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Showing content with the highest reputation on 08/14/2020 in all areas

  1. 5 points
    I dont understand why we are limiting this stuff based on distance. Farmhouse kind of make sense, however warehouses should be one per company per island. This 2km limit is insane. The 500m range limit is also odd. How do you handle huge islands with houses in the middle... certainly not with a warehouse, which makes the "feature" pretty mute and useless. @Devs, I think this is a good example of something that could have and should have been discussed with the community. (We are supposed to give our feedback/have a chance to help improve the game since thats the point of EA) These issues could have been caight pretty quick by us and could have led to a better version the first time around. I get that some cards have to be close to the chest, but you can open up a little on this stuff.
  2. 3 points
    Stop with all the maximum number per distance garbage. Instead make it one per company or something more fair. Was your intention really to only give this to 200 people game wide?? Please say oops.
  3. 3 points
    Alright. Let's talk about this one: I mean I'm not complaining, but are you sure you wanna things work this exact way? Let me show my I7 Lawless island: So it's basically every 150-200 meters there is someone's base. Yet let me show what you did in a map, alright? So... well... I mean you did warehouse radius cover like half of an island. Half of REALLY BIG island like my one I7 PVE. So if there are like 50-70 settler only 3-4 of them will be able to use warehouses there. On small island there will be just one. Every1 else will see this "too many warehouses in the area" message. So I just wanna make sure you meant it. So I destroyed like half of my base to free some space for no purpose? lol!
  4. 2 points
    I've played from the beginning. I suffered through 3 seasons of doing the exact same crap over and over. We've begged for fixes and we've received some but now, a year and a half later and cobras still glitch through stone floors and walls and are able to kill tames. This WAS fixed at one point but it's broken AGAIN! How the @#$%^ do you do that? A year and a half later and tames still glitch into walls and foundations and get stuck. A year and a half later and tames still disappear off ships while sailing. A year and a half later and LAG is worse than it's ever been. A year and a half later and taming is worse than it's ever been. It was improved (feeding box was adjusted) but that was reversed? A year and a half later and there are MORE bugs than when the game was released. A year and a half later and the Developers don't acknowledge their players concerns or wants and needs. I'm a pretty easy going person but this game doesn't deserve any more chances. It's become apparent that they really don't give a shit about the community and at this point are just trying to make a few more bucks with Steam sales and hoping they can get a release to PS4. A roadmap was presented but just to placate and dangle out there to get more people to purchase. Nice bait and switch tactic. I'm done. There was one employee that actually gave a damned from what I could tell so a big thanks to @Voodoo. The long standing PC community that built and bred and explored is really the only thing that made this game good so thanks to you guys as well for a semi-fun ride. But to the Developers, thanks for very little.
  5. 2 points
    Please. Please sell it to a more capable company. This game has so much amazing potential. Try Bioware or Amazon. They would buy the assets to add to New World as an expansion. Just please, sell it. You can't afford what this game needs. I'm sorry.
  6. 2 points
    With lasers* mate. WE NEED LASERS! Hopes and wishes mate. Always good to dream.
  7. 2 points
    Devs: We are going to examine the amount of fantasy in the game History: During The Golden Age of piracy many pirates fought Hydras, Drakes, Gorgons, Dinosaurs, Krakens and various Damned Creatures while they built factories on various islands to help automate their ship construction. They also rode and tamed many animals. A common catchphrase was, “Argh, we pirates love farming”
  8. 2 points
    Yeah, it looks like our company is going to be forced to demo any placed on our islands before ours bc of this 2km limit. In effect this is an island-owner only feature, which is really dumb.
  9. 2 points
    Err... ok little clarification from me. Just measured all (via photoshop). It's not a "half big island radius". It's whole island radius. So there will be just 1 or 2 warehouses per REALLY BIG island. And definitely 1 per small ones. So... whoever place one first - have it all. Any1 else - better luck next time hahahaha
  10. 2 points
    good bye harbor def.... u just broke the game.... weight skilled npcs shoot 6 Barrels per second....... RIP sea combat welcome suicide ships and you even increased the range with barrels in cannons from season 1.....
