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Showing content with the highest reputation on 01/27/2021 in all areas

  1. 2 points
    A few mini-tips on farms and markets. You will likely need to INTENTIONALLY lower the efficiency of the farms by placing the foundations in order to prevent them filling up quicker than the warehouse can drain it. It will not auto-start once it stops. It will just drain and remain stopped. I have a farmhouse running at .3333 efficiency that stops after 12 hours, and another that runs at .6 and runs 24/7. It all depends on the specific farm and how many "nodes" its harvesting from, as well as the weight of the resources harvested. Mines, lumberyards, and quarries seem to fill and empty at a rate that keeps them from stopping. Only wood and stone farmhouses seem to have this issue. Warehouse trade ratios are averaged, and need to match at both ends FOR MATERIAL, but DO NOT need to match for ratio. If I set a trade of "Slate" for "Granite" at a 1:1 ratio. I can ONLY trade Slate for Granite. If my neighbor has a trade of "Granite" for "Slate" at a 10:1 ratio, we WILL TRADE at an average of our rates. I will send 5 Slate, and he will send 1 Granite. You CANNOT PREVENT THIS except by cancelling the trade route. If I set a trade of "Slate" for "Stone" at 1:1 ratio, I can trade Slate for any other stone. Averaged ratios still apply. Some 'evil' person can set a bunch of "Marble for Stone" trades at 1:100 and if you have a route trading your local stone for "Any Stone" in return, you WILL trade with them at a 50:1 rate. CHECK YOUR TRADE LOGS FOR FUNNY BUSINESS!!! To elaborate further, if I set a trade of "Slate for Gem" and my neighbor has a trade of "Gem for Gem" we wont trade. If they I have a "Slate for Sunstone" and they have "Sunstone for ANY Stone" we WILL Trade. RE-TRADE for profit!!! If you trade "Slate for Stone" and get a ton of Granite in return, set up a trade of "Granite for Stone" in return. You'll trade it back (and forth and back and forth) and possibly have an endless loop of trades. This will not affect total stone (If everyone is 1:1) but will MASSIVELY increase gold yields I have TON of trade logs like "714 Tin traded for 714 Tin" which is pointless for mats, but generates shitloads of gold. Gold earned is based on distance (in grids) but currently everything is 1 because there is only INTER-grid trading. Gold earned is PER trade, at either 10 gold for two different companies trading, or 5 gold for inter-company trades. (trading with your own markets) You can set a market to private and have a few of them on one grid and just set a bunch of 1:1 trades between them to passively generate gold. Warehouses will stop collecting (I think) if they fill on weight, but not on slots? This one is weird. Substitute currency! If you want to trade something to yourself, and dont want to trade with others, but have a public market, use a pseudo currency. (I use cannonballs) Create a trade of "100 cannonballs for 5k fronds", for example, and then on the other end do the inverse, then create a 2nd trade to send the cannonballs back "10 cannonballs for 400 cannonballs" This lets you "pay currency" to export a material back to yourself, without exposing it to others via "Fronds for thatch @ 1:1". Lets hear more tips and exploits! This system is SUPER broken in terms of potential gains and abuse. Issues : Limited to 20 trade preferences I wanted to have private markets to send goods back to my main base, and one trade hub, but the limit on trade numbers makes this impossible. Cant make an "Any stone for Any stone", so to export 3 different wood, you need 3 different trades. No "AND", "OR", "XOR", or "NOR" operators. Let me trade ALL but 1 stone for any of 3 other stones. If youre going to limit total trade prefs, let me at least make VERY specific trades. Only 1 type of mat for 1 other type. This is an extension of the prior. let me trade "Any stone" for "any wood, 3 types of thatch, and cotton" Just write better code. Literally 1st year college students with Python or a determined person with an Excel sheet could make a system that does this. Internal vs External trades, or specific trades per partner. I have a market that gathers a ton of mats, but one of them Iwant to send home (Strongwood) and not export to other people. This is impossible if I use a public market with 1:1 trade of "Strongwood for Wood". Instead i have to make a fake trade using cannonballs or some other material and then trade it back to myself. Instead of market being public or private, let TRADES be public or private. This solves both problems at once. Honestly, theres a ton of other issues, but the core functionality is already so broken and exploitable, that it needs fixed first. As a test, I set up a 100:1 trade "quartz for crystal", (I got the quartz in a one time go, i didnt have a constant supply) I received a 50:1 in return, then I retraded the crystal I got again at 100:1, and let it run for a few hrs to get myself a decent supply. My neighbor had a 1:1 "Herkimer for any crystal" trade this entire time. As a result, he got a teeny tiny bit of quartz, and I got a ton of herkimer. Now I have a Herkimer for Herkimer trade at 1:1 and noone is the wiser. Free mats? Please and thank you.
