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  1. 2 points
    I 100% agree with this, and just to give some context, only time I got that achievement was a day I saw a group being formed on the Atlas Discord encouraging people to just go there to get the achievement. I went there with my sloop, didn't shoot a single cannonball and yet I got it. I enjoyed the submarine but it makes no sense that you can have access to end game stuff without doing absolutely anything. As far as I know all you have to do now is deal some damage to it. It is not about killing by yourself or dealing a certain % damage. Anyone can team up with other people even through alternative channels get the achievement.
  2. 2 points
    Many posts have been made with no acknowledgement of an issue. It's very tough taming any non-passive tames right now due to lag and from what I can tell, playing on a build that doesn't include changes from last season to make taming better. Try taming a giraffe! I just gave up on that stupid piece of crap.
  3. 2 points
    Thats just it, buying a tame isnt lazy, you had to go get gold to buy said tame. Having someone else breed for you isnt lazy, if your out doing other meaningful activities for the company. Im not a huge fan of treasure mapping, but love breeding. So I breed, others map. I supply better bears, they get gold, then when a good stat is up for sale they can buy it to feed my habits. As to the iq on the forum, i dont think its the forum, it feels like the whole internet has gotten really dumb over the past year.
  4. 2 points
    Shipyards can also be goofy like this to
  5. 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.
  6. 1 point
    Has the taming mechanic for elephants been broken with the latest patch? The feed spot coincides perfectly with the getting a tusk inserted into your brain spot. I went through nearly 300 lives and 14 wasted hours trying to tame a level 1 yesterday using both the billboard trap or aggroing from the back of a bear in open ground to no avail. It doesn't help that the tame meter drops as quickly as it goes up either! Any thoughts people?
  7. 1 point
    PVE server, Built a large crop farm, my intent was to make it public and FFA for everyone to enjoy. However the Crop Plots have been unlocked. Yet no one outside the company can use, I set a Pin Code and asked a random player to access it using the Pin "1234" and yet still unable to access the crop plot. The same applies to the Grill, Smithy, and frankly everything else. Am I missing something? or is this yet another bug to be looked at by the dev's?
  8. 1 point
    The biggest time sink in game atm is hands down the breeding!! Stop wasting our time with "farmhouses" and start actually getting us off the land and onto the Seas! You Devs should reduce breeding times by 1/2. Do that.....and then you can work on other stuff. But before you even do that......you should fix all the bugs you recreated from Season 1. Give us back our 6 resources for each material....cuz atm....we are missing 1-2 mats from each resource. The farmhouse is nothing more than a glorious claim FLAG!.....We already have a resource pool! Also stop lying too the community too get them back playing the game! You said a "New World (order) map! You said Tradewind routes! Sofar we've seen none of that! You also need too fire that Admin running your Discord! We are testers in your game! When we find things missing/labeled wrong/or bugs/game breaking stuff( not having all 6 of the resources for mythic mats)....we are required too report them! But every time someone does....that Admin deletes the post and most likely does not report the bug/problem to the Dev Team! Saying we need more info! With the old Dev Team...we had a "fix" almost everyday!! This team has only done 2 fixs so far in the first week....first fix worked.....2nd fix was about the resources FAILED miserably! And so far that is it! No more fixes! What are you guys doing over there! If you have a job.....DO IT! Don't 1/2 ass it like you are doing now! I love this game....I would hate too see Devs ruin it! And PLZ for the love of god!, start listening too the player community for once! I have seen GENIUS ideas posted about game mechanics and such! But you just keep steering the game in the opposite direction! Down the drain! What do you all think guys?? I mean am I wrong??? I don't think so
  9. 1 point
    Hi devs, so an idea I had was: it would be great if there was NPC trade ships sailing around, with civilian NPC's on. These ships the player can attack and board and get booty from. Like in a real world pirate scenario. At the moment the only actual "pirating" happening is between players via pvp. Which is technically pirates pirating other pirates lol (what isn't really what someone has in mind thinking "ooh a pirate game"). You already have Ghost ships sailing around, which is kinda cool, but not really what pirates want. Maybe keep the ghost ships in Golden grids, and just skin the others to normal ships. Throw some NPC's on there and make them board-able, and don't put cannons on! These will just be "trading ships" (in concept) fat with booty, for players to actually pirate! Then maybe skin some Ghost ships with soldier NPC's and cannons to hunt us pirates haha! I think that will go a long way to making this game more enjoyable, and giving people something else to do than just pvp grieving each other, which will lower complaints about that, and making it more attractive for new people to start.
