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  1. 11 points
    Here is an idea why can we not have an endgame item called a tavern make it massive so it takes up a lot of space very expensive to craft and what this thing does is it feeds all the npcs on the island so it lowers clutter of food larders EVERYWHERE now its just 1 item feeding all of the npcs on the island and if you want make it so people can customize it for the PVE players. Also while im at it why not make it so the flag pays all of the npcs on the island and npcs of docked boats, this makes it so everyone stores all of their gold on the flag and an incentive for players to conquer said flag for the gain of the gold inside of it. These 2 updates will improve the QOL of the game so much its worth looking into, nobody wants to go around filling 30 chests with gold and food with 10 fps small updates like these will bring players back, please please please consider it.
  2. 9 points
    Current ATLAS Official Server Network Server Version: v207.981 Upcoming patch notes Please note these patch notes are not finalized and there may be changeS prior to the full release on the live servers. More notes to come! released patch notes current: v207.981 - Inactive PvP boats will now automatically destroy after 4 weeks of inactivity - Enabled auto-destruction for decayed structures on Official Servers. - Sunken ships will always destroy after 5 days on Official Servers. This will clear the icon from your maps too, as long the area where the boats were sunk have been revisited. - Gunports can now be opened again without cannons (i.e you can now fish out of them again) - Fixed some invalid cannon placements / shooting edge cases. - Open gunports will obstruct firing from any cannons that are not explicitly linked to them, either by dismounting the shooter or blocking the projectile. - Fixed a Sail placement exploit. - New game.ini mode for Sunken Ships [/script/shootergame.shootergamemode] DestroyDeadShipsIntervalTime=0 // Defaults to 0, meaning sunk ships would last forever and set to 2592000 for officials. v207.972 - Fixed an issue where NPCs on a Galleon's front NPCs would not replicate, due to the Captain being all the way in the back. This would have previously shown Missing NPCs, even if they were stationed. v207.971 - Updated localization for German, French, Turkish, Ukrainian, and Swedish. - Gunports will no longer open if they do not have a cannon snapped to it - Cannons using gunport-snaps now check for near-by freely-snapped cannons before snapping, in order to prevent multiple cannons shooting from one gunport. - Fixed the Global Ship Limit counting Sunken Ships v207.95 - Increase torpedo ammo weight to 12 - Increase the torpedo launcher weight to 240 - Reduced the weight bonus torpedo launcher receives from closed gunports to 20% - Bola CC duration reduced to 6 seconds on players - Bola release time now reduced to 0.5 seconds when removing it from a player - Torpedo crafting costs updated. Reduced by approximately 20% and updated metal to require 2 types of ingots. Mythos requirement unchanged. - Flame damage now eliminates ballista harpoons - Improved server performance on Golden Age grids as AoD enemies will only be networked to clients once they've awoken. - Ballista Harpoon reload time has increased - 2x Magic Mythos is now active with bonus rates for Harvesting, XP, Taming, and Gold. 207.93 - Mortar and Pestle slots increased to 40 - Soap Blueprint added to Cooking Pot and Grill - Large Storage Box slots increased to 100 - Small Storage Box slots increased to 40 - Sugars now stack to 500 (increased) - Thatch now stacks to 1000 (increased) - Grenade weight increased to 5 - Firegel, Gunpowder, Blasting powder, Mythos and Coral can now be stored in the ship resource box. - Reduced Grenade damage to players by 33%, to NPC Crew and Creatures by 10% - Increased Playershop health to 12000 - Reduced base damage of Blackjacks by 10% and reduced the Fall Swing damage by 65% - Doubled stamina cost of shield bash - Fire Elemental now takes 50% more damage from Shotguns and 100% more damage from Ballista - Fixed ""Fail" sound line for the medkit using male voiceline for female characters - Fixed being able to place wallhooks on demolishable resources to prevent floating structures - Fixed being able to place triangle foundations on top of beds - Player Name is now included in the tribe log when scuttling ships or demolishing it via a shipyard - Fixed a bug which allowed you to move whilst bola'd - You can now base on non-allied PvE boats, and we've added an actionwheel