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Showing content with the highest reputation on 12/06/2019 in all areas

  1. 3 points
    1) Factions !!! Most obvious way of adding content and reasons for PVP. You could have faction specific goods / vanity items, which would automatically be rare goods in the other factions and extra reason to try and plunder enemy ships. 2) Anything that can promote ship PVP !!! 3) And if you could in some way lower the "equipment gap" and raise the skill element.... So it will not always be the ones having the highest tier stuff that wins. But I guess that's kinda difficult to fullfill. Maybe some kind of negative multiplier depending on the number of ppl in your company and the lvl of your character, so it would diminish the advantage of mega companies and the ppl who plays 150+ hours a week. Just to give casuals a chance 4) Dock-building elements. 5) Freeport-marketplaces where you can rent a stand / put up your player shop - but plz make it cheap / almost free. Maybe put up arena for mock-PVP, racetrack for horses/pets, cock-fights (someone elses idea ), bull-fights and possibility to bet on these - extra reasons to make freeports into hubs where ppl meet up with strangers from other companies. Again, if you could find a way to moderate the trading, so there is not a too big advantage of being in a mega company or always online. But I recognize this to be difficult. 6) More vanity-tems and blueprints for them 7) Extra rare resources with low drop-rates usable for vanity items. 8 ) Rare drops - for instance old swords and stuff like that. 9) 6, 7 and 8 is for promoting reasons to trade - AND by proxy/necessity - reasons to plunder / PVP. 10) More ways to personalize buildings and ships - decorations and so on.... Perhaps related to 6, 7 and 8 11) ... and my opinion only: No more tames plzzz..
  2. 3 points
    26 ships in 6 total classes (each class require a skill in skill-tree): 6th: Tartan Barkas Weak, small, cheep for begining and local journeys. 5th: Barque Sloop Lugger For scouting missions and delivery small valuable cargoes in few grids. 4th: Schooner Barquentine Brigantine Brig Snow Fluyt Gathering resources, trading, small local battles. Standard choice for solo players. 3th: Caravel Pinnace Carrack Galleon Corvette (my all-time favorite) Xebec Polacca Fastest ships here for longest travels, for around the world trading. Biggest cargo holds there. Nice firepower also. 2nd: Navio East Indiaman Heavy Galleon Frigate Heavy Frigate Best for any epic battles in seas. 1st: Warship Linen Ship For most epic battles in squadron (not solo due to lack of speed and maneuverability), and for siege shore fortresses. CANCEL ALL FREE BUILD DESIGNS on the ships. Screw all shotguns, louver designs. No more square roof/ceiling armor. Just ships as they are with GUNS IN JUST GUNPORTS (with top-deck (open space), nose and stern gunports introduced). Limit all choices to sails, gunports/planks, boat-docks, paint, cosmetic, and the folowing: Introduce the "BOXes" for ships insides. With uniqe design, and cosmetics. There will be: Crew Box (beds for crew, without one, you can't hire the crew) Cargo Box (with spaces for resources, and all cargo) Captain Box (without one - cannot use commands for crew, also contain treasure box for gold). Supply Box (resources for maintenance, food and water supply, cocking spot) Armory (ammunition supply) Workshop (smithy, and all other stuff you need) Bestiary (place for tames with food for them) Fridge (for rare fish, meat, food etc. for sale) Guest-room for VIP-NPCs and other players. Each ship has limited space inside and only we can decide - will it be battle machine with guns, firepower, armory and huge crew, or just supersonic cargo vessel with beyond imagination cargo volume space inside. And one more thing. We loose our ship - means we lost all stuff inside, all crew, all we have in boxes. But then we can find ghost of this ship in freeport and rise it again. Empty. With no crew but the same level, design and paint.
  3. 2 points
    Salvage cargo attachment can we add another craft able attachment called the Salvage Rack something that will Drop to the bottom of the ocean and we can use in my Dive Suit to salvage my lost Ships and help with being overloaded and the glitchie ladders on the Ships and hoist it back to my Ship and drop the salvage cargo back at my player built dock that has a Couple of Cargo Hoist attachments we can assess from land
  4. 1 point
    Treasure maps... In a bookshelf... We need some sort of organizational system for them. What I propose is a folder system which maps are automatically sorted into. You have folders from A to O. Each of these folders has a number on them showing how many maps are in each folder. When you open that folder, you see folders from 1 to 15. Again, each folde has a number on it showing how many maps it contains. It would make life so much easier if, you are like me, and collect maps until you have a decent number for a grid, then go knock them off. Actually this just came to me and is an even better idea... When you open your Atlas, under each grid name (E4 etc) it states how many maps for that grid you have stored in your bookshelves. Maybe in bright green so you can still see what grids you have maps for if you zoom out.
