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  1. Ahoy Pathfinders! With summer winding down, we have a new season to look forward to. A new season of ATLAS that is! Stay tuned for more details as we get closer to patch day! Upcoming Wipe The final day of the season will be Wednesday September 21st when we will be wiping both official servers for a fresh start. Servers are expected to go down at 7PM PDT and should be back up within a few hours. Unofficial servers are not expected to need to wipe at this time. A dedicated Kraken Bowl grid will be accessible September 14th - September 21st, so grab your crew and send this season off with a bang! To reach the Kraken Bowl, sail out from Tortuga in any direction across the grid line. PvE players should be particularly cautious, as the zone is PvP enabled for all who enter. We hope you’ll continue the journey with us as we make our way closer to exiting early access. Thank you for your support and happy sailing! Here’s a sneak peek at some changes headed our way! Live Dev Q&A Come meet the ATLAS Senior Game Designer and the Community Manager on September 15th at 12:00 PM PDT in our discord Stage voice channel! We’ll be answering many of the questions recently gathered from our discord community. Pathfinders will also have the opportunity to ask additional questions or for further clarification. For those who will not be able to make it, we’ll be posting a written version afterwards. 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
  2. New content = Good (depending on content) Adding new content BEFORE fixing old/existing content and game = bad Claiming to listen to our feedback, but not actually listening to our feedback = bad Hinting about more wipes after previously stating no more wipes = very bad Look....the game has potential...it really does. It's cool you want to add stuff to the game, keeping it semi fresh....but I've said it before, and once again I'll say it again....FIX CURRENT STUFF (including server/performance issues) BEFORE ADDING NEW STUFF!!!! Your lack of logic here amazes me. The fact that you claim to listen to us, the players, but never provide responses etc to player posts, auto-closing tickets, and what not just proves you don't care what we say/ask for. As for even more wipes coming....why should anyone here (pvp and pve) bother playing if you're just going to keep wiping things? Why should Player X build ships to fight SoD if they're just going to lose the ships yet again? Why should Player Y spend much of their time/energy/resources to tame that one tame they've always wanted, just to have it taken away in a wipe? Why should Company A tame and breed some basic tames to help out new players with their first tames etc if you're just going to wipe again and again? You want us to play, and you want new players to join, but give NO reasons to stay. What's a new player to think when they just get a basic base going, to log in one day and have it wiped because you devs think it's for the best? If you need to wipe, find a way to allow players to keep the things they've worked tirelessly for. Or just get good at making a game and keeping the players. As for costing gold to build ships....really? I can understand if you're going to allow players to buy a brig from an NPC (like the guy in the freeports), but if I'm building my own shipyard, using MY resources that I grinded, why should I pay gold to build something with my own mats? Building ships should NOT cost gold if you're using your own mats, your own shipyard. Learn to get good, devs.
  3. Well thank you Devs for Posting the Q&A at least in this forum. But it would be great if you actually would also read the answers... or even the complains before the latest patch(that one week later fuck*ed everybody on PVE). No wonders your questions are that worse selected.... on Discord you have daily 10k spam messages... nobody can read them all and nobody can collect that information to find out what players want. You may focus on PvP but this PvP gameplay got my health down that i needed a 5 month brake from it... but still love it somehow... but actually playing PVE because my ships are (mostly) safe there. I would not mind a good sea battle known as a mighty captain of Season 3 but throw my Ship for 3 Barrels.... Well i tried taming Dolphin but this fishes always swim away so every feeding is red... i will not tame a crocodile.... PvP Meta is still fast horses... it's like playing a super haevy tank vs. wheel tanks and arta in the game "World of Tanks"... but you can bait every 10 seconds LOL You "remove" any award of the Booses(Yeti) because of a little exploit that happened to bad codeing and could be easy fixed. Just give the Kraken Fight an Option to choose between V1 and V2... that's all players need. If you don't want to focus on changing this it's ok... it's your game but at least as long this bosses are in the game you should get 3-5 Lvl Ups from killing one of them. Yeti needs a large group to complete but it's ok. Solos can do Kraken if they prepare well. Also the Dragons nobody really wants to fight them...(Only usefull weapon is the carabine - balistas miss 90% of their shots) I just went whale hunting to get both skills but after completing there is 0 reason to hunt a whale anymore... maybe you should get an additional taming buff if you achieve 50 or 100 spearm whale kills? That would be cald a progressing skill. Devs just listen and fix the most important bugs... we appreciate if you create new things... but in the meantime let us have some fun playing the game to test it for you without getting any pay therefore. And you know yourself... the current islands are not good in many cases... do not rearange them in the map(like maelstorm)... fix them before you do that. Don't mix the vegetation zones with the stone/metal zones. The first map was much better. Trading should work over 3-4 grids and you should be allowed to accept more than 5 trades. If you cancel trades they should be removed from your list. After 90 invites you can't invite other markets anymore ... you need to destroy market. Fix the Blue Prints! Just today i got a legendary Balista with 103% damage and 168% durability(that's grey for me and straight going back into the water)... again no large sails better than blue found in golden age after 8 hours and 1,6k cannon balls fired.(remove mid size sails or change/buff them and allow shooners only to have mid sails - there is no reason to place them actually) 3 Galleons Lvl 52+ dropped only gold and amunition without any BPs!
  4. I wonder you all don't see the idea behind this ramming ship. I mean it has 18 prefab cannons in no gun ports = max weight + 2 large cannons in the rear. With two (speed)sails and maybe a weight of 8000/20000 this will be awesome fast. Maybe you can drive 6-8 knots and increase it for short time to 12 knots? Keep in mind you don't have amunition for your cannons on board and you don#t have repair resources. So what will I do? I will build a brig with 3 handling sails(~120% speed) and 5/5 cannons with total weight reduction to full combat ready 3500/15000 weight. Yes that ship has repairs and amunition on board for easy 30 minutes fighting. If you don't know how to do this you should try some things. If i have a good shipyard i could even spend some levels on weight. I even don't need to use barrels to blow that one appart. But let me guess the devs focussing on PvP drive themselfes only PvE monster ships with 20 points skilled on weight. The thing with early access is that you get kickstarter money from your alpha testers who buy this game. But the way you do this early acces should be that you pay your testers for their sufferings. I played 1400 hours in season 3 and it was a great game once. It was really funny and needed lots of teamplay. Just fix the so often mentioned bugs and server issues. Improve the quality of loot drops of SotD and treasure maps. Let the players find shipyards and handling sails. SoTD >lvl 30 shoult drop more than green blue prints... just give high level ships a lootdrop according to their level. And maybe you don't give us rolls of mystical 110% garbage... what you throw away when it's gray. Testing the farmhouses now they stop of no reasons, they run but don't collect things... the warehouse is one day filled with 13k of all ress and the next day only 1k? Why don't all my farms on an island connect to my warehouse and why other warehouses could connect my farms? Fix and balance this. I don't believe the trade routes will work as intended. New land bases screams next wipe. But i don#t care because I probably don't play anymore as i quit after the season 4 start passed 3 weeks. I should have a look if my Pathfinder is even dropped below level 80^^ I am testing a private server with mixed PvE and PvP grids on the full 11x11 map. Suiting me much better than the rediculos barrel bomb wipes on the full PvP which effects your health in real life after a while.Settings are farming and XP 3x which makes the game much less grindy but i still like to do the grind jobs. An^d wtf I found out that now doing Power Stones does not give you 40 Discovery Points anymore? So you need to step on all islands to increase your max level? Did you know this means about 10 minutes driving from one island to the next if you don't explore the island a little bit... your game is no fun playing with lvl 50.... a sweet spot is ~80. I maybe shouldn't test Kraken or Yeti Boss fight because I will cry when this gives you now rewards than just 1 more dance move.... I wonder you all don't see the idea behind this rmming ship. I mean it has 18 prefab cannons in no gun ports = max weight + 2 large cannons in the rear. With two (speed)sails and maybe a weight of 8000/20000 this will be awesome fast. Maybe you can drive 6-8 knots and increase it for short time to 12 knots? Keep in mind you don't have amunition for your cannons on board and you don#t have repair resources. So what will I do? I will build a brig with 3 handling sails(~120% speed) and 5/5 cannons with total weight reduction to full combat ready 3500/15000 weight. Yes that ship has repairs and amunition on board for easy 30 minutes fighting. If you don't know how to do this you should try some things. If i have a good shipyard i could even spend some levels on weight. I even don't need to use barrels to blow that one appart. But let me guess the devs focussing on PvP drive themselfes only PvE monster ships with 20 points skilled on weight. The thing with early access is that you get kickstarter money from your alpha testers who buy this game. But the way you do this early acces should be that you pay your testers for their sufferings. I played 1400 hours in season 3 and it was a great game once. It was really funny and needed lots of teamplay. Just fix the so often mentioned bugs and server issues. Improve the quality of loot drops of SotD and treasure maps. Let the players find shipyards and handling sails. SoTD >lvl 30 shoult drop more than green blue prints... just give high level ships a lootdrop according to their level. And maybe you don't give us rolls of mystical 110% garbage... what you throw away when it's gray. Testing the farmhouses now they stop of no reasons, they run but don't collect things... the warehouse is one day filled with 13k of all ress and the next day only 1k? Why don't all my farms on an island connect to my warehouse and why other warehouses could connect my farms? Fix and balance this. I don't believe the trade routes will work as intended. New land bases screams next wipe. But i don#t care because I probably don't play anymore as i quit after the season 4 start passed 3 weeks. I should have a look if my Pathfinder is even dropped below level 80^^ I am testing a private server with mixed PvE and PvP grids on the full 11x11 map. Suiting me much better than the rediculos barrel bomb wipes on the full PvP which effects your health in real life after a while.Settings are farming and XP 3x which makes the game much less grindy but i still like to do the grind jobs. And wtf I found out that now doing Power Stones does not give you 40 Discovery Points anymore? So you need to step on all islands to increase your max level? Did you know this means about 10 minutes driving from one island to the next if you don't explore the island a little bit... your game is no fun playing with lvl 50.... a sweet spot is ~80. I maybe shouldn't test Kraken or Yeti Boss fight because I will cry when this gives you now rewards than just 1 more dance move.... *EDIT: Just loged in and still level 80 and 652 Discovery Points left. Maybe somebody knows if Power Stones still give 40 Disc Points as well as the essences? Also I had to log in with activated VPN due to the old bug maybe caused by wi-fi connection? Without VPN stucked in the loading screen on the Primagameldata_BP.
