Jump to content

Leaderboard


Popular Content

Showing content with the highest reputation on 10/09/2019 in all areas

  1. 4 points
    Nope, don’t need a newbie in here being captain save a hoe.
  2. 2 points
    Hey everyone! I know you're all excited to play but come on now....whining, crying, complaining isn't going to change anything or make it go any faster. Have some patience and let the people work and maybe commend them for working tirelessly to get it out today!
  3. 2 points
    I got this game for free, and I still regret it.
  4. 2 points
    358 gold, if I remember correctly lol
  5. 2 points
    The devs didn't listen to us as we said this change is crap. Maybe they listen now to the xbob community.
  6. 2 points
    Hi. Welcome to the forums. It’s always good to hear new voices, even the ones in my head. While I can appreciate the positive message and mindset you’re bringing to the table, as someone new there is an appreciation of context you can’t be expected to have yet. In short, when people express frustration at the delays, it is in the context of the fact that GrapeCard has done some version of this exact same nonsense just about every time they’ve had a big launch or patch release. I’ve been here since day one, and I had 4K hours in Ark before that, and it is always the same thing with this crowd. Nothing ever comes out on time or working properly. Yes delays are common in the industry, but professional outfits minimize them and communicate effectively with their customers and pkayers to set proper expectations. This bunch on the other hand has developed a habit and reputation for being comically late and handling things in a fashion that comes across as bungling, blame casting, disorganized and disjointed. If you think this was a one time thing, go look for the thread I started over the weekend creating a pool for how late the launch would be. What does that tell you about the expectations of long time players here? Oh, and since you’re new here, it would be easy for you to dismiss me as some blowhard, disgruntled troll venting unreasonably based on this single post. Ask around, I’m pretty fair minded. I believe in giving credit where it’s due and keeping criticism fair and I don’t like mudslinging. GrapeCard has earned this criticism.
  7. 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.
  8. 1 point
    Ahoy Pathfinders, let the voyage begin! Dive into an endless adventure of piracy & sailing, exploration & combat among one of the largest gameworlds ever! We’re excited to announce that Xbox and PC Crossplay has launched. Hoist yer sails and charter a course for the ATLAS. The much anticipated Xbox Crossplay Launch has come ashore. All of our networks are now online: EU PvP/NA PvP/EU PvE and EU PvP. We’d like to welcome all of our new players and extend a hearty welcome back to our grizzled sea dogs returning for the fresh wipe. Here’s what you need to know: It has launched Day One with crossplay support allowing Steam and Xbox to play together in the same gigantic world. Complete re-bindable keyboard and mouse support for Xbox players ensures full game parity and an even playing field for all players Optional single-player and private session modes, which also makes use of the new procedural “Wild Pirate Camp” system There will be simultaneous updates and content pushes for both Xbox and PC ensuring the delivery of the same experience for Pathfinders on both platforms We’re working on getting Unofficial servers setup for Xbox with Nitrado, where cross-platform can be enabled or disabled (in any direction so PC or Xbox player servers only) Answers to some recent FAQ: ATLAS will be available on Xbox Game Preview for $29.99 USD (£24.99/€29.99) The size of the game on Xbox will be 80gbPlayers will be able to host Unofficial Xbox and Crossplay servers via Nitrado The Xbox One X version currently does not support HDR but we will be adding it into the game with a patch later this week, with a bundle of GPU and CPU improvements for all platforms which are currently in testing. We’ll continue to monitor feedback and suggestions and look forward to gaining insight into the perspective of our new players too. Finally, for those of you who've yet to experience the ATLAS, pick up a copy of it on Steam today for 15% off! https://store.steampowered.com/app/834910/ATLAS/ Thank you me hearties and 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 Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame View full article
  9. 1 point
