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Showing content with the highest reputation on 11/21/2019 in all areas

  1. 3 points
    Best ideas I've come up with as far as offloading: 1. A cargo crane that can transfer storage boxes from a special platform on the ship to a cargo cart 2. Being able to "team" horses to increase speed and carry weight (allowing for them to take an entire ship's cargo in one trip). 3. A cargo elevator (like the one from ARK). 4. A wheelbarrow that works as a "saddle" for NPC crew members 5. Having and actual "pier" object that is anchor point specific. Basically each island has a selection of piers that can be placed (maybe like 12 or so anchor points per island). This pier could host a lot of options that assist with unloading ships, including some of those listed above.
  2. 2 points
    This game is getting more and more unplayable it's getting laggier and laggier day by day in and around our base. its also the same at most PC players bases a lot of them you just simply crash and you have to die so you can log back in. we can't even get involved in large ship battles because you guessed it we lag out. Will the Devs of this game please fix it instead of just looking at only crash spots of PC players when this is a way bigger problem
  3. 2 points
    Not to change the subject but why oh why can’t we claim abandoned ships? This is all 5 of my top five things I would like to see changed. We claim abandoned animals and mats, why not whole boats? Scoring an abandoned Gally would be like stealing a ship....oh wait, that might be too much like a pirate game...never mind. How about those bears, eh?
  4. 1 point
    WPC seem to be bugged. With starting an new map the seemed to spawn correctly. But after playing a few hours they seem to spawn again and again. Now I have 4 camps simultaneously at one place. Buildings are totally corrupted.
  5. 1 point
    I mean.. Conan Exiles did it...
  6. 1 point
  7. 1 point
    I have about 2000 hours in. I've lived there a long time. I do understand the basic. That still does nothing for you when a whale renders right in your path when your at top speed and you can't turn to avoid. Resulting in an impact and a full stop, with the second strike takes out 4 planks. Then you get to the side of the whale to start moving again only to get the deathblow. The post if poorly written is about 1. The time required to get somewhere while requiring continued full awareness just in case (boring). 2. Because you may have something render right in your path at close range. Rendering range being the key issue, as it has always been. It could be an easy fix. They could move the SOD and whales 300 meters off the grid border until they fix rendering range. So, those just wanting to get somewhere could travel the border and those wanting to hunt just go inward. That would also fix the problem of crossing a grid just to res/rending in the middle of an SOD fleet.
  8. 1 point
    A. Offloading improvements. The increased efficiency leads to greater resource storage, which could actually lead to an actual economy emerging. 1. A cargo crane that can transfer storage boxes from a special platform on the ship to a cargo cart 2. Being able to "team" horses to increase speed and carry weight (allowing for them to take an entire ship's cargo in one trip). 3. A cargo elevator (like the one from ARK). 4. A wheelbarrow that works as a "saddle" for NPC crew members 5. Having and actual "pier" object that is anchor point specific. Basically each island has a selection of piers that can be placed (maybe like 12 or so anchor points per island). This pier could host a lot of options that assist with unloading ships, including some of those listed above. B. Ability to reduce graphics on Xbox to increase performance C. More ship types. A catamaran (like a dinghy but with a handling sail and an outrigger), a Man-o-War, a barge (basically a floating storage platform), and an Ark (just a big ol' ship that you can build an alpha base on) D. Functional jib and spanker sails. Jibs could be specialized to help with handling, speed bursts, tacking, etc. Spankers could be specialized for handling, braking, and reverse. E. A tame that DIGS! F. A wheelbarrow that functions as a "saddle" for NPC crew, allowing them to carry more, transport players (rickshaw style), and farm resources (yeah, let them gather on wander). G. Color the HUD icons to indicate when they are satisfactory (green), low (yellow) and critical (red). H. Factions. In addition to player alliances (which are not known to the rest of the populace), allow us to join NPC hosted factions like every other MMORPG. There could be faction objectives, various hardpoints that could be captured and change hands, and a greater sense of community on PVP servers. I. Add ship construction pieces called "Medium/Large Sweep Plank". These would allow the bottom decks to run out NPC and/or player manned oars that could be used to increase speed in any direction, aid in braking and hairpin turns, and help break ships off of sandbars and escaped be becalmed. J. Visible detection cones for NPC crew, or at least the ability to view them temporarily.