  11. 1 point
    Starting out has never been better: NPC Ships Mega Update - Released Standing & Faction System Mega Update - Released Beginner Harvest Boost! Server Radioactive Atlas: Welcome to the world of Radioactive Atlas, a 5x5 map with 20 PvE and 5 PvP grids. While we have provided PvE with useful rules, there are no rules in PvP, except for general rules like the tone of voice! Here you can loot, pillage, plunder & fight as you please. NEW!!! You're just starting? All beginnings are hard, especially at low rates, so all players who haven't reached level 30 now have a permanent x2 Harvest Boost! Our world is a special one, not only do we have Foxes, Eagles & Hippos. Wild young animals are on the agenda! Realism in a new dimension! These are also tameable, but must be raised afterwards. The seas are different... in addition to the Ship of the Damned, two NPC factions, Pirates & Navy, are fighting each other. You decide for which side you stand or if you stay neutral! But there is also a lot to discover away from ships. In our polar regions the narwhal is up to mischief, the black dragon terrorizes the PowerStone islands and somewhere on the map this mysterious black fog has appeared... You want to know more? Then visit the trading post, perhaps you'll find answers in the tavern. Here you can also offer animals and items to other privateers through our trading system or purchase goods from them. Sometimes too many animals? Our unique stable system allows you to store animals in any freeport or trading post and pick them up at any stable. Later on you can also set up your own stable! Still not enough? Then try your hand at Magic & Alchemy. Both of these sophisticated systems are only available here! Use powerful spells, create powerful potions, new metals and much more! Build something beautiful. The modpack from Radioactive now offers well over 1000 decorative items, some of which bring new features to the game. There's also plenty of structure to choose from with over 36 stone and 18 wood variations! What are you waiting for? The world of Radioactive Atlas is waiting for you! Write history! https://www.radioactivegaming.eu
  12. 1 point
    Warehouses do not gather resources, they pull resources harvested from company owned farmhouses within it's massive radius. Why would it matter how close you build one warehouse to another company's? It makes sense for farmhouses, you are literally contesting a small radius of resources. The building restriction should only apply to your own company. Currently, only one company (whoever builds a warehouse first) can build a warehouse on a island as the restriction radius takes up 1/4 of the size of the standard island. Furthermore you limited players even more on this with the requirement to build a warehouse near water (why?).
  13. 1 point
    Thanks to the warehouses, wich nobody can place, all lawless is becoming 1 big fighting club on PvE. Get rid of lawless. Wipe the servers. AND FIX THOSE BUGS AFTER 2 YEARS. ffs
  14. 1 point
    Good morning, While I know us PVE server folks are not a real focus nor concern, the warehouses Do not seem to be working as intended. very large island, 1 warehouse from 1 company. All other clans are NOT able to create any as the radius encompasses the entirety of the island. It is also connected to all of the warehouses in the island including other company’s, siphoning from warehouses that don’t even be long to them. great concept we were all looking forward too. Hoping this is not the way they are intended to work? If so, so be it.
  15. 1 point
    One that docks my boat for me? Im in! Reality: ship docks, but the system doesnt get the water height right and either sends the ship to space, or the center of atlas...
  16. 1 point
    This is getting worse.. some dude placed a warehouse In the middle of the island and it takes resources from everybody’s farmhouses.lol. You have to link it to OWNED farmhouses only. And distance between warehouses must be company only gooood luck
  17. 1 point
    Thanks for posting this George! I’m glad others have noticed the issue. My frustration last night as I had a gut feeling this was the case was through the roof. Stayed awake with the fear this may be the outcome, sailed immediately after down time to get a respec. Sail back to build and nope.... one person at 3am takes the entire island. Also confirmed through other companies and testing that the warehouse is siphoning and connected to every warehouse in the island that do not even belong to them. I can not imagine this is how it is intended to work.
  18. 1 point
    It’s a game. It is fantasy. Nothing about it is real.
