item somewhere that it cant be taken back, will make larger companies more willing to negotiate and trade with a small company that has just won a pvp engagement, rather than just start an endless raid, that eventually kicks that small company off the game, or makes them join with another larger company, which the more they join with larger companies the less likely pvp is to occur. 2. Like stated above defences are very helpful when your online defending, however if your not online, and it's not healthy to be online 9 hours per day everyday. These defences wont stop very much. The best solution to this problem is to make sure little to no offline raiding happens. You should look at cases where bases get raided with no defenders, as a failed pvp engagement. 3. This ties in a bit with problem 2. The combat timer is better than nothing. However it's not enough to stop offline raiding. My suggestion here is the combat timer should be removed, and the war system reworked a little bit. This is better for multiple reasons, one being that you dont HAVE to log in every single day to keep assets, since the war will be announced days in advance the defender has time to take appropriate action depending on who has declared war on them. War should work the following way. The attacker must have held an island for at least 5 days before having the ability to declare war on anyone. When the attacker places a war token on the defenders island, the attacker gets to choose the soonest time they want the war to start(within 2-3 days). Then the defender has 48 hours to log on and choose what time after the attackers chosen time to start the war. The defenders also get to choose which of the attackers islands will be vaunerable for the duration of the war. If the defender does not log on the war starts after the 48 hour period or the soonest the attackers set it to start. When the agreed upon time is up, both islands become vaunerable for 24 hours OR until one of the islands are taken. When an island is taken all of the structure transfers ownership to the new owners, this leaves an island that's even had its loot cleaned out with some value, a point to take it, and solves all foundation spam issues. Also gives the new owners the choice, to use the old fort or scrap it and make a better one. Also a side note, shops and the player trading system would work much better with no combat timer! This would be much better than the current system of the combat timer, since with a combat timer the problem still exists that the only way to save your assets is to be a bigger group of players than your enemies, instead it should be a world that companies big and small could exists in and have fun pvp engagements. I love atlas, and hope for more fun pirate adventures, please consider a model for the rules that isn't doomed to fail based on how it stomps out all attempts to actually pvp, and remember that forcing players to log on to defend their assets, is usually not a fun experience, and if everyone has bad experiences, your game cant get popular.
  19. 1 point
    Lots of people on here not understanding what early access is... if you cant handle a wipe dont buy early access
  20. 1 point
    This is all very frustrating... again. (I apologise in advance for my rant below but I need to vent.) It looks like I'm going to have to take time off of real life work to be able to level up quick enough to have half a chance to earn enough gold to claim/upkeep an island. This is exactly what happened to my company on the last wipe. What was left of the company (decimated because of the wipe) played as often as we could to get to a nice place, start building up resources while venturing off to gather some scraps of gold, only for a much bigger company to get their claim flag down first. On PVE, that's end of story.. Too late. We hunted high and low but it was too late, everything my company had enough claim points for was gone.. well that sucked. Stuck into a corner of an island and the claim owner left us a little space luckily to do something. gone was the asperations to attract my old buddies back with the thought of our very own shops and friendly community As a very small company, if we don't get levelled up early enough, all the small island will all get taken by the large companies again (as they can gather resources/gold far quicker) and i'll get stuck on a lawless islands having to scratch around for space, competing with the foundation/sign post spammers or begging claim owners for a little space to build. As they say snooze you loose. Yes it's just a game, but its being made far less enjoyable when your hard work and progression gets thrown away again and end up in a worse place than the one you just fought for. Before anyone berates me with "its a Pirate game not a Minecraft sandbox building game" of course. Let me reverse the question back to you, where do you build your galleon? where do you buy that high level tame to do treasure maps with? where do you save all you hard earned gold and possessions, blueprints, 6 types of materials etc for your Mythic weapons? Everyone plays differently but everyone needs at least 1 building somewhere to act as a base for the High Seas adventures. From above you can see I simply look for an island to operate out of with enough space to build an attractive town to trade from in PVE, however consider the very varied way people seem to like to play. For some that's Lawless island as they only want a simple 3 x 3 bamboo hut on the beach to spend their time raiding and pillaging the high seas, or perhaps try to build something bigger to allow for multiple shipyards with some docks with many differently configured ships, fighting for floor space on the lawless chaos, for others they want a vast stronghold to defend against in PvP, some enjoy a community around them that works together for common goals or perhaps vast shipyards building and selling ships to order and of course those Huge alliances looking to control whole swathes of the maps. All of these and many more and everything in between of course I absolutely get the reason for the wipe, honestly I do, but how are we are treated for being loyal?.... nope, 0, nada, nothing. "Thanks for playing, hope you had fun.".... gone..... never mind...