  5. 1 point
    I can not use the emergency ladders on any ship. It will not let me climb the ladders. I tried 3 different Ships and it will not work. All ships were mine. It gives me the option to climb the emergency ladders, but will not let me actually climb it. Aside from this issue, I have not come across any other issues. I love the game and I think it will be a big Hit!! The graphics are amazing, smooth game play, and the music is very catchy!
  6. 1 point
    I think they should drop the whole ships and sailing thing and focus exclusively on bears.
  7. 1 point
    Oh and SAILS. What I would love to see is: 1) - You build your ship. 2) - With planks, steering wheels, decks - you also create 1 piece of SAILING EQUIPEMENT. Just 1 for each ship. 3) - You put it on, and see all masts, saiyards, ropes and cables and ladders appeared on a ship (you DO NOT CHOICE where to put it, like deck. Just one right spot). 4) - Depending of ship (from my list above) masts have some sails spots. 5) - You go loom and create sails with some types to choice. Squares for fast speed, or triangles - for greater wind angles. You can create all squares, all triangles or mix as you like. 6) - You put sails to sailspots. So NO MORE limo-ship with 6 (7, 10, 40) masts.
  8. 1 point
    Do they have NPC Raid camps.. are NPC Pirate factions in the game that on In trade routs something i can attack and pillage if could master the wind to find the trade routs
  9. 1 point
    Fast travel aka teleportation should never be a thing in atlas... honestly i kinda have a problem with even bed spawning (i feel like spawning in after you die should have a much greater timer than 2 min) or even bed hopping for discoveries... but when it comes to sailing, i believe if you want to find a new place you need to sail there manually. exploration is a huge aspect to this game... i mean shit... it's fun.. you get to see what others have built, find new pvp targets and you get discovery points that advance your max lvl... what's not to like about that... but when it comes to hauling materials, its super time consuming and makes it almost impossible for small companies to compete and stay relevant and therefor stay in the game without getting completely stomped out wherever they go (trust me, ive always been in a large company and see small groups being extinguished and forced to merge with someone they dont want to or quit on the daily)... when it comes to an economy, there really isnt one. player shops are either just holding spots to store gold for respecs and cosmetics or are always almost empty or filled with raw materials you still gotta ship back anyways so theyre worthless to buy and would be farmed up in minutes in a nearby grid so what is the answer to that? there really should be an automated sailing and/or trade winds ( high windage routes) that fallow grid walls. automated sailing being where you can put an npc on the steering wheel, hold e on the npc and select "select course" where it pops up a map where you can put in your turning points (grid corners) all the way to the eventual destination grid, at a high gold charge rate. the devs should make a special skill line or rank option in companies called logistics managers that get notifications of all automated ships navigational progress and if its getting attacked by pirates.benefits of such a system1. More time doing what you actually love instead of spending all your time sailing resources around.2. Pirate content - a constant supply of trader vessels to pillage and steal for your own company3. Small companies now have a chance of finding and obtaining the materials it takes to build BP gear and stay competitive where before they didn't have the manpower and time to do the hauling manually. 4. The chance to actually build a real economy. With the supplementation of materials and time allocation comes the building of BP's (supply and demand). where before you would just find worthless stacks of raw mats in the occasional mostly empty freeport store, now you will find premade BP's gear and parts. Gold will become more valuable and used. Int crafters will become renown and more coveted. 5. being that turn points are the corner of grid and the paths are the grid walls, manually sailing thru grids would still be much faster, cheaper and less risk in getting found by pirates than automated shipping therefor manually shipping would still be a viable speedy option for anyone doing so.
  10. 1 point
    Youre welcome ^^ seeya in the Ice Cave then
  11. 1 point
    For someone who has no interest in Atlas anymore you Seem quite active on the Forum. Whats so bad that the crabs Look simliar? I mean they are crabs, they have leg's And claws And Not much to Change anyway in the Looks. If you wanna compare all stuff devs Teams copied from their own Games You will spend years.
  12. 1 point
    26.02.19 TOTAL TRADUCIDO: 80% v19.30.109087 - Mediafire
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