  19. 1 point
    I remember watching an episode of Kitchen Nightmares where Gordon Ramsay walks into the kitchen and the chef is boiling a burger patty. I had the same reaction when i read the barrel changes in this patch. I honestly can't tell if these Devs are just dumb AF or trolling us.
  20. 1 point
    For the love of the game make farmhouses collect all available resources on a island and limit to one per company per island. They are littering every island in the game blocking others from building. I love the idea hate the litter. the mechanics has been added and think everyone loves it but now they are just spam in my eyes. Since people are gonna litter islands with them just make it collect all resources from the island so they are not such an eyesore blocking you everything. Thanks.
  21. 1 point
    And here we have it, we can't place more the one on our island. Thanks for nothing team.
  22. 1 point
    Oh you mean by cheesing their way out by having larger strength in numbers and offline raiding everyone they can get a hold of? Those truly are some brave PvP players. Imagine what epic battles would ensue if they were online at the same time as the people they're fighting. You can return to barrel-bomb griefing offline newbies now.
  23. 1 point
    Yeah they missed the mark on this one. I just pray the "new optimize ship system" isnt premade ships with single hulls and no customization. That really will kill the game. Trying to stay positive and see what these new guys cook up, but damn each patch is getting harder and harder.
  24. 1 point
    They removed servers across the board. Both the EU and NA PvP have less servers then they did pre season 4. Despite common belief we do infact have lag issues, tames falling off boats and all the same issues you have on your PvE server. 3 out of the 4 things hes brought up I can live with no problem if they work on actual issues instead. The only concern OP brings up that i would consider an issue is the lag. Constant 2x gathering, reduced NPC cost, farmhouses and 50% of the servers removed. Somehow people spamming the grids into a coma with npcs and buildings causes lag who would have thought? I'd gladly sacrifice a couple of tames a day if it meant fixing lag, barrel duping \ bombing, weapon balance, claim system, progression system and other issues.
  25. 1 point
    1st point absolutely. 2nd point absolutely. I would love to see crew used similair to thralls. Assign crew to farm houses (gold is used instead of thatch/wood) More crew, higher effiency. Assign crew to warehouse (another gold sink), more crew faster it gathers from farmhouses. They need a Yup! response
  26. 1 point
    It should work like the Crew Silo: one per island per company and should collect resource from EVERY farmhouse on the island. Why? First, in PVE no more million bed+shipresbox+foundation trio around every farmhouse. In PVP, more valuable target to loot or guard, take care. Second, if your warehouse stores your materials, you could craft your ship or ship parts faster and easier, so less time on insland more time on the ocean. Is that the goal, right? Spending time on the water, no on the land. Three, no need manage the logistics of the materials from Farmhouse to your base. If its too easy, then assign some pirate npc to the Warehouse, as workers/operators. Like the Thralls in Conan. For example, you needed one npc for one farmhouse/connection, two for collecting from two farm, etc. These npcs should assigned to the warehouses passivly (for example, you bring the npcs near the warehouse, then with the command wheel you should have "assign as operator to the warehouse" option, then the npc should "board" the house). Of course you need feed them and pay them like the other active npc.
  27. 1 point
    I agree that it should be one per company per island. Just like silos. I have already run into farmhouse and warehouse spam on a lawless island. One company went around and put warehouses down next to other people's bases.