  5. Hi I want to make tames that can go on shoulders more useful so I came up with things to add to them. Most bonuses I am suggesting will be determined by level like crows to encourage breeding. I tried to give each tame a use for on land and at sea so they can all see more use. Some of it may sound overpowered but can easily be scaled by devs to make it all balanced. Cat Current: There is no shoulder trait for cats right now but they are a free source of keratinoid, fish, and rodents. Cats are already pretty strong with the current uses and their only in freeports so the traits aren’t going to be amazing. On your shoulder a cat will prevent you from taking damage from hunger (cats get fish, so it can keep you fed without ruining your vitamins) and will regularly deposit a local type of keratinoid into your inventory. This is more of a PVE trait, I don’t want to make cats that good because they already have good value but this shoulder trait should make it so people don’t keep silly amounts of cats laying around. Also I hate farming keratinoid that isn’t bones or scales. When captaining a boat: Automatically feeds crew and lowers crew payment (gets fish and people get happy because cat onboard this seemed like a freebie I wanted to throw in). Increased ship turning effectiveness. That’s not a bad trait but not the most amazing should have some value on galleons or maybe someone will make a drifting brig. Crow Currently: Int bonus impacts cooldowns on ground and sea + crafting. No change it’s already pretty strong and gets a lot of use. Maybe bring back the reduced fall speed but it’s already got enough use to not bother. Monkey Currently: Health Regen + Slow enemies on ground It’s already pretty strong on ground so maybe small nerf to line it up with other shoulder tames and change the regen/slow scaling to be determined by level. When captaining a boat: Increased repair speeds and adds a small resist bonus to the ship. Basically just using the ground trait and moving it to boats it seems like an easy match but repair speed seems pretty weak and no other tame was using resist so why not. Parrots Current trait: Increases fortitude The current traits not that useful, no reason to remove it though. Because I can’t think of anything good for the parrot which is an iconic pirate animal I think just adding a straight damage % bonus to it. Damage bonus applies to everything (maybe not explosives?) so it’s good for PVP and PVE hand gathering with tools. When captaining a boat: The damage % bonus applies to cannons, swivels, and ballistas. Maybe at a lower % than ground stuff because I don’t want bar shot to one shot my sails more than they already do. Rabbit Current: Alert when dangerous animals are nearby. I think rabbits are fast so I believe they should increase move speed on ground. This should see some use on ground. I often find myself trying to chase down people who are always slightly out of reach so this will provide some options to ground PVP people. The current trait can be kept on there too as a bonus, it’s not that great in my opinion so I don’t think it’ll make the rabbit that much stronger. When captaining a boat: Increased reload speed. Rabbits are fast so they reload cannons fast. Seagull Currently: Swim speed increased That’s not that great, I believe it should also increase fortitude in water so you no longer take damage from freezing in water. Not the most useful trait but the boat trait should make up for it. When captaining a boat: Increased sail speed. Basically the current bonus seagulls give in water but applied to boats. A pretty good boat trait to have and should be competitive with crow and seagull. Vulture Current: Food preservation This was pretty good when everyone was going nuts taming crabs but now I’m not sure if it’s that useful. I think this could be more of a PVE tame so we can just throw a lot of bonuses at this thing to convince people to breed it. On land increased materials when gathering from corpses (hide, meat, keratin) and digging treasure increase gold and rarely increase # of bps. All PVE bonuses and make them apply to the tames you are riding so they get use all the time. When captaining a boat: Increasing the materials you get from salvaging boats. Maybe add a % chance to get the exact thing you are salvaging (example: salvaging a mythic galleon you might get one of the mythic gunports while demolishing them). Also a bonus to generated wrecks and flotsam. Maybe increase quality from ship of the damn flotsam? Maybe? That last part might make it too strong with all the land stuff, I can imagine the requirements for a max level vulture to get the top tier drops when farming sotd. The vulture gets a ton of PVE stuff to convince people to breed it and I couldn’t think of anything that made more sense for it. The sotd flotsam and map bp % might be enough to convince PVP companies to breed/buy them? So when you freaked out when you saw one tame giving one trait/stat that you think would be overpowered just remember the devs can scale things around to make it balanced. Increased sail speed on boats for example might not be a 50% sail speed bonus, maybe with the highest level seagull its 5% or 10%? Also you’d need to get the 119 breed line running and then max out the levels to get that highest stat bonus, getting to that point is a lot of work and most people don’t manage to get it. The devs would have to spend the time to find a number that doesn’t break the game but still gives people motivation to breed/tame these animals that are unused/overused.
  6. This Q&A turns out to be the first one that could be some kind of a new roadmap looking in the future with things that will happen. no factions are planned at all. Players have to organize this themselves in a MMO sandbox(kind of difficult) but maybe a good decission.(for PvP) Claiming remains difficult if the solution has to be working on PVE and PvP. Maybe there should be different solutions? Let's see what the Devs will come up with. On PVE there shouldn't be claimable islands as most players are split up in very small companys. Hopefully the Devs find some balance between offline protection, claimable area and depending on this structure limits that are necessary right now for protection of ships and bases. Resource Box interaction improved - Hell Yes!! Looking forward to the new ships and 1 year of balancing. Maybe you show the construction points before you stand on the ship with some parts/sails in your hands? Ship building in the shipyard should show the construction and sail points. Sails should show the required space too. So far ramming sloop is useless and the Kraken well... it has a nice Kraken cosmetic. I wonder how you can customize with prebuild sections? Make the lower hull one part? Only make the gun port places adjustable? Would reduce the structure amount. Gold, farmhouse, warehouse, resources. Why not allow 1 per company per island and have one farmhouse covering the hole island collecting all resourses there. We don't need all that prefab buildings. We need simple access also for solos to the trade system = more warehouse per island in total. Give the farmhouse an interface to set production priorities or even stopp collecting specific resources. Let it only connect to the warehouse of the same tribe. Gold sink in Season 3 was insane... my tribe was 2/3 of 7 days a week busy to collect gold to keep the islands and the NPCs(PvP). You spend a hole weekend day whale hunting with a Brig as a shooner could not carry the weight of 20k gold. Now on PvP megas raid with 5 Dragons while small companys barely get a shooner. I just tested the new weight of resources and it feels weird... carry the same amount of gem and crystal like fibre? *Warehouse loot drop should be fixed to drop all because Mega Tribes need to loot Lawless Warehouses of course* (ironie of) Loot improvements are necessary and a long term bug that should be fixed soon. May consider to reduce the power a little while making it less costing to get them? Well at least we now know that we will play an unblanced game in alpha testing status the next year. Everything can and will change. We will have bugs and exploits a lot... release maybe 2023? At least they have working a very small team on it. Besides holiday cosmetics which most don't care about just work on the game please. Improve and fix. Let us know something about you, the devs. Don't be quiet all the time and let us fish in the dark.
  7. IMAO - storm should not be global. It should be a single local spot on the grid slowly moving thru. Sometimes it's deadly tornado in the center. And the only goal for players and NPC will be to avoid the zone at all costs. Or if you accidently got in, to, then, escape out. Huge waves should damage planks. If you stay wrong angle - waves can overturn your vessel. Strong wind - do some damage to full sails. Lightning should also damage masts. And tornado just destroy your ship, crew and you with debris. That's how it should work. And... well there should be some rewards for storm avoidance, storm escape and really unique rewards for survive tornado : ))
  8. I know PVE isn't your priority right now, but I just wanna mention PVE seas battles: 36 - PVE seas battle issues: While I do that a lot with old fashion way (the way it suppose to be), there are some issues made terrible wrong and I don't like it. I guess all made wrong: All cannons aims JUST parallel trajectory. Do 100% synchronized volley. Cannonballs flies 100% accurate and parallel trajectory and lands exactly spot I send them to. Please tell me, are we playing actually sea pirate game? Not those old fashion arcade machines in 90's with games like TYRIAN??? I mean, I do love TYRIAN but I wanna play sail age ships, not those arcades... Parallel trajectory sometimes doesn't allow me to AIM enemies boat with all my cannons. It's like some of my guys aiming enemy's boat, while another ones - just to waters with no reason. They have turning cannons, you know? Synchronized volley is nonsense. 100% accuracy is nonsense. Non of these ships were that good. Current cannonballs speed is nonsense as well. I mean some damned ship even can dodge my fire. It's like cheating. For hundreds times I saw the situation when damned ship is moving, I aim just a bit ahead and the moment I shoot, damned ship does instant stop, letting my cannonballs fly ahead. Then continue moving. So I just wanna repeat what I told before. All cannon stuff should be like this: - When I aim - I see large round area where my balls will randomly land (it's not necessary I see that with UI graphic, but it should exists around my aim point). - When I shoot - my cannons do random volley within 3 seconds. - My cannonballs flies at least 10 times faster than it is now and land in wide area around my aim point. So instead of this: It should be like this: Cannonballs land area way larger that enemy ship and goes wider with distance. So a lot of cannonball will miss - it's fine. With skills I can reduce cannonballs lands area and volley time. Some skills with gunmen also help to aim. And damned ship should work the same way. They should do same long volleys, fast flying cannonballs with wide hit area. Don't make it arcade, with cannonballs dodging. Better damned ship - less volley time and hit area range. And please DON"T DO THIS MACHINE GUN high level damned ship. I do understand you wanna them be cool, but I really don't like to see lvl-56 damned Galley with 3 second reload time. It's like those bosses in arcades. Oh and I found funny issue. Damned ship CAN NOT pass through another damned ship wrecks : )) and just stuck there lol!
