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Showing content with the highest reputation on 02/21/2019 in all areas

  1. 10 points
    Just seen more people complain about the taming, and to say it right away, theres nothing wrong with the taming, just because you have to work a little dosnt mean its broken? Finaly some work compared to ark... 1. You will get the "feed" icon if the animals head is poking outside the wall, but you cant feed it that way, you must stand on the foundation the main body is to feed it, if you dont get the icon there, its because you bolaed the animal at the wrong position, do it again! (Release the animal so you dont get the negative feeding) 2. Stand on the side the leggs are(bellow the animals) go as close to the belly as possible, and slightly press "W" to you get the icon. Dont go straigt towards the head and cry about it giving you a love tap on youre face, then you do it wrong. 3. Only animal that is hard to tame atm is the giraffe, but hey, its a long neck with a large swing.. 4. stop crying, the taming is perfectly fine.. Hope this will help you understand more of the taming process.
  2. 5 points
    Ahoy Pathfinders! It's your Co-Captain back again with my trusty bag of pistachios and bad Dad jokes (although I'll restrain myself in relation to the latter this once). We’ve prepared a hearty edition of the Captain’s Log to make up for last week’s absence. There is a load of information, updates, and glimpses of what’s to come to share with you! In this Captain’s Log, we will be taking a look at what has been implemented over the past fortnight along with a view of what’s on the horizon for the weeks ahead including some key changes to design aspects of the game. HULL-UP ON THE HORIZON Upcoming ‘Mega’ patch and Current Focus In an earlier Captain’s Log, we announced that we would be making changes to the game which reduce the steepness of the climb necessary to experience some of the later game content. We want to reduce how punishing ATLAS is, especially to solo players and smaller groups, and ensure that those who cannot invest as much time are still able to experience the fun that ATLAS has to offer. We’ve begun that process with our recent minor updates which have incorporated changes to weight, structures, QOL improvements and small tweaks to creatures. However, we recognize that there is still a lot more that needs to change, including revisiting some major design aspects of the game. It is for that reason, we’ll be delaying the February Content update to Mid/Late March so we can include some of these major changes. First of all, we’ll be revamping the Land Claim/Ownership System. We recognize that for a lot of players, land is incredibly difficult to get, and in some cases impossible, unless you’re in a lawless zone or playing with a large group. This is something we’re planning on addressing by introducing some new mechanisms related to land claiming, such as upkeep, as well as some possible limitations which we’ll be able to cover precisely in the next Captain’s Log, as we’re still hashing out the details. The next aspect we’d like to tackle and include in this March update is defense against ‘offline raiding’. This is something that has often been echoed around the community as being a critical problem with the game. Players are unable to enjoy PvP versus one another because the meta encourages/enables offline raiding through how easy and effective it is. Our plan is to introduce game mechanics which will funnel PvP taking place during online hours and the overall objective is to provide players more power and defensive options over their land. These are two major systems that will be receiving attention from our development team over the coming weeks so we can have them ready to launch in tandem with the aforementioned changes in March. We’ll also be including some additional QOL changes, first pass adjustments to the vitamins system, Companies and other aspects of the game based on recent feedback. You can look forward to the specifics of those changes in the next Captain’s Log where we’ll share the full updated patch notes, including the revamp of the Claim System and how we want to deal with the offline raid meta. Public Test Realm As we get closer to the release of this update, we’ll be deploying the changes in advance on a publicly accessible test network before it hits the Official Network. We’ll be iterating based on the feedback and reports you guys make, ensuring that we’re able to deal with any critical concerns prior to the update hitting our live servers. Additionally, we’d also like to use this network for some of our more regular updates too. Most hotfixes will still go through our internal processes before they’re pushed live, but when it comes to the more widespread/impactful changes, whether balance or fixes, we may look to deploy them onto this network for players to experience first hand in a test environment. Please note that these servers won’t be considered ‘stable’, and therefore could be wiped at any given moment. We’ll likely set them up as multiple smaller clusters, and have tweaked rates on them to account for the fact that it won’t be as large of a network, have as many players, and playtime being