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Showing content with the highest reputation on 10/22/2019 in all areas

  1. 2 points
    I mean, not only is hunting the ghost ship super boring, from what iv'e seen of other people encountering it, it doesn't even seem like there is any carrot at the end of the stick here, just an empty feeling. So this is how our first go at it went, after extensive research into anything ghost ship related. Knowing the route that it takes, not thanks to anything in-game, 3 of us tried looking for it. The first thing that hits you is how annoying fog is, and I would not be surprised if the ship sailed right past us in one of the 5+ total-no-visibility fog situations we encountered in the 3 hour search. Our search started in its spawn grid, and I sailed backwards along its supposed route as best as I could. That is when the second problem hits you, accuracy. I have no idea how closely you need to follow the route without risking the ship being out of render distance, and with all the ship of the damned in the way, I repeatedly found myself way off course, probably another situation where it might have slipped past us. We also have no idea how long it takes for the ship to do a full loop around, but using our estimate of about ~4 hours+ on average to go half the route in our brigantine with 2 fine large handling and 1 BP common large weight, and assuming that the ghost ship is slightly slower, I estimated about a ~5-~6 hour average for it to make half the route. This would mean, that even in the worst case scenario, you should encounter it, at most, after ~4 hours of sailing against its route, yet we did not see it at all, so my only assumption is that we missed on the route, or our scout missed it re-spawning. I will go on and assume it is way more likely we missed it on the route though, as every grid had an average of 2-3 players playing, and most of the time, 2 of them were us, meaning that I don't expect anyone to have taken it out, so our scout at spawn had nothing to miss. Being glued to the screen for 4 hours straight without any chance of rest without the risk of losing any potential progress, along with the fact that you have no idea where the ship might be along this ~8 to ~10 hour route is just incredibly frustrating. Not to mention that after giving up, we now have to start from scratch again, and we have nothing to show for our efforts Our next step is to just have more ships stationed around to help scout it, but we are limited to 3 players, and I can't imagine how boring this would be of an undertaken if you were by yourself. So our strategy will be to use our 2 brigs to sail against the route, while having a third scout vessel at its spawn location. Even though we somehow failed to find the ship in our first attempt, at least our briggs are now on opposite sides of the square frame that the ghost ship sails through, so at most, we would have to waste 4 hours of mindless sailing. 4, very boring, mindless, hours of sailing. Commenting that "you could just do something else while looking for the ship" is not acceptable, as doing so would not only put our entire efforts at risk, but also mean that we will have to spend even more precious time on this quest. And even worse, if we get distracted, and the ship sails past us, there is practically no chance of us finding it in that sessions without spending another ~4+ hours, assuming we can keep our 2 briggs equally distanced while following the route ( I somehow doubt that is going to happen). I have a few suggestions on what I would do to at least make it less tedious. Bear in mind that I don't care about PvP concerns such as ganking players trying to undertake this quest. I remember people in Sea of Thieves messing with other people just to prevent them from accomplishing certain quests, so it does need to be considered, but that is not my job Limit the route to either a 2x2 grid area. Not necessarily the best idea, as I assume the ghost ship will attack players on sight? Add more routes. Pretty simple, have more routes, though I would still make them waaaay shorter than a trek that takes the ghost ship the estimated ~10 hours. Make a 3x3 grid frame around each golden age server where a ghost ship spawns. Makes it a lot more likely that players actually happen to encounter the ghost ship naturally, as golden age servers already draw in combat ships due to higher level SOTD. I would not let them go through the golden age area though, as those are already stressed/saturated enough. Give us in-game tools to find the ghost ship. I guess this would likely be fitting for the tarot card system or another use for the sextant?, but just anything that can lead us to it so we don't feel like we are just wasting time sailing into nothingness. Have more than one ship on the current route? I know the ship is supposed to be special, and having a new ship spawn every in-game day at 06:00, or whenever, would quickly saturate grids along the route with ghost ships, also making it so people would not bother hunting it, but just camping the spawn area. This leads to another suggestion though, just have it spawn in a certain grid and then have it sail around, requiring players to take it out before it de-spawns? Adding a specialized grid for it is obviously not ideal, but at least have an area on the map that clearly shows where it spawns so players can actually find it consistently. Who knows, maybe this might also be a good way to group up players to take on the ship alongside people outside their company? And this is not really as much a suggestion as it is just pure inspiration. Play some Sea of Thieves, that game pretty much nails it when it comes to feed-forward for world events like bosses and similar encounters. Make some kind of in universe environmental effect that indicates something might be going on there. A permanent light fog that follows the ghost ship, and appears in a sizable area around the ship, so that you can see it from far away. Or a light beacon, or sound effect/ambiance. Or as some of the Sea of Thieves encounters happen, they come to you. Obviously not the best idea given how unstable Atlas is, making you lose your ship, 100% guaranteed if you crash while at sea and just about anything is chasing you. The point is just: make some reliable, re-usable tools that can empower us to find these kinds of encounters within the game, without the need for a wiki and reverse engineering of game mechanics, just so we have a shot at actually succeeding. Make the tools a challenge to obtain as well, so we feel accomplished when we do get a hold on them. Just whatever you end up figuring out, don't keep asking us to watch paint dry, it really sucks. UPDATE: Following the suggestion of going to the marker you get by selecting the quest, we tried again, but surprise, nothing... again. This is where the marker has been within a time span of about ~8 hours (after re-checking it the day after we didn't find it the second time) : Which does not even come close to the route it is supposed to be going along as of 23/06/2019: So, I guess the marker is either broken, or just a red herring... great. I guess it was a red flag when we noticed the marker was standing still while approaching it, not to mention how it is so far away from the supposed route.