  9. Thank you George, this is a great summary of this quest. Reading all you other commends over the last year i thought you would have done this already several times. But as you play solo your progress is much slower. You analysis is very good regarding the chance to complete the power stones as solo player. I tried this also on a Private PVE Server and i did not finish one stone. In a group of 3-5 players it's much more easy to get the hydra to the beach. Of course in a Mega Tribe you can just go there with 50-60 carabine guns and shot every monster in your way.(like you can kill the Kraken this way too) @G5 there can be a hydra spawn on top of the mountain(lower left spawn) where you may have to climb up about 30 minutes and it's difficult to kite her down without getting ignited. So you may never go there to even search for hydra... if she's up there you do not want to be the one killing her for others to get a more easy spawn. Power stones caves are easy if you go in with 2 players... the first runs in and jumps from the bridge while the second one is close following. Of course some caves have snakes where it is difficult to jump over them without getting one hitted. But after some trials you figure out how to do and can tell pretty safe when there is the time to go in with the key. Make sure you are nacked and also drop your crap steering wheel skin... if you die there will not be a pocket left... only if you die with the key. The way to reset the powerstones is putting them in a cargo rack and drop it followed up by picking the floating cargo up again. You can reset everything that spoils... for example your tresure maps. You can repeat this as often as you like to. As I don't play anymore i don't care if the devs will read this now... i even guess they are not in this forum so probably that will give us proove that they are not reading our feedback here. Otherwise they may consider this as a bug that needs to be fixed as players should expirience much more hardcore with loosing stuff just to an expire date.(Keys should last 12h at least) The Kraken fight is not that difficult. You can do it solo with a Brig. It should have 5 or 6 small cannons each side to target the tentacles. With 6 100% cannon and 100% ships damage you may not destroy one tentacle with one salve so you may consider using improved cannons and get your ships damage up some levels. Make sure your crew is not lvl 1 and has more thann 200-300 HP. Don't use rear facing cannons, the NPC there can get hit by the kraken shots and those cannons can take much damage and get destroyed. Make sure you skill yourself to HP as your first trial will be difficult to figure out when the Kraken starts his area lightning attack which can kill you if you get two times in it. I recommend to have 3-4 healings and maybe a monkey for healing buff. The SoTD in the fight have reduced damage but more life so you try to avoid them while killing the tentacles. If you destroy all tentacles you have to drive to the center and manualy aim the head from close range. Auto fire order does not work, only for tentacles. The lightning area attack is visible some seconds before the strike so it can be avoided with good timing. The attacks are set to a fix duration but it's possible that one tentacle can repeat the area attack. If you get in the area attack you can not use the steering wheel. Make sure you wistle the sails open to get out. Xbox Players may face issues that the healing is not working/buged. The damage to your ship is very low and most likely will only hit your rear upper planks. So it's solo possible and you don't need much repairs as long you don't get into the SoTD. My suggestion is a ship with 200% armor skill and 150-180% damage. As you drive in circles you may use handling sails to have better wind angles. Galleons are not good in turning so it's kind of a waste to go in with more than a Brig. A Shooner can do this job too but your planks have less health so it's more risk if you don't trust your sailing skills. If you have a made or passengers the safest place is maybe on deck or sitting on a chair under deck. Standing under the deck maybe looking out of the gun port to see the action can make you glitch out and swimming with the sharks... you will die and don't get the quest(yes, happend to me in my first trial as passenger) Majestic Kraken: You could use harvest boost after killing the squids if you have all 9 power stones and complete the Ice Dungeon by killing the Yeti boss. Chance to complete solo = 0% So this ships costs is completely useless. It's a Brig with double amout of cannons which should have to be much more weight compared so it should be slower which means it will lose PvP vs a Brig. For you as solo player fighting SotD with broadside attacks it could be a good ship... so hey, we got PvE content added.
  10. I would like to comment on the statement made by @Adfax Personally, I like the Age mechanic. It adds to the game play. However I would like to see it slightly different, more like the original idea they had for it. That is that over a period of time you get older and eventually die (as you would IRL), once you die (and this can be based on pure age limit i.e. 100 years, or based on the amount of damage you have taken over your life, much like Star Citizens age mechanic) your character is recreated as a young teenager and your skills need to be relearned, however you get to keep the levels that your ancestor obtained through finding discoveries. I think this would add more gameplay, and a more realistic way to allow you to rebuild your character, other than using a silly mind wipe tonic. I absolutely agree, the melee mechanic is ridiculous. It should be more like ARKs melee mechanic. The auto lock is annoying and can be used against you (I appreciate it can be turned off, but then whats the point of having it in the first place.) Once again I completely agree. I ended up HAVING to play with a Mega tribe, as we as a tribe of around 24 were constantly being annihilated by the 50-100+ tribes. We could never attack them as they would know it was us, and would immediately retaliate and wipe us. Therefore the only way we could enjoy the game and have any chance of surviving was to join up with other bigger tribes. I can see that if this mechanic doesn't change, no matter what else changes in the game, the only way you can play this game and enjoy it, is to be as a larger tribe. In ARK we would drown a member of a tribe we want to be accused of the attack, and simply knock out a tamed dino on the side we wanted to attack, and place the players ID tag inside. Then more times than not the tribe would find the tag assume the other tribe had attacked them, and go raid them. Job done. Espionage is not possible if we all know who attacked us. | disagree with Adfaxs comments here. I believe that Turrets are the only way a small tribe can ever take time away from their base, whether it be for exploration, & conquest or just going to work/school, time off or sleeping. The only other option is to make the buildings and ships overly strong, or add permanent raid protection (both on and offline). The game-play with turrets is to find a way around them (either by Tanking them till they run out of ammo, destroying them with explosives and cannons, or killing the AI manning them) that's just part of the game, and a fun part. I want this game to be hard, i don't want it to just be a simple run around offline raiding game where I can break through a door in 2 seconds and steal all their stuff with no consequences. I agree, however I would go further and say that really who cares who's in the top 10, its an ego thing, and I have no time for it. If you must have it, then make it based on something like the length of time you have held the most land, or maybe the richest top 10 based on the amount of gold you have (wouldn't that be more true to RL). Number of players - Nope. Number of Ships or Structures owned - Wouldnt work. Number of friends on the server - Awww bless. Nope. The only way this ego trip could work is by the amount of gold owned or the length of time land held, as already stated. On this point I Absolutely agree. When we eventually joined a mega tribe, they had SO Many beds, literally hidden on every island, that all we had to do to level up, was jump from bed to bed. I took me less than an hour to get over 150 extra levels, that should have taken me weeks if not months to get. If you are an XP junky and thats why you play then great, woohoo you've read the last page of the book without reading the story, great for you. (Slight touch of Irony). However If the devs want us to actually play the game as intended, then they need to make the beds Individual or limited. Thanks Adfax for some great and useful thoughts. In additional I also believe that What the current game needs is for the players to get reputations., and for there to be an NPC Royal Navy (Police). Then for those players that like offline raiding and attacking targets that they are not in an official declared WAR with, they would get a worse reputation. If they are seen on the seas by the NPC royal Navy they will be attacked. The Royal Navy should (like the Ships of the damned), come in various sized ships. But the Royal navy unlike the ships of the damned should only attack ships with players on that have a poor reputation. Therefore if the player with the bad reputation jumped overboard the Navy ship would target on the player with the poor reputation and not continue after the ship. At the end of the day, why penalise the crew mates when maybe only one person has been raiding. Obviously the worse the reputation the bigger the aggro range of the player, and the easier it is for the NPC royal Navy to detect. Reputation should not reset when you die, but should only reset when you die of old age or fountain of youth regen. To regain your reputation, you should get a reputation increase for every game Month that you don't attack someone. The worse your reputation the longer it takes to get rid of it. This would force more official wars to be fought, and get rid of a lot of the offline raiding. We could also have Law enforcers walking around the Free ports. Which would then arrest or kill law breakers as detected. If arrested, the criminal would only be released by the Law enforcers on receipt of a substantial fine. The amount would be based on the level of their reputation. Once the fine is paid they would lose approx 50% of their reputation, and a 30 minute armistice would be granted, before the law enforcer would be allowed to recapture the assailant, giving them enough time to finish their business in Freeport, and leave the area. Payment of the fine should be in person (i.e. a crew mate from the same company would have to physically attend a freeport Naval Office to make the payment). In the event that the perpetrator is a solo player, there should be the option to be released,and to bring the payment to the enforcers within a time limit (lets say 1 hour). Failure to make the payment will double the fine, and increase the negative reputation substantially. You could also have a Law Enforcer on board the Royal Naval ships, that could arrest the assailant at sea, and take them to the nearest Freeport for detention, until the fine is paid. At all times the reputation of a player should be visible, as per the current char/company name. https://www.playatlas.com/index.php?/forums/topic/46983-royal-navy-npc-law-reputation-enforcement/ Anyways these are just the ravings of a mad man who can really see a great potential in this game, so long as both the devs and the player base don't treat it as just another BS PVP kill everything game, and can see the bigger potential.