minimized. ISO Blackwood! Prepare for a dark twist on the Equatorial biome with ISO Blackwood. Dark jungles, caves, alcoves, villages, homes, and farms, an interesting array of animals and a new concept; The Mire. Wade through thick green waters teeming with dangerous creatures, rare plant life and the occasional Gorgon to find buried treasure, lost corpses and even the giant and ancient snake boss Anacython. The mega content update to drop in March will also include an alpha release of ISO Blackwood (from the creator of the popular ARK mod, ISO Crystal Isles). This will be a standalone map which players can host on a single server and still experience all that ATLAS has to offer! Creature Feedback Following (or alongside) the upcoming update, we’d like to take a pass at the creatures we’ve currently implemented and are presently seeking feedback related to them! If you’d like to suggest some changes, especially if it’s related to their abilities/perks, then please do so here: Patch Roundup Complete Patch Notes We wanted to tackle concerns players had in regards to QOL along with overall balance and we implemented some key aspects of that in our v18.84 patch. We have made interesting design choices at times and realised it would be good to take a step and back and observe how some of those aspects were playing out on a grand scale. Taking a look at weight in general was a focus and we made some sweeping changes to the weight of all items and resources as well as providing buffs to weight capacity in some specific ways. Balance in relation to defense was also on the agenda, with built structures being given resistance buffs along with some a new defensive mechanism for anchored boats. We'll continue to monitor PvP balance moving forward and make further adjustments as we deem necessary. Creatures were also given some love in an initial pass and, as mentioned elsewhere in this Log, we are currently taking feedback on creatures that we will utilize in tandem with our plans moving forward. General QOL changes also included the Fountain Of Youth (pending a redesign in the future), a respec option, and skillpoints among others. released patch notes up to v18.95 v18.95 - Optimized server spatial octree, which should result in better server performance and reduced stalls. v18.94 - Fixed an issue with NPC's not interacting when stationed. v18.92 - Canvases are now free-paintable - Improved the appearance of storm cyclones vfx v18.9 - Fixed an issue with babies not eating from inventory/troughs when in stasis. - Fixed a bug with Alpha creatures. v18.89 - Fixed an issue with the unstasis/render distance on ships - Optimized performance of various server subsystems. v18.87 - Optimized performance of various server subsystems. v18.84 Weight - Gold coins have had their weight reduced by 50% - The weight of all items have been reduced by 30% globally (does not apply to structures that are placed on boats, only items in inventories) - Weight Sails now provide 20% more bonus weight. - Diving Suit now provides a buff which gives players a 50% extra base weight when diving underwater - Water Barrel now has a base weight of 75. It can hold 6000 water (previously was 500). For every 1000 water, it will add 20 weight. This means the lightest it will be is 75, and the maximum weight will be 195. - Players now start the game with 30% more personal weight and will gain an additional 40% per level (so base weight has increased from 250 -> 325 and bonus per level is up from 10 to 14) - Tamed creatures now gain an additional 6% weight per level into weight rather than 4% Creatures & Tames - Elephants and Rhinos now provide a 25% weight reduction to their specialised resources - Giraffe now receives an approximate 2x bonus when harvesting thatch and has a 25% weight reduction when carrying thatch - Elephant base stamina increased to 390 - Rhino base stamina increased to 190 - Giraffe base stamina increased to 440 - Baby creatures will no longer take into account the temperature alterations from coldfront and heatwave - Tamed creature resistance has been increased by 30% and damage increased by 20% - Bear health has been reduced by 10% - NPC Crew can now be renamed - NPC Crew can no longer be placed on Bear and Horse Carts - Company Tame Limits have been doubled - The interval between paying crew gold has been increased by 40% (there is now more time before you have to pay them again) - Ship of the Damned will no longer physically damage a team's structures and anchored boats unless they have been specifically damaged by that target. PvE servers only. Structures and Items - Puckle Damage has been increased to 100 base and is 50% more armour piercing - Carbines reload time has been reduced by 10% - Pistol reload time has been reduced by 33% - Blunderbuss reload time has been reduced by 20% - Blunderbuss damage to creatures has been increased by 50% to wild and by 20% to tamed. - Stone Structure SAP crafting requirements changed to fibre. - Wooden Structures resistance to explosive and siege damage types increased by 30% - Stone Structures resistance to explosive and siege damage types increased by 45% - Explosive Barrel change reverted until the redesign - Reverting damage increase and crafting cost decrease to Grenades - Oil Jar weight has increased to 10 and fires lit on top of oil have had their duration reduced by 50% - Oil Jar has been made more difficult to craft - Fully Anchored Boats now have a buff which provides a bonus 300% structure resistance QOL - Old Age no longer has a debuff - Fountain of Youth is now available on all Golden Age Ruin servers (we'll be looking at redesigning how this works in the near future) - Players can now purchase a respec soup at the Commodity Trader in Freeports - Players now have approximately 20% more skill points per level Bug fixes - Fixed a bug where quality specific equipment would display a multiplicative % stat increase and a flat stat increase, but only one would work. Going forward, the flat stat increase will be made obsolete and items will no longer be generated with it. Quality stated items will now only generate with the multiplicative stat bonus, and this change will be retroactive. - Fixed a bug where items would falsely state that they were providing a speed benefit (did not do anything). They should not generate anymore going forward. - Mortars will no longer be able to shoot at players outside of render distance v18.76 - Fixed a bug where fire AoE would not attach properly to moving boats. v18.74 - Potential fix for some frequent server side crashes. We'll be monitoring with this build v18.73 - Diving Suit will make wild underwater creatures ignore you unless you attack them - Alcohol will no longer spoil - Cooking Recipes spoil time increased to 10 hours - Spoiling time increase bonus on Preserving Bag has been increased - Decreased crafting costs for Grenades by approximately 20% - Improved cannon collision and obstruction check to limit the effectiveness of multiple cannons in gunport. - Diving Attachment now has the same health as the Dinghy Hangar - Fixed a bug relating to shooting cannonballs, previously allowing it to go through certain ally structures. This will no longer be the case anymore. - Cannister shot range increased by approximately 20% - Cannister shot damage increased by approximately 10% - Spike shot explosion timer is now 30 seconds instead of 20 seconds - Spike shot now reloads approximately 10% quicker - Spike shot range increased by approximately 15% v18.69 - Fixed some server startup crashes - Widened the amount of networking info the server can send to clients - Server optimisations v18.65 - Fixed a bug related to server transitions v18.6 - Crow's Nest peak will no longer block the camera. - When it rains, cyclones now only have a 33% chance to occur (previously 100%), and will deal twice as much damage. - Dolphins chance to jump has been reduced to 20%. - Client-side option to hide the Gamepedia Wiki button in player inventory. - Patched out some .ini changes which allowed people to remove certain visual effects granting them an unfair advantage in PvP - On PvE specifically, Ship of the Damned should not attack anchored ships that have not fired upon them. - Rare Resources are now available on PvE Commodity traders for a higher gold amount than regular resources. - Fixed crew on puckle gun taking damage from fire aoe buffs. - When gunports are closed they now reduce their specific snapped-cannon weight by 60% (previously 50%), open-ports are default cannon weight. - Gunport crafting and repair costs are now the same as regular planks. - Fixed an exploit which allowed players to place multiple claim flags at once. - Large Cannons now do 30% less damage against Ship planks and Ship decks. v18.58 - Added extra server-side protection to remote inventories to resolve an exploit v18.57 - Company Claim Flags cannot be personally owned anymore. - Server crash fixes v18.55 - Client Side GPU Optimisations - Explosive Barrel Weight now correctly displayed as 60 - Added a direct button to the ATLAS wiki when opening your inventory v18.5 - Server optimisation for structures on boats - Fixed a bug where picking up a higher quality structure within the pickup timeframe would result in the common structure, rather than the specific higher quality itself Dynamic atlas maps roundup The ATLAS Dynamic Maps is a system that monitors live in-game territory ownership and indicates which companies dominate over the lands. Each week with our Captain’s Log, we’ll be including an image to monitor the progress of the maps, taking note of any exits or new arrivals and any drastic changes in the overall claim. Those who will come to dominate the ATLAS may very well become clear in the days and weeks ahead, though maintaining a large Empire will likely come with its own longer-term challenges… The companies that have occupied islands for a certain period of time will soon gain the automatic privilege to name them on the in-game and web maps, as it is their land! Remember you can don your Company’s company flag by stylizing it in the game with a paintbrush! Upload your own images or design it how you like, with the top company flags always being visible on https://map.playatlas.com/ [EU PVP] The Whale's Wrath Held: French & Ships, The French Monkeys, IVANARMY, ENSLAVED, and Frogues Orientales. Arrivals: Eternal Diamond, CHZ!!