Jump to content

Leaderboard


Popular Content

Showing content with the highest reputation since 05/14/2021 in Posts

  1. 9 points
    Have you thought about fixing "stuff" that is already broken instead of adding more dumb stuff?
  2. 6 points
    It would be nice if tickets were actually answered and not automatically marked as "solved".
  3. 4 points
    Wonder what u broke this time
  4. 3 points
    I just wanted to advise everyone of a PC bug I discovered with the grill this season, and not sure if anyone else has picked up on this. If you go into the cooking recipes in the grill and hover over the Song of the Sea recipe, your game will instantly crash, and my fellow company members have confirmed this. I have submitted a bug report, but I have not had any reply to advise if they have received it or not. Until then, avoid that recipe at all costs, unless you want to continually crash lol
  5. 3 points
    Ok, so guys. It's month since this patch that broke a lot of things released. No words of any fixes. Your words: ...is some kind of joke in this state. I already wrote you around 20 points in my feedback thread. But seriously. At this state of game I would already do alot of damned ships hunting missions. I have all I need to build my battle Brig (even 50K gold in my storage), but I don't build a Brig. Because of broken crew manning stations and broken crew following me through the deck. And crew randomly dismount their stations. I also would love to... maybe do my damned ship hunt with your new premade ships. But they are also broken. And I don't do that either. Do I enjoy this season??? Well. I found place to settle. I built really nice base. I dug treasures for 80K gold already (meaning I dug HELL A LOT!!!). I leveled to 74. Now I'm waiting for fixes to move on. Do I enjoy waiting for fixes? I dunno. Did I enjoy sailing broken ships? I dunno. Did I enjoy losing broken Ramming Galley in first battle? Would you enjoy it? So please. Work the game. Release fixes. Improve premade ships. Fix at least crew manning stations and following issues. As for screen above? Those are fine. But yet I've tried to set screenshot thread in this forum and no one interested. So that's not what players wanna. Biggest PVP battle above shows how bad this game right now about seas battles. Do you see what's going on there? - Using wind and sun as advantages in battle? - Dancing around enemies ships? - Do some tactics and strategies maybe? Nothing of this happening there. They just sails straight. Then stops and shoot. Randomly bumps eachother etc. I know there were linen ships in past. And they did that. Just set formation - "straight line" ans shoot. Buy this was the one option from many. Not the only one. No strategy and tactics here because there is just no instruments in the game allowing to do so. No group and communication tools. Just old fashion chat, but we not in 2004 anymore you know? Oh and... yeah you worked so hard to bring us those new Ramming Galley and Majestic Kraken. How many of those you see it this video???
  6. 3 points
    Hey there, my name is Yakarue and I like to build harbors. I’m pretty okay at it and sometimes I like to go overboard. In S4 we held off quite a few attempts to get into our harbor and in S5 people stopped trying. But today I’d like to talk about the current state of harbors in Atlas. I think it should be challenging to construct an impenetrable harbor and I believe a well-constructed harbor should be incredibly difficult to breach. As it stands, it requires too much snap count and global tame limit to make a thoroughly defended harbor and the changes to land artillery damage to boats heavily exacerbates this. The harbors themselves (the overall size, depth, opening) are not conducive to making efficient harbors. Tons of island layouts have a great harbor shape and opening but the harbor itself is too shallow to fit any boats into it. Far too many islands have zero harbor at all. Some islands have massive harbors where 80% of it isn’t within the claim zone so it doesn’t get peace time protection (like my harbor this season where I've spent over 80 hours securing it because of this). There are only a small handful of islands that are of usable size, have a manageable mouth, and are deep enough for boats to get in and park. The severe lack of natural harbors in this game results in gross amounts of snap count abuse, which kills game performance and enjoyment. On new islands I’d like to see smaller harbor mouths with deep, large harbors behind them. On existing islands, I would like to see the team make sure each large harbor is deep enough for boats to fit in them. And the black rocks that we can now build pillars through should be fully removed from the game or reworked so that players can’t swim through them. They should just act as the floor. Submarines. The amount of work needed to prevent your harbor from being griefed with a submarine is incredibly unreasonable. The source of the problem is that Submarines are classified as Ships. So if you have your harbor defenses set to fire on Ships Only (which you should) a Submarine can sail past them and bait those defenses into firing. But since cannonballs have very low penetration into the water, they can just sit at a depth where the defenses will fire at it but won’t hit it, effectively draining and wasting the defense’s ammo. This can be done in peacetime as well. To defend against this, competent harbor builders go to ridiculous lengths to keep submarines out of their harbor—harbor walls going all the way down to the ocean’s floor and elaborate, slightly submerged gate systems with cannons above them that force submarines close enough to the surface to be hit. It results in a massive amount of maintenance work and snap count usage. A very simple fix to this would be to reclassify Submarines so they aren’t considered ships and/or add an additional option to the pinwheel for targeting. Harbor structures. Pretty disappointed we didn’t get a gate large enough to fit galleons through with the last patch/wipe. Not only would a structure like this save on snap count but it would just be a massive QOL change as well. It’s also another partial solution to the issue with sub griefing. I would also like to see a harbor specific defensive emplacement. Something with greater water penetration and significantly increased damage to boats and limit the number of these someone can place per island. Artillery damage to boats has been in a really bad spot for a long time now. Galleons with 350% or more resist + armored up with ceilings could stay alive nearly indefinitely despite being pounded by mortars and other harbor defenses. Last season I made a cannon wall with 420 large cannons. In part as a joke but in large part because that’s what I needed to build to keep the harbor secure. And even then it took over 2 minutes to sink a sub 300% resist galleon. Give us harbor gates for galleons and better artillery options specific to harbors. Armored docks. Last season they were in an awful place because of how easy they were to acquire. It made building a harbor borderline pointless. This season they seem to be in a slightly better place due to how constrained resources are. But by the end of the season we’re still going to see harbors full of them and I don’t think that’s healthy for the game. Islands should limit how many of these can be placed for force companies to choose which boats are their flagships and deserve extra protection. Armored Dock spam on owned islands is awful for game health. Land artillery damage reduction with the last patch/wipe. This change baffles me. I don’t know where the direction came from or what the purpose was. For the last several seasons (ever since boat resistance was introduced), land-based artillery has tickled boats. This includes Mortars, Medium Cannons, and Large Cannons. Currently a Medium Cannon does 74 damage to a 300% resist plank. A common galleon plank has 12K health. You would need 162 cannons to hit precisely that one plank to take it out. Large Cannons and Mortars are in a similar state. I drove my 0% resist sloop past a small cannon wall where it ate fire from around 10 large cannons. The only thing to die was the bed. One plank was down half HP. A SLOOP. This change needs to be outright reversed and then land artillery needs a buff beyond where it has been sitting for the last several seasons. These are a few things that have been on my mind over the last season and especially this season with the change in damage to boats from land cannons. What do you think about the state of harbors?