    Ahoy Pathfinders, let the voyage begin! Dive into an endless adventure of piracy & sailing, exploration & combat among one of the largest gameworlds ever! We’re excited to announce that Xbox and PC Crossplay has launched. Hoist yer sails and charter a course for the ATLAS. The much anticipated Xbox Crossplay Launch has come ashore. All of our networks are now online: EU PvP/NA PvP/EU PvE and EU PvP. We’d like to welcome all of our new players and extend a hearty welcome back to our grizzled sea dogs returning for the fresh wipe. Here’s what you need to know: It has launched Day One with crossplay support allowing Steam and Xbox to play together in the same gigantic world. Complete re-bindable keyboard and mouse support for Xbox players ensures full game parity and an even playing field for all players Optional single-player and private session modes, which also makes use of the new procedural “Wild Pirate Camp” system There will be simultaneous updates and content pushes for both Xbox and PC ensuring the delivery of the same experience for Pathfinders on both platforms We’re working on getting Unofficial servers setup for Xbox with Nitrado, where cross-platform can be enabled or disabled (in any direction so PC or Xbox player servers only) Answers to some recent FAQ: ATLAS will be available on Xbox Game Preview for $29.99 USD (£24.99/€29.99) The size of the game on Xbox will be 80gbPlayers will be able to host Unofficial Xbox and Crossplay servers via Nitrado The Xbox One X version currently does not support HDR but we will be adding it into the game with a patch later this week, with a bundle of GPU and CPU improvements for all platforms which are currently in testing. We’ll continue to monitor feedback and suggestions and look forward to gaining insight into the perspective of our new players too. Finally, for those of you who've yet to experience the ATLAS, pick up a copy of it on Steam today for 15% off! https://store.steampowered.com/app/834910/ATLAS/ Thank you me hearties and 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 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
  10. 1 point
    Add some kind of control points to the map, could be some kinda market points where players can rent booths to sale ingame items or player housing to give players the ability to keep a few items safe but make em pay taxes for it. Make these locations available for any company to take control of by capturing a control tower at that location and the company will be able to collect the taxes on it. Put like a 12 hour timer on it and whoever wins it collects the taxes for the next 12 hours. Darkfall Online had somethin like this and it would bring in several enemies to that location at a specific time. Just an idea for having more open sea combat.
  11. 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.
  12. 1 point
    If you haven't yet, don't buy it on Xbox. Play the trial before you do anything else. This game needs a good year on Xbox before being worth $30.
  13. 1 point
    Although the devs have arguably made many questionable decisions, this is perhaps the most ridiculous decisions they have made. Why?? Historically.. the devs repeatedly said that they didn’t want tames to be at the core of the game. yet they make AOD immune to anything other than Melee and Tames!! Admittedly, it was done to prevent an exploit of AOD being used to level ships super quickly, but of all the possible workable solutions that were suggested, we get this absolute “WTF were they thinking” solution to a problem!! Because You’re not doing a masterwork map anytime soon with a shield and a sword!! Grapeshot have a bad habit of shooting themselves in the foot. Myself, and many others enjoyed finding creative and fun ways to do maps, like fencing them in and using oil jars and other creative options involving the tools at our disposal, now it’s just “bring a bear”. but even before the AOD patch, many useful weapons and equipment items were nerfed into obsolescence due to “PVP balancing” its not the first time an unintentional method of gameplay has been a huge hit with the community only to be removed by grapeshot. Like scavenging, it was a fun way of life in the game and I met a few players who also devoted much of their time hunting for and utilising abandoned bases, this was killed by auto demolition.
  14. 1 point
    If it is I can’t tell what they are. Spent an hour going to specific spots and couldn’t figure it out. Not just that but I did a google search about them and couldn’t find anything from here or reddit so I am not sure if it is a new thing or not. @Jatheish what’s up with the colored dots on the island maps. I was sure boomer would know. Dude, tames are minutes and breeding is hours. So damn awesome. Haven’t started the farm yet, but I am mainly survival/beast mastery/cooking/farming
  15. 1 point
    No, you're not a tester, you paid for early access to a game before it releases, it should be in a mostly complete and playable state while the finishing touches are added before official release. What you are is getting used and abused.
  16. 1 point
    Yeah i am on a private server at the moment. But might get back at the official aswell yeah.
  17. 1 point
    1080p Refresh rate @ 120 hz video mode: Allow Variable refresh rate Under Preferences: Capture and share: Allow game capture: Don't Capture. IN GAME TURN OFF V SYNC! Turn OFF MENU MUSIC and INGAME MUSIC Fixed the fps lag for me.
  18. 1 point
    So much potential but it really is un-playable for me on the Xbox. A lil lag is cool but this is slideshow at its worst! Any more tips on how to fix frame rate would be appreciated as I really do want to play the game but right now it's close to un install time
  19. 1 point
    Loving it so far boomer. Only experienced about 10 minutes of lag. I can tell I will be enjoying atlas for awhile.