**, Kraken, Dark Project Armada, and Stray Cats. Departures: Goulou Goulou, Future, ETERNIA, Bad Company, and Les Spectres. [NA PVP] The Kraken's Maw Held: Dynasty, TPG, CSTG, OwO, The Federation, and No No No. Arrivals: Uganda, SoV, Sons of the Seven, and Team Casualty. Departures: High Seas Booty Bandits, Barry Sails, Destiny and SNC. And whilst there isn’t active PvP on PVE servers, we’d like to recognize the following Companies for their claims! [EU PVE] The Siren's Call Held: Compagnie des Indes, Rum ueber Bord, Future Company (HUN), SouL SanD, Dos Bros$ and SwiftS.RU. Arrivals: Black Hand, Phantasia, M.E.R.C Spirit, and mochi. Departures: Paragon, Woelfe des Rudels, Fenrirs Dogs, and Tacorsair. [NA PVE] The Hydra's Den Held: Scales & Sails, Atlas Shrugged, The Exiles, East India Trading Co, and Sons of Orion. Arrivals: Without Divide, TPG, Lotus, Poets and Pirates, and Darksea Dawgs. Departures: Narcos, Paragon, Dead Men Floating, Plunderers, and CN- adilt supplies. SHOW 'N' TELL#4 We saw an impressive array of submissions in this edition of Show 'n Tell. It's awesome to see all of your creativity and talent. Feast yer eyes on th' best o' th' bunch below! WINNERS CAPTAINOKAMI This beautifully constructed coastal village reminds us of Bora Bora. No attention to detail was spared and this idyllic sanctuary is a testament to its creators' vision and dedication. GINGERBABY This dramatic action shot captured whilst numerous Companies take on their first Kracken kill sums up the large scale aspect of the fight. Congratulations on defeating the Kracken, guys! OTOWA72 What can be said that isn't already caught in this awesome shot? Boom! BRIANEATSZOMBIES Elegant design and tidy composition. Winner winner chicken dinner. BOSSNDABEAT Thematically consistent and an aesthetic delight; we loved this entire build that can't quite be conveyed via a screenshot. HONOURABLE MENTIONS NOOM NOMAD_RAV THE PILGRIM GLOBYTHEOLDPIRATE Congratulations to all of the winners who will receive some real life cash booty! We look forward to the next round of Show n' Tell! Alrighty, that ’s it for this log! Thank you so much for becoming a part of our crew and we can't wait to show all you scallywags, landlubbers, captains, and seadogs what lies ahead! Happy Sailing, Grapeshot Games 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 Navigate ye olde Subreddit: https://www.reddit.com/r/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
  3. 5 points
    Bulls need a cargo harness that moves weight. Make a medium gate that fits elephants. Behe gates are stupid
  4. 4 points
    Most important thing is to split harvesting materials from food collection. At the moment when I harvesting with bear for fibre I alway get tons and tons berries and so on. I don’t know why fruits and vegetables a called Resourses. Could make another option like disable food harvesting. Thanks
  5. 4 points
    seagul- reveal more fog of war in open seas and maybe show trails of the ships ? vulture- show health of every living thing around you? bull- carry more weight -giraffe gather more thatch -bear should be able to gather honey and please add ignore item list to the animal inventory like in the bank and more agressive options to animals like : attack only players and tamed creatures. i want animals protect my base not to chase a seagul to the open seas
  6. 3 points
    Come on Devs. FOR YEARS IN ARK WE ASKED FOR A CHOICE OF GATES, AND YOU WOULDN'T GIVE US THEM. I am sick and tired of having to build structures that are either TOO SMALL or stupidly OVERSIZED, just to fit the gates. Please give us a selection of Gates, or implement the DYNAMIC GATE from the S+ MOD from Ark. Its not difficult and can be implemented quickly. It would also stop so many shit oversized building having to be made. Which in turn will reduce the lag on the servers. WIN WIN WIN. Come on Devs start using some common sense, you've made a great game so far, but implementing Dynamic gates would make total sense. Give the players what they need. Sorry if this sounds aggressive but I love designing good buildings, but can because of the lack of gate choices I am limited to having to build massive ridiculous barns to incorporate the behemoth gate.
  7. 3 points
    44 should be enough to get to 52, but not quite 53 https://atlas.gamepedia.com/Level
  8. 3 points
    I like this. Even a 3-5 minute warning about rain would be a game changer.
  9. 3 points
    Horses could be passive tame. They are really derpy, getting stuck on terrain or launching themselves. Their acceleration from 0 to 100000 is insane, making them hard to trap and bola. Not counting the fact they run into open ocean and swim in circles for hours. An ability to see your animals on map/atlas would be great. As it is alpha game build bugs happen, stuff happens, its too easy to lose your animals. This feature can be taken out for full game release, but it would make a nice feature for now. Armored saddles to buff your animal, give it more survival ability? Breeding is so so so tedious. Do you really want us to spend hours upon hours handfeeding babies surrounded by 7 grills or penguins to make sure the temp is good? High level tames should be hard to get, but maaaan I am not looking forward to breeding at all. Elephants could have more stamina. There should be an animal that gathers thatch faster than a player with a pickaxe.