… here we go start again #facepalm. Do you even want us to come back after the 8th? I get that we have significantly less real world $$ value to offer as we have already paid for the game and xbox is a new cash cow. How about some recognition or incentives for sticking with you through the journey, Unique cosmetics only available to those that had played more that xxxxxx hours? a bonus for harvesting or damage % a unique ship type. (clipper would be fab by the way), something for the many thousands of hours spent. At least the NA PvP players get a week to establish themselves, the rest of us get what ? THANKS !! If you need more $$ give us a way to spend our cash and keep us interested in the investment. Pay to win is not the right answer imho, however incentivise us to keep coming back or spending our $$ with you. And Yes, I know quite a few are also happy for the wipe and are not precious about what they built or how they levelled. That's cool, I also really appreciate the new content and new players being brought into the game, however the above issues as I stated above seem to be completely overlooked by GS and the thought of the grind is tedious. Good job Skulls and Bones is not released yet, or I could see a bit of an exodus for those that like that style of gameplay Soliasis
  21. 1 point
    This has been a failing of ARK and Atlas alike. They don't want you to know the stats. But that's ridiculous, because you DO know the stats, if you are the one who tamed/raised the baby. You just don't know what you have when you are given something from somebody else, or a noob tames something in your Company, then immediately runs around adding levels, before recording the stats. What's so wrong with just showing us what the base stats are? It would actually incentivize more play. You may get an average bear from a noob taming it, or somebody giving it to you, and you see that it was one good stat, and that stat is better than what your breeding line has...so you now set about breeding to get that stat into your breeding line. But, as it is now, you likely don't know, so you don't mess with it. I enjoyed the private servers in ARK that had the spyscopes that allowed you to see those stats. I would suspect that they have them for this game now...for private servers.
  22. 1 point
    I was wanting to offer a few suggestions for the game. I'd like to see an Atlas hotkey instead of the multiple clicks required atm, a way to repair all ship parts while anchored on an owned base with resources available in ship container and or possibly your inventory (maybe a 2-3 minute timer for repairs to reduce abuse in PVP areas.). Thanks for your time!
  23. 1 point
    Yeah, and looking at the ancestors to work out what was going on with the breeding.
  24. 1 point
    You could just breed them, similar level tames from the same company are likely of the same stock so a baby would give you the stats. If not you could use a known stat tame to compare a bred baby with. Both slow, but the best I can think of.
  25. 1 point
    Yeah I know, sorry, I spent an hour searching for such a thing, and I didn't know of a program that used extracted info. That website is still quite good though, so I thought I would link it for you. I would guess that the animals you have were leveled up in the useful stats, and unlike ark, their inventory shows how much points they get per level. So, when I found a whole bunch of animals, I went around looking at the stats that most likely did not get leveled up, and compared how much pts per level they got. If that makes sense? Just breed the best male with all your females, and then eventually start breeding in the other rescue males you got just in case they have good stats. I don't know how to code unfortunately, but ark smart breeding is open source so hopefully someone will make such a thing for atlas. I can't imagine it would be too difficult, as atlas breeding is copy pasted.
  26. 1 point
    1. An Auction House at Free ports, That we can all sell items in. Like World of Warcraft. Also all the Ports Auction Houses are connected Digitally. (This would help noobs in getting gold on Free ports to get a NPC to Sail their first ship. 2. Items to make your boats or houses look better decorations of some sort. 3. Pets that you can get by destroying ships of the Damned or buying from a local port. 4. Ship stat bonuses 5. 2 Free NPC with your first ship you build from Free ports. 6. A way after you are Settled to have 2 Specail ports that you could build that you can send out Resources to another built port by you on another settled island. A timer when the items will make port to the location island you have your 2nd port built on. (Also If Resources are not picked up by you when time runs out items are lost or others can loot them.) Even may need to hire NPC to work the port, This away the people are still Sailing around looking for gold to keep their NPC's Working. 7. A platform that allows player to player to connect for boss battles, when your ships are complete something you can click on that will join you with other players to battle.