  2. 1 point
    Currently wondering why there is no land grab thing implemented in the game aside from island claiming.... twice now, I have found a suitable place to build, started building, only to be blocked by another company with pullers and shipyards... currently being blocked off by The Call Of Cthulhu, on the whales pve server, do you guys promote harassment/bullying or something cause of so, I'm about to go ham and post of bunch of billboards all over the crap with some pretty offensive content >.> talking to the idiots dont work, my only other options is to do this post or post crap all over their area and piller the hell of of them.... which currently the pillers idea is useless because someone is already doing it, so I guess I'll slap down the offensive racist billboards
  3. 1 point
    Hey, guys, it's been 2 years and the game's ship models and sailing engine hasn't been improved at all. It is high time now. I am about to give up. You have been losing players left and right. That's a dead giveaway that what you have been coming up with isn't what's needed! - need working foresails! - urgently - URGENTLY !!!! - fix your sail angles, damn it. This is getting ridiculous. - need ability to set the sails so that the ship sails backwards, like any real sailing vessel can! - need ability to trim sail angle different on the for and aft masts to assist in turning. Again like any real sailing vessel can. None of you ever sailed rl? - urgently need to replace the NPC motorships!? (ship of the damned) with NPC SAILING ships that actually move with the wind and set their sails accordingly. That this hasn't been reworked yet is becoming ridiculous too! - need better ship models. Your ships are - be honest: ugly. Sorry, but its the truth. Just look at any - ANY - real rl wooden sailing ship pic! They all looked much, MUCH better than the things you came up with. Please remodel. And face it: This isn't just an aesthetical issue. Building and sailing the ships is the CORE OF THE GAME! You need sexy ships so people are attracted to them, not repulsed! It is important! - I understand where the fortified dock idea comes from but - really ... don't you think it would be more realistic and much better looking to give us easier to handle harbour building parts instead? So we can more easily build real harbours with defendable walls and gates to protect the fleet and infrastructure? I mean - come on: An armored DOCK of all things? That's all you can do to fix the issue? Now I know you get angry when reading this but get over it and think. You don't have so many chances to save your game left. Time is running. Get a grip on things. Fast. Thank you.
  4. 1 point
  5. 1 point
    A few mini-tips on farms and markets. You will likely need to INTENTIONALLY lower the efficiency of the farms by placing the foundations in order to prevent them filling up quicker than the warehouse can drain it. It will not auto-start once it stops. It will just drain and remain stopped. Warehouse trades are weighted, and need to match at both ends. If I set a trade of "Slate" for "Granite" at a 1:1 ratio. I can ONLY trade Slate for Granite. If my neighbor has a trade of "Granite" for "Slate" at a 10:1 ratio, we WILL TRADE at an average of our rates. I will send 5 Slate, and he will send 1 Granite. You CANNOT PREVENT THIS except by cancelling the trade route. If I set a trade of "Slate" for "Stone" at 1:1 ratio, I can trade Slate for any other stone. Weighted ratios still apply. Some 'evil' person can set a bunch of "Marble for Stone" trades at 1:100 and if you have a route you will send 50:1 in return. Gold earned is based on distance (in grids) but currently everything is 1 because there is only INTER-grid trading. Gold earned is PER trade, at either 10 gold for two different companies trading, or 5 gold for inter-company trades. (trading with your own markets) You can set a market to private and have a few of them on one grid and just set a bunch of 1:1 trades between them to passively generate gold. Warehouses will stop collecting (I think) if they fill on weight, but not on slots? This one is weird.