entry to force non-allied characters off of your ship in PvE 207.91 - Torpedo Damage reduced by 45% - Boats will no longer sink when overweighted or overcrewed if they are fully anchored (green anchor) - Settlement Mode: Claim Flags now appear on the World Map for the grid region you're currently on - Submarines docked on hangars now retain their colour after server restarts - Prevented firing from gunports if the gunport has not fully opened. This is to resolve crews being dismounted as they were blocked for firing too soon - Quest skills are blacked out with a silhouette when not learned - Cocoa can now be crafted properly in irrigated grills - Fixed FPV reload animation playing when switching from TPV to FPV with the Crossbow - Fixed an issue where servers that were running for more than 4 days consecutively without reboot would have choppy water on the client. Please note on Thursday, we plan to deploy a patch which will do the following: - Increase torpedo ammo weight to 20 - Increase the torpedo launcher weight to 300 - Reduced the weight-reduction bonus torpedo launcher receives from closed gunports to 20% v207.9 - Networking range for players on ships is now the same as players not on ships (~34,000 units) - Networking range for unseated NPCs on ships are now about 18,000 units, and seated NPCs are now about 9,000 units. - Fixed Crows no longer flying to attack. - Fixed Shipyards at max storage capacity (300) fail to create ships. - Fixed being unable to gain any stamina after sailing to another server with a stamina debuff active from using any feat, for example, "reload overdrive" feat on a ship. Previously you would have had the debuff permanently until you die and respawn v207.81 - Improved third person view offset so that it now positions at the average head height rather than the center of the character's capsule. This should improve how it feels when the camera is brushed up against a collision in the world. v207.8 - If a launched torpedo hits within the first 3.75 seconds of being fired, it will do significantly reduced damage - Torpedo overall damage reduced by 20% - Torpedo overall projectile lifespan reduced by 10% - Torpedo and Torpedo Launcher crafting cost has been increased - Fixed hotkey assignments to save on relog - Readjusted Marker UI location when minimap is open to prevent overlap - You can now use "prying eyes" to look inside lock chests if they are your own company's boxes - Cannons/Puckles will no longer fire in peacetime if the structure does not own the claim and the target is a player or tame - Significant shoreline data memory optimization v207.7 - Fixed harvesting boost from giving more resources than intended - Fixed some unharvestable rocks and adding Fiber to missing freeports - Moved sextant GPS/Speed/Direction from above the hotbar to below the sextant compass widget - Prevented using Lucky Loader when in the middle of a reload - Fixed Harvest Boost and other skills from resetting their cooldown upon death - Crafting that requires 'water' as a resource will now consume 100 water, rather than the entire container - Fixed Grill not being able to use water containers as a crafting resource - Fixed overlapping text with Reservoir and Grill - Hydra is able to reliably break down trees - Fixed an issue with fishing rod where it would destroy itself when the item had broken v207.6 - Added JSON object library. - Added blueprint interface for anonymous communication between mods. - Added helper functions for: Searching for creatures by ID. Retrieving filtered class lists. - Re-enabled UObject counter in the devkit v207.5 - Fixed an issue with dropped ship cargo being incorrectly calculated v207.45 - Optimised Fog of War memory usage. - Added a new slider: Ship Draw Distance (note: changing this will require a client reconnect to take effect). This setting changes the distance at which non-core ship structures and seated characters will draw for clients. If you wish to revert this, move the slider all the way to the right, alternatively, slide to the left for higher performance (particularly in large-scale ship battles). - Looking at boats through a spy glass will force maximum draw distance on non-core structures and seated characters. v207.41 - Fixed some server-side crashes - Fixed double harvesting feat - Ship of the Damned will now lose agro if they have not dealt damage for some time - Ship of the Damned Galleons now have cannons on the front - Decreased the time it takes for Ship of the Damned to respawn on Golden Age Ruin servers by approximately 75% (previously 1 hour, now 15 minutes) - Fixed