  28. 1 point
    Sooooo ... We placed one in the middle of our base. Fine. Since it's not getting ressources out of some Farmhouses, we tried to place some others closer. Placed some (had to find some places with a flat ground within 30m of the sea ...). Not getting it either ... close enough, but nothing. Removed them to try to get even closer ... And that's where it began. Can't place it anywhere, not even at the very spot it was before. Keep getting the blue building but : Too many "Warehouse" in the area 3/1 . . . Searched everywhere and not a single one except for our main base. Tried to figure out the distance using foundations ... hoooo dear. From our 1st one, the red "Too close" message vanish after about 250m (125 foundations). Already, why ?!? You said a 2km radius ... And we had placed some, now destroyed, about 100m after that, so 350m from our 1st one. Moved 2km away, still nothing. Went to another base, on another island and couldn't place it, still 3/1 error message. Went back home, tried, nothing, went back again to our 2nd island and we did place one exactly where we couldn't before. Those we have placed are "collecting from 11 farmhouses" ... when we only have 5 of ours inside the blue radius. So what, is it collecting from other players farmhouses ? So, how the hell is it actually working ?!? Why doesn't it work like it should : * 1 warehouse can collect the whole island - make sense from a practical view since farmhouses are everywhere players could place them, and make from a RP view since it would lower the number of warehouses, allow players to place them properly to blend it their base and it's supposed to be the one point of collection/exchange for ressources * remove the distance limit - why can't 2 allied compagnies have an harbour with their warehouses * collect [Stock of wood - 500] wood - keep farmhouses running but still gather ressources and some fuel to keep the warehouses running along * collect thatch and does not use it as fuel * doesn't use thatch or wood as fuel but need a crew to operate. Need to feed and protect the crew. Here is our base (Green dot), our farmhouses (Red dots). We placed a Warehouse (Yellow dots) next to our base. Then we went to place some around to see what it can gather. We placed all the orange ones. Not getting anything interesting, we removed them, so the orange ones are gone. And we couldn't place one on the Yellow spot away from our base. We finally managed to place it after we removed one farmhouse. Why ? No idea.
  29. 1 point
    Can confirm, warehouses connect to noncompany farms.
  30. 1 point
    People were complaining about barrels using out canons during season 1 because it was a broken mechanic when fighting tames vs tames or ships vs ships and now, you bring it back for no reason. Did the community asked for it? Why can't you stick with the community proposals in order to balance the PVP instead of adding old removed mechanics people didn't want in the game?
  31. 1 point
  32. 1 point
    How will more than one warehouse collect from one farmhouse within 500m if you can't place warehouses closer than 2km from one another?
  33. 1 point
  34. 1 point
    Ahoy Pathfinders! We’re excited to bring you phase 2 of the new features we are currently rolling out! Expanding from the Farmhouse system we introduced last patch, Warehouses are a new structure type that players may build at the smithy. We are shifting Stone Farmhouses and Warehouses to a new skill - Advanced Automation, which can be found in the Construction Tree (requires Esotery of Building). Warehouses can be used in conjunction with Farmhouses to automatically collect and store the resources gathered from Farmhouses. Gone are the days of having to tediously move resources to and from for storage. Simply craft and place the Warehouse and it will begin gathering from all farmhouses within a 500m radius. Ever get confused by which of your storage boxes has which resources? With its large storing capacity, you can now easily access all your resources in one place! Any basic resource and alloy can be put into the warehouse, it will not store finished goods. We’ve also made a few tweaks to improve and balance Farmhouses. Again, these systems are still a work in progress and we are continuing to change and develop on Farmhouses and Warehouses as we examine gameplay and receive player feedback. The Warehouse update also includes an Explosive Barrels rework and a couple of minor balance changes on Puckles and Army of the Damned. For more details on Warehouses and other changes, see the full patch notes below: Released Patch Notes New Skill: Advanced Automation Added Advanced Automation to the Construction Tree Requires Esotery of Building Cost is 12 skill points New Warehouse and Stone Farmhouse added to this skill New Feature: Warehouse New structure type, Warehouse, may be built at the smithy Warehouse is a structure that automatically collects Resources from Farmhouses in range Will not collect Wood/Thatch, which is fuel for Farmhouses Gathers from