  6. 1 point
    This UI overhaul is amazing. I hate the current NPC ship system. The NPC's have no purpose they are just their and they look SH*T. Yours is much nicer looking. I think they should also be much rarer but stronger and instead of having hundreds of SotD's randomly floating around we should have "human" NPC ships sailing with purpose - trade routes hopefully will add this and I hope its more than just a measly small paddle steamer circling the map. It should be a fleet of galleons travelling with an armed escort that will attack anyone who attacks the fleet otherwise just continue on its way. They should vary in fleet size and have multiple routes they follow with some being short other being longer.
  7. 1 point
    Hello! I played Atlas for quite a while about a year ago and truly loved so much about this game. I am really happy to see all thr updates and patches and I feel a lot of them are going in great directions. I am particularly happy to see some of the recent updates regarding the taming system. 2 things I think would really clinch my desire to dive back into the game would be: some new quest/story elements. These would not have to be anything major. For instance, I have been playing Raft and there are not any hugely comex story threads, but enough to motivate you to head to new places, break the monotony, and give you the sense that other people have been around in this world. Related, I would really like to see more furniture/decorative items and customization options. We are supposed to be pirates! We may be dirty and rough and tumble, but we also would want to show off material items. For instance, crafting other furniture and having luxury items such as rugs and more plush or fancy build options could be fun. Maybe by obtaining some luxury materials like silk or gold or the like. Additionally, collectibles like paintings, books, trinkets, etc. could be fun too. Things that could be found in treasure sites or hidden in ruins and other interesting areas. My thinking is that these do not have to do anything besides be collectable items. I think that would make everything a bit more exciting and variable maybe there could be a way to sell these rare items at Freeport to male a profit or trade with other players. Between this and the other changes you are already making, I think it would add so much depth to the game and feel really aligned with the pirate premise. Thank you, devs, for all the work you put in and for your constant communication with us! I hope you might consider my ideas and I can't wait to see where you go with everything you're working on! -Cait
  8. 1 point
    Disagree. The 80% weight reduction isn't an issue. I can have two full cargo racks on a schooner and barely be at 60% weight. However, higher grade cargo racks should have better speed reduction penalties. eg, for a schooner Common = -20% Green = -18% Blue = -16% Yellow = -13% Mythic = -10%
  9. 1 point
    well there are multiple ways to get started... i did jump into atlas "again" during the holiday buff on a lawless island... built up a stone base without ship or tames "cuz you can not protect those" and never got raided... why? cuz i know what ive to do to protect my stuff... 1. you could have built a sloop with wood walls and door to protect your bed 2. hide your bed somewhere if you build no walls around it 3. if you spawn on lawless try to not attack large animals "get hide of sheep, chicken, pig etc" and avoid predators 4. you can not protect your ship or tames no matter what if you are offline and if you are on it is still pretty hard (no towers, fortifications or npc will change that fact) 5. learn how to stay alive and be efficient 6. if you need help ingame msg me
  10. 1 point
    I’m a solo player I’ve pve and cannot for the life of me find a place to put a warehouse. Which means I cannot get to trading which means I cannot earn the amounts of gold required to build a ship. Something seriously needs to be done about this ASAP smaller companies and solo players are going to find it almost impossible to play the game and have fun. limit them to amount per player per island or something like that. please
  11. 1 point
    Not saying I don’t agree with you it can be done other ways, but all this is achieving is making the bigger companies more powerful and taking up more island space and resources leaving smaller companies and solo players having to do it the hard way
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