  27. 1 point
    So after looking at the new road map which I think there are some wonderful changes heading to the game! Some of them gave me some ideas. Idk if some of them have been brought up, and if they have hopefully they reiterate that they are good ideas ! So first off I just want to bring to mind that the devs said that they want players to spend more time out on sea, which encompasses offline ship protection, and also they wanted to expand upon the mmo qualities of the game. So from those points are where my ideas fall. 1.so my first idea is a couple of ideas on the “spend more time at sea, offline ship protection”. So my first point will be “ship blueprint”, being that while we build a ship in a shipyard there should be a feature to save the layout of all the things on the ship. I.e. saving the layout of all the walls, boxes, utilities, sails, cannons, and all that Jazz. So when rebuilding sunk ships it’s easy to build the ship back there exact way you like. Ok now the “Blueprint” idea plays in to this one. 2. They want ways to protect people’s ships offline better. And I got an amazing idea while watch the pirates of the Caribbean on stranger tides movie. Captain Blackbeard had a bottled ship collection https://images.app.goo.gl/UpuFH3jpQoWx6yQ17. So what if we’d could store ships in bottles! If the “blueprint” idea is emplemented all you would have to do Is store the blueprint in the bottle (comes out with all parts still made), but make it so it can’t be stored with items in it. So you would remove all items not nailed down, and then it will allow you to store in the bottle. These bottle ships could be stored physically in chests or maybe a “bottle cabinet” so you could still physically loose your ship. So these next couple of points will talk about some more “mmo and mmorpg like” qualities of the game. I have always played this game useing my ship as my base, and it’s a blast maintain your crew and ship and travel the world. If they want use to spend more time at sea this should be more of a focus, while keeping the land building in game. If players want to make a settlement, pirate cove, or fortress that only addds to the world, awesome! Let’s dive in! 3. So if we are trying to bring a little more life to the game, let’s expand on the freeeports! Players love player hubs, they just do. A little calm in the storm. Freeport’s are already that, so let’s add a pub! Super easy, one npc to sell grog or something and place for single player to meet and join, or relax (or fight?). Maybe a very minimal bank, you can store a couple things to help get back on your feet (or maybe store a ship in a bottle?). 4. We have some skins you can throw on armor to give different looks, and they are pretty wild looking indeed! But the devs should watch some pirate films, like black sails and all the pirate of the Caribbean movies, and just look at the wardrobe. Gives us a plethora of shirts, pants, hats, boots, jackets, and accessories to deck ourselves out in! 5. This ones for the treasure baby! Ok treasure maps, are kinda silly right meow. No matter what the difficulty the map is your always going to get the same amount of skeletons. The easier the map the easier it should be to obtain. Range and vary the types of skeletons that pop up. 6. Alright so if we are going to be living on ships, they need to be harder to sink and easier to board. Things like crippling masts or rudder chains or just sheerly by blasting enough holes in it and slowing it down with water. Grappling hooks are already in game, and with “pull towards me” feature. Being able to use and aim npc crew to pull ships together, and then craft able boarding planks placed between ships. Defenders could cut ropes or hack down boards in defense. Also something to think about is maybe rethinking how the hull of the ship is damaged. Allow cannon balls to create holes, to many holes to a section and it has to be replaced. If at or below water line, in comes the water. This could allow for another npc spot on ship and another piece for a ship, a spot for a bilge pump. 7. And lastly the devs talked about “factions” right. Makes smaller quest factions, to go tame a creature and bring it back. Or deliver an item to another Freeport, just different ways to earn gold. I know it sounds like Sea of Thieves, but it’s not haresey to implement ideas similar to other games to make yours better than those games . so if you agree, disagree, or have your own ideas; light it up! Let’s discuss!
  28. 1 point
    One of the things that I love about the game is the creativity that the building system unleashes, but at the same time, it can get a little out of control... Looking around on the PVP servers, the sailing ships that we have resemble more of the Ironclads of the 19th century with all of the Walls, ramps and ceilings adorning them, and they're bristling with 2 or 3 stories of rear and forward-facing cannons, and this needs to be curtailed. Cannons should be mountable on Gunports, and gunports only, or introduce a block and tackle type building block that would prevent them from being placed anywhere except on a Ship deck, a Floor block, or a stone ceiling (to allow for use on forts). Fighting a battle with another ship has almost nothing to do with manoeuvring skills, tactical use of the winds and bringing guns to bear, it's all about running at or away from your foe with a Frankenstein's monster of a sailing vessel belching cannonballs from its bow... It's also an easy exploit to get around the ship slowing down when the gunports are opened (still not quite sure why that is).