  11. Introduction For this forum post, I thought I would cover some of the wind mechanics. I think this will conclude my discussion of the wind mechanics (unless anyone can think of something else to test!) that started with ship weight and cargo racks (somewhat related to wind mechanics) and continued to my discussion of the sextant buff. Once you finish reading the guide, you should have a very good idea of how to efficiently travel around the ATLAS, armed with the knowledge of the invisible force in ATLAS that allows ye' scallywags to explore the open ocean - the wind! To organize the post a bit, I will try to progressively get into more of the details toward the end of the guide, and reserve the beginning as a summary for people who don't really care about the details. I will summarize the main points in the "Big Questions" section, and most of the discussion will be in "The Bulk" section. For those interested in the intricate details with how I did my testing, I will leave most of that to "The Details" section. Big Questions How do the different types of sails (speed, handling, and weight) differ? The sails differ in the effective angle and maximum speed that they can give the ship. Speed sails give more maximum speed than the other two sails, and handling sails give a larger effective angle than the other two sails. Weight sails have the same effective angle as a speed sail, but they contribute much less to the maximum speed than speed sails - in return, they will add maximum weight to your ship. When should I use one type of sail over another? Weight sails should only be used when the ship is very overweight. As a rough estimate, put on the first weight sail around 65%, and add more weight sails every 7% weight you add on from there. Handling sails are faster than speed sails only when you are sailing against the wind (up to 27 degrees either direction from directly against the wind). The benefit with handling sails is that you will never bottom out on speed, unlike speed and weight sails which bottom out quite easily. However, if you aren't making a ship specifically to sail against the wind, speed sails are more widely applicable, just use them. How does the wind rotation work? The wind rotates in a large circle at a constant speed. It takes about 5 real-life hours (+/- 5 minutes) for the rotation to complete, and it goes through 2 full-wind/low-wind cycles every time. That means that if you are currently in low wind, wait 75 minutes, and the wind will be strong. Furthermore, the strong winds only point North or South, and the weak winds only point East or West. If you have the luxury to plan multiple bases far apart, this means that it will be easier to get back and forth between them if you put them close to the same column (vertically). Does sail angle affect ship speed? How about wind angle within the effective angle? Unlike in real life, the angle that your sails make to your ship's body make NO difference to your speed. The only angle that changes your ship speed is the angle between your sails and the wind. As this angle increases, the ship speed steadily decreases, even at small angles within the effective angle. Similarly to how weight effects your ship speed (in-depth discussion here), the speed drops off very quickly as you approach the effective angle. Therefore, it is wise to minimize the angle between your sails and the wind whenever possible. Related questions that I will not be answering in this post: How does ship weight affect the speed of the ship? How accurate are the numbers that the sextant buff gives you? The Bulk 1. How do the different types of sails differ? All sails have 5 values that dictate their differences: Maximum weight addition, effective angle, acceleration, maximum speed, and turning effectiveness. I mainly tested what I believe to be the most important values, and I may update this post in the future to discuss the acceleration and turning effectiveness, which only affect the handling sails. The rest of this discussion talks about the maximum weight increase, maximum speed, and effective angle of each type of sail. Speed Sail: Speed sails have an effective angle of about 82 degrees, and by far have the fastest maximum speed of any sail type. In addition, they don't add any maximum weight to your ship - they are the simplest and most reliable type of sail in the game. Weight Sail: Like speed sails, weight sails have an effective angle of 82 degrees. However, they produce less maximum speed than speed sails (about 60% speed) in return for increasing the maximum weight of your ship. Small weight sails will increase the maximum weight by 1,000 kg, medium sails will increase it by 2,500 kg, and large sails will increase the maximum weight by 4,000 kg. Handling Sail: Handling sails have the largest effective angle of any sail in the game, at around 118 degrees. Their speed is between the speed of weight sails and speed sails (around 75% of a speed sail's max speed), but they have the fastest open/close times of any sail, and they also rotate faster than the other sails. Side note: Since the angle of the sails to the ship body doesn't matter, and the sails can be rotated to +/- 75 degrees, you can always reach a max speed for the first 75 degrees by rotating the sails. After that is when the effective angle starts kicking in, and you will bottom out on speed at 157 (82+75) degrees with a speed sail, and 193 (118+75) degrees with a handling sail. Since 180 degrees is straight behind you, this means that you will never bottom out on handling sail speed unless you purposefully point your sail in the wrong direction. Speed sails, however, have a 46 degree arc toward the rear of the ship where you can bottom out in speed no matter what you do. 2. When should I use one sail type over another? In typical sailing conditions, speed sails are almost always faster than weight or handling sails. Unless you like the feel of sails opening and closing quickly, I would argue (although this is speculation, I haven't done the math on this) that speed sails are always better than handling sails, when used optimally. As for why I haven't done the math on this, consider the following complication: Handling sails are faster than speed sails only past 153 degrees. That gives you a 54 degree window for which handling sails would be better. However, it might be faster to just adjust the angle you sail at to make the speed sail faster, and then tack back toward your destination when you get closer. It makes your trip longer, but you also go faster. Weight sails have a bit more utility for hauling large loads. However, they only add a fixed amount of ship weight (not a percentage), so they are relatively less beneficial as you put points into weight. Additionally, you can split up your haul into 2 trips if you really have to carry a lot, and that may even speed up your haul time. In general, it is beneficial to add your first weight sail at 63% weight, and then add another one every 8% weight you add after that. If you have not read my guide regarding cargo racks, I highly recommend you read that if you have a heavy ship. At any weight that you would consider using weight sails for, you should also be considering cargo racks, unless you have a lot of weight that you cannot put in cargo racks (such as cannons and cannonballs). This is a section that I can definitely do a bit more testing and mathematics (trigonometry, here I come), so I will be updating this in the future. Until then, much of the notes in this section are speculation based on dozens of hours of testing these mechanics. Trust them or don't, it's up to you. 3. How does the wind rotation work? The wind rotation is locked into the cardinal directions - strong winds always go North or South, whereas weak winds always go East or West. Furthermore, the rotation is locked into the clock as well - strong winds always happen at Noon and weak winds always happen at Midnight. There is a day in between strong and low wind, so if you have strong wind (at Noon on some day), the next low wind happens at midnight the following day, 1.5 days later. If you currently have low wind, just wait 1.5 in-game days for the next strong wind period. Since one in-game minute is 2.1 seconds (see my sextant buff post for more details), This means you should wait for 75 minutes to get the opposite strength of wind. The wind strength does not change consistently over the course of the rotation. From Noon on the day before the weakest wind until Noon on the day after the weakest wind (for a total of 1 in-game day), the wind strength drops to the minimum and then rises very quickly, starting and ending at about 50% wind strength. Therefore, most of the time the wind is above 50% strength, and if you find yourself caught in a low wind period, you only have to wait until the next Noon for the wind to become strong again. Pull over, feed your animals, pay your crew, and you can be on your way again in no time! The image on the left shows how the wind strength arrow changes over time, with the in-game time overlaid around the image to show you how fast it rotates. You can see in this image why you should wait for the next Noon after a low wind - that is when the wind starts picking up again! 4. Does sail angle affect ship speed? How about wind angle within the effective angle? As long as your sails are pointing with the wind, the angle your sails make with the body of your ship does not affect your speed. Therefore, only the angle between your sails and the wind makes an impact on your speed.This angle makes a big difference in your speed as you get close to the effective angle. For example, if you are 75% of the way to the effective angle, you still have about 61% of your max speed. Once you reach 90% of the way to the effective angle, though, your speed drops to 44% of your max speed. At 95% of the effective angle, you only have 35% of your speed left. Wind-sail angle effects your ship in a very similar way to weight. The biggest difference is that when you reach the effective angle, you go a minimum speed of 29% of the max speed. However, because of the very fast drop-off of speed as you approach the effective angle, it is generally wise to not get anywhere near it. In-game, this means that you should avoid sailing in a direction that makes your sails turn red in the HUD indicator, and think a bit about your heading if your sails are dark orange. It may be wiser to turn a little more with the wind, and then cut back in the other direction (tack) when you get closer to your destination. The Details Testing Details All numbers in this guide were obtained through testing in single player, and confirmed (somewhat) using the numbers in the devkit. It is hard to convert the numbers in the devkit into actual usable in-game numbers, but I did my best. If anyone is familiar with the devkit and would like to give me a tutorial, I would love to talk to an expert, just message me and I will give you my details. For the most part, the tests I ran involved getting the sextant buff, then equipping a ship with a specific sail configuration and sailing it across H8 (no islands, so I can stay within a single grid and get about 19k meters of testing space, along a diagonal). Once the knot display reached a stable speed, I recorded the time, latitude, longitude, and speed in knots, given by the sextant buff. I recorded this data again at the opposite end of H8, and computed the total distance traveled and the time in game-minutes it took to travel that distance (in longitude units). I then converted this speed in long/game-minutes into ATLAS knots (see my sextant buff post for details). For the effective angle calculations, I had to do something slightly different. I aimed my ship as close to true North as I could. This involved setting the wind direction (using setdir 90) to North and the wind speed (using setwind 12) to the maximum strength, and rotating my ship until the wind arrow had no pixels off of the directly vertical line. I verified my (very close to) true North heading by sailing some time and noticing no change in the longitude coordinate. In fact, for much of my testing, my ship could lean left and show one longitude and lean right to show another, 0.01 higher. Because this lasted a long time, I am fairly confident in my heading being essentially true North. With my ship and sails pointing due North, I set the wind to many different angles away from North (using setdir X), and recorded long/lat/time like before. However, there is the added complication of crossing server borders. I kept track of the time as I crossed borders (only going North, remember, not East or West), and there was no time gained or lost. The coordinates were a different matter - when you cross a border (at least in Single player), the game puts you at 0.14 longitude units further than you entered. I just had to keep track of how many borders I crossed and subtract 0.14 for each one. This added some error, but I couldn't think of a better way to do the tests without rotating the ship between tests. If I did rotate between tests, the slight variation in the way my ship was pointing would make the effective angle very difficult to compute, since small changes in angle near the effective angle make a large difference in the ship speed. Any derived numbers (like maximum speed contribution per sail) were obtained using the trendline function in Excel, or the Solver addon for Excel. Detailed Numbers I will put detailed information here about the specific numbers I obtained from testing. I will also update this section if I did some math that confuses anyone. - Since the full wind rotation takes 6 in-game days, the wind rotates around at 60 degrees per in-game day, or 1.19 degrees per real-life minute. Additionally, the strength of the wind changes twice as fast in the "low wind region" from Noon before the lowest wind until Noon after the lowest wind. The graph below shows this region where the wind power changes much more rapidly. - Weight and speed sails have an effective angle of 82.0305 degrees, and handling sails have an effective angle of 117.725 degrees - The table below shows my current data on maximum speed from each type of sail, for each type of ship. I will be adding to this in the future, as I collect more data. - Handling sails are faster than speed sails once you pass 152.59 degrees. At that point, you should switch all sails over to handling sails (if you can't just rotate a few degrees to make the speed sails worth it). Conclusion Generally, you will want to use speed sails, and only in rare cases will you want to use handling or weight sails, since their benefits don't outway the massive increase in speed that speed sails give. However, if the wind is just too weak and you are doing everything you can to milk speed out of your ship, you can always just wait for the next Noon, and the wind will be guaranteed to be at 50% and rising in strength. Finally, Avoid sailing in a direction that makes your sail HUD indicator dark orange, since your speed drops off very quickly as you get close to the effective angle, where the sails turn red. Please leave a comment if you think I missed anything, and let me know if I have not explained something clearly enough. I am happy to answer DMs or regular comments. Finally, I would like to thank @Kummba for encouraging me to look into the wind mechanics, and giving me a jumping off point with the wind rotation mechanics. See you on the high seas!