being able to drag players inside the Ice Dungeon v207.2 - Fixed a server-side crash v207.2 - Enabled Ship Structure Weight to the item tooltip - Fixed a client crash caused by crop plots - Giant Tortuga: Added step damage to prevent getting stuck on trees. Increased step height to prevent getting stuck on small obstacles and helps to more easily get out of water. Decreased tail swing range as attack missed at old max range. - Fixed combat state not being unset with gamepad - Fixed displayed ingredient requirements for Unthinkable Delicacy. Notable differences: 25 animal meat -> 10 cooked prime meat 10 Magic Marrow -> 10 Mythos added 50 hunger requirement to feat description - Updated Cargo container and Dinghy hangar to respect activation rank - Updated Shipyards and Scaffolding to respect activation rank - Server option to force disable structure prevention volumes Server Launch params: ?DisableStructurePreventionVolumes=true or in GameUserSettings.ini [ServerSettings] DisableStructurePreventionVolumes=true v207 - Fixed a bug which impacted Ship of the Damned's ability to sail - Updated the quest description for 'Veteran Explorer'. It now takes 25% of all DPs, rather than 50%. - Crossbow damage reduced from 65 to 55 - Faster reload skill effectiveness have been reduced by the following: Pistol - 25% less effective and Blunderbuss/Rifle: 75% less effective - Fixed merchant ships from sailing through islands Mega Update 2: Into the Ice! (v206.1) New Quests: Into the Ice: When you have collected all the Power Stones, head deep into a Polar Ice Dungeon to discover what lies beneath... Master Cartographer: Get at least 40% of the ATLAS Discovery Zones Skills and Feats: Feat: Instant Hotbar Equip, unlocked after completing "Master Cartographer" quest. Feat: Harvest boost, unlocked after completing "Into the Ice" quest. New Levels: Ice Dungeon: Found in the polar region, can only be entered if players have unlocked all the 9 power stones New Islands: Multiple equatorial and polar islands added to the ATLAS! New Boss Fight: Snowman Activated lights in boss arena now power a shield that maintains the Snowman's ice armor. Killing a round of minions will disable the shield, prevent minion spawns for a short duration, and allow the ice armor to receive damage. When minion cooldown is over, shield reactivates. When ice armor reaches 0, Snowman's health can be damaged directly and no more minions will spawn until the next health state. Upon entering each new health state, 1 extra minion will spawn at a time, and an increased amount of minions will be required to be killed for the shield to be deactivated/start minion spawn cooldown. When in the last health state and ice armor is destroyed for the final time, chaos ensues, and minions will continue to spawn until the boss is killed. Progress of minions to kill and ice armor are shown via floating hud. New Structures: Offensive Structure: Torpedo Launcher and torpedoes. Skill is obtained after completing "Into the Ice" quest. Building Structure: 3x4 Medium Gates Utility Structure: Ice Box - a high-insulation box for generating ice in cold areas. Has “active” mode that will drain ice but reduce surrounding temperature (reverse fire). Consumes less ice if “indoors”. New Resource: Ice - Generates over time in cold zones inside of the Ice Box. Decays relatively quickly if not in “insulated” storage. Can be consumed to reduce temperature and the half negative effects of armour weight debuffs for a short duration (15s per ice cube, max of 5 mins). Ice can be placed inside preserving bags to extend spoil times, and also lasts much longer in preserving bags. Relatively heavy. New Cosmetics: Player: Hydra Hide Armour Set, and Cyclops Heavy Armour Set Ship: Hydra Steering Wheel, and Bone Skin Steering Wheel New Attachments: Boat Attachment: Cargo Racks (reduces the weight of items inside of its inventory, has a maximum carrying capacity and can only be accessed when a boat is anchored. Each cargo container will slow down your boat. At maximum cargo carrier attachments, a boat's speed will be reduced by a total of 40%. Able to replace and pick up new cargo containers out at sea). Cart Attachment: Large Storage Box (reduces the weight of items inside of its inventory, does not work on ships) New Item: Fishing Net: Can only be used when sitting. Equips on the back slot. Will begin automatically catch fish when boat has met minimum sailing minimum velocity New Weapons and Ammo types: Ballista Ammo Type: Boat Harpoon (can be used to attach and reel in other ships) Weapon: Spear Gun and Spear Bolt (can only be used