  29. 1 point
    Everything that is placed should be able to be picked up. There is no reason why we have to waste server resources on MODs to be able to pick up items. Also, I think that wooden items that are placed on the ship should be designed to snap/fit each ship. There is not a reason why items you place cannot fit/change form based on the ship you are in. It already does that anyway, they just need to modify it and add the items (T- Option) when you are on a ship.
  30. 1 point
    Hi all. My Suggestion is that i do want Canons and large Canons(maybe the other weapon platforms as well) to be picked up and placed any time. or maybe only be able when its fully anchored. This idea came to me from how it was in the old times that Privateers and Pirates as wells the Navy re-equipped the ships for specific missions and the ships mostly had mixed cal. canons.
  31. 1 point
    Hey people, hows about some decent stern lanterns? It don't look that great doing them with pillars and hanging normal lanterns on them.
  32. 1 point
    Logged in last night to find one of my ships gone. Checked the company log an it was removed. My best guess was this happened because I hadn't physically been on board it in the last 7 days, although I could have sworn I'd checked how much gold was on it the night before. Anyway, I wonder how easy it would be to list all your ships in the company tab showing the current despawn timers for each. That way it would be easy to keep tabs on any you might not have been on board recently.
  33. 1 point
    I'm not sure if you have read these suggestions or not? Remove Combat timers- along with that change make it so that a company must hold an island for 5 days before being able to war. Once they can war, they can drop a war deck on anyone where the defender gets to choose which of that companies(attackers) islands will be vaunerable for the duration of the war. War ends after 24 hrs or when one island is taken. Increase anquored ship plank resistance to at least 1000%, while decreasing structure resistance on the ship by 75%. This would make it so that they can sink your ship while your offline, but it will be wasteful, and they can at least loot it without sinking it. Small personal non connected Freeport bank- an npc at freeports that will hold 20 slots of anything for you, so that smaller companies can do buissiness with larger companies. Small guys need that threat of a tiny amount of unraidable loot, so that other that putting it at the bottom of the ocean. They can steal nice things, and trade them instead of word spreading among bigger companies that they need to be kicked from the game, and that your kill on sight. Remove building on the bottom of the ocean. At least make it so that you cant build outside of claims and lawless. It makes it too easy for a company to hide raid weapons in your server, and they can just sail a sloop from the Freeport over to attack your land each and every combat timer These are honest suggestions that fit in perfectly with other things already implemented in the game. It makes the game better for large companies and small ones. These dont have to be these exact changes, but does no one else see, that the way this game is designed, only the biggest group is meta. Which is why only one pvp group will exists soon, unless devs do something. Red is dead= one day theres no red I'm getting tired of this, my voice has almost gone out.
  34. 1 point
    I'm building around a bunch of elephants and they're scaring the crap out of me, because they sound like wild cats (tigers, lions), or at least what I would expect to hear from one of those. I know there are tigers or lions on this island of mine. Could you please make it so they don't sound so similar? Thanks!
  35. 1 point
    I would like to suggest that all ships hud's have a speed indicator in knots, maybe up in the top right corner along with the wind and sails icons. I believe this would add a lot of substantial game play, as we could then accurately test the different sail and structure configurations. Also we would easily be able to see how the crew and cargo weights effect ships speed. It would be possible for players to try design the ultimate speed ship too. something like this. Please remember to upvote if you agree.
  36. 0 points
    It is amusing to see the "ironclad" style ships running around. some look really cool. They're just not right though... I agree on the "wall of guns" being ridiculous. I disagree on the gun ports only mounting, unless they make more types of gun ports. For example, sailing ships of the time could have forward and aft gun ports depending on the size of the ship. Some guns would just fire over the side rails of the ships. Building on a schooner, I liked that I could build a deck almost flush with the stern taff rail (the part with the fancy scrollwork). This would allow for a couple of cannons to be placed there as stern chasers (something often done on RL ships of the time). However, as I built on a Brigantine, The lay out of the decking and the angle of the back planks made building a flush deck difficult. I agree that ship battles with the "wall of guns" is terrible. It is, however, seemingly needed because SotD don't care about the wind. So, the tactical thing to do is build all the guns aft and forward, drive at an SotD shoot, pass, and kite them along shooting while keeping with the wind. Until the SotD are forced to maneuver with the wind like a player has to, this will probably never change how ships are built.
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