  12. At first make up your mind, do you want tier 3 animals to be able to breed or downright shut the skill off and make it clear. Also i would like to see a structure or just the possibility to assign NPC crewmember to animal or the said structure. And for a wage and food they would milk your cows, collect your chicken eggs and trim your sheep. Bear - At the moment its the only usefull animal in terms of combat, more hp, more stamina and the ability to breed makes it better then the tier 3 offensive tames. Make it either less combat focused or less gatherer focused because the duality of the creature only supports it's number one status. You could introduce two strains of the bear, a normal one for harvesting and a polar/cave version focused on combat. Chicken - Fine at it is, as some others suggested a structure for keeping them safe with easy acces to eggs. Cow - Fine Bull - I would like to see the ability from Pig to move into bull. Making him produce feces fast or producing more potent kind of fertilizer. Crow - Fine Razortooth - Should be APEX among the carnivore tames, I would like to see the stats buffed while making it harder to tame. His ability should only reduce damage output of enemies as it is not beneficial for the Razortooth to make his dinner run like mad away from him. Shieldhorn - Same as Razortooth. Buff stats and increase taming dificulity. Also make him able to harvest atleast some kind of food. Elephant - Fine Giant Pig - Replace the pooping ability with diging as a shovel. Giraffe - Focus more on thatch gathering, in a recent patch you went the right way but still not enough in my opinion to make it superior to elephant. Horse - Reduce speed below Ostrich (or increase Ostrich speed). Horses should be working animals, pulling around cargos and mounted canons. Lion - Needs something to make a clear difference between tiger and lion. Considering the Lion's actual ability i would like to add Prowl/Pounce mechanizm to it, where if you Prowl you reduce the aggro range on you and if you Pounce you travel short distance grabing your prey. Monkey - Fine Ostrich - Should be faster then horse but carry less weight and cause less damage then horse. Make it a perfect scout animal. Parrot - Fine Penguin - No idea if this work already or not, but the buff from Penguin should be AoE so it can act as an AC. Rabbit - Fine Rhino - Should be able to harvest metal even from stones as you can with a pickaxe, even if it is a miniscule ammount. Seagull - Rather then oxygen/swim buff i'd like to see a weather warnings as some suggested making different noises according to upcoming weather. Sheep - You should harvest fiber instead of leather from these as different kinds of fiber are harder to come by. Tiger - As with Lion, Tiger also needs somethings to shine in. And if Lion should be the stealthy, surprise predator with Tiger I imagine more straight forward aproach. Make his bleeding DoT more potent and give him the Razortooth ability that works only on wild animals. Either as a roar or as a part of the Bleeding mechanism (activates the panic-run once the dot is applied to a creature with 30% hp or less). Vulture - Execution. You should be able to throw off your Vulture on a low HP enemy to instantly execute it, or make the Vulture to chase the wounded target with increased speed and damage. Wolfv - The heat buff is great but I would rather see the pack mechanism from Ark or the ability of tamed Wolf to "summon" other wolves by its howl to aid in combat. The Howl ability should have a longer internal cooldown and the summoned wolves could run off to wilds or just despawn after a certain period of time. _____________________________________________________________________________________________________________________________________________________________________ I would also like to see some variations of these: Giant Gorila - Large primate, able to be riden, mediocore fighter (bull-like stats) who works as a climbing pick. There is whole lots of moutain peaks that are extremly hard to climb up to, this could be a solution. Bee Hives - As in Ark I would like to tame/construct my own Bee Hive to increase farming output and harvest my own honey. Aquatic Animal - I cant understood how come there is not yet a way to tame a Shark or atleast a Dolphin. Might be my personal feeling, but I would love to swim around my company boats on a mighty sea beast, taking care of those pesky minions like Mantas and Jellies as well as having a tool to quickly descend to depths and a way of protecting myself in the abyss. Poisonus animals - It would be nice if spiders, scorpions or snakes were droping "Toxin" that would later be refined and made into tranquil arrows. Not that I would like that passive kind of taming like in ARK where you keep the creature on drugs while stuffing berries in its A-hole but it would be nice if we had a way to tranquilize an animal and then drag it (provided you have the weight capacity) to a safer location. To make it harder to obtain you could make Cobra snakes tamable and harvest the toxin from those like you would milk a cow.
  13. Trade should be a choice of play in this game, not a necessity. I actually participated in trade before there was a system. I play PVE, and trade between players and islands was a lot of fun. What I did, primarily, was I would speak to whoever owned an island and ask them if they would allow me to build a small shop on their island where they could purchase materials from me. I'd buy some things from them. They'd request things from me, and I'd bring them whatever material they just didn't feel like grinding themselves. It was a good, wholesome system. I've negotiated with breeders last time I played, and that was super neat. The companies I dealt with, even, didn't even speak english too well- But I found that to be almost authentic in the experience. You had to get by, and usually came to an agreement on what price and what you were looking for. And bred animals usually ran about 5k for large animals, so- Again; Money was never an issue to spend. For a solo player, or even a duo, doing maps around the world. There was a whole island that was dedicated to hosting trade shows for several companies who had shit to sell. They had a set up where everyone had their own stall on a raft, and it was pulled up to a walkway that was built. A legit flea market. Amazing. But again: Trade should be a choice. You should not be required to have a warehouse and trade route set up to play the game. It should just be an option. I can understand, and even see justification, in placing a price tag on higher quality ships. Perhaps even if you build a frame, but want it fully planked to cut back on the grind part. But I'm not getting anything with this exchange of gold in order to build a vanilla ship. The only thing I'm buying is the ability to play the fucking game.
  14. Hello Everyone, This game is again on the brink of death. This time it might be the final blow, since everyone and there mother is leaving the game for another game that i can not mention here. I am not leaving yet but i am not happy with the way it has been handled. There are to many abusive mechanics and bugs that have to be fixed. Don't ban people when they are trying to help you, this is still in alpha. The game is also to grindy and the freeport/Lawless/playerworld dose not work well. Devs should look at Eve online on how to do a grid based world. In my opinion you have to merge the pvp and pve aspect of the game change lawless to lawful areas where there is a npc gov that prevents pvp. Balance the rare resources better and make resources look like it should look in the physical world. Trade is also a problem in the game, there should be a better trade system that works in lawful areas but is run by the players. You should replace the ships of the dammed with real npc pirate ships and make npc owned island that players can raid. Make taming more easy, it is hard enough to find good animals already and build on the taming system. Make taming different for the different animal types. It would also be great if you overhaul the breeding system. Pleas keep balance in your mind when doing this. I would also love to see more animal trading, i just don't know how to make a good system for this, again you might be able to use lawful areas for this where you can do a trade market for it. We need more cool ship types and cool weapons that are slowly added to the game. What we don't need is big animals and more air force stuff in the game. To be honest the damn glider needs to go, it does not belong in a pirate game! I will say that the glider is fun but sadly it breaks the game to much and you can not react to barrel gliding in time, it is simply to broken to be a part of this world. This would also make it way easier to fix the explosive barrel. The giant crab should not be able to around jump on land, if you really want it to be ok on land then make it just run a little faster but please remove the jump! I would like to suggest that player owned island need a limit to where the flag can be placed, like a rebuild fort that is close to ground lvl. This should be build up/and upgraded by using gold. You can then build other stuff with your normal building blocks. It would be great if there where other type of big building blocks you could use for the fort and also harbor installations. It is just as an idea how to solve some of the lag issues and you would also use less time on building your fortifications. Those are my thoughts on what direction the game should go, i think you would be able to save the game if you did this. Just a small addition here, i would change the name of the game away form Atlas. It has always been a bad name in my opinion. It is a to common used name that makes it hard to search on. I would suggest using Grapeshot as the game name instead or find a new one that fits this Empire/colony building simulator better. Please give me your opinion and add idears to this post if you still want this game to be awesome.
  15. Bear - It’s clear that the bear is the popular choice for best all-around tame. I think that the bear’s combat ability is where other offensive tames should be. In addition to all that strength and health..and stamina..and carry weight, which makes sense because it’s a bear, their strongest attack also has a conic radius and they are unmatched at gathering underbrush resources; and their bite or swipe gives you the ability to gather meat or hide at various rates. They can run fairly quickly at top speed, but easily bump into things and lose their momentum. Their biggest negatives are that they can’t jump and are not very nimble, so backing up or making sharp turns can be slightly difficult; but their swipe is conic so that’s usually not a problem in combat. Most people are pretty happy with the bear and I don’t think there’s anything wrong with that. I think it really shines because it doesn’t have much competition; by that I mean that most other tames feel fairly useless in general. I can only think of two reasonable things to change about the bear without painfully nerfing its stats. Make it T3 and lower its attack speed. Attack speed is the huge thing here. It would lower its ability to both attack in combat and gather at a high rate without making it too weak at anything it’s currently good at. Chicken - It gives you eggs. Not worth breeding. Cow - It gives you milk. Not worth breeding. If anything, add the ability to ride it without a saddle like the pig simply for a quality of life improvement. Bull - Please enable the use of cargo saddles for bulls. Increased carry weight and possibly buff damage. I would really like the bull to be useful for something. I think it would be great to give it the ability to gather materials that currently do not seem to be gathered at increased rates by any other tames, such as tree fibers like bamboo and silk as well as secondary resources from trees such as cocoa and limes. Crow - It buffs intelligence at a decent value. Definitely the most useful shoulder pet. It’s not the Crow’s fault that intelligence rolls blueprint bonuses on a percentile and simply increases your maximum while doing nothing about the minimum, still letting you roll a natural 1, so that almost no one bothers to put their stat points into it when they could use those points for something more concrete. Or that it’s only semi-useful when crafting special blueprints and absolutely nothing else like gathering rates or something. Please increase the spoil timers on worms because birds are hard enough to tame already. Razortooth - I’ve heard it’s a picky eater so I really haven’t tried to tame one yet. But I’d definitely be upset if something I traveled so far into the most dangerous territory in the game for and worked so hard to tame died because it’s squishy. It’s not even in a tier, so it should be that strong and scary. Shieldhorn - I heard it stops bullets which is pretty cool. I see a lot of people saying to buff its stamina so I’m going to assume it needs that. Again, it’s difficult to get to and tame so it should be better than T3. Definitely seems like the tank tame so I’m hoping it has very high health. Elephant - Elephants are great. They gather wood and can kind of stomp on things. I love the carry weight buffs. But I think it needs a couple changes to really shine. Something so big and heavy shouldn’t get stuck on snakes and and puppies. If it’s possible, adding some sort of collision change that lets you push creatures out of the way or walk over them more effectively would be fantastic. Please remove the collision from their tusks though because they get stuck on literally everything and you can barely even walk around them. Giant Pig - Everybody poops. You can ride it. But you can’t make it poop while riding it. I tried. Giraffe - I love the recent changes to weight and thatch gathering. Exactly what this tame needed. Horse - They’re very fast and can carry a decent amount of weight, as well as gather seeds and some berries and vegetables if you need them. Useful for exploring new places and traveling in general. They are so ridiculously annoying to catch though. Taming them is easy, if you can catch them. Basically, you either make a trap and hope one decides to fall in or you chase it down with another tame and somehow trap them between a rock and a hard place and hope they don’t get free in-between bolas. That’s if they don’t run into the ocean and swim around in circles until a shark eats them first. Please lower their movement speed, preferably only while wild if that’s possible, or make them semi-aggressive so they only run away at a certain health threshold. Lion - Good at killing things, but they should be stronger than bears. Please buff their carry weight and stamina so they can be a little more useful for other things as well. I’d like it if they didn’t sound like rubbing sandpaper while running around too. Monkey - Health regeneration is cool, though it’s not much so I think this should be increased. Making their buff more noticeable would make them more desirable for map hunts and Golden Age Ruins runs. They