  10. 1 point
    This shipwreck is the 4th I've come across today that is over 16 points of quality to finish my character's loot quality mission, but the chest is inaccessible because the ship is too far in the ground. Can we get a fix for this? Network: Whale's Solitude Region: E11 (but also all regions) Issue: Shipwrecks spawn below the terrain at sea floor. Treasure chests inaccessible. https://gyazo.com/8942458fb8fa0fe0c79ee32bd9360afe cheat TP E11 651367 625700 -15798
  11. 1 point
    YEP! I've tried twice and on the 2nd time I got a little angry and cracked my desk with my fist.
  12. 1 point
    probably only once the ppl who play the game and make massive mods for it get brought into the company like some did in ark. cause clearly they dont play they're game, or they'd know how broken it is. and even if they do play it, it's probably only surface level testing, eg: "it didnt crash, ship it!"
  13. 1 point
    When I was forced to go to the EU PvE server, things were doing ok. The server ping was only a tad higher than what I was used to playing on the NA PvE server that was taken from us. I was getting maybe 30-50 ping then. When starting on Whale's Solitude, I was getting a tolerable 50-90 server ping. However, I've noticed that ever since these minor updates you have been pushing through, the lag has gotten increasingly worse. 90 ping went to low 100s after one patch. Not too bad. A patch or two later, the ping went up to 120-130, sometimes 150. Today, the ping is constantly above 170, and staying in the 200+ more constantly. I suggest to stop pushing these minor patches if they're causing the ping to go up until you can find the cause, and bring the ping back down. I'm going to go ahead and say it's nothing on my end, being I haven't changed anything in my network setup since the new map launched. If the ping can't be brought back down, then perhaps give us back NA PvE so that we can play without rubber banding every three steps.
  14. 1 point
    Yep, this is exactly what is happening. We had this issue (along with the rubberbanding, sail turning back and forth, sail not dropping while holding spacebar, etc.) on our private server and found that there are certain player log files that log crap like bed uses and demolition and such that were getting really large (4GB per person). We needed to periodically clean/delete these out and that fixed the issue for us on a Nitrado server.
  15. 1 point
    Shark's biggest use. Suicide.
  16. 1 point
    So true. Feels like online gaming in the mid 1990's right now. Terrible lag everywhere. I'm consistently at a ping of around 160 - 180 the past week. Almost unplayable.
  17. 1 point
    My guess is the current server issues has a lot to do with it. When your client is constantly de-synched with the servers its going to create a lot of knock off effects. If your client and the server disagree on the elephants location, orientation, etc it can be damn near impossible to tame them.
  18. 1 point
    First of all i would advise against judgemental statements. Second thing... Breeding is supposed to be difficult. Its intentional because difficulty correlates to scarecity.. I would advise introducing 2 things at SOME POINT DURING EA... Allowing a "breeder" or "animal handler" skill tree spec to reduce time for players that want to specialize Increase the cost of respec proportionally to level. A level 70 player should pay more to re spec than a level 30 player. This would allow people to utilize the gameplay mechanic they find most enjoyable yet also discourage animal spam...AND allow the "animal handler" time to explore new content. Good solution? Bad? Already tried in Ark?
  19. 1 point
  20. 1 point
    I mean dont get me wrong, i wouldnt complain about a 50% reduction in breed times/cooldowns, but really not needed. Breeding really isnt that bad anymore w the 10% trough fix back in s2.
  21. 1 point
    I don’t agree at all. If the kraken was hard, it shouldnt be able to be completed within 24 hours and v2 within 48 hours. The people with ships laying at the border, doing absolutely nothing and still getting awarded has always been a very bad thing. I’m happy that it’s no longer possible.
