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Showing content with the highest reputation since 04/19/2023 in Posts

  1. 3 points
    Changes like this are the reason me and my crew no longer play this game. We are strickly pve. I cannot see myself ever coming back to this game if we cannot claim any land for ourselves. We will have no way to stop the incessant spamming that has occured every season I have played. People will build things as close to your stuff as they can for no reason other then to troll you and stop you from building.
  2. 3 points
    Return everything as it was 2 years ago!!! All your new ideas have killed this game and repelled all potential players from playing that previously beloved game! RETURN EVERYTHING!!!!!
  3. 2 points
    Why are we not able to log into any of the servers whether it’s an official server or an unofficial server on Atlas in Xbox? It’s been like this for almost 2 weeks. At one point none of the servers even showed up but they are back. But it still won’t let us log into it. When you try to log into a server, it says cannot retrieve address.
  4. 2 points
    Good patch, keep it going, i can see the game having 50k players again very soon
  5. 1 point
    In the current state of the game, large dominant companies are able to utilize knowledge of exploits to complete content and have max level characters within days. They use the larger group as a crutch to then prevent small companies from advancing at all. Many, many, many players have experienced this and will never play the game again. People in the mega companies that do not generally even play with the larger "mega" group leverage this knowledge of exploits and the position of the company to play independently without fear of reprisal from their enemies, because only one of the 4-5 mega's can challenge another mega in a meaningful way. Players who are new, not in a mega, or not interested in being part of this process have a drastically different game to play. I think this problem can be solved by limiting the company size to 15 people. This would make being part of a company much more valuable, and company leaders will have to make decisions on who is actively contributing. This would also give players more opportunities to access features of the game, that would otherwise be block indefinitely by large "mega" companies, think MAW and Cursed Spawns. Players in mega's make up a minority of the game's players, but dominate the field and prevent new players from adopting the game. The fact being, you don't have to sacrifice the game to mega's, you can reduce the company limit, even it it make the mega's "mad", because they're the minority in the scheme of things. It would actually increase you player base by allowing more people to have positive and engaging interactions with the game. Here are some more benefits from a smaller company limit: 1. Mega's won't ruin the game for the majority of players (people who play in mega's are not the majority). 2. Creates a more enjoyable experience for new players learning the game, because no mega's dominating seas and land a week into a new wipe. 3. Server loads during fights are reduced due to less people in companies to zerg into a server, less lag means fights are more enjoyable. 4. Game content within companies is spanned out over more time because less people available to systematically run players through pve content, more challenging with a smaller group. 5. The game map becomes larger because companies are smaller and more effort is required to traverse and develop around the map. 6. Because companies are small, becomes harder to maintain huge swaths of islands, opening more land for groups to fight over and colonize. Generating more content for everyone. 7. Specialization within companies becomes more important, making it more important to engage and participate with your company. 8. Company positions are relative more meaningful, so recruiting become credential based and needs based. (I'd would challenge the most companies generally do not have more than 15 actives at any given time.) 9. You'll save the game from it's slow death back into the best seller list. Mega's don't run this game, take it back from them. 15 Person Company Limit.
  6. 1 point
    Hello, I play on non dedicated server with my family since a day. Before that, I played on GPortal servers. On my non dedicated, all the tame houses (Barn, Swarm, Aviary, Tame) didn't show me the beasts within. And I can't unload them by any means. If I demolish the building, they didn't show up. On my GPortal, they function well. I searched the web, and the forum, but didn't find anything like this. Is there a way to make them behavior like normal?
  7. 1 point
    If they use a glitch then others will and it takes the fun from the game. All I’m saying is if people aren’t happy about me posting this it’s not my problem. I don’t care what chase is doing that’s all they do is bitch about things. If there’s bugs and game breaking glitches I’m going to report it. It’s dumb crashing servers with ritual stones and it’s dumb glitching your ships just to be able to stand up to another company because they can’t win ship battles otherwise. Im posting the issue to get their attention I’m not posting it for anyone’s approval
  8. 1 point
    On both singleplayer and official servers I am forced to play on the lowest graphic settings despite the series x having hardware well above the recommended system requirements. I can't even read my own compass it's so low poly. However when I first got the game on my Xbox one, the graphics were perfectly fine, better than what we have to deal with on modern consoles. So I have no idea why this is happening, I'd love to be able to play this game but the playdough makes it unbearable.