unwater) Weapon: Crossbow and Crossbow Bolt (multiple shots, cannot be used underwater) New Creatures Olfend: Can be tamed and bred. Used to collect, store, and shoot water to put out fires. Rare creature is found in the desert biomes. Giant Tortugar: A giant turtle carrier. Can be tamed and bred. Capable of being an armored organic vessel and able to carry 1 driver and 3 passengers. Very rare creature found in the new equatorial islands. New Features: Company: Map markers Company: Announcements Boats: Can now be unclaimed and claimed Controls: Full gamepad support New Quality of Life Improvements: UX: Revamped Skill Tree UI UX: Adjusted 3rd person aiming so there is less likelihood of foliage clipping UX: Sextant Buff Corner Mini Map is now hidden by default and can be revealed by pressing the H key. Sextant Mini Map can be permanently enabled by turning on the option in Advanced Settings Combat: Players now have the option to turn dual wielding weapons off by holding the TAB key and the hotbar key to equip the new pistol, rather than duel wield it. Combat: Gun hotbar equip time now scales (improves) with the various reloading skills Combat: You can now attack from the run-state (but not whilst running). Previously when attempting to attack whilst running, you would have had to pause, then attack. Now you can go straight from a run into an attack. Structures: The grill can now be attached to water pipes Controls: You can now use the F key as an option to pick up all items from the floor within a certain radius Ship: Pressing the F key whilst driving the ship, now allows you to access its inventory menu Bug Fixes: Skills: Fixed skills showing up in the wrong order on the skill tree Ships: Fixed a bug which prevented ships from reversing when they bumped into shores Ships: Fixed pressing right click to zoom in on the compass when sitting at a wheel of a ship Ships: Can no longer place a Steering Wheel inside the sail mast Building: Fixed a bug which prevented Water Reservoirs from irrigating grills if gathering water from a non-lake source Building: Fixed vertical encroachment check on the bookcase so it fits in 1-high wall rooms Resources: Fixed a bug where brain coral and fire coral were incorrectly labeled Map: Multiple level fixes (holes, waterfall transitions, soil types, etc) Creatures: Fixed a case where creatures would be stuck in the flee state whilst bola'd Creatures Fixed a case where creatures would appear to stand up briefly just after being bola'd UX: Fixed a bug which prevented you from seeing the HUD of a dropped item UX: Scaled the size of ammo texts on ammo containers to make them more readable and changed CanisterShot to Canister Shot Misc: Fixed icons for: Cooked Prime Fish Meat, Explosive Barrels, and Instant Equip Misc: Disabled male voice on female characters when using a repair hammer on damaged planks Misc: Fixed multiple cases where players shoulder disappears when harvesting with new anims Misc: Fixed manual targeting aim location not replicating to clients Balance Changes: Combat: Reduced sickle damage against creatures and players Combat: Sprint/Charge weapons have been disabled and will be re-added to the game as enhanced feats Ships: Small Weight Sail weight bonus increased from 515 to 1000 Ships: Medium Weight Sail weight bonus increased from 920 to 2500 Ships: Large Weight Sail weight bonus increased from 1300 to 4000 Ships: Small Handling Sail wind effectiveness increased from 101 to 118 Ships: Medium Handling Sail wind effectiveness increased from 101 to 118 Ships: Large Handling Sail wind effectiveness increased from 101 to 118 v104.91 - Crab can no longer throw characters when the weight of either/both carried characters is greater than the crab's maximum carry weight - Crab can no longer jump when it's carry weight is greater than 40% of its max weight
  3. 9 points
    Joining the PTR The ATLAS Public Test Realm is available to all players by opting into the Steam Beta branch. You can join the PTR by following these steps: 1) Right click on the ATLAS game in your steam library and select "properties" 2) Select the "Beta" tab on the popup as indicated below: 3) Locate publictestrealm in the drop down menu and select that. 4) Select close then launch ATLAS. You may need to restart your Steam Clients to make sure you see the publictestrealm branch as a beta option. We will be reopening our PTR Bug reporting channels on the Discord and here on the Forums to coincide with the launch of the PTR. Instructions on opting into the PTR Bug Report channel on the ATLAS Discord can be found in #discord_news.