  10. 3 points
    Pigs could be good for farming seeds, or cooking ingredients. place a lasso in the game for things that are passive flee in order to tame
  11. 3 points
    Yup, I feel ya. This bug is a priority for us to resolve asap.
  12. 2 points
    I run a broadside only galleon in pve and I like it. Yes, I take more damage than a cheese schooner, but I kill sotd WAY faster. Watching those kite vids hurt. Takes so long. Yeah, I have to throw more repair mats at the thing but I can farm those with bear and elephant in less time than kiters spend getting into position. It's nice to just see a ship and just roll up next to it and blast it.
  13. 2 points
    You have to make landfall on islands you haven't been to before. Each one gives one discovery point. There are also smaller discovery points on various islands. You can see them by looking through a spyglass, they have a glowing blue shell around them. Killing a whale, or being nearby when someone kills a whale, gives 50 discovery points one time for each of the two types of whale.
  14. 2 points
    Ok so on Chinese servers allow 80,000 people. lol
  15. 2 points
    Solution: Waterbed...because it’s the best of both worlds
  16. 2 points
    I can't believe I'm actually saying something like this 2x in one day but from a realism standpoint, bears should be one of the more powerful animals, so I can't really fault them for that. I don't think they should be more powerful than elephants and rhinos which are both more powerful animals IRL and higher tier animals in the game. Bears seem to be one of the few animals they did any kind of research on. Also, the horses' back kick did about 35ish damage before the patch, I haven't tested it since, and will also KO animals with lower torpor thresholds. While I agree bears have a lot of utility, I disagree that it's the only animal you need. Elephants can carry more than 2x as much and can harvest wood and thatch from trees, and for some reason, honey from beehives, and rhinos can harvest stone and flint from normal rocks and metal from metal nodes. And once you figure out how to use them, rhinos can defeat some aggro predators without ever being hit themselves, provided you see them coming soon enough you can face them. I wouldn't mind the other animals getting buffs, but if bears were any weaker I'd be straight up screwed, so I will disagree with any calls to nerf them. You apparently don't live on an island that is constantly swarmed with hostile aggro predators. Before my company got bears, every day was a bad day. And even still we lose bears on a nearly daily basis.
  17. 2 points
    @Jatheish Two primary issues that need resolutions asap, basic QoL changes that would make a huge impact, and some suggestions for tames: 1) Animals falling through the mesh of boats or structures absolutely needs to be fixed ASAP. I recognize you saying above that you are making this a priority, so I'll just reaffirm how crucial this is to the player base. This has to be the #1 priority for animals; we've stopped sending bug reports about this, because it happens so much. Daily. And it was never fixed in Ark. Don't let this one slip. 2) The main thing wrong with the breeding system is how fast the temperature spikes can kill an animal. In Ark, you generally get to a point where you can leave the darn thing alone entirely for large chunks of time, as long as you're careful and watch your timers. In Atlas, even if you've got all the temperature ranges for your biome/grid known, you still have a maximum of maybe a 10 minute window where, if unobserved, the baby can die, because it can transition from a heat wave to a cold front, and no amount of insulation we've found can prevent a swing like that from killing a baby without manual adjustment. This window should be significantly longer, especially further on into maturation. You can still keep the temperature requirements, but the window for failure needs to be much larger, given the extremely long maturation time. Boosting someone else's idea: Give babies a scaling insulation buff when close to their mother. This will benefit smaller tribes who don't have as many people to do babysitting, and still make it more complex for larger tribes to manage that proximity if doing mass breeding. We also need some way to cool down a baby. It doesn't have to be huge (but more than being submerged in water). Necessary QoL changes Add armored saddle blueprints to the game (even just a bit, doesn't have to be the full 25 armor of a bear) Add Medium sized gates, for Tier 2 animals (and smaller tier 3s) Make medium and large sizes cages (like those in the Piracy tree) to hold animals on board ships for better transport. Make the "Transfer <animal> to <x>" option move them into specific, named cages, instead of to ships. Filter gathering would be amazing Add the "Dino Leash" item from ark Animal Specific Seagull - allow for a 'homing pigeon' ability where it can send weightless items like blueprints or treasure maps back to a specified