  7. 3 points
    This is literally the only gaming company I know that continuously breaks their game with every major update. I swear, it's almost as if they're trying to drive their player base away. I've been patient with them since the beginning, but even with a game in early access, it should be somewhat playable. More stuff that used to work is broken now that they've wiped and reset with the Trade Winds update. Extremely amateurish gaming company. See you guys if and when they decide to actually be a professional gaming company and make a playable game.
  8. 2 points
    Ahoy Pathfinders! We hope you've been enjoying your sails on the Tradewinds and the other new changes we've brought into the game. In this post, we were able to take some time with the Dev team and have a few questions answered regarding the future plans of Atlas and what the rest of the year may hold. Again, we are in Early Access and the changes mentioned in the responses are subject to change. Although this may all just be speculation, we wanted to provide some transparency into the upcoming aspirations of the team. Once again, we'd like to thank you for your support and patience. On the Horizon: Dev Insights Regarding the Tradewinds patch, what were your goals and expectations for the strategic impact of the Tradewinds and new map layout? The Tradewinds in the latest update to go hand in hand with the recent map changes to help create more interesting strategic choices for players and companies. The new map layout is intended to provide spaces that are desirable to all different player types. New players are given better opportunities outside of the Freeport areas which allows for a more even spread of action. Islands with valuable resources are spread across the map to make sure no one area is perfectly suited to all needs. Islands with more valuable resources are in the North of the map, driving higher level players to that general area. The Tradewinds provide for faster sailing times across large areas of the map. Players interested in exploration, trade, or raiding will be able to find ways to use the Tradewinds to their advantage. This will also push player conflict towards these shipping lanes and the islands near them, adding more opportunities for pitched battles over valuable resources. What is the plan for PvP combat and balancing? Is there a philosophy that dictates what gets buffed, nerfed or removed? We feel that PVP conflict should consist of interesting challenges and opportunities for both sea and land combat. We want to drive the focus first towards fleet battles and provide ways to effectively defend your holdings with the ships you customize and build. The ships you build will be able to blockade your island, with your opponents first having to deal with those defenses before they can safely make landfall. Your fleet will also be your main weapon of attack – both to defeat your enemies blockade and to soften their land defenses. In general our PVP philosophy focus is on counterplay – to provide options that are deadly and effective but can be countered with the proper tactic. We want to see powerful options that players can use to attack their enemies, and equally powerful options the defender can access to counter them and fight back. Ideally this allows for and encourages players to have different tactics available to them instead of always relying on one mainstay ability that works best in every situation. What more are we going to see in the upcoming patches? Are we done with map/macro enhancements in favor of micro adjustments and additions? Is there new content that we can look forward to? Updates are on the horizon for the game map, such as separating the map into regions with different geographical theming. Piracy happens all over the world in Atlas, and players will be able to experience this more when they travel from an area of arid desert isles to a region of the world with tropical islands and crystal blue waters. There is a system in design to allow for the capture and control of strategic resource points placed in the world. These will unlock many capabilities for the companies who control them, such as structures which provide server-wide buffs you can share with all of your allies. Some of these structures will require monumental levels of materials and time. This all leads towards a long term goal of having large projects with huge collaborative efforts that companies compete over. In the upcoming patches there will also be many new ship options. Players will be able to customize more of their ship, starting with the midship portion of their modular ships – adding options such as gun ports, rowing banks, armor and more to the broadside sections of your vessel. In future updates there will be more options for other components of the ship, such as new sail types and front and rear castle varieties. There will be additional pre-built ships coming to the game, as well as a larger modular hull class that players can build. Players will have the ability to craft fleets that consist of vessels with different roles in combat and utility. When two enemy fleets clash there should be a variety of ships and tactics at play, each one effective unless properly countered. In the next major update we will see two new ship types – the Mortar Ship and the Turtle Ship. The Mortar Ship will add a long range artillery option to ship combat, while the Turtle Ship is armored up to break through blockades. You will be able to construct and customize these new classes of modular ships as well as the existing types in the shipyard. New BPs will drop in the world to allow the crafting of the railings, midship tiles, and ship types being added. We want Atlas to become known for large, collaborative fleet battles that require the coordination of multiple players and companies. 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 View full article
  9. 2 points
    Congrats, posting 5 frames on your website is the first substantial FPS increase this game has received.
  10. 2 points
    (sigh) Unfortunately this Star Butterfly Brig sunk due to internet issues : (
  11. 2 points
    I wanted to wait a full week to give a new report but this is even worse than I thought. When I first wrote this last week they had lost 200 out of the 1,500 they gained but now they are at 500 lost of the 1,500 witching one week. That could be one of the sharpest declines since the literal launch where everyone was spawning in the ocean. they clearly made a big mistake and of course will not own up to it. The fat that they said “we aren’t worried about the numbers” really just shows how horrible of a dev company they are(don’t bother white knighting with the “ea” BS lol) 2 and 1/2 years is plenty, these guys just suck. really important to remember they are still 70 on the bottom 100 worst steam games. That will live on forever no matter what.
  12. 2 points
  13. 2 points
    It would be nice if tickets were actually answered and not automatically marked as "solved".
  14. 2 points
  15. 2 points
    Anyone else stuck in the grids that have been down for hours now?
  16. 2 points
    Patch 525.06 - Sea Tower Buffs - Gemüse-Cluster Translation into german - Übersetzung ins Deutsche https://gemuese-cluster.de/devnews/51-patch-525-06-sea-tower-buffs/
  17. 2 points
    Great work Grapeshot! keep it up! Focus on the vision and ignore all these salty pirates who are lacking vitamin D and take it out on you all.
  18. 2 points
    You damaged the map - again. Didnt you notice this?
  19. 2 points
    New direction to be replaced by another new direction in a few months... again. Atlas pvp log on message: You have been killed by Snapperhead5, All your stuff has been destroyed. Enjoy your adventure.
  20. 2 points
    Something interesting that megas know about claim towers that a lot of folks might not: Each company, even a company of one, begins with 200 claim points. So, what happens when that mega (at 200/200 claim points spent) steamrolls a lawless company of two and wants to claim their stuff? Easy! Someone drops from the company, claims it, and then rejoins the company. For example, let's say that the mega company, INCELZerg, needs to drop a claim, but is capped at 200/200. Pirate MegaN00b03 drops from the company; MegaN00b03 is now the only member of MegaN00b03 Company with 0/200 claim point, so he starts claiming like crazy until his solo company is also 200/200. Now comes the fun part! INCELZerg re-invites MegaNoob03 back, and all of MegaN00b's claims become owned by his old company. INCELZerg's claim points are now effectively 400/200. Repeat, repeat, repeat... Honestly, you don't even need to be in a mega - a company of two people effectively has infinite claim points. Basically, each company needs to be HARD CAPPED at 200 claim points. For example, If a 200/200 company merges with a 100/200, then all of the 100/200 company's claims instantly demo. I think the intention of claimable lawless was to provide an ownership option for solos and smaller companies. But as it is now, island-owning megas are using the island claim exploit to purge lawless islands and claim every square inch. Quick edit: Another fun hobby is to sail around claimable lawless islands looking for poor saps who have armored docks within claim tower radius. Destroy the 400k hp claim tower, place your own, demo your new armored dock for 5k gold. Continue on.
  21. 2 points
    The people that have been here since the start will know very well all a claim tower is is the same as they used flags at launch to gain a circle. If you are going down this route they should have restricted how many you can have whether you have 1 person or 100. As for the automated structures like warehouse etc, what a waste they are restricting people in putting them down? That is not improving the game that is forcing people away. They are wanting more people at sea hence the automation and yet if someone has a structure down you can't place it, they are working backwards devs haven't got a clue. They have lost the majority of the player base, if I was them I'd be thinking of scrapping PvE altogther and just focus on PvP because they are not upto the job. The game will never be how it was portrayed at launch. At least I can say I was there at the 40k player mark, didn't last long though did it?
  22. 2 points
    I think he's "special". Anybody else would logically stop if they saw posts of this nature. This dude just posts more. But he is toxic and should go. You have my vote.
  23. 2 points
    Chukiki is facing an enemy horse... 1. Bola removed, he can't take off the rider 2. Grapping Hook on Players removed, he can't take off the rider 3. Black Jack removed beacuse of stun, he can't take off the rider Chukiki dies and goes to forum to ask if tames could be removed from game.( in a topic from 2019) You know the question about the chicken and the egg? For Chukiki he got a game to play and asks now to remove everything from it becuase everything is bad. Would there be a chicken now if you remove the egg?
  24. 2 points
    It would be nice if tickets were actually answered and not automatically marked as "solved".
  25. 1 point
    We all know the whole playerbase being low discussion as well as the devs don’t care about numbers discussion, but in all reality the players themselves care about numbers. we won’t get too far into the past or anything but there were some people that thought this update/wipe would bring people back. Well if we consider that 1,500 people were going to change the state of the game that was just false. The downward trend is continuing and I wanted to give enough time for steam charts to actually show the trend so there wasn’t any reason for debate. This time there is already a rapid decline which means player numbers will drop far faster than last time or any other time. there has just been too many bad decisions that have been made over the past 2 1/2 years. People used to try to say the ship was sinking last year but it wasn’t really yet, it was just leaking. The sinking is happening now however. I wanted to pick a time of the day like right now where it isn’t fully peak but also not the middle of the night to show bias so I decided with right now. Out of the 2k players online around 800 are Unofficial servers and there is currently more pve players on than either of the pvp servers. No both pvp servers put together but that would just be sad to need to do that to prove a point. And in all reality if we co vine both pvp servers we really need to combine pve and Unofficials. Just saying. what we can clearly see is that the whole state of the game is in bad shape with no light at the end of the tunnel. They cater to Megas as well as pvpers but it hasn’t worked so far so yeah. don't worry this isn’t a pve/pvp thread, this is simple a “the devs haven’t made a good decision in years” thread. They have not to not lied at every corner but also betrayed everyone. quick tip for devs for the next wipe. Nobody wants a new map and nobody is going to give you and respect or credit for making a new map. Don’t pretend like you are good and no how to code. You simply and lazily copy and paste some crap with a tiny amount of alteration. You should definitely not be proud, but be ashamed. Total failures. There is a reason you have already lost 200 players of the 1500 you gained. Stop thinking of ideas, you are not good at it. Trying doing what you are told and things will go a lot better for you. Know your role.
  26. 1 point
    Thanks alot for this report/review This is what we got in one years work from the devs. Something noone wants to speak about, bc it will hunt you in your dreams. Let it go back to concept limbo, right next to the physical trade ships And guys this is the path to their vision of the game.
  27. 1 point
    In generall, server goes into stasis when its not rendered. Meaning it saves it current state and continue from there when someone is around again. Doing calculations from when it went to sleep up until current date. Everything happened while offline, will occur now when its rendered again. Tames that died in stasis will get reported to died current date too. So now you logged in again and rendered the server (part), the server will caculate the water coming into your ship from a leak, and if it would have sunk like 20 min ago, it will let it sink in the moment you render it. Thats also how the server let you jump to a decayed bed, but when you arrive your whole base is there, bc it decayed only when you rendered it. In your case there are some possibilities as to why your ship sunk. All will most likely happen while someone passed your ship and rendered the server for some time. Also when you DC, your char is still online for 3 minutes, and the server is active therefore. So maybe your char was triggering following events. - Storm ->cyclones ->leak - Sotd ->leak - normal decay ->leak - sailing over a whale -> leak This whole mechanic can be a pain for breeders, bc - meat get spoild first, babies are only allowed to eat afterwards. - tames / babies dont heal in stasis - stuff that dies in stasis dont get propperly reported (no course given) PS: Use tames for farming. A Rhino gets your flint way more easy, but i have to agree that the changes to hand farming are a pain. Eles and giraffes are actually usefull. Plus points for pink tools tho
  28. 1 point
    Thats right, i have some spots where i get 3 woods and 3 thatch in a lumberjack, most spots yield one each. Same with stone, you want to get the other stones from the metal/flint/coal nodes. I have spots were i get 3 types of fiber too. So in generall, there are a few spots were i want all kind of farms, but are limited to one. And when you are not first you are last, and the good spots gets blocked. How we have the same keep out area, but need 4 times the farms doesnt make sence to me.
  29. 1 point
    They wanted us to be more sailing and in season 6 they did a complete turnover with the farms, now u actually hafto farm 70% of ur time again if your building alot. This bug helped a little to actually get some income into the warehouse. Tbh in the start of the season first 2 weeks we did not much else than riding giraff,elephant,rhino.remember u also need allt of extra resourses to feed the warehouse to make money.
  30. 1 point
    Multiple grids on multiple servers are suffering the same problem. Eventually you won't be able to port in to that grid and it will show offline.
  31. 1 point
    Ahoy Pathfinders! Along with the Sea Tower Buffs patch, we've also made a slight change to the SGE. Below are the details along with the link to download the latest zip file. Also after deployment, we made a hotfix to correct an issue with swivel gun placement on some structures. Unfortunately, any swivels lost will not be able to recovered. We apologize for the inconvenience. SGE Update: You can now choose to export to jpg or png images in the Project Settings as shown below. The export is set to jpg by default. Each cell will now contain two images - one for the cell and one for the trade winds. Here is the new SGE: Click here Thanks again for your support and happy sailing! View full article
  32. 1 point