Farmhouses within 500m Gather Rate is 5% of the Farmhouse inventory every 10 minutes Warehouses may not be placed closer than 2km to another Warehouse Warehouses must be placed within 30m of the shore Warehouse takes thatch or wood as fuel More than one Warehouse can hit the same farm Warehouses have 40 storage slots Warehouse stack size is 10,000 units Max Inventory Weight is 50,000 Warehouse health is 40,000 Warehouses are not taxed *For reference, 1 foundation is 2m Explosive Barrels Instant detonation option removed Setting the detonation timer is now a separate action from lighting the fuse Detonation timer can now be set and viewed in inventory The fuse is automatically lit when a carried barrel is placed! Added defuse option: any player can defuse an explosive barrel Can now be used as ammo in Cannons, Large Cannons, and Catapults Duplication bug fixed Impact Behavior for Barrels Fired out of Cannons Explode instantly on impact with ships, structures, players, or creatures In water, barrels float for six seconds before sinking. They explode when their timer expires Otherwise, barrels explode after their timer expires Impact Behavior for Tossed Barrels In water, barrels float for six seconds before sinking. They explode when their timer expires Otherwise, barrels explode after their timer expires Damage Immunity Placed barrels are immune to ranged damage Carried barrels are immune to all damage Destroyed barrels no longer explode unless as part of a chain reaction with another barrel **Known Issue: When attempting to throw a barrel while on a ship, the barrel will drop where the player is standing and then explode. We are working out how to resolve this issue and will send out a patch for it as soon as we can. Farmhouses Farmhouses can no longer be placed in water Farmhouse now only transfers a single stack of resources into player's inventory per transfer interaction Increased distance requirement between Farmhouse placement from 120m to 200m Farmhouse harvest rate reduced by 25% overall Harvest Interval increased from 15 seconds to 60 seconds (gathers 1/4 as often) Harvest amount increased (gathers 3x as much) Stone Farmhouse has been moved to Advanced Automation Skill in Construction Tree Updated resource costs of constructing a Stone Farmhouse Changed 360 Metal to 180 Alloy Added 80 Organic Paste as additional cost Reduced the Draw Distance of Farmhouse from 1 kilometer to 400 meters Reduced health of basic Farmhouse from 30k to 20k Miscellaneous Reduced NPC cost on Puckles by 50% Army of the Damned can now be damaged by swivel guns Happy Sailing, - ATLAS Crew For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame
  35. 1 point
    Find me a location where your windmill gets no rock, flint, metal because I want to move there....I made every effort to make sure no rocks in circle and still got them.
  36. 1 point
    Even if there are workarounds does not mean it is in any way, shape or form acceptable to not have them fixed! Even if you were capable of walking bare-footed over lava, doesn't mean anyone else has to do it. People refuse to rely on workarounds to get even the most basic shit done, and for good reason. And no, what Sydhart did was NOT stupid, except for maybe expecting the devs to show any sign of competence or believing any of the crap they keep telling us. The devs did something stupid. And misled white knights like you refuse to have them being held accountable for their mistakes. We are paying(!) customers(!), not some cheap QA slaves. We absolutely, positively, do not have to put up with this kind of crap.
  37. 1 point
    The problem now is - the weather MUST be a CORE aspect of the sailing game. And yet it was made the most simple way. And it doesn't affect AI ships. I just copy-paste my thoughts of sailing aspect: I would change the wind so It would just blow same direction for a while (and by "while" I mean at least 24 ingame hours). Then it randomly rotates for some angle (clockwise or counter) and blow new direction for a while again. Most of the time wind is around average, provide me FULL SPEED. Occasionally it goes to strong hurricane state and this requires me to lower my sails and turn to it's direction to prevent ship and ragging damage. Occasionally it goes to calm state and all hidden flotsam appear on the water surface. Now to the challenges. Weather should be divided in to two types. Warm in equatorial, tropic and desert areas. Cold in temperate, tundra and polar zones. Warm weather brings: rains, thunder, storms whit tornadoes or hail, dust storms and fog. Rain - make ship heavier, it loses some speed and maneuverability. Thunders - slight chance that lighting strikes masts, causing ragging damage. Storm brings deadly tornado or hail. Storm is not global, it just wide dangerous zone in the ocean, and players goal is to avoid or escape one by all cost. Sail into tornado will cause sever damage to ship or either destroy it. Hail do moderate damage to sails. Fog lowers visibility to all ships (NPCs ones also) when it's calm. Dust storm