  9. 1 point
    I do understand starting new seasons, however, are the seasons really just 3-4 months? I get it, wipe and let folks try and get the lands they want, etc., but, 3-4 months without serious new content? I am a glutton for the grind but, this seems a bit much. ;)
  10. 1 point
  11. 1 point
    Then you might as well limit mines, lumberyard, quarry etc. to 1 per island/company ... some companies have 3-4 standing and others have no space.
  12. 1 point
    FINAL NOTE Again, we would like to emphasize that Stryker said it all. We took our boats and left. Stryker messaged nami and redbeard, told them it wasn’t working out. We wanted to go out and get content but we were EU players on a NA server. I personally farmed at least 400 rhino horns for the company, so I felt taking my ship with me was reasonable. I had 150 dmg gunports on my ship, everything else was from vessels studies. I leveled it myself and farmed the horns myself, I also farmed the gunports that were on my boat. Neither nami nor redbeard were in comms when we left, they had already went to bed so he messaged them. End of story. Call it what you want. It is as simple as it just wasn’t what we’d hoped.
  13. 1 point
    Return everything as it was 2 years ago!!! All your new ideas have killed this game and repelled all potential players from playing that previously beloved game! RETURN EVERYTHING!!!!!
  14. 1 point
    The sea.... she calls me. What does she say to you
  15. 1 point
    Just thought I'd mention to any of the community interested in Breeding that ARK Smart Breeding has been adapted for use in ATLAS allowing you to store a library of your tames as well as work out the stats and reverse calculate any tames including the imprint. ASB Download ATLAS Guide
  16. 1 point
    Two things, a) The angles for the weight and handling sails are wrong. The way these sails work in game is not how they work in real life. This really breaks the immersion and makes sailing less intuitive. b) Not only could this 'fix' be purely graphical at this stage - it could also easily be expanded beyond this to make the handling and weight sails viable choices when choosing main-sails via added gameplay elements - which I will go into below for those who are keen for a quick read. The game suffers because the sails are too similar - they are things that rotate to the nearest direction of the wind - with slight gimmicky speed and angle and weight values plugged on to distract the player into thinking these sails are worth thinking about. In reality, these sails function very differently, and including these functions ingame will make the sailing aspect (one of, if not arguably ,the main aspect of the game) much more dynamic, and rewarding for those who follow different play styles. At this stage its hard to tell how much research the devs did into tall-ship sailing - no doubt they got the basics right - square sails were speed sails, handling (only on modern boats but tall-ships had stay-sails) or gafs(weight sails) were for pointing upwind. But the inclusion of rotating booms that go infront of the mast pointing handling/weight sails literally into the wind makes me think more research is a good idea. Including more realistic sailing mechanics has the possibility to deepen and enrich the gameplay - not damage it. Ironically, I believe further complicating the system it will actually make sailing easier for the novice - who can stick with certain sail types for ease of use - and deepen the strategic depth of those who want to challenge themselves. Current sail "choices" Speed - faster, harder to set and sheet Handling - normal speed, wider angle of effectiveness (can point higher to the wind), very fast handling Weight - normal speed, harder to set and sheet, adds weight to the ship. The problem with these choices is that weight sails become nearly useless (especially since weight is a level-able stat), and they are difficult to set. All pvp builds I've come across opt for maximum sized speed sails and 1 small handling. Those who are good at sailing just go for double speed. Some who just want to 'run' away go for double handling for the higher wind point, thus ensuring an escape against a faster opponent so long as its 'clear' sailing. The game currently manages to miss a major perk of the handling and weight sails - that they are 'symmetrical'. This means that when ship is tacking upwind, you can 'set and forget' these types of sail, (the direction being parallel to the boat pointing aft) this allows the wind to be caught at the greatest possible angle upwind. In this set-up, when one performs a tack, the sail does not need to reset - however the sail DOES need to be reset after performing a gib. This has two great consequences - solo players who dont have