location at your home base (like a special bird cage you craft) Crow - Help you spot nearby undiscovered Discovery Points with a UI element, like the Bulbdog alerting you to high level predators Sheep - Convert the hide-like resource your shear off them to a Fiber. This would help alleviate the lack of fiber in certain areas, since you could just bring along a couple sheep. Also fur just seems more like fiber then hide. Pig - Allow it to act like a super-shovel. Bonus chance to harvest worms, gold, etc from the ground Wolf - Revisit the idea of a "Pack Buff" like in Ark, as a means of boosting the wolves' currently underwhelming power level, without drastically changing the creature itself. Elephant Giraffe - should be able to gather additional thatch from trees (higher up) Bulls should get a buff to farming thatch from plants on the ground (all plants, not like how with Bears it needs to be a special plant) Shieldhorn - Its special passive ability is fantastic, but it needs a base HP boost or armor to really be a viable tank. Razortooh - Needs a stamina buff, and probably HP or armor. Seagull - Gather fish, increase Fog of War reveal distance Rabbits - on the shoulder gives a "Lucky" gold boost buff PS: While the new taming system of getting hit by the animal is somewhat annoying, I really like that it pushes taming into more of a group activity, often needing people to do the primary tame, scout/kill predators, and have someone on backup to take over if you miss the sweet spot a few times and get hurt. I like this design direction; even though I end up doing less solo taming, I have a LOT of fun on our group taming excursions into dangerous areas! Edit: PS, clarity, typo
  18. 2 points
    We're going to be looking at moving over the tax-bank item-restrict functionality over to tames. Thanks for the feedback folks, keep em coming
  19. 2 points
    Make a thatch animal please, Make cargo saddles not just for PVPE, and for domestic use (like cargo), I personally don't care (and company either) if it increases the cost of them. I understand predators needed to be nerfed in wild, but now the tamed ones are jokes that get laughed at by farming tames. PLEASE - Make a carriage type that uses 2 of same animal, essentially increasing hit box, seats and weight capacity. Would be super cool (personal want hah)
  20. 1 point
    Dear devs, this was a good step in the right direction, but all anchored ships are still sunk by offline raiders when we log back in the next day. Even ramshackle sloops are sunk, the self declared server gods just shoot 3 x the broadssides from before the patch and blubbblubblub. The stone buff was nice, but my giant stone gates around my ramshackle sloop are still taken down every day. Please make anchor resistance 1000% instead of 300% and give stone at least another triple buff.
  21. 1 point
    Don't even do this, just put large cannons on the back and sail at the same speed in front of the SOD, kiting it the entire time while it's own shots fall short of your ship. Easy peasy. Never even take damage. I've sunk dozens and dozens of level 54, 56, and 60 SODs this way. Never seen a 58 yet. Maybe they don't exist. Same strat is used for whales, only trickier.
  22. 1 point
    It's not worth to have on a main character unless your sole purpose in the company is to craft. Either get an alt or ignore it. How int works is that every BP item crafted have a minimum roll and a maximum roll. Minimum roll stays the same more or less but the maximum roll increases with higher int. Some mock numbers: 150% int=0,1% bonus min roll, 4% bonus max roll 250% int=0,1% bonus min roll, 12% bonus max roll
  23. 1 point
    lol you haven't been attacked by a Mega yet... and I don't want immunity. I just don't want to play the "Who has to log out for real life first game"... I am in the middle of defending my claim right now... With puckles in 1x1's... I understand how to play the game... this isn't a complaint because I don't know what I am doing... its literally a complaint that NO MATTER what i do it wont work... I have to log off... wtf does one company need 723 land claims for... 2-3 islands per grid... you are asking people not to play this game with this Meta... I shouldn't have to explain this shit. This is early access, and if they can't get this simple concept down... then yeah its not gonna be a game anyone is going to play.
  24. 1 point
    This game is not and never will be Eve online.
  25. 1 point
    To piggyback off of ship changes.. A few things I would like to see from ships: Better ship physics (Such as not being fixed to the sea floor when anchoring, and still floating on top of the water, or not insta-stopping when dropping the anchor) Anchor mods to allow deeper anchoring, maybe a mod for purchase at a freeport or such Flags on top of the masts - They look pretty naked and bare right now No longer clipping through walls and falling out of the back of the ship when it's in motion. This is especially bad when spawning at a bed on a moving ship