  4. 9 points
    The people who abused it should be set a lot lower then lvl 100.
  5. 7 points
    Force PVE Players into PVP will only make them quit. If i want to PVP i will join PVP-Server instead of PVE.
  6. 7 points
    Half ramp, half ceiling tile, gate wide enough for elephants/rhinos, but not a damn large behemoth gate. Also the large gates and walls need to snap like the smaller items. Should have a free floating placement option and snap option. Why? I want clean gate/wall installs. My OCD kicks in and I start replacing existing ones because I think they are ugly when they are not perfectly lined up.
  7. 6 points
    So your suggestion is that for sake of increasing overall player count on a grid, you want to force pve players into a choice between participating in a play style they have declined prior OR stay within a small portion of the entire map? And pay folks to obtain things for them outside of this zone? I have one question about your proposal: Whats in this for pve players? Because as you’ve described it, it looks like the answer is nothing.
  8. 6 points
    Right now a lot of the bonus events we've been hosting help us with profiling and analysing server performance. In the future, we'd like to be more sporadic with them. Perhaps have some on the weekend, some on weekdays, during holidays/special occasions. We certainly recognize that keeping it limited to weekends only and having it every weekend leads to folks only wanting to play then or missed opportunities for players who aren't able to play on the weekend. However, it's needed at the moment, as we typically see our highest CCUs on weekends and we can get the most out of our profiling then. We'd also like to play with specific types of changes rather than always having 2x Taming/XP/Gathering such as a bonus event to XP, or maybe crop growth, slaying AoD/SoD etc.
  9. 5 points
    I want to preface my remarks by clarifying that I have no technical expertise relating to keeping unwanted spam off of a gaming message board. What I do have is 15 years experience reading and posting to any number of gaming forums as a basis for comparison. That experience does not cast Atlas’s forums in a positive light with respect to the repeated spamming of ads in Chinese that this forum has been subjected to of late. I wish to focus not on the fact the spammed ads are in Chinese, this fact is largely irrelevant to the point I wish to make. Rather I want to comment on what this continued spamming implies to me as a gamer and customer. The implication is not good. I have never been active on a forum that experienced such prolonged and repeated spamming by what is quite obviously the same outside party continuing to disrupt discussion and use of the forum for legitimate purposes. The impression this creates on me as a customer and member of the Atlas community is that Grapecard is either unable or unwilling to stop this spamming. I have no idea which of these possibilities is true but either is a significant negative to the way I perceive Grapecard as a company and development team. Here is the obvious logical implication of this problem: If Grapecard is unable or unwilling to accomplish something literally every other forum I have participated in over 15 years has achieved in limiting spam of this type, why should I as their customer have confidence they can secure integrity of game files, accounts, or even my personal information? If someone can repeatedly spam Atlas’s forums with impunity, and Grapecard cannot or will not accomplish the most mundane of community management tasks in curtailing said spam, this cast significant doubt on their ability or willingness to secure the integrity of their game or my account. Patrons often judge an eating establishment by the cleanliness of their bathrooms, reasoning that the state of the bathrooms is likely a good indicator of the cleanliness of the kitchen. In short, Grapecard’s bathrooms have been made a mess by this spammer, and their failure to shut the spammer down in any way shape or form causes me to question whether I should continue to eat here.