NPC's or early build ships will have both an easier time sailing upwind and it encourages the use of both handling AND weight sails (not having to set a weight sail every tack really makes them more viable by removing their slowness con). Proposed changes Speed - these don't need to change - they're perfect, if anything however, any upwind angle for these sails could be removed - they physically can't go upwind and were designed for bearing down on an opponent at great speed - but downwind only. this gives you control of the engagement if you find yourself upwind of ur opponent. Handling - these need to function symetrically - instead of rotating to point into the wind they should be let out and let in from the 'central position' of the boom parallel to the ship. letting the boom out will catch the most wind downwind, letting it in will allow the ship to point very high into the wind. Performing a tack should be very easy with these sails, performing a gib should at the very least require resetting . Weight sails - function exactly like handling sails - except they are slower to set - and if a gib occurs and they have to fling from one side to the other you could add 'sail' damage to it. Additionally, they should add armour to the boat too. Addition of the STAY SAIL - these sails should be able to be placed between masts - this also encourages multiple masted boats as they have more manouvering over single masted (finally a large sail is faster than two mediums - but the possibility of an upwind stay sail sways the decision into a real toss up for the player) . These sails function like handling sails and are very easy to set and forget. They allow the boats to go upwind a lot more effortlessly. These also really make tall-ships look like tall ships - at the moment, Atlas ships look naked inbetween the masts. Anyway, thanks if you've made it this far. Rant over. at least graphically fix the handling and weight sails! drops mic.
  17. 1 point
    The crows nest is facing the wrong way and the Sails are opposite to the Speed sails direction. Should the crows nest not be flipped 180 deg? Should the Sail/s not be billowing with the wind? instead of 90 deg. to the speed sails?
  18. 1 point
    Hello all, I have seen ships with triangular sails and while they are sailing, the boom is on the opposite direction of what it should be. For example, if I am heading N, and the wind comes from the W, the boom should be on my starboard side. I understand that this is not a sailing simulator, but still, it is kind of awkward.
  19. 1 point
    It's crazy this still hasn't been addressed. I've looked everywhere and these comments are all I can find on the subject. Wtf? This needs fixed. Unless I am missing something. Everything on my game looks like bad origami.
  20. 1 point
    I am also on an Xbox Series X and playing on single player. Before the patch my graphics looks top notch and had me thinking of getting a 4K tv. After the patch, my compass is unreadable, weapons are like stick figures, and the game itself very blurry. Plays fine so far other than that. I hope y’all get it figured it and I love this game and believe in it and y’all! I’m gonna keep playing regardless to lend my support. :)
  21. 1 point
    for anyone coming accross this problem i also added { "Name": "MonumentDB", "URL": "127.0.0.1", "Port": 6379, "Password": "foobared" } to the servergrid.serveronly to now look like "DatabaseConnections": [ { "Name": "Default", "URL": "127.0.0.1", "Port": 6379, "Password": "foobared" }, { "Name": "TribeDB", "URL": "127.0.0.1", "Port": 6379, "Password": "foobared" }, { "Name": "TravelDataDB", "URL": "127.0.0.1", "Port": 6379, "Password": "foobared" }, { "Name": "TerritoryDB", "URL": "127.0.0.1", "Port": 6379, "Password": "foobared" }, { "Name": "LogDB", "URL": "127.0.0.1", "Port": 6379, "Password": "foobared" }, { "Name": "TradeDB", "URL": "127.0.0.1", "Port": 6379, "Password": "foobared" }, { "Name": "MonumentDB", "URL": "127.0.0.1", "Port": 6379, "Password": "foobared" } ] } the server now launches correctly
  22. 1 point
    This right here bothers the shit out of me, sails are trimmed leeward. The Gaff sails(weight) also look janky as hell when on every point of sail other than running. I know it's just a game but a little bit of thought and effort into this would have made the sailing far more copacetic.
  23. 1 point
    Honestly it's garbage that people have had to wait this long for these bugs to be fixed. I bought Atlas and Ark when they were released and still haven't got my moneys worth out of Atlas. Ark is good to go mostly so why haven't the developers put in the effort needed for Atlas? Just.my opinion.
  24. 1 point
    Your so obnoxious go play something else if you don’t like atlas. All you do is complain.