throw poop at things too, but that’s about as useful as a ball of poop. The Monkey is small, but it’s quite nimble and reflexive so I think it could use a little more health for survivability. Ostrich - The ostrich is one of my favorites because I love the temperature regulation buffs. It is by far the most annoying tame to be around though, so please lower the interval at which it makes that horrible vocal noise. It’s smaller than a horse so it can’t carry as much weight, but it also seems to have lower health which makes the horse a more desirable choice for a travel mount in any biome but the desert; or maybe a heat wave in the tropics. The hyperthermic regulation is great, though obviously only useful in warmer climates so it’s very situational. I think that it needs a slight buff to compete with the horse, either movement speed or jump strength to make up for the difference in health and carrying capacity. Parrot - By far my favorite avian. The available color schemes for this tame makes it kind of fun to seek out. I love the fortitude buff, but it’s such a small amount that it’s hardly worth the effort. Taming any of the avians can be fairly challenging, and they all have very low health values so they can die easily if anything goes wrong. I think the fortitude value should be greatly increased, by at least 4-5x. Currently a decent level parrot doesn’t even provide you with a third of what you get just from balancing your vitamins, and even the vitamin buff doesn’t make a huge difference honestly. Bird tames aren’t designed to fight or gather, their only value lies in that buff they provide when on your shoulder. Currently not worth the effort to tame or take with you on your travels, especially when zone changes cause shoulder-mounted pets to get lost in transition and tames in general fall off or clip through boats so easily. Not even worth the crew slot it takes to bring them with you. Penguin - Adorable and cuddly. They help keep you warm in the coldest of climates but restrict your actions while doing so. They’re slow, weak and only eat fish which makes them extremely high maintenance. Currently not worth the effort for any tamer or breeder unless you’re simply trying to stay alive in your own home during a polar cold snap. But even then, you might as well just save the ironwood in your grills, give in and wait until it’s over. You already have to travel to the most dangerous waters outside of Golden Age Ruins just to get to the polar biome where penguins live, through high level ships of the damned and aggressive whales waiting to destroy half your planks with a single tail sweep, to the harshest biome of the game with dozens of the most dangerous non-mythic creatures around every corner, waiting to punch you in the face. Their buff should be applied in a small radius with a proper icon, specifically for tamers willing to handle the nightmare of breeding and are wishing to raise baby animals. Penguins should be able to eat regular meat too. For our sanity, please. Rabbit - Cute, squishy, I guess they warn me of danger. Kind of useless. They should provide a movement speed buff that scales with level. Rhino - Rocks are heavy, metal is heavier. The rhino needs more carry weight than the elephant honestly, especially since the elephant handles easier for some reason. Currently only useful for destroying player structures on PvP, but even then it would probably just get shot. Seagull - Definitely the most useless tame so far. Why an animal that can’t breathe underwater provides you with a buff to oxygen and swim speed, I don’t know. Maybe so I can swim one second faster to the shore from an anchoring point 20 meters away, or I could just use a dinghy if it’s really cold or something. And it only eats fish? No way am I going fishing every day just for that. Making it so aggressive creatures won’t go after PCs in a diving suit has made it somewhat viable. But please, if it can’t breathe underwater, at least give it so much oxygen that it won’t need to; without having to waste all its stat points by putting them into oxygen. I’d rather put them into food so I won’t have to fish as much to feed this thing. Seagulls basically eat anything in real life, so I don’t really understand the fish-only thing. Please buff oxygen and let it eat regular meat if not berries and vegetables as well. Sheep - It gives you fleece, so that’s cool. Or I could just ride my bear around and kill all the sheep to get even more fleece. More fleece is always good. Tiger - The tiger is my favorite tame overall. Not because it’s great, I just like large cats. The bleed attack is amazing and actually makes it viable to take on stronger enemies, albeit in a sort of kamikaze way since elementals and most other mythics pretty much decimate anything in their path. Needs a stamina and carry weight buff, like the lion, for a quality of life improvement. It should also, like the lion, do more damage than a bear without relying on the bleed; especially since it has significantly lower health, is designed solely for combat and not to gather much of anything at all. Not sounding like wet leather while running would be a very appealing change as well. Vulture - For such a biome-specific and annoying creature to tame, I was disappointed to find out that vultures do absolutely nothing at all. If you attack one, all of the vultures in the area aggro to you; as if trying to tame avians wasn’t difficult enough. They only eat rotten meat, which is kind of silly. I get it, they’re vultures. But why would they only eat rotten meat and not regular meat? Do they sit around and wait for a corpse to decompose into filth before coming at it like flying piranhas? No, they dive right down and eat anything and everything in their way. They desperately need something to make them desirable to players. All of the birds are completely useless in combat, even the vulture. Buffing its health and damage to make it at least usable as an attack pet would be a good start. It’s bigger, tougher and more aggressive than any of the other avians but their stats don’t reflect that at all. Still, a vulture could never kill a wolf one-on-one, and I wouldn’t expect them to be able to. But being able to provide support damage and possibly buffing their carry weight and hide or keratinoid gathering rate could make them somewhat useful to bring along. Even if you added all that, I still think it would need some sort of player buff while shoulder-mounted to really make anyone want one. What buff exactly though, I’m not sure. Perhaps a melee damage buff that scales with level to make for a great partnership. Wolf - Lastly, and certainly least, the wolf. It was my second favorite, right after the tiger. That was until I found out there was no pack buff, then their health and damage got nerfed so significantly that they became only just slightly more dangerous than a dog with a chew toy. They’re about as useful as a warm blanket. They keep you warm, but they have such low stamina that you can’t run anywhere with them, such low damage that they can’t properly defend themselves and such low health that they die quite quickly after you find out that they can neither run away from nor fight anything even remotely dangerous because all of their stats are so poor. You can’t carry anything while riding them and they don’t even get a secondary attack. Just some howl that you think might actually do something but it does nothing at all. With Nature’s Roar, my wolf was still doing less damage than my bear’s normal attack. I get it, wolves were scary at first and a lot of people probably cried about it because they’re aggressive and are in many more biomes than other aggressive animals, and they can chase you down unlike the rattlesnakes, cobras and crocodiles that you can just run away from. Lowering their aggro range was a good idea, but lowering their damage and health made them completely useless as a tame. They weren’t even all that useful before. Keep their health the way it is, that’s fine. But buff their damage back to something reasonable and give them significantly more stamina. Add a bit more carry weight, at least enough so that they can carry some hide and give them 2x rates for hide and keratinoid. This will make them desirable and useful for travel and hunting across all biomes, but not too dangerous in the wild. Turning their howl into a timed pack buff that scales with the number of your own wolves in range would also be a welcome addition. Some additional notes, please fix the things like….tames falling through floors, falling off boats, flying off into the sky, getting lost in the abyss during zone transitions, floating or clipping after anchoring, falling through the back of the boat when porting between decks, wild animals spawning inside player structures and attacking all our tames. Thank you. Also please add saddle blueprints that are better than regular saddles. War saddles would be really cool too, like they weigh a ton but provide much more armor than a regular saddle. Nerf fire elementals. If you’ve read all this, thank you for your time.
  16. As it stands, you currently cannot breed bears in the polar regions, and wolves at all; which frankly seems absurd as they abundantly spawn here more than anywhere. Please allow breeding of bears in the north/south- it adds to the continuity that you would be able to breed where they naturally exist. Are spawns with sexual properties born from asexual creatures? or do the bears migrate multiple tiles, have their young, and bring them back with none of us seeing? I don't think breeding in general should be limited to biome at all- you've already given the players the tools and tames to manipulate temperature- if we can already simulate and manipulate the temperatures they would be comfortable in, that's all the animal/s should be concerned with. The undesirable biome mechanic is what is counter-intuitive. Having to regulate extreme temperature should be the challenge accepted by the player, and what makes breeding desirable for the tames. I am fairly certain based on the data acquired from many confirmed sources that this is not currently possible in polar regions on official servers due to the "undesirable biome" hard-cap. Maybe an unofficial server with custom temperature ranges. If I'm mistaken, please share more information, because all currently performed experimentation proves otherwise. For example, currently horses can't be bred in desert due to "undesirable biome" hardcap, even if you submerge them in cold water and get them to a temperature they would be OK with. Horses have been bred in the deserts of egypt and the middle east for thousands of years. While you can manipulate their temperature to a desirable one where they would breed in another region, you are restricted by the hard-cap, which is counter-intuitive to having tools and tames that allow you regulate temperature. These 2 screenshots show that we can in fact make them warm enough, but the undesirable biome never goes away: While too cold (Notice the mountain of snow): http://puu.sh/CHewT/368d00f87a.png While content with temperature (Notice undesirable biome still is present, but the mountain of snow is gone): http://puu.sh/CHewr/83af1f9887.png u/Jatheish - Please also take into consideration that the scaling of votes on this topic scales with the population of tamers/breeders/beastmasters that encompass the game currently. This is a serious balance issue when other biomes are not accessible in the same grid/server as it was possible in Ark, and only actual Tamers/Breeders will have insight on what is being explained. So the way this works from testing is as follows: There are currently hard cap (biome) restrictions that cannot be modified by manual variance of temperature, to the point a player is "hot" in a polar biome, the hard cap of "undesired biome" cannot be altered. There are soft cap restrictions that allow you to modify the temperature in "similar" biomes (where the base temperature of the biome meets "desirable" requirements). In "similar biomes" is where you can alter the temps manually to successfully breed/maturate. Penguins work as insulators (in tight areas). This is severely limited by their overall level. The higher level penguins, the higher their aoe insulation gets. There is quite a difference from a level 30 penguin to a level 70+, then you factor in the multiplier (how many penguins you have). The problem is, while this worked in Ark due to the majority of biomes being local (minus expansions), some players have to travel multiple grids and then commit to hours of breeding. It's very unrealistic, and un-friendly to solo/small-group players. Overall it just adds to an already time consuming experience that is unnecessary. If the player has the intuition to manipulate the temperature given the tames and tools available to them, the hard caps should not be present. It de-incentivizes advanced thinking, and breeding as a whole, solo and Mega alike. You have created a disparity in balance where one region is the majority tame region (As depicted in tove's research) and anyone controlling those regions pretty much controls breeding. No. Not with an aspect of the game that should be universally accessible. Even with universal access- there will still be a market for tames/breeds. Not everyone wants to breed, but not every breeder should be relegated to one climate for the majority of his/her work. Resources !== Taming. While resources may have a few skills in the tree, Beastmastery is it's own entire skill arc. Having to travel or trade for other material types is one thing- and I appreciate the distribution of them to generate economy. Beastmastery though as a whole, should not be hard-capped in the fashion they are currently imposing. Freeports also enable you to freely grab resources of any region without regard for the control status of the player run regions around them. This does not work for breeding. If they didn't intend breeding to be a proponent in the game, why does it occupy its own parent skill tree? Breeding in polar would still be difficult and time consuming without the undesirable hard-cap. What is being advocated is the equal ability to regulate temps as every other region has access to. One or two regions shouldn't be completely cut off and excluded from the mechanic of being able to manipulate temperatures and successfully breed as every other region seemingly does for the most part. We can make it hot/cold enough, even in extreme temp regions- the game just ignores that we've accomplished that based on the hard-cap parameters. That is what is wrong with the system. I don't understand why we should be punished for already living in harsher conditions. If anything, the difficulty of living in extreme regions should be incentivized further to promote their growth, and alleviate the overpopulation/stress of the more casual biomes. Lastly, Penguins AoE insulation currently does not affect tames. This should be one of the "tools" at our disposal to help regulate the temperature for breeding- but as the insulation does not apply currently to tames- they can't be utilized as such.