  22. 1 point
    That is what discovery points are supposed to be for, finding the neat hidden beautiful corners of the map that are telling a story. Most people just figured out how to teleport to a plopped down bed to grab the point while complaining that it is getting in their way of speed leveling. Guess what happened with this map change, the discovery points many are deleted so they are no longer the leveling gatekeeper and the first thing that happened is multiple XPloits to fly right past the attempt at slowing down the higher levels. The beauty is there, you just need to slow down to see it. This is the same story method they used in Ark, and they cribbed it from the way Elder Scrolls tells you the story - by just setting the scene and letting you take it all in. Get yourself a sloop with tiny sails, set resources so one stone is one stone, set respawns to never. I do this in single player. It forces you to move for more resources, it takes a long time so when you get there you will take in the entire island - because you have to when nothing respawns. None of this you turned your back and stuff respawned infinitely and circular trade winds to fly you around the map stuff. All that design does is lead to removing the details in the world because you do not need to see them.
  23. 1 point
    I spent a lot of time trying to figure out what was going on with tames when they were lost and my experience has seen only two results.They can be lost right on a zone line "lag" but will actually show up 20-40 feet from the zone line "either side" or are floating around somewhere in the water depending where they fell off. For the most part,i would say they are gone for good.I tried actually hopping on a fast mount and chasing them down when they went floating off and they just disappear.Some float upwards and they also disappear for good. To be honest i have not had this issue with lost pets in quite some time,over a year.However i did have issue with npc's i claimed from pirate ship fights.Once in awhile one would bug and just floating away or bouncing away.It always appears to be an issue after crossing zone lines which has been a long standing issue with this game since day 1. On the matter of pets in the water,often those have washed into shore after falling or being whistled off a passing boat and or the boat was sunk or decayed over time.I honestly have not had pet issues in over a year other than my own mistake with accidental whistles and why you should take pets off of group whistles.I am one of those people that gets all the problems and likely because i have played a LOT and on many servers so i have a good chance of experiencing all the issues. One thing the past has proven is that every time there is a major update,problems follow right behind.
  24. 1 point
    lIts been 2yrs now....still in developemnt due too too many changes in the wrong directions. 48hrs for mating? Breeding not a time sink??? You sir are kidding your self! When your a major breeder...you have multiple breeds going on at the same time....i.e. Bears....I breed 3 sets of 11 females with one male. Elephants/Giraffes/Rhino's smaller sets due to them being so large you cannot possibly breed that many. Crows/Parrots even more than the bears. If your not doing this....then your wasting your time trying too get too those elite super breeds. So YES its a HUGE fricken time sink once you get going.....you will have time for nothing else! Join the ranks of the elite breeders and you will see....if your just going too argue that...then your just telling me your not a serious breeder.
  25. 1 point
    @Gomez Addams Been several months but the Co i was in said one day "Hurry up, fast travel to Ship XYZ." I complied. When the battle started we simply had a section of the ship (roof piece/ armor) just barely sticking in the bubble, the krakken was defeated by someone else (who received zero assistance from us), and from just having a piece of our ship in the bubble 2 of us recieved the sub unlock, several levels of xp and the skin. I guess thats what is being talked about... I apologize if I'm posting an "exploit" Its cheesy, also never attempted to rinse and repeat the method since i was capped via discovery points.. Also Im not sure if thats what OP is referring to... @FatalCrazy i would simplify the poll questions and responses, I am having trouble w the wording
  26. 1 point
    Dueling? 1v1??? What do the other 98 people do? You are not even trying to cater to the mega tribes now. Try again with something that would appease the megas and shit on solo or small groups, then GS might consider it. Like this for example: Make a sniper rifle that can one shot kill a player only when you have 49 friends in a radius of 50m around you.
  27. 1 point
    Good! I'm happy to see things like this, it will help smaller companies and solo players more. Hopefully they add more things like a mine, and other structures. it will offer different ways to play the game and offer ways to lessen grinding and put more time into actually playing. I'm just hoping they add NPC merchant ships that we can board and fight the crews on them, in hopes they are carrying valuable resources and treasure. A towing hawser would also be a great addition to be able to tow ships back to main base to use, or back to a freeport to be able to sell.