  10. 5 points
    Good day everyone! The https://exploreatlas.co.uk website has been working on the iOS and Android apps for the last couple of weeks now and we are preparing to submit these to Apple's App Store and Google's Play. Before we go ahead and do that; we are searching for some Beta Testers across many devices on both platforms to feedback any bugs or improvements we can make. ExploreAtlas is a website dedicated to serving information around Resources and Creatures within Atlas across NA/EU PVP and PVE. With over 6000 resources and nearly 3000 creatures logged by our awesome community. We've built a resource navigator to take you straight to the closest resource you are searching for! If you are interested and want to find out more; please visit our Discord Channel where we will send you invites on Test Flight and/or Google Play. https://discord.gg/s3Kr7mp Thanks very much! Jono & Nick (Explore Atlas founders & development team).
  11. 5 points
    Ahoy Pathfinders We've had our heads down and just wanted to give you a quick update on where we're at with our upcoming Public Test Realm and major version release! Public Test Realm The team has been running the latest update through its paces via our internal testing and bug fixing prior to releasing it to all of you on the PTR for more wide-scale extensive testing. We've found the Public Test realm to be highly beneficial for our team thanks to your enthusiasm in helping us to identify issues and bugs. We're excited to relaunch the PTR next week prior to the update officially launching on our main network. We will keep you posted in regards to the exact date! Magic Mythos Event We will be holding a special Magic Mythos Event in tandem with the extended weekend from now until Tuesday. Bonus 3x rates across the ATLAS to EXP, harvesting, taming, gold, crop growth, and as a special bonus, breeding and raising creatures! We really appreciate your patience and look forward to sharing all our Mega Update has to offer with you!
  12. 5 points
    Umm, exercise a little common sense. Pve players will stay in the pve area. PvP players will overwhelmingly stay in the pvp area in order to pvp. Thus while you SAY pve players will have more players to play with, the obvious and predictable outcome would be each group mostly sticking to their designated areas, resulting in a massive loss of effective game space for pve players in exchange for no meaningful benefit they want. Try again, your suggestion has zero merit for pve.
  13. 5 points
    They quit because the game's PvP format is just bad. We have plenty of people to play with on PvE so nothing to gain. People are quitting because of low Pop on PvE? Where are you getting your information from? We have people on break cause there's no content cause the dev's spend too much time dealing with all the cheaters and exploiters on PvP. ~Lotus
  14. 5 points
    Because MOST people work a 9-5 5 day a week job. The 2x is intended to encourage people to play when they have the most time available. It is not unfair at all. Even in the groups you listed most of them again are not working the weekends or working them all the time. If they did what you are saying then 2x are not special nor do they encourage people to play more in their free time. You are simply upping the amount we get permanently. Your title sounds a bit entitled. Implying that because you have to work it is unfair. As if you are somehow being screwed over because you have to work those hours. You are in the minority in general, and nothing is going to ever be completely fair. Welcome to the real world.