  17. -Armored docks need to be removed from the game -puckle npc's need to be vulnerable -gold cost for self crafted ships needs to be removed -farmhouses need to be removed -no dmg penalty (ship classes) -no gun mini game -HP of shipyards needs to be lowered -a lot of special buildings are too cheap (light house, shipyards etc.) -ridden animals should auto attack -no more cool down on recently placed cannons -ships should be insta captured if beds are destroyed -structures must be capturable -small characters should get a damage penalty, while super large ones get a damage buff\ -cannons need to be pick-up-able and be placable on enemy foundation to raid efficiently -fix that bug where after u use praying eyes u cant pull out ur weapons, and increase duration -remove peace/combat mode -blueprints need to be removed -cannons should be pick up-able and placable on enemy structures and usable by everyone -ridden animals should auto attack -aging/hair growth way too fast -remove shaking earth effect caused by animals -no more ship crew limits -remove all chores like treasure hunting etc. from the game
  18. First off, all animals hit boxes need to be revamped because elephant tusks in particular are a HUGE pain. I actively kill wild elephants who get me stuck on their tusks. Crocodiles also can't be hit from the front with a tiger/lion/wolf, this is very annoying. Sheep - Should give hide and fiber (maybe left clicking scissors gives hide, right clicking gives fiber) Lions - get rid of the god awful noise they make when running. The sound is fine when you're not riding a Lion (ex: one runs at you in the wild). But a rider constantly hearing the WISH WISH WISH WISH sound is really annoying. Tigers and Elephants are EXCELLENT swimmers, this should reflect in game with a swim speed buff or oxygen buff. Suggestion for new creatures: Hippos, excellent underwater animals that can help you salvage. I'd like to start a petition for Manta Rays to be nice/passive creatures and Sting Rays to be the hostile creatures. A minor nitpick - an animal being completely incapacitated while it does the level up animation is really annoying. Lions have an especially long one that is obnoxious. Tone down the blood animation of Tiger bleeds, I feel like I'm in a horror movie every time I get a minor scratch from a Tiger. Big animals like Rhino, Elephants and Giraffes should have high carry weights and medium health. It doesn't make sense to go through the hassle of taming these things only to have them be less useful than a bear. Buff their gathering rates, make them slower and stam out faster. They should be useful for gathering but not unstoppable killing machines at the same time (You should have to choose, gathering vs war). That's what lions, tigers and wolves are for as well. It would make sense to need a lion, wolf or tiger escort on a large gathering creature. Symbiotic relationships between animals! Let a monkey sitting on an elephant and they get a buff to their melee %. A parrot on a Rhino might give a buff to their stamina. A seagull perched on a giraffe gives a similar buff (maybe weight?). That would make the smaller creatures more useful and would also create a risk/reward situation (smaller animals could be killed by wild animals or players but it's worth the risk because of the buff they provide to your gathering creatures). If you pair up a tiger and an elephant then they should provide a small buff to each other, maybe this pairing is permanent. The Elephant can't pair with another tiger and vice versa. This would create incentive to going out and taming multiple kinds of creatures while also creating another risk/reward situation. It would make animals less expendable. That being said, if animals are less expendable then they shouldn't get wrecked by wild creatures as often as they do. Toning down alpha spawns should do the trick nicely. There should always be risk when going out but not to the point that it's at currently. Armor on animals. Say you don't want a gathering elephant, you want a war elephant. That should be feasible. If you want to pump those precious level skill points into stam and melee to make them viable then having some armor should be possible as well. The armor would weigh a significant amount so that you can't have a war elephant who is also carrying a treasure trove of explosives to the front lines. Having a barbed rope going from one tusk to another to create a little scoop of death. Things like that. Wolves feel inferior to tigers and lions currently. Maybe they could have an ability called Howl (30 second cooldown maybe) that causes a non-stackable Fear debuff on wild animals and players. Said Fear debuff would be minor but maybe it makes wild animals run away and for players it makes their screen shake or darken for a second or two (like you're struck with fear, eh?). A player cannot be Feared more than once per 30 seconds or once per minute to avoid abuse by having multiple wolves. Horses could have an ability called Charge. Maybe they rear up and all friendly players and friendly animals get a small stam/health regen buff for 20 seconds. Non-stackable and a player cannot benefit from Charge more than once per minute. Tigers could have Call of the Wild. This could increase movement speed for 5 or 10 seconds for friendly players and animals nearby. Same rules as the other buffs. Bulls could have Seeing Red. Increases melee damage but reduces coordination for 10 seconds, same rules as other buffs. Cows are not war creatures so I could see them having some sort of calming passive ability. If you have a cow nearby then maybe your vitamins go down a little slower (I know, that doesn't make sense but the immersion is already broken so just bear with me). This would be similar to Penguins. I feel like having each individual creature type contribute something would make them way more valuable and would encourage people to go find and tame them and work harder to keep them alive. It would also make people think more strategically about making space to bring them on a ship to go raiding. These are just some thoughts that I've had! Enjoy
  19. Why after all this time is the spyglass STILL causing CTD issues, this should have been sorted years ago, instead the game goes on crashing. Not good my friends.
  20. Over the past few weeks I have managed to put a good 200 some hours into Atlas, which goes to show that I like the game! However, there are major glaring problems that are keeping me from truly loving and embracing the game. I would like to outline some of those issues and my suggestions as to possible solutions. 1) Alphas:These denizens of the lowest depths of hell have killed countless tames of mine and claimed the lives of nearly every one of my fellow company co-workers. Now, I understand wanting to provide some additional challenge to the game’s natural predators, but having an Alpha wolf, Alpha snake, and their non-alpha counterparts spawn on top of me while trying to chop some wood with an elephant is not a fun gameplay mechanic. Solution: Location based Alpha spawns. Create specific mini-boss type caves, plains, and forest locations where players can go to test their mettle and fight Alphas of their own volition. Or, as a temporary bandage, limit the number of total alphas that can spawn to one or two per island. Also, have the alphas drop some kind of loot worthy of player’s time investment like a blueprint or upgraded tools/weapons like Ark did. 2) Creature AI: This is a problem that has persisted from Ark. The creature AI feels, frankly, stupid. Now I’m not trying to insult the AI team. What I mean by stupid is the creatures don’t feel viscerally alive. Their idle patterns don’t lend themselves to making the world feel vibrant. Ive never seen a creature in real life walk in circles for hours on end, or conversely, when you do, you take them to the Vet to get checked out and/or put down. Solution: Creatures that are supposed to be herd like animals should move in herds meandering around in much larger orbits of the islands. When they are hungry, they look for berry bushes or food plants and physically harvest them. Giraffes should be seen munching on the tops of trees, elephants picking berries and eating them, cows and bulls grazing on the local “Fiber” bushes, and Pigs should be rooting around in Dig-able locations for potatoes, carrots, and other such flora. As for the predators that inhabit the islands, I would like to see pack animals use more intelligent teamwork when hunting. A single wolf should not be trying to take on a herd of elephants.Rather, when the pack gets hungry, they stalk their quarry, using the local shrubs and plants to obstruct line of sight to their prey, spread out in flanking formations, target one specific creature and ambush it all at once, startling the rest of the herd making them bolt. As for solitary hunters like the tiger, it would employ similar tactics just not with multiple creatures. Solitary hunters ought to similarly stalk their prey moving slowly through bushes and dense foliage until they are close enough to pounce targeting the “weakest” most damaged creature. When not hungry, these creatures shouldn’t just be mindless killing machines; they need idle behaviors when not threatened or hungry. Wolves should be seen “playing” together nipping at each other, chasing each other around or, depending on the number of males, fighting for dominance. In the case of lions, when idle, male lions should be seen lazing about sun bathing, fighting amongst the males for dominance, dropping their brother into stampedes etc. As for tiger’s non-combat patterns, they should act like cats, finding the highest spot and laying in the sun, maybe even hanging out in the branches of trees sleeping. TL;DR more closely model animal behaviors seen in real life. 3) Ships of the Damned: These look like placeholder enemies and I sincerely hope they are. As these ships are right now, they really only serve as a nuisance. Now don’t get me wrong, when you actually engage these ships and they chase you, the adrenaline starts pumping, panic grips you and the crew and it truly feels great. However, when I’m trying to sail from one remote island of wheat to another obscure island of elephants and I see SOD’s on my journey my reaction isn’t: “Oh god! Man the cannons! Open sails full and prepare to bail water!” It’s: “oh, you again, ok adjust heading to move in the opposite direction as theirs...” having something that just serves to force the player to turn off course for a minute is not a fun and engaging gameplay mechanic. Solution: First off, I get that this game is trying to go for a magic-y feel so the ships should look kinda spooky and weird. However, I would be ecstatic if the art team designed something that looks less like a floating Zerg carapace and more like an actual ship. Ideally, this ship would be helmed and crewed by actual npc skeletons potentially giving us the option of boarding the enemy ship, disabling it, turning it back from the land of the dead, and/or progressing the story through some kind of dialogue. Anyway, as for the ship’s current place within the game, I would like the ship threats to be more suspenseful. Sometimes the most terrifying and dramatic stories never involve actually seeing or engaging an enemy. Rather, it comes from the suspense of the possibility of an attack. To that effect, I would like to see a system that tracks the number of players traveling through a sector, the frequency of travel, and the most used route. This system would take this data and if it passed a set of criteria would spawn a ship in that sector to patrol across or along the most popular route. If the dev team is dead set on maintaining the use of the current SOD art, I suggest having an SOD spawn around the player/ship at sea when the fog sets in. This shouldn’t be a guaranteed spawn with fog but instead be a random chance. I’m envisioning sailing late at night, the fog slowly rolls in, slow enough that the exhausted crew doesn’t even notice until they are too deep into the fog to turn back; the captain, skeptical of the ships-of-the-damned rumors presses on. Then, from the depths rises this green kelp covered monstrosity hell bent on adding to its ranks of undead; panic ensues and another story fuels the fear of the Ships of the Damned! TL;DR Less monotony, more unpredictability. 