  20. 1 point
    As much as I might criticize GrapeCard for their shortcomings, imo there are far worse hells in the gaming industry. Say what you want about this crowd, but they aren't actively seeking to increase monetization through lootbox mechanics that promote gambling addiction even in minors. If they are engaged in a cash grab, it's a cash grab of desperation, not "Hey we took grandma's jewels and cash, but while she's lying bleeding on the floor, don't we also have time to get all this antique furniture out of here as well? We could probably get a few bucks for it." That's what so called AAA gaming looks like these days. Come to think of it, maybe they should drop one of the A's and just make it AA gaming, because once they're done with you, you'll probably need a support group.
  21. 1 point
    Ahhh the woes of an early access game
  22. 1 point
    oh no a disgruntles troll!!! RUN!! now seriously.....RUN!!! this is the funniest part of the launch, all this poor virging souls lured into this shamefull pit of the gaming hell-industry only to find eternall pain and suffering.......and lag, lets not forget the lag.
  23. 1 point
  24. 1 point
    Or craft a platemail, a sword or 2handed mace and drink some alcohol before the fight, its how I did and worked fine for soloing, no tames and no friends required.
  25. 1 point
    Good attitude, @Realist ! I am very much like that too, rarely get bored of a game, it takes a lot to bore me, and I just grind endlessly I was In WoW for X many years and never tired of it. Until very many years had passed, and friends had moved on, etc. So I don't think I will tire of Atlas either, in at least another year or so. Granted, after playing a year now, I'd be happy to see them add some kind of real "quests" etc. But, I will keep on grinding in anticipation of that. I salute your attitude here, and please, let us know how you get on with your nomad discovery point life style! Good luck with it and post about how it is going!
  26. 1 point
  27. 1 point
    Of course you're enjoying this crap you have only had to regurgitate it for 1 day.... Talk to us when you have played a year of this broken game and you will still be behind
  28. 1 point
    I just got home from work, and haven't had the Xbox on in months, so i guess i have system update right now. But if you have the app on your phone just go to the store and type Game Preview in your search bar its in the list. I bought it this way like 5 mins ago. Been so excited to get to play this, but i think it'll be a day or two before I get a chance to play. Its gotta download, the most painful part of the process
  29. 1 point
    Guaranteed I don’t get bored for at least 6 months. And that is if they don’t add anything. i don’t get bored easily, I started playing Conan and got to max level in a week. Built a huge pyramid(unlike any before) then just finished the Taj Mahal before this release and played the game for 6 months without them really adding anything. from all of the info I have gathered, this game will keep me busy for a long time even if they didn’t add anything else. You won’t see me here asking for more content because I am not one of those people. even in a pve setting, I really couldn’t care if they adding anything new within the first 6-10 months. If it is going to take me 1000 hours just to get all of the discovery points? Yeah I will be good. But really, I am the type that loves gathering resources for hours on end mindlessly grinding. I drink beer and talk to my buddies. I don’t need or even want an end game. Out of all 3 years that I played ark I never once put on a piece of tech gear. Not once, even when I was with a mega. They told me “hey, welcome we have ascendant ghellie armor over here for you” I said, “nah, just give me some hide and let me go to work”. i have no I treat in BP’s in the slightest. I see MY end game as having every single discovery point you can have and having the biggest base you can possibly have. Who knows, after that I might go to another game, but as far as right now goes, I know this game can keep me busy for awhile.
  30. 1 point
    Game is out and available from here if in the US... https://www.microsoft.com/en-us/p/atlas-game-preview/9P5DB49C03W6?lc=1033&amp;activetab=pivot:overviewtab
  31. 1 point
    https://www.microsoft.com/en-us/p/atlas-game-preview/9p5db49c03w6?rtc=1&activetab=pivot:overviewtab
  32. 1 point
    Thats sound fair ok but still would be nice to know when it will be online. I mean servers.
  33. 1 point
  34. 1 point
    Well I acomplished something, 7 natty ices in my belly. I do not wanna be the only one being hammered once this drops at midnight so drink up peeps!
  35. 1 point
    I think skyrim and eso have the best crafting skills method, A crafting levelling system is a much better use of skill trees imo.
  36. 1 point
    How to find the Companies section: You can use the Companies section to advertise your company or to find a company to join. You can find a link to the Companies section at the top of the forum. To create a company: Once you are in the Companies section, click the Start a Company button. You will have to choose between PVE and PVP. You may also want to include whether your are EU or NA in your company name. Please be careful when choosing between Open, Closed, and Private for your company's privacy setting, as you will not be able to change this in the future. You can create different topics in your company, such as a recruitment topic or activities topic. To find a company: Use the Filter to choose PVE or PVP. You can use the Sort By to order the remain companies based on Last Activity, Most Members, Most Content, Latest Created, and Name.
  37. 1 point
    We’re happy to be able to share another update. We have the issue fixed with Microsoft and are good to go on our end! We are submitting for immediate release. The game therefore should be available in, hopefully, under an hour (it takes some time to process), and the servers will be put online as soon as we confirm the game is available. We don’t have full control over exactly when that happens but we’ll keep you all in the loop on the progress. Thank you for your support. Almost there!
  38. 1 point
    Well at least with the combat timer removed, everyone would be notified that it's time to fight, a shorter timer would be an improvement, but wouldn't change the meta of, check their server each day to see how many are on in their combat time, first time almost no one is on, raid it all. You'll always have that problem even with short combat timers. It's a requirement that you at least log on in combat time everyday to look like your going to defend. That's not really fun to me, being forced to log on just to keep playing. If it's just war then at least you'll know when you HAVE to log on in advance, and if you cant be on on that time, you know it's time to pack up and run. Big companies would still hold a lot of power, but they arent going to keep putting war flags down for no loot, and no fight, so they shouldn't be harassing small companies unless theres just nothing else to attack/do.
  39. 1 point
    I Agree, I would rather spend more time in a pvp game fighting and less time building. Let raiders knock the doors off and kill the crew. They can still raid and take all the loot but doesnt force people to spend a day rebuilding before they can respond. Im all for anything that keeps the population up and creates more pvp fun.
  40. 1 point
    If you COULD live out of Freeport? What stops you? Tames last 8 days at Freeport, they can have any amount of items/resources on them. Ships over 200% resist only need to be repaired once or twice a day to stay in Freeport indefinitely. Living out of the Freeport isn't only possible it's easy. Most companies wont do it because ship maintenance isn't that easy though. That's the only main difference between freeport living and claim living. You can park as many ships as you want on a claim with no maintenance. The devs have acknowledged all of this and said they arent changing the freeports anytime soon.
  41. 1 point
    I was playing pvp but after loosing 3 ships and assorted crew, to off line attacks I gave up.
  42. 1 point
    Uhm? Is this a sarcasm post? Look like two levels of sarcasm. You can already do both of those. Can store everything and even breed in the Freeport. Combat timers are already a pve restriction in a pvp world, and I honestly think they made the game better with them. Just need to take it one step further, and remove combat timer so its, pve unless war flag is dropped. HOWEVER there is an opposite rout you could go which may be more fun as well. Which would be, full time vaunerablity, and permanately double rates. Game becomes less grind, more playground. Like anarky settings. I vote try removing combat timer though!
  43. 1 point
    What would be great would be to leave the NA PVP server in hard mode server and test something a little less hard on the other servers like a pvpve, factions, offline protection options or even simpler a more efficient ground defenses (canon, puckle).
  44. 1 point
    For all you guys who like to sink ramshackle and sloops of solo players; your mother would be so proud. Destroying a ship and crew of an unarmed vessel is so challenging. I bet if there was an option to mark your ship safe when anchored all you guys would use it other than spouting “ it’s pvp I’m so tired listening to you cry babies “. Oh, buy the way go ahead and bitch about me and this post. I’m not going to respond to anything anyone says so don’t waste your time. I bet I’m not alone in this.
  45. 1 point
    Yep, they'd have retained alot more players if they'd have started pve pretty much, then introduced forms of pvp as they could balance them. Like this Phase 1, ship combat and world pvp Phase 2, ship combat world pvp, and war flags Phase 3, add combat timers Phase 4, full time vaunerablility. Then they could always go back to whichever form the most players liked the best.
  46. 1 point
    Good question, since this is the point that made many small guilds and solo players run away. Solving this point would keep a maximum of players. I'm a little scared for inexperienced xbox players if it stays as currently
×
×
  • Create New...