    For me - the new SGE wont 'stick' the img format change to PNG, and I get an error and incomplete export of cell images when I export all or export cellimg's - I'm testing on a 3x3 map and getting random cell's (eg. 1-0,2-0,2-1,2-2 only .. along with tradewind images for the same cells) then SGE crashes with an unhandled exception .. Only 1 instance of SGE is running. (sorry if this is wrong place for this) See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box. ************** Exception Text ************** System.AggregateException: One or more errors occurred. ---> System.InvalidOperationException: Object is currently in use elsewhere. at System.Drawing.TextureBrush.ResetTransform() at ServerGridEditor.MainForm.DrawMap(MainForm mainForm, IDictionary`2 islands, Graphics g, Boolean showLines, Boolean showServerInfo, Boolean showDiscoZoneInfo, Nullable`1 culling, Nullable`1 alphaBackground, Image tile, TextureBrush tileBrush, Decimal tileScale, Int32 translateH, Int32 translateV, Boolean forExport, Boolean bShowPathingGrid, Int32 startX, Int32 startY) at ServerGridEditor.MainForm.DrawMapToGraphics(Graphics& g, Boolean cull, Boolean ignoreTranslation, Boolean forExport, Int32 startX, Int32 startY) at ServerGridEditor.MainForm.DrawMapToImage(Dictionary`2& tradewindsBuffer, Int32 cellX, Int32 cellY, Single resOverride, Boolean forceResForSingleCell, Boolean tradewindsWorldMap) at ServerGridEditor.MainForm.ExportImage(String filePath, Int32 cellX, Int32 cellY, Boolean exportOverrides, Single resOverride, Boolean tradeWindsWorldMap) at ServerGridEditor.MainForm.<>c__DisplayClass109_0.<<ExportCellImages>b__0>d.MoveNext() --- End of inner exception stack trace --- at System.Threading.Tasks.Task.ThrowIfExceptional(Boolean includeTaskCanceledExceptions) at System.Threading.Tasks.Task.Wait(Int32 millisecondsTimeout, CancellationToken cancellationToken) at ServerGridEditor.MainForm.ExportCellImages(String path) at ServerGridEditor.MainForm.cellImagesToolStripMenuItem_Click(Object sender, EventArgs e) at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e) at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e) at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e) at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e) at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea) at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea) at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ToolStrip.WndProc(Message& m) at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) ---> (Inner Exception #0) System.InvalidOperationException: Object is currently in use elsewhere. at System.Drawing.TextureBrush.ResetTransform() at ServerGridEditor.MainForm.DrawMap(MainForm mainForm, IDictionary`2 islands, Graphics g, Boolean showLines, Boolean showServerInfo, Boolean showDiscoZoneInfo, Nullable`1 culling, Nullable`1 alphaBackground, Image tile, TextureBrush tileBrush, Decimal tileScale, Int32 translateH, Int32 translateV, Boolean forExport, Boolean bShowPathingGrid, Int32 startX, Int32 startY) at ServerGridEditor.MainForm.DrawMapToGraphics(Graphics& g, Boolean cull, Boolean ignoreTranslation, Boolean forExport, Int32 startX, Int32 startY) at ServerGridEditor.MainForm.DrawMapToImage(Dictionary`2& tradewindsBuffer, Int32 cellX, Int32 cellY, Single resOverride, Boolean forceResForSingleCell, Boolean tradewindsWorldMap) at ServerGridEditor.MainForm.ExportImage(String filePath, Int32 cellX, Int32 cellY, Boolean exportOverrides, Single resOverride, Boolean tradeWindsWorldMap) at ServerGridEditor.MainForm.<>c__DisplayClass109_0.<<ExportCellImages>b__0>d.MoveNext()<--- ************** Loaded Assemblies ************** mscorlib Assembly Version: 4.0.0.0 Win32 Version: 4.8.4341.0 built by: NET48REL1LAST_C CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v4.0.30319/mscorlib.dll ---------------------------------------- ServerGridEditor Assembly Version: 1.0.0.0 Win32 Version: 1.0.0.0 CodeBase: file:///F:/AtlasSrv/AtlasTools/ServerGridEditor_5-27-2021/ServerGridEditor.exe ---------------------------------------- System.Windows.Forms Assembly Version: 4.0.0.0 Win32 Version: 4.8.4341.0 built by: NET48REL1LAST_C CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll ---------------------------------------- System Assembly Version: 4.0.0.0 Win32 Version: 4.8.4300.0 built by: NET48REL1LAST_C CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll ---------------------------------------- System.Drawing Assembly Version: 4.0.0.0 Win32 Version: 4.8.3752.0 built by: NET48REL1 CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll ---------------------------------------- AtlasGridDataLibrary Assembly Version: 1.0.0.0 Win32 Version: 1.0.0.0 CodeBase: file:///F:/AtlasSrv/AtlasTools/ServerGridEditor_5-27-2021/ServerGridEditor.exe ---------------------------------------- Newtonsoft.Json Assembly Version: 11.0.0.0 Win32 Version: 1.0.0.0 CodeBase: file:///F:/AtlasSrv/AtlasTools/ServerGridEditor_5-27-2021/ServerGridEditor.exe ---------------------------------------- System.Configuration Assembly Version: 4.0.0.0 Win32 Version: 4.8.4190.0 built by: NET48REL1LAST_B CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll ---------------------------------------- System.Core Assembly Version: 4.0.0.0 Win32 Version: 4.8.4341.0 built by: NET48REL1LAST_C CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll ---------------------------------------- System.Xml Assembly Version: 4.0.0.0 Win32 Version: 4.8.3752.0 built by: NET48REL1 CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll ---------------------------------------- System.Numerics Assembly Version: 4.0.0.0 Win32 Version: 4.8.3752.0 built by: NET48REL1 CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Numerics/v4.0_4.0.0.0__b77a5c561934e089/System.Numerics.dll ---------------------------------------- System.Runtime.Serialization Assembly Version: 4.0.0.0 Win32 Version: 4.8.4250.0 built by: NET48REL1LAST_C CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Runtime.Serialization/v4.0_4.0.0.0__b77a5c561934e089/System.Runtime.Serialization.dll ---------------------------------------- System.Data Assembly Version: 4.0.0.0 Win32 Version: 4.8.4270.0 built by: NET48REL1LAST_C CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_64/System.Data/v4.0_4.0.0.0__b77a5c561934e089/System.Data.dll ---------------------------------------- Magick.NET-Q16-AnyCPU Assembly Version: 7.9.0.0 Win32 Version: 1.0.0.0 CodeBase: file:///F:/AtlasSrv/AtlasTools/ServerGridEditor_5-27-2021/ServerGridEditor.exe ---------------------------------------- ************** JIT Debugging ************** To enable just-in-time (JIT) debugging, the .config file for this application or computer (machine.config) must have the jitDebugging value set in the system.windows.forms section. The application must also be compiled with debugging enabled. For example: <configuration> <system.windows.forms jitDebugging="true" /> </configuration> When JIT debugging is enabled, any unhandled exception will be sent to the JIT debugger registered on the computer rather than be handled by this dialog box.
