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Showing content with the highest reputation on 03/01/2020 in all areas

  1. 1 point
    If they did the things you mention I'd be over the moon, unfortunately they do not listen to the community. They said they would be more active on these forums like Discord, where are they? All it shows is they can't keep to any sort of roadmap or keep promises. They have freeports just sitting there in the game doing nothing, empty, any intelligent person would catch on to do something in those and bring players in. Why can't there be NPC's in freeports where you can take stolen items or sell things. Why can't they add some sort of trade system in the freeport when you goto NPC? Many including myself have had enough of the same thing over and over without anything new. I will never understand why they added ghost ships or SOTD when they could have just used normal ships with NPC on them so we can loot. They have gone to mythical for me, the potential is there for the game but they don't seem to be engaged in it. It was an extra way of making some money to filter back to Ark, that's how I see it. You have the same templates, I don't think it was that hard to make but it should have been made standalone from scratch.
  2. 1 point
    we talked about this from the start... My thoughts still are - they should only allow guns in gun port structures, with them being also on the top deck... get rid of the front/rear shotguns... - if cannons only fit in gun ports they can make easy cross count so that too many cannons on one side gives balance problems... - for free placing of fire power the swivels are for, give them a small ball ammo... or allow Puckles as they are really designed as ship CIWS anyway... - with the cannon-to-gun port change we need atleast a new ship in between the brig and gally... having like 12-18 gunports each side... - have to change the SOTD aswell, so they also have no turret cannons and shoot most of them broadside... or switch over to the single player pirate ships... - to customize ships further have three typs of planks: normal, cargo, armored... having different buffs and de-buffs... - make the normal wood structures damage pass through... thin sheet of wood will not stop a cannon ball like a thick plank can... actually the splintering wood makes it more lethal for the crew... But hey, it seems to be too difficult to make new ships, as the one we have are from the time this was just a player made mod... the knowledge seems to be lost... And even with new ships and/or significant changes to the ship game, Atlas is still lost, as there are way more other problems killing the game... and no one there to fix them...
  3. 1 point
    Not knowing the server, as I said, I could only give a 1/4 perspective, and yes I gave a example but am well traveled enough ( doing discoveries by boat ) that the example is well founded. By the way I'm sorry to hear about your car, mine seems to work just fine.
  4. 1 point
    "the areas we think should be the most fun" and thats the issue. you (grapeshot) are not playing the game we are. no matter what you do the land game will not go away or diminish. no matter what you add ships will be limited and insecure. also farming taiming, mass cooking/crafting, resource storage will be on land. big bases will be needed forever and as long as they do land battles will be more profitable. unless we get aircraft carriers that we can build huge bases on the land game will always take priority. the more you nerf the land game the closer you get to the end of life for this game
  5. 1 point
    depends. if the notes are on the same octave in game just put both notes in the same lines. i.e. send {d down}{a down} sleep delayTime sleep delayTime send {d up}{a up} that would play both an a and d keys in game together as a cord. and count as a single dash being done on both notes. If it requires different numbered octaves, its not going to be possible. I've made a cheatsheet that tells you the irl letter of the notes and the key to press in game as well as show you where the octave changes using the in game keys are. the i key in game is the same as the a key in the next highest octave. the in game keys are laid out like a piano so w,e,r,y,u are used for the sharps and flats of a,s,d,f,g,h,j. It sounds really complicated but its not. I am just horrible at explaining things trust me lol. my letters are the smaller non bold ones, those correspond to in game key strokes. the numbers the octave numbers in game. I hope you guys find this helpful. More people who know how to do this means more music we can all play. If you have anymore questions or need for tips just ask I don't mind sharing the tricks I have found so far.
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