  9. 1 point
    With less that a dozen dev replies to posts in the last month and just one in the past 2 weeks it's no wonder anyone that comes to these forums feels the way you do. Personaly, while I like and still play the game, I've given up all hope on these developers and they have lost any respect I would normaly afford people I don't know. I don't think I could even communicate politely with them anymore. But all is not lost, if you happen to be on discord, in the right channel and on at precisely the right 15 minutes you too can converse with a dev.
  10. 1 point
    I'm having all these issues also. The encampment pirate ships also are 20 times harder than the ships of the damned. I'm not sure if that's intended or not.
  11. 1 point
    Well i'm quite happy for pve to stay that way so some friendly npc villages would make a nice change.
  12. 1 point
    I use a wooden ladder for the sloop underdeck, but don't have the hatch too near the front of the sloop or you won't climb.
  13. 1 point
    Updated! More NPC "classes" for both army of the damned and Pirates like some that uses knuckles , some uses only bombs etc On PVE or Single player NPC's pirates or damned can attack your island base! More Shops at Freeports! like some for resources , items , guns ship parts. some sell very special ship parts etc New animals like gorillas , komodo dragons , giant man eating toads , Leopard's , Coyotes/hyenas , gators , normal sharks , deer , Giant beetles , Hippos , Anacondas , GIANT BATS! , GIANT ELS as big as a Mosa , Seals! Sea monsters like the "loch ness monster and Big lobsters. walrus , Killer whales some sea only resources Damned Camps: some islands could be claimed by the damned! and the island could have damned animals that act like a hive mind! Enemies forts! these are large Bases made by pirates or damned and has A TON OF LOOT! New melee weapons- Dagger: Fast to uses! can dual wield and can cause Bleed! , battle Axe: Able to disable shields and the best one handed weapon! Long sword: A heavy weapon that's strong and has a nice swing! Cat Claws: this Unarmed gloves have Very sharp BLADES like a tiger's claw! and is great for piercing armor Heavy gauntlet: these last tier and it has LOT of Raw damage and are very durable Ranged weapons! Longbow: this is basically the compow bow and has metal and bone! also its strong! Revolving Rifle: this 6 shot rifle is not as strong as a Carbine but has more ammo! fire Bombs! New Biomes! Giant Jungle! , Savana , Volcano , Cursed , Mushroom forest , NPC's could have Jobs if you make a island base! like miners , lumberjacks , etc! NPCS on Ships could have more jobs like Chef , repair man etc New Damned Classes Destroyer: he Holds a Gunpowder barrel and he can Blow up walls! Necromancer: a ghost that Zaps You can can revive the Dead! Damned animals , pathfinders and Pirates: if any of these die but the damned they turn! Damned Soul: these guys kinda look like nameless but they dont have tails , have a large Under jaw, and they dont have armor! but they are in high numbers! ---------- Cursed alturas: These obelisk are basically ODS drops from ARK. but you have to fight the damned! and you have to fight waves of them from animals cursed to sailors! Free Ports! Salesman: he can sell anything from Resources , weapons , tames , food , armor , ship parts etc for gold! (changes each day) Fairy man: they can Fast travel you to!- another freeport , claimed islands and ships! the cost is more if your heavy! Mage: able to sell "magical" items to you! ------------------------------------------------------------------- Able to change the look of your ship! damned theme! Imperial theme Viking theme! Dragon theme and more! sea creatures attack you when in scuba suit! (only when close) able to harvest Old ruins , ships and junk around ruins! example: if you find a old ship weck on a beach you can harvest the anchor and cannons for forged metals and raw metal! Forged metal tools! Magic items: Spells , staffs , and more! (uses mythos) Mods for weapons like scoops . grips , funnals (for faster reload) and longer barrels. Ship Mods!: like a Water wheel thats able to move ship without wind but needs people and its kinda slow Armor: Desert Gear: 35 armor each and helps you in the Heat! Karitone armor: 75 Armor each: Able to repair on the go and it looks like its made of shells of turtles , bugs , scales and bones! Metal armor: 100 armor each: Looks like old musketeer armor but the helmet has no feather and the armor looks kinda rusty Plated Update: For me it's too easy to get that armor! so here's my idea Instead of using raw metal! it uses forged metal with oil to make it but the Armor gives 175 armor per piece! Pirates will sometimes roam like the army of the damned!