  33. 1 point
    add things nobody asked for. And PEACE PHASE FOR CLANS STILL EXIST. BIG CLANS ARE ALLOWED TO HAVE THEIR OWN ISLANDS WITH RETARDED PEACE TIME!!!! SO NOBODY CAN TOUCH THEM! WHILE THEY CAN ATTACK BOBS WHEN EVER THEY WANT~!!!~!~!
  34. 1 point
    I was wondering did they break something with new patch? And as soon as I logged it I noticed that all my better quality tools are gone from my panel to inventory and I can't bring them back to panel. I could do that by putting my tools to smithy and from there - to my panel. p.s. - As far as I can see - crew now following us through the ship again. Did you fix junk sails, and randomly crew dismount from station?
  35. 1 point
    That's fine. As long as cannonball fire rate is also reduced to one shot every 40 minutes.
  36. 1 point
    the raptoring npc's are raptoring pooping since seasonstart, i call that a gamebreaking bug. i don't know how you call it, maybe lazy? we know it's alpha and not meant to be played but don't make it so obvious...
  37. 1 point
    gold for ships, nerfed sugar cane, honey harvest taming affinity accordion music sheets being way too rare fix
  38. 1 point
    All good points. I've built a bunch of obnoxious harbors too - most of which were better at stopping Xbox'ers than subs. I've brought up the sub thing a few times over the past year or so, and nothing... Honestly, I think that they're not willing or able (probably "able") to remove the 'ships' classification from subs. Code-wise, a ship is 'an ocean-going object that players can ride in or on'. So, they'd basically need to create an entirely new class of object for subs or somehow flag subs as 'ship, but also a sub' and tie a new cannon-wheel option to that flag, which might not be possible (or maybe it's just too hard).
  39. 1 point
    Making seatames able to follow ships confused all other tames and NPCs I wonder what will happen when they implement the pulling part
  40. 1 point
    I also made a majestic kraken last season and after fighting some ghostships it suddenly sunk. no leaking showing and shiphealth was 90%+
  41. 1 point
  42. 1 point
    With barrel bombs (even shot from catapults) still dictating the "meta game," is there a plan to remove them from ship combat totally? We are working on new ways for players to counter dominant strategies in ship combat. We recognize that ship combat is not in a good place right now and are focused on the long term health of the game. Look out for new defensive modules when we expand the module crafting system in the next major patch. This is not even an answer! "- Will you remove barrel?" "- Well, we know there is problems with barrels but hey! check out our new module system for ships that nobody is using!" The barrel overpowered problem in sea fights is serious problem, people don't wanna sail anywere around because they can get oneshoted and lost theirs ship that they were hard working on it. No sailing equeals no pve fun like bosses, caves, maps, sunken treasures etc. so the only thing that's left is sitting on one island and play really boring game. Question is why don't then everybody use barrels? They want, they try, but not everybody is great captain, and 30 second fights are not fun at all especially if you were sailing an HOUR to get to the place! Seriously, avoiding problems like that is not a solution or saying "we will try to work on it" This is really super simple task and would take you no time to fix that so i don't understand why you still can't fix it for such a long period of time! This is just ridiculus. If you don't want remove them, don't want spend time to work on them simply reduce dmg by 50%+ for ships. That's it.