  2. 1 point
    I noticed in the patch notes that v400.56 is current patch with the map issue fixed. Why hasn't Nitrado updated their servers? Still on v400.54.
  3. 1 point
  4. 1 point
    I wrote up an answer about this a while ago that you might find useful:
  5. 1 point
    I think Atlas PVE is a very different game compared to PVP, and the people who play it have a different mindset. Its geared more toward people who like building, who like the monotony of grinding, who just want to explore without worrying about losing their stuff, and probably some role-play aspects. I personally have no interest in PVP as I just love to gather and build, so PVE is the perfect game mode for me. I have a Brig that can kill any SotD so I don't have to really worry about that aspect, and I'm free to sail and explore at my own pace. So far that seems to be a common thing from PVE players I've talked to.
  6. 1 point
    in a game of this scope why are the map markers that we can create limited , i would like to be able to place as many map markers on my maps as i please , is this something that will eventually get fixed/added looked at?
  7. 1 point
  8. 1 point
    dont forget to mention not to spec on guns since bow is the meta, attack like a farm guy using you animals instead of something a pirate would use because thats also the meta, when you buy the game if because you were sold an oveall potentially fun experience, not a meta. while i dont think atlas is his coup of tea, i cannot side with the "meta" either to be honest.
  9. 1 point
    i keep all the vitamins at 50% most of the times, specially after killing myself
  10. 1 point
    I've also wondered this, noticed since day 1 they don't work. Saved couple of markers, logged on next day and thay have gone. Before wipe i had loads of markers that saved but not anymore for me.
  11. 1 point
    For ship Npc's, I prefer health, you'll want that for Kraken runs. If you want to uses them to kill AOTD on maps, health and some in melee, I reckon. A small herd of cows will work for that as well, so I've heard.
  12. 1 point
    Here is me and a friend's "traditional" brig setup for SotD. We typically are solo engaging (1 person on the ship), or we'll bring a brig and a schooner (1 person per ship). Brig with 12 gunports, 12 cannons. No extra deck or rear cannons No extra pseudo-armor (wood ceilings/walls) 3 Large handling sails Helps with wind angles in combat Great acceleration/deceleration capabilities (you can dodge volley's by "tricking" them into firing where you won't be) If sails are low (like 5-20%) your ship will turn much faster Pre-combat inventory check (minimums): 400-1000 cannonballs (ammo box) 2000 wood (resource chest) 5000 fiber (resource chest) 3000 thatch (resource chest) 300 metal (resource chest) 100 hides (resource chest) 5+ replacement gunports 5+ replacement planks 1 replacement sail 1 replacement wheel 1 replacement deck 1+ repair hammers 1+ buckets 1+ grappling hooks (for loot, and anti-mermaid if fighting in power island grid) 1+ spyglass (so you can see level's & hp at distance) 1+ sextant (mini-map, gps, speed HUD) * replacement ceilings/roofs/walls * Highly recommend you put a small storage chest somewhere in your central area or pilot house (easy to get to from wheel) that has all of your emergency gear above in it. Paint it red. You DO NOT want to be hunting for any of these items during combat. Prioritize leveling up Resistance first and then Damage. The more resistance you have, the less punishing it is to not avoid a incoming volley. SotD galleons are the exception here, even with high resistance it is still possible to get a tight spread and get planked in one volley. Early on, before you have much resistance, you will be taking a lot more damage and dealing with missing planks. Combat Strategies Mind the wind, know your turn before you do it. Use changing angles and speeds to both get into targeting position, but to also fake-out & dodge their volley's. Use either "free fire" or "fire on my target" with NPC's. Once you have high resistance, high damage, and blueprint cannon's/planks; you'll be more into a position to face-tank most everything except a galleon. Big incoming damage, "your sinking!", and missing planks First, do not panic! Unless you really messed up and have 3++ missing planks, you have a couple of minutes to deal with the situation (even in the worst case, you still have some time, just have to be fast). You are not in immediate danger of losing your ship. First, point your ship in a good direction with good wind. Set your sails to full and leave the wheel to deal with repairs. Yes, you will still be taking some incoming cannon fire, but you will quickly be out of their range. Second, repair (with hammer) any planks with leaking status as they are about to be destroyed. You can repair the same plank multiple times in a row to get it to repair faster than just the slow repair over time. Ignore missing planks until you fix the leaks (you can't do anything with them yet anyways due to "debris smoke"). Third, replace missing gunports & planks once smoke has cleared. Repair them immediately as well. (Pro-tip, switch away or unequip plank from hotbar quickly. You do not want to be accidentally replacing random good planks with accidental clicks) Fourth, pop your head on deck and see if you are out of aggro range, if so, drop your sails (either from wheel or use whistle menu from anywhere on ship). Fifth, repair anything that has more than 1000 points of damage (ignore slightly damaged stuff, waste of repair materials). Do not forget to check your sails, they take a lot of damage! Sixth, turn around and get back to sinking that SotD Rinse & repeat, keep an eye on your repair materials and work your way up through tundra, polar, and powerstone grid SotD.