  28. 1 point
    ^^ So this. SO frustrating. Sometimes get lucky and the treasure is in the front where the back is buried but a lot of the times you cant get into the ship to loot because the wreck is clipped into the sea floor.
  29. 1 point
    Hey @SeroJ I didn't mention handling sails anywhere on this post. I do have another guide that shows what they can do, but it's really beyond the scope of this post. As a brief overview, though, handling sails are 20% slower than speed sails, but higher acceleration on handling sails will increase the max speed. This means that you can get handling sails that make your ship faster than with speed sails. There has been no recent nerf, it's just a complicated topic. Schooners are more easily loaded down than brigs, but they go faster when unloaded and with optimal sail arrangments. It's all a tradeoff, and without specifying the sail layout, ship type, and total weight, you can't easily say if one ship should go faster or slower than another. If you give me more info, I can happily use the info in this post to tell you what your max speed should be, compared to those brigs you're talking about.
  30. 1 point
    As I mentioned in the beginning of the post, I intentionally avoided discussion of weight sails (or handling sails, sail quality, etc.), to help keep the discussion focused somewhat. I do plan on making a guide in the future discussing all 3 types of sails together. Keep an eye out, it's coming soon!
  31. 1 point
    Your additional rule-of-thumb is true, but your comment about a hauling galleon needing to be less than 6k weight when empty (although ideal) is not generally true. I wanted this post to apply to everyone, no matter how prepared you are for hauling. Imagine the following scenario: You have a battle galleon you just brought to the kraken fight, and you leave it overnight in a tile near the kraken. The next day, you get on, and someone is trying to dump weight, so they are giving away iridium (or residue, or insert another valuable resource here) - how much should you carry home with you? Your ship is not equipped for hauling lots of weight, but you should probably take some of it. This post will help you (by looking at the 10k fixed weight graphs, as a start), because we didn't just initially assume that your ship is empty to start. I even had a hard time assuming that we used a galleon (I had my code set up for any ship, and just included the graphs for a galleon). I think you misread this part. If you have 0 fixed weight, you should load up your galleon until your total weight is 12,530 lbs. If you have 10k fixed weight, you should load up your galleon until your total weight is 19,600 lbs. In both of these scenarios, it assumes that you are using the optimal arrangement of cargo racks, and they cam directly from the following graphs: The optimal carry weight is when the graphs are at their highest point, and your ship's total weight would be the x-coordinate. You can see the first graph is maximal at around 12.5k ship weight (with all 6 cargo racks filled, plus a little more), and the 2nd graph is maximal around 19.5k ship weight (with all 6 racks just filled to the brim, no extra). A bit of explanation of these graphs: Start at the bottom left, with an empty ship and no cargo racks. As you add weight, you go up and to the right, until the point where you should add the 1st cargo rack. At this point, the line goes straight left, since you are reducing ship weight without changing speed or items carried (so transfer rate stays the same). As you fill that cargo rack up, the line continue steeply upward and to the right. Once all racks are filled, the line continues up and to the right at about a slope of 1. Rinse and repeat until you have all 6 cargo racks on, and your slope decreases until it eventually just drops off completely, and your ship slows down due to too much weight. For the 0 fixed weight case, you have all 6 cargo racks filled up (for a total of 6*1.5k = 9k weight in cargo racks), and an additional 3,500 lbs, for a total of 6*8000 + 3500 = 51.5k cargo. The 10k fixed weight just has 6 full cargo racks, for a total of 48k weight in cargo (which makes your ship weight 10k + 6*1.5k = 19k, as mentioned).
  32. 0 points
    I would actually cancel all lawless, and change claim system so each island have several zones to claim. Solo players, and duos can claim just one zone, small companies - just couples, megas - whole island, but only one. And every1 can build just on their own territory. We live in lawless tundra and there are like 6 different companies built their shipyards around our base. Some of them didn't show up for a week already. I guess I soon gona go with scavenging mission around our island, lol : )
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