  14. 1 point
    been a problem from day one... curious that it still isn't fixed
  15. 1 point
    Factions - Make 4-8 factions (e.g. swashbucklers, corsairs, imperials) and make a small cluster of zones for each faction as starter zones and safe areas. Everything else is lawless, golden age ruins, etc PvP faction objectives, add garrison control points in Lawless and the faction that controls them get specialized quests from outposts (like obtain a cyclops eye or hydra blood) and can access specialized vendors there (for cosmetics) Rewards or at least some reason for PvP. Kill so many players of the Swashbuckler factions Combining PvP and PvE systems into the same game. This can be done by making factions! Freeports - This is where you can turn in quests from the special quests obtained from the control point garrisons above Centralized vendor systems - an auctioneer type system like WoW. Animals pens you can purchase bred animals from Quality of Life- Being able to move great quantities of resources from one container to another container without popcorning Fast travel - once you've been to a Freeport you can charter a guide to let you fast travel between them. Make Freeports every 15 zone square or so. That way you still have to sail but can save a crap ton of time.
  16. 1 point
    On NA PVE go to M15. It has the best ironwood, and diamonds. Shiny, shiny diamonds. And twigs, to make fires to keep yourself warm at night. Cause it gets cold there. Snuggle up to a yeti for warmth. (total sponsored endorsement by the current island owners)
  17. 1 point
    One of the major issues of Atlas right now is the grindy nature of its logistics, given the large travelling times to collect rare resources or do high quality maps/hydras and/or the difficulty of doing any trade that is not 1 for 1 (eg 20k copper for 20k cobalt). This post is written with the intention to provide some feedback on the grindy aspects of the game, taking into consideration that any open world pvp focused game's lategame should not focus on grinding out bazillions of resources and waste hours transporting around the map, but be able to give reasons for players that cannot commit 4 hours a day, to be able and do PVP that will actually can be rewarding and fun. The fact, after all , that easy access on PVP action, along with content that promotes replayability is the reason why other type of games, like MOBAs and battle royales dominate the playerbase. Lastly, I believe that the developers of ATLAS, given the roadmap they have created, are actually understanding most of the problematic core features of their game. 1)Production Make late game tools yield more resources. Provide late game buildings(mines, lumberyards) that provide boost/generate resources if they have the necessary nodes close by. Make them maybe a gold sink by having npcs work on this buildings. Have animals automatically harvest resources as an animal option. 2)Logistics This is another major issue, right now, given the travelling times with the ships/land, it is kinda tidious to travel resources between place A to place B in the same Island. Although there are some ways and/or exploits to make it a bit faster, like using ziplines way overburdened or make cargo convoys with tames. The same issue exists with transporting between islands. The best way to overcome those obstacles is to automate the way transport is being made. Make cargo convoys or rails that can be looted/intercepted. Make trading ship npcs that do not get aggroed by SoDs but they can be sunk/boarded or looted. Lastly, make sailing faster. Implement them as late game quest rewards. 3)Trade In game economies are always hard to get right. The reason is that, unlike the real world economy, it is hard for gold coins to act as a monetary equivalent between different item values. How much exactly does a unit of cobalt costs compared to to a unit of iridium? How much does a silver ingot (which is harder to make taking into consideration that it needs keratinoid and gems) costs compared to a cobalt ingot? And even worse, how much does a lightwood cost compared to rubies or bamboo? According to value theory, what sets values apart, is the time it takes to find and craft the resulting commodity. Another problem is when the game overfloods with money. The main way to balance it is keep overall gold rising slowly, in order not to create inflation in the markets and gold to have a meaning. This can be done with creating sufficient coin sinks. For the trade itself, make the freeports the hot trading spots. Create a prebuilt building that companies can assign as their preferred Trading Port. Make it easy to access the trading menu and have good delivered in that trading port after a timer. It should not take more than 5 hours for even the furthest route to be delivered to the destination. Make maps also tradeable that way.
  18. 1 point
    Just don't ever go full emo, never full emo man.
  19. 1 point
    So these are some of the issues I've encountered at almost all of the WPE. 1 - They have god like auto aim with cannons and pistols. 2 - The encampments seem to double/triple spawn at each spot 3 - The encampments spawn underground 4 - You can't gather anything when you kill the pirate, but the animals and even the NPC crew will 5 - Pirates on cannons/puckles are immune to arrows and bullets
  20. 1 point
    what you are asking is a mob that have it all in here ghost for ship bp and hight lvl npc floatsam for building bp treasure map for equipement bp and gold alfa mob are xp and power resources and resources are spread out to force people to move around the more greedy you are more danger will you have (good pirate) the game is not ment to be easy and is not a solo game eather
  21. 0 points
    I've waited 8 days. I think we have different issues. Thank you, though!
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