  13. 1 point
    I have submitted a ticket with Nitrado but they seem to be thinking that I'm not uploading the maps via web interface properly which is not correct. I'm only running a 1x1 grid so all I need is the Cellimg_0-0.jpg and Mapimg.jpg. Now when I upload the maps they do show up under the configuration tab in A1. As being on Xbox and having no access to the FTP Server files I'm really stuck until Nitrado or someone can came come up with a solution.
  14. 1 point
    That was probably going to be my next step as in updating the map URL. Just not sure where to place it as I am on xbox not pc. Makes things difficult as we do not have access to the Shootergame files
  15. 1 point
    Yeh the other thing about atlas and games like it is you have to enjoy the long haul, I didn't want another game I could complete in 30 hours. I've prob put over 500 and more hours into this game now and i'll still keep playing. And they are improving it too.
  16. 1 point
    No, I think it’s because PC players that already know the game and don’t need a wiki in any way. Don’t be lazy and update it yourself or don’t come in here asking it at all.
  17. 1 point
    Sounds like i. Bought a swimming suit and want a refund because im still Not able to swim.not liking a Game is a different Story. Maybe you just gave a Bad example.
  18. 1 point
    Nope... get over it... distance is protection... distance makes things worth something needed for economy... it is part of the survival aspect in a survival game... makes competing over specific islands worth something... would also kill any possible ship encounter even more... As useless as the idea to make the ships faster, to the point they are past you before the render... Dont need the whole server jump into any grid at any time from anywhere like a bunch of imperial star destroyers coming out of hyperspacer... If you dont like long travel, dont choose a huge map server like official... otherwise get organised... Option 3 - dont build roleplaying ships... light ships are faster... go light...
  19. 1 point
    i Think the galli is the hardest way to do Wale Hunting... Do it with Schooner or Brig... Gali Turning takes a lot of Time and you need a lot more ressurces to build and so on ;) We play as a 2 GuyCompany since start the early Access ;)
  20. 1 point
    Not sure what the snarky answer was for. I have legit questions and concerns about people building on the island that my company is paying gold for. As a "landlord" (which by definination indicates land ownership), I would assume that making the island inviting for people to build on would be a goal by making sure people aren't blocking resources or land hogging. But thank you for answering my question is a somewhat shitty way.
  21. 1 point
    If you click on the ghost ship mission in your atlas map it will show you the ghost ships current position.
  22. 1 point
    After you put an NPC on the wheel, a new wheel menu item called "Autopilot" will show up on the ship menu wheel. It has options to sail with the wind, cardinal compass directions, and the like. However, personally I do not use that menu and there is a much easier way with the whistle menu. After your NPC is on the wheel and you are un-anchored, hold your whistle key down (default T) until the whistle wheel appears. You will see new options for "Fully open sails", "Fully close sails", and "Sail towards my direction". These will be your goto options for almost everything you want to do. Look in the direction you want to sail, pull up the whistle wheel and choose "Sail towards my direction". The NPC will turn the ship to where you are looking and rotate the sails to best wind (btw, doing both at the same time, faster than you can do it manually). NPC will keep managing the sail rotation to keep best wind for you. You can use these whistle commands from anywhere on your ship (on deck, crow's nest, at your crafting station below deck, on a podium, etc). I recommend climbing up to the crows nest to get the extra render range (you can see SotD, shipwrecks, and floatsom from MUCH farther), listen to the wind whistle by, and navigate your ship from just the whistle menu. You can spyglass floatsom, sail towards it, and stop your ship right next to it all without leaving the crow's nest. If you have not tried out an NPC wheelman ... I highly recommend it, and you won't go back to manually sailing your ship in most cases. Same with Sextant buff, another thing that I cannot live without.
  23. 1 point
    Have solo'd a legendary map and you just need fire arrows and run around kiting them. It's hilariously bad/easy
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