  15. 4 points
    Would you, please, fix handling and weight sails angles? They are totally wrong and very confusing, making gameplay non natural, false. There are many pictures ans articles explaining how it works and how it should be placed, this is just one of them: http://www.schoolofsailing.net/points-of-sail.html
  16. 4 points
    Devs, @Jatheish specifically here... Have you ever openly discussed in detail the acceptance of engine limitations that dramatically effect server performance? Allowing a single structure to be in the radius of 15,750 other structures and the sprawling bases is horrible for PC performance. Find a better solution to bases other than layering, such as upgradable walls. NPC crew ai it's horrendous to deal with, especially on laggy servers. Why are NPCs even needed like they are now? If i put a suggestion here, it'll derail the thread, but can't you think of a better way to have ships be manned on cannons and sails than NPCs as yet another addition strain on server performance? What's the performance hit of all the ships in our harbors? Why don't we have ships in a bottle feature yet? Like ark cryopods. Can we please get harsher ship limits? Tames and breeding. There has to be a better system than allowing hundreds of females to mate with a male and having all these tames in a base. Please, restrict us. Please accept limitations in the engine and prioritize performance. I'm getting to the point where i can't be bothered to pvp because performance is so bad across all the servers. So again, devs, a detailed response on this would be great. Edit to add in: pillar spamming islands is incredibly stupid. The fact you can do it, the fact it is so important to do for pvp... Seriously, address this crap. Take the time to address all the bullshat pvp meta mechanics we all use that hurts the game. Show is you're aware of the state of the game in detail.
  17. 4 points
    Thanks to all that participated in taking down the kraken 1.0. everyone did a great job during the fight and before the fight even tho we meet some hick up before the fight with people spawning in the 2.0 kraken. i appriciate all you guys who backed out of the fight for reset and for being patient and waiting. i know some of you did not get to participate due to death and starvation and stuff like that. so i would like do this another day aswell to help the guys who diden't make it this time. i will post in the forum and discords when i do the kraken again and hope to see many of you who diden't get it this time. so hope too see many of you next time aswell and again great job everyone see you around and happy sailing
  18. 4 points
    for me the 3x over a UK public holiday is a stroke of genius. Cudos GS
  19. 4 points
  20. 4 points
    Spam Bots work by crawling and looking for signatures of known software. Usually this is a snippet of text like a copyright or a meta tag but it could be any consistent identifier. This usually applies to blog and forum software. It is a constant back and forth between Captcha/ReCaptcha/use of a field that requires the user to answer a question and the bots "learning" them. Rinse and repeat. Making security in regards to these bots as tight as possible tends to lead to genuine users encountering difficulty or frustration in signing up to our Forums so we look to walk a fine line between catching the bots and user experience.
  21. 4 points
    TL; DR: Rights need to be better balanced between settlers and settlement owners. Lotus has good ideas. I don’t believe that there is a perfect answer that will make everybody happy. I think that overall the new system fixes more issues from the old system than it creates itself. It allows most people to have a space to build, even if they cannot find an island for themselves. Before I go into details, yes, our company owns a small island in the south-eastern tropics. There are no metal nodes on our island, minimal fiber, a fair amount of trees and stones , a good amount of crystal, and tons of three kinds of saps. To me, the largest issues that it creates is the potential for friction between the owners and settlers. We welcome settlers on our island, and do appreciate when they ask us about where it’s ok for them to build and where not to build. Our company is made up of four small companies or couples to get the island, and each of the groups has their own small base. We have one German settler on our island that one of our members was able to do some basic communication with. He built a nice base near one of our groups, and doesn’t cause any troubles. On the other hand, we have another settler that started building a massive base right where our main forest is. I’m not even sure what language he was speaking, as he only tried communicating once, but I tried to communicate non-verbally for him to not build in the woods. I removed the sections that he had put down in the trees, they were only a few at that point, and put up some billboards thinking that he would get the message. He didn’t. He built bigger into the trees, even up to and beside the billboards. He also built a massive pen cutting off the easiest path between the small island we’re on and the island he was on with the trees. He also built a large, walled in section, presumably to keep that area for himself, that cut off travel for all on that side of the island. I removed the offending structures and then put a few pillars down to prevent him from expanding into those areas again. There is still