lowers visibility when it's strong wind. Cold weather brings snowfall, ice rain, blizzard, white mist. Snowfall just makes ship heavier. Ice rain makes it even heavier, and deck became slippery. Blizzard - is local spot to avoid because it cause moderate damage to ship and sails. White Mist is bright sparky show fog appears during sunny day. Lower visibility. Oh, and about visibility itself. I would cancel unlimited visibility and make so it always changes around average values. So islands would appear as we getting close to them and lighthouses actually guide us (for that I would make freeport and homeland lighthouses different color or brightness). Beside weather, player also should deal with ocean. There are randomly generated dangers in there. Warm zones provides migrating seaweed zones and reefs with rocks out of the water. Seaweeds dramatically lower ship speed, and if player wont escape in time full sails along wind direction may require to escape. Rocks and reefs are deadly. Hitting one will fully take out planks HP. Cold zones provides drifting icebergs. Hitting one is also dangerous. Both cold and warm zones also randomly generate jet streams (make ship turns and damage planks if angle is too big) and funnels (tries to capture ship in it's center - require full sail along the wind and along rotation direction to escape). Everything above affect all ships. Player's ship, NPC's ship, damned ships etc. Also because there are less water around, and islands closer to each other - sailing through the center of grid will require some maneuvers between island (something like that now in Polar and it's fun to sail through). And tasty one. Each danger that player face, and each activity player actually do in the ocean, gives special reward points to the ship. If player pass seaweed zone - he gets "seaweed point". If he avoid iceberg - he get "iceberg point" there. If he gather flotsam - he get "flotsam points" etc. After gathering enough points player can choice special tittle for the ship. After gathering more points, player get special skill for the ship. After gathering points for the third time - special figure head for ship became available to craft. For example if I avoid a lot of seaweed zones, I can add to my ship name a tittle: "Unstoppable". If I continue to pass seaweed zones I'll open a skill for ship that lower my speed penalty in seaweed zones by half. After I pass many more seaweed zones - I'll get... let's say "mermaid" figure head blueprint for my ship. Getting there should take a while, to make all those achievements valuable. Figure head might also have some bonus stats. For balance stuff player should be able to choice just one danger bonuses and either be able to change em in repair dock or be unable to change them at all : )) Maybe survive inside the most deadliest situation (like actual tornado) - give player some really unique and valuable reward. In PVP ships with those skills might suddenly get an advantage if battle occur near dangers. And yeah. Some nice addition would be, if next weather would be predictable. - Scarlet red sunset-sunrise - before windy weather. - st. Elmo's flares - before thunderstorm etc.
  38. 1 point
    Today i learned that the game breaking down because of critical software bugs is actually the user's fault for not working around them. He did not put his cat in the microwave. The microwave blew up and irradiated the whole neighborhood because of how shitty it was made, despite only being used as intended. Do you seriously oppose the bugs being fixed in your overzealous white knight's crusade?
  39. 1 point
    I don't know where you have been going for your microwaves but I suggest you go there no more.
  40. 1 point
    I usually leave something on neutral inside the barn for such occasions. Usually its a horse wandering about or a seagull flying around the room but never know. Always headcount. And while your points are valid ones there's bigger problems with this game lol.
  41. 1 point
  42. 1 point
    So they basically removed content by pretending to add content. Yeah I liked tames so if they take away the need for them I wouldn’t bother coming back. so much for “making sailing more important” I don’t get how people can be so clueless
  43. 1 point
    They have. It's called ARK.
  44. 1 point
    OP makes a good point. Im down for skins like Rust item store has. Id even be down with the exact same model that rust uses to get those skins to the item store and eventually the community market. Its easy revenue and I love dope limited release skins that gain value on the market over time. If u dont know what im talking about then go check the rust item store on steam. New skins created by the community and voted/ added in by the devs every friday. They can be sold on community market the following week so if its a good skin buy 2 to sell one when the price goes up. Skins cost a couple of dollars max on release via item store. After that u gotta gettem on the market place.
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