  43. 1 point
    Ahoy Pathfinders! Today we finally get to answer some of your questions once again. With the recent patch/wipe and contests announced, we didn’t want your answers to get lost in the wake. Now that the waters have calmed, we’re back to provide you answers. Please check out the contest here to submit your videos and have the opportunity to win up to a $25 Amazon gift card. As a reminder, the answers below only reflect the current timeframe and are subject to change. While we can provide current insight on the game and what we hope to do, what is destined we can’t foresee. We appreciate your support and understanding. So ‘til next time, may your skies be clear, waters calm, and sails full in whichever way you roam. Without further ado, here’s our Q&A! Hang out at our Discord for a chance to get your questions answered in the next Q&A! Q&A Any plans to address shield stun duration or overhead mace torpor damage to make melee combat more entertaining and challenging, rather than stun-lock-and-torpor combat? Damage during land combat is something we are only loosely balancing right now as we continue to work through Early Access. We will be revisiting it closer to the 1.0 release. With barrel bombs (even shot from catapults) still dictating the "meta game," is there a plan to remove them from ship combat totally? We are working on new ways for players to counter dominant strategies in ship combat. We recognize that ship combat is not in a good place right now and are focused on the long term health of the game. Look out for new defensive modules when we expand the module crafting system in the next major patch. Are there any plans to limit structures per island, reducing the lag associated with the spam we have currently? We are coming at this from a couple different angles. * Some memory management improvements are in testing that will allow clients to load and unload structures faster. * Some new structure types that are larger are in the works so players don't have to build massive structures out of many small pieces. * We are working through some ideas with claiming to help undercut the motivations for placing lots of small structures for meta reasons such as making landing tames hard or preventing others from building nearby. Do you plan to limit the number of armored docks a company or island can have being used at any given time? Not directly. Armored Docks require gold to operate. As we develop the economy, we are looking for more ways to sink gold and keep it scarce so that placing an Armored Dock costs you the opportunity to do something else important with that gold. Are there any inbound flag claim (Height, Radius, etc) or Island changes (i.e.- Lawless Areas On Island Outside of Claim Radius)? We definitely had some significant changes to this in the last major patch! We'd like to see how the meta adjusts before we commit to other changes. We are also spending effort making these configurations more customizable and exposing that to unofficial server owners so you can try out what combinations of ruleset you think are most interesting. Long term we would like to make fighting over valuable locations in the game take a concerted, multi-day effort. We'll talk more about that as features related to it are closer to being rolled out. Are there any plans to add upgradeable end-game gear as a needed gold sink. Any chance on this being added back with the new BP crafting system you have hinted at? We would love to make the crafting system more customizable and interesting. We have to balance this with other goals we have for the game. This particular area is not one of our primary focuses and so it's coming along in the free time, after hours, and weekends between other higher priority work. Is there any way you guys will add a hull bigger than a brig with 4 large sails. But smaller than a galley? Our plans for updating the modular ship system are full speed ahead and this is on the horizon. Our next major patch is planned to be focused on getting our core customization options out for ships. Immediately following that we will be working on making modular ships craftable in the Shipyard and introducing a dozen or more ship sizes. One of the great benefits of this new ship system is that we can make an entirely new ship completely out of existing parts and we are only a couple months away from unleashing that power! Can we get an upgrade that increases the level (and rewards) of SotDs, allowing SotDs to be relevant in more than 8 out of 121 tiles in the game? Check out the latest patch! Ships of the Damned are much more prevalent and have a much wider variety of difficulty on the map now! Will the wipe affect the Unofficial Servers? There are new features that unofficial servers may want to take advantage of. Our goal is to not require unofficials to wipe to support our changes, when possible. Early Access means that some changes in the future may be so transformative that this is unavoidable. When will crew resource silos hold other food besides berries? Thanks for the suggestion. This seems like an easy fix that will improve quality of life a little. We always try to fit these sorts of things in along side our larger features. What does Atlas' long-term monetization strategy look like? Do you think it will be an Ark-like direction where you release multiple expansions? Subscription model? Mtx? Right now we are focused on improving the game and making it something you want to bring your friends into play. Of those options, the most likely is expansions. There's not any interest with the team right now to do subscriptions or microtransactions. What are some strategies you're working on for long-term player retention? Improving the game. Seriously. We are trying to build a game where you want to gather a bunch of friends and try to carve out your place in the world and compete against other companies. That's the sort of game you can play with people for years and still have fresh experiences. What are your thoughts on Armored Docks now that they have been in game for a while? They have added some really cool elements to the game but I also believe they have been abused by larger companies. Armored Docks still are not where we want them to be. As the meta changes, their role within it will also change. Right now we want to focus on fixing any abuses or exploits using the Armored Docks. After we get some other changes in we'll revisit Armored Docks as a whole and see if they are fitting the way we want them to into the meta. Is the current trade system completed in the devs opinion? Seems to not quite be everything it was advertised to become. It's not at all complete. We got it roughed in and then moved onto roughing in some other things. We'll be coming back to working on it when we get some of our other large systems in order. Any plans to improve how torpor works in general? Maybe make torpor do something like mess with the camera like the drunk debuff, torpor wouldn’t be such an instantaneous end to fights. This is one of the approaches we have discussed for addressing the current land combat meta if we spent time on it. Land Combat is a major undertaking and requires a ton of continuous work on balance, so we are mostly leaving it as is right now until we have enough free resources to give it our full, undivided attention. Is there a plan to address the lack of craft charges mainly on Gunports, Planks, and Cannons currently in the game? These were addressed in the recent patch. Final Note Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch, as well as timing, may be different from what was previously discussed. As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! 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 View full article
  44. 1 point
    Poop farming? Monkey version
  45. 1 point
    The devs made the sealife follow your ship, and brock the other npcs in the meantime Its like when they made the dolphins not die, but now we have rays swimming on land You can use "Move to" command to move them on the ship ("," on pc).
  46. 1 point
    I read this and laughed. You add barrles, Then JUSTIFY them staying in the game to push these new boat system w a balance THEN. So you add something NO ONE WANTS to justify replacing the boat system with one with ALOT LESS uniqueness that no one likes (cause how many do you see out of all the boats out there on official, almost NONE!) saying Barrels will be balanced THEN. NO ONE ASKED FOR BARRELS and you added them TO MAKE US HATE THEM ON BOATS TO FORCE the players to these NEW crap boats Saying THEY WILL HAVE THE BARREL BALANCE! You are very bad at mental manipulation, You made boats bad to push new boats on and take the old ones away. They have been in the game for a year, take barrels off boats it not hard it like 3 settings you flip. Your acting like its So hard to fix. A YEAR of not having fun. Just let us PLAY THE GAME! ON TOOOOOPPPPPPP of you petteling that lie. You give use another. Planks and gun port craft are NO WHERE NEAR where they were. Use to find some with 30-50 crafts..... now 3-5.... thats fixed? It was 1 sure... but come on. is this more messing w stuff to force us in to these new boats and remove the old ones? I legit want to know. Then we have more. SotD.... Check the latest patch notes.... Yeah datamined it and the floatsum that come off the ones in the north are still not dropping mythic anything.... So you should have just said NO we made the north of the map like Pollar in prior seasons with Sotd's in the range of 30-40 Nothing has changed. No better drop rates. IN FACT we still get drops of gold and ammo from 60 Gallys in Golden ages..... FIX THIS PLEASE Stop working on ships and work on the Game system that are busted... Also WHO ASKED for quality of life to be down graded with Bottles not having interference? I LEGIT want to know who thought it was a GREAT idea to Allow people to WASTE MORE HOURS of the game time in having to run + swim to collect maps. Why are you adding hardships to the game? you have had better states in the game. I do appreciate you nerfing Catapults BP's (although i think 140 ceiling would have been better then the range it currently is.) i did see that and want to say it was a step in the right direction.
  47. 1 point
    Hi I'm new to forums, each time I load in on Xbox after 2mins I get kicked, i changed my Ark server to Atlas hoping it was just multi player but no it's the same haven't been able to get on for 4 days guess I'm going to lose everything yet again. Is anyone eles having the same thing happen.
  48. 1 point
    This post is more of a brain-dump about the new lawless claim tower system than a commentary. It's not comprehensive by any means, but hopefully it might be useful for anyone with questions about it. We're a small company of ten folks this season, so we decided to forego the whole island claim race and give the new lawless claim thing a go. So far, we generally like it as it seems ideal for small groups or even a solo, since a claim tower locks down a good chunk of land for yourself without the need to spam claim blocks. Now onto the stuff: You cannot place claim towers on lawless islands adjacent to freeports or on "quest" islands - like the polar islands where you do the yeti achievement. There might be more islands that are blocked, but we haven't found any. Claim towers have no "combat timer" or permission functionality at all, and they will not protect you or your buildings/tames from attack. Basically, they just give you a ring of building blocking and immunity from the lawless decay timer. Attackers can happily skip past your ring of claim towers and burn down your thatch shack 24/7, so plan accordingly. Only the claim owner can build within the claim tower circle; enemies and allies alike cannot. Player and company owned claim towers become owned by the inviting company when joining or merging. Claim towers are fairly cheap (no alloy for land claim towers), and one person can probably gather enough mats for one in a few minutes. Water claim towers are pricier since they require alloy. If you played in the first season, the claim mechanic will be familiar (since it's basically the old flag-claim, but with towers). Each company, even if you're a company of one, begins with 200 points to spend when claiming. Your first tower will cost (4?), and then scale up as you add more. Tower claims do not need to be adjacent (or even on the same island), and they cover a reasonably large area (this isn't us, btw): There's a one-hour(ish?) delay after you place a tower before the land is officially claimed, which you can see as a flashing green circle on the map. When first placed, the tower will have very low hitpoints, and will repair itself over the next hour to a maximum of 400k hitpoints. Note: On hover, there's an option to feed the tower 200g. We have no idea what this is for - maybe it instantly repairs it to full? Dunno. You don't need gold to place one, and we're not in the habit of giving gold to random buildings without knowing why. You can place multiple claim towers at the same time, and their circles can overlap. In the case of overlap, the first tower placed takes precedence: I.e., the first tower placed controls a full circle, the second overlapping one controls its circle minus the 'bite' taken from the first claim. This is relevant when placing towers next to enemy claims: you can place a tower directly next to (but not within) an enemy claim, and your claim will not capture any land controlled by the enemy tower until it's destroyed, Enemy claimed areas can only be captured when the enemy claim tower is destroyed. At 400k hitpoints, common cannons will need just over 300 cannonballs to destroy it. Water claim towers can only be placed adjacent to your own land claim towers (I'm guessing that this is to prevent monkeys from claiming chunks of open sea, as often happened in season one). Land claim towers follow the local build height limit (not the bed/cannon height limit), so you can definitely land claim mountaintops around you (and you should). Your buildings within a claim ring will not be subject to the fast lawless building decay rate. You might see a 'decay quickly' when you first place a tower - ignore it, it's a dirty lie. If you read nothing else in this list, read this... it's really, really important: buildings within a claim tower radius are owned by whoever owns the claim tower. Which means, if the claim tower in which your base resides is destroyed, and an attacker places their own claim tower in its place, the attacker now owns everything within the ring of their claim tower: every building piece, door, chest etc.. now belongs to them (i.e., their company's name appears on hover instead of yours), potentially without a shot being fired - other than those at your now-destroyed claim tower. It is possible to build around a claim tower and completely enclose it within layers of blocks and/or honeycombed walls (see above bullet point). If you have a primary base, it's probably a smart idea to build your base around a claim flag. That's all I can think of at the moment, but I'll add more if anything comes to mind. Feel free to add anything if you have additional insight or have specific questions.
  49. 1 point
    Good luck finding a place to put a farmhouse /warehouse down not in lawless and most private island dont want you to build so the 1 or 2 days to get 5k lol ya right. Start diving or do maps you have 5k faster.
  50. 1 point
    Crabs are OP, they should nerf them. Doing 6 damage with a carbine is not fun. Small tribes can't afford to stop that overpower tame. An average Joe should have tools to defend against that.
×
×
  • Create New...