  25. 1 point
    You want to remove; Armored Docks BPs SoTD Peace time Freeports Stuns Feats for most melee weps level bonuses aging Ship customization Structures (or at least any remaining usefulness of them) Ownership of structures Rewarding players who prosper bar shots All gold sinks handcuffs Reload timers Player announcement for entering or leaving a server Ship weight penalty company size caps Did I miss anything? You want to have; Ships be equal in stats Players be equal in stats All gear and weps be equal in stats Ships be free No bases (proved by your wanting to tear them down so fast no one would bother building them) Very little PvE and a heavy focus on PvP @chukiki Dude, honestly, you are wanting to play "Sea of Thieves". You take ALL of this out and get what you want, you basically have a shitty version of Sea of Thieves.
  26. 1 point
    Anyone know if there is a setting that enables sailing around the world with a 1x1 map? I hope it is possible so it will become a small mini-world.
  27. 1 point
    Please check the boom angle and sail bulge of Handling sail and Weight sail in relation to wind direction. I think is "OK-ish" to one side, but disastrously wrong the other side. Handling sail boom should always point more or less AWAY from the WIND. (Unless you press the boom by hand against the wind and you sail backwards!) Bulge should always be AWAY from the wind like the other sails. (You must make two alternating handling sail meshes or MIRROR sail mesh's x-axis when changing tack. you cannot just rotate all along y-axis) On Running wind (behind) the boom can be on either side (of your choice) (90 degrees to wind) and bulge forward. Suggesting to Google images "sail positions for points of sail" / Old sailor PS. Great game (800+ hrs)
  28. 1 point
    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
  29. 1 point
    Not only turn it around. the physics are entirely wrong compared to real world sailing. The (speed sails) - should push the ship to a direction The (all others) - should pull the ship - if above beam The Handling/Weight sails should be faster above beam and horizontal below beam Some real world math - would be nice in a "pirate/sailing game" https://www.real-world-physics-problems.com/physics-of-sailing.html ..the usage of the actual pseudo physics, the sail setups feeling imbalanced But atm its easier for non sailors, so may they wont change. https://www.youtube.com/watch?v=yqwb4HIrORM
  30. 1 point
    Please fix Handling sails. They look really broken and unnatural.
  31. 1 point
    Would you, please, fix handling sails alignment? It shows properly on upper right icon, but 3d drawn at wrong angle, which is really confusing and prevent me from using them. The way Handling Sails are drawn now they would pull ship back or side and never ahead. 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
  32. 1 point
    They are not "backward" they are completely screwed positioning wise. Totally wrong algorythm. Here is how it supposed to be: http://www.schoolofsailing.net/points-of-sail.html there are lot of explanation on the net wbout sailing and triangle sails positioning. P.S. Is Weight sail positioned properly? Need to try them...
  33. 1 point
    So this has been bugging me since the launch in December, Small, Medium, And Large Handling Sails are all BACKWARDS on every ship in the game, the animations for the sails are also backwards so when you have your sails fully into the wind your speed sail is blowing fowards but your handling sail is blowing backwards which realistically would me your ship isn't going to move. Will be be seeing any small content patch in the near future where you finally rotate the sails 180 degrees so that they're snapping onto ships correctly? For example this is what my sloop looked like while sailing it from a freeport with a small speed and handling sail on it.
  34. 1 point
    I'll leave this visual explanation here... basically fix your handling and weight sails so it doesn't look like they're pushing the boat backwards. The square sails are fine. (Alternatively re-work the handling and weight sails to work how they would in real life - that'd actually add to the gameplay with how these sails perform differently... and you wouldn't have to cheese it with increased sail angles or 'faster' turning and hoisting)
  35. 1 point
    Hello there, I would like to let you know that weight sails and manuver ones are set to display the exact opposite they might in RL. When a sailboat goes upwind, the mentioned sails might be shown as fully triggered and in the opposite side of the wind blows. Otherwise, when a sailboat goes downwind, the mentrioned sails might be fully released. The Upwind animation seems like a manuver the sailboats do in an hurricane, to slow down speed. Speed sails are correctly shown. Regards
  36. 0 points
    Sounds like you should join a mega, mutineers are recruiting I heard.
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