a large area around him to expand into, and he has built that way now, but he also started foundation spamming in the water around his base. There are several boat building bases and traps that have been left on our island, but the owners periodically come by and refresh them so we can’t remove them. We’ve asked them to remove them, and they just give a non-comital response and leave them there. I can’t really exaggerate how small our island is. On the map it looks like it’s small-medium sized, and it cost 47 points to buy, but it’s really one small island with 5 smaller islands around it, with a lot of the water being either too shallow to build a boatyard or anchor a ship leading to being too deep for a shipyard or to anchor a ship. We’ve found several shipwrecks in the shallows, and put up buoys when we find the ones extending out into the water. I think that there needs to be a rebalancing of the rights from the settlement owners and the settlers, at least in PvE. It’s too easy for the settlement owner to get screwed over by a settler for either taking a day off patrolling, or just taking a day off. At the same time, the settlers do need some form of protection from settlement owners that would just arbitrarily destroy their buildings. I think that Lotus has a great idea for a starting point by allowing the settlement owners to specify who can build on the island, and if alliances were increased for PvE then the owner could have an alliance to invite settlers to, once they have both spoken to each other and both parties expectations have been agreed upon. I also think that increasing the time for a settlement owner to be able to remove offending structures should be increased. I’d like 5 days to account for reduced play time during the week, but even 3-4 days would be adequate. If the settlement owner felt the need to evict a settler, there could be an option to flag all of a settlers buildings for demolition. That could start the 10 day destruction timer, and during that time the owner of the structures should be able to remove the structures themselves and get full resources back to rebuild in a new location. Another of Lotus’ ideas that I agree with is to increase upkeep in general, but especially for larger companies that own multiple islands. To also incentivize these companies moving to larger islands as they grow, settlement owners should be able to pickup or destroy their own structures at any time for full resources. This removes the need for them to start over again on their new island with half of the resources they already had, which is another reason for them to just stay where they are currently.
  22. 4 points
    What about punishment for those that were exploiting the bugs in the first place? Seems like reducing them to 100 doesnt do justice to everyone else that gets impacted that didnt cheat.
  23. 4 points
    The problem I see is the islands are not designed to be broken into hex's so they would have to redesign so all the claims have resources, access to water that supports ships, and a shipyards with land to build a base. So look at the current islands and try to figure out a hex that is the same size for large, medium, and small islands that has those things. You also need to make sure that the good resources don't have the ability to be claimed. To me it just doesn't seem possible. This also doesn't address what happens to the claims when people come and go from a company. So the guy that wanted to join my tribe that was declined because some of the people in the tribe didn't like him, then demanded to know who said they didn't want him in, when I refused to tell him he said to me, "I will figure out who it is and I will track their IP then I am going to take my AK-47 and go to their house and shoot the people inside", gets to just be on our island forever because he has been there long enough? Or the one that told me that, "I hope the @%[email protected] chinese rape your daughter", he gets to stay on our island too cause he's been there a while right? The rules for Lotus Land are simple, don't be toxic and don't build on resources. If you can't do that then I should be able to kick you out regardless of anything else. ~Lotus
  24. 4 points
    You can’t be serious!!! You’re joking surely!! i literally read your post 3 times to try and gauge the tone to see if it was tongue in cheek or not. If not, this is literally one of the most ridiculous posts I’ve ever seen on the internet! What world do you live on that has such people separated by such assumptions? Im a professional, and I like RC cars and computer games! One of the guys that comes out with us is a politician, another one is a high up firearms officer. someone I used to game with was a senior judge.
  25. 3 points
    I think problem would be fixed by rebalancing islands so bigger ones are more appealing. They are much more expensive than smaller ones but don't give you any advantage. Smaller companies can't afford them and big companies don't want them. Maybe if they put at least 2 or 3 (on 100+ point islands) kinds of resources on those big islands it would stop big tribes from taking multiple smaller islands instead of a big one. Edit: And it would be ofc more appealing not only for owners but for potentional settlers (because everyone wants to live on an island with more kinds of materials) so big islands would actually be a thing in the center of attention instead of a small ones.
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