4) Weather: Sailing through the stormy seas dodging cyclones was fun for about the first 8 or 10 times it happened. But now we all know that cyclones happen EVERY time it rains which is ridiculous! We also need to discuss the way in which the game communicates incoming weather to the player. Solution: I suggest a range of weather intensity and the game picks randomly from this range. On the low end of the spectrum you have light drizzle and slightly increased wind speeds, moving up into incrementally more intense rain storms that rock your boat (The higher end of these increments may force the crew to bail water at times to avoid sinking). Once you have passed the reasonable intensity of what we can call a rain storm, the wind begins picking up and starts to swirl. A tornado shouldn’t just instantly spawn, these things take time to build up starting from small dust devils and working its way up to an actual tornado/cyclone. Additionally, Ive never heard of ship homing tornadoes so can we just not have that silly mechanic, it just makes the game feel cartoon-y and I know of a certain other pirate game that tried to go too cartoon-y and fell flat. On the catastrophic upper end of the spectrum it would make for an interesting mechanic to have a massive server-crossing hurricane that could wreak havoc across multiple server squares forcing players to either hide in bunkers or sail the hell out of there. Imagine a mass exodus of players running across servers telling people to prepare for incoming hurricanes! As for communicating weather effects to the player, I DO NOT need the game to tell me its raining I can bloody see that! There is a saying, that the most engaging way to communicate a story is to show, not tell. If you can get the servers to communicate what weather is happening in each grid and have that weather bleed over server boundaries you could leave the weather interpretation entirely in the hands of the players. Weather effects need to build up on the horizon and slowly move across the server square rather than having the weather be server wide. Don’t hand-hold your playerbase, you will run the game aground if you do that. 5) PvP and PvE only Atlas worlds: It’s a pirate game where you can’t do pirating! The idea of having permanently separate worlds of PvP and PvE is flawed. There ought to be a threat of enemy player attacks when at sea, it is a game about human nature and interaction after all. Now, I completely understand not wanting to confront other players sometimes, its for that reason I play on the PvE servers. However, the entire base building portion of the game revolves around taking land, and with so many people playing the game, you are going to have to take that land from somebody. It is my opinion that this game cannot work without at least some player conflict. Solution: As of now, the servers adjacent to a Freeport are considered “Lawless” meaning you cannot place land claims but can still build on them, this is good but I suggest a merging of PvP and PvE ideologies. What are currently “Lawless” regions would now be PvPvE zones with all the same building freedom of a “Lawless” zone and expanded slightly to encompass a little more land and the option to place a bed on a foundation in lawless regions. An adjusted version of the “Declare War” feature would be implemented. It would work thusly: One company would declare war on another, this would automatically start a countdown to PvP being enabled between the two companies (Attacked party does NOT have to give consent), in that time a ping would be sent to all allied companies of the attacked party and send a delayed alert to all companies on the current island. Declaring war would also allow ANY other company to damage the attacking party. This would ensure that both companies have something to lose and something to gain and introduce a level of risk vs. reward that appears to be lacking in the current version of the game. Declaring war would only be allowed if there is a certain percentage of the total companys’ players online. However, If a percentage of players have been offline for a certain amount of time, the declare war option re-opens. In order to prevent simply popping onto the server every so often to stave off declare war, the percentage of online players must meet a certain threshold of play time proportional to the number of players within the company in order to maintain offline raid protection status. Additionally, to protect small companies from being picked on by massive conglomerates, a certain amount of foundation space must be taken up and/or a certain number of members must exist within a company and/or a certain number of ships must be owned before other companies can declare war against them (Herein referred to as underdog protection). As an additional raid protection measure, an option for the attacked party, called “Broker peace” would become available upon initial war declaration. The “Broker peace” option would require the attacked party to pay in either gold or resources of the attacker’s choice. Upon completed payment of the reparations a long timer would start giving the attacked party complete raid protection for a time. Deep ocean is automatically PvP enabled unless the company under attack is within the underdog protection threshold. Outside of lawless zones, land claims would operate as they currently do in PvP unless the number of claim flags owned by a company is under a certain number (Another aspect of underdog protection). However, under this system the ONLY way to forcibly take a claim flag from another company is to declare war on the company (You can always come to a peaceful resolution if you are diplomatic enough!). Additionally, land claims allow any attacked party to offer up a number of claim flags as reparations in the “Broker peace” option (The more flags you offer, the longer the raid protection timer). While under the effects of the “Broker peace” option the company in question cannot declare war until the raid protection timer has expired. Additionally it should be noted that “Broker peace” should remain an option for the duration of the PvP window. Declare war is automatically terminated when either party has been reduced to within the underdog protection threshold or “Broker peace” has been used. To make sure the option for PvP is open to all players from the get go if they so wish, any underdog protected company can go to war with another underdog protected company with all systems enabled. In underdog PvP, fighting ends when one party surrenders with “Broker peace” or either company is reduced to zero foundations. Apologies for the Great Wall of text but I’ve come to adore this game and would love to see it grow into something truly special. Thank you for reading this far! If you have any tweaks to my proposals or suggestions of your own please post them. The only way to make the game into something players want is to communicate exactly what we are thinking! Safe travels Pathfinders!
  21. I'm making this post, with the error in the title so that when it is searched it comes up in Google, because as of right now, every single new person who makes a new server with Atlas Grid Editor will get this error until AGE is updated to write the ServerGrid.ServerOnly.json properly. If possible, it would be great if this post could be pinned because, again, every server admin will have this problem and go searching for the fix. I spent 3 weeks getting my server running and this was one of the problems. IF you're starting your new server for the first time and getting an error that starts like this: It's because there is some code missing from your ServerGrid.ServerOnly.json file. It will be missing the "TradeDB" information. You need to add this code to the other database infos: { "Name": "TradeDB", "URL": "127.0.0.1", "Port": 6379, "Password": "foobared" } The entire file should read like this: (Edit with your own info if needed, but default is most common) See how the TradeDB database is added at the end? I hope this helps reduce frustration of new server owners!
  22. How much structure spam should i tollerate before i complain officially?
  23. If they ignore us, we should find them to continue to support us as a method of reminding! Sonic exe
  24. It sucked to be base wiped in ARK, but as much as that sucked, most people were not emotionally attacked to their Square, ugly base. And, it wasn't really hard to have a new base. These ships are NOT square, ugly bases. They are beautiful sailing ships. The phrase, Romance with the Sea, comes to mind. So how do you fix this in a PvP game? Here are some suggestions. 1. Your ship has an amazing buff when near the shore of your home island. This should not be a guess...you should see an icon denoting that you are buffed. This buff should be such that people will not randomly blow up your ship...just because it's there. Too costly. If this is not done, Zerg Companies will just go out on patrol at night, while you are offline, and blow up ships they come across. This will not sit well with most people. Call this mechanic, "Safe Harbor." This should apply to ships being build in a shipyard also, and maybe even be buffed even more to help reduce the times you end up frustrated by your ship being destroyed before it even sails. 2. Have a point system for lawful/unlawful reputation. If you attack somebody, the meter goes toward unlawful. One raid would not make you an outlaw. The idea would be to slow this down so that it isn't constant PvP, just for the sake of PvP. Also, the meter can be affected by "lawful" actions. Too many unlawful actions in a short period of time gets your Company labeled as an Outlaw. Now, a "Royal Navy," comes after you. Reward flyers would also be posted, listing the location of the outlaw company's facilities...not ships. Destroying their claim and buildings would net a large profit. A profit large enough to entice large alliances to carry it out. So this would make Company's think before acting. Yes, you could raid. Yes, you could pirate, but not constantly. Thus, even Mega Companies would only want to raid as much as a small tribe. It creates repercussions for being bullies, just because you are big enough to do so. 3. Get rid of the decay at Freeports. We don't need an incentive to go explore. We DO need a safe harbor to anchor at, when our claim is stolen, and we temporarily have no safe place to anchor. Instead, charge a port fee. This is realistic, as this is actually done in real life. Call it a port tax. You have to pay it in advance, with no limit for how far in advance you want to pay. Allow the selling of resources to get the gold to pay. The reason for no limit is that somebody may lose their base, but be heading out on a vacation for two weeks. An arbitrary 3 day limit would screw them. It's not necessary. People WANT to create their own base. They don't need an incentive to do so. We came here for the sailing, and exploring. Not the taming, fighting lions, etc... We WANT to sail our ships. 4. Rethink the skill tree. Don't make me choose between having combat skills, and taming skills, and ship building skills, etc... I play a game to have fun, not do a job. I do not want an ATLAS job. One day, taming a wolf will sound fun to me. Another day, building a ship will. Another day, building on the base will sound fun. Etc... Every time one of those sound fun to me, and I can't, it will create frustration. We don't play games to be frustrated. We play to be challenged, and for fun...not to be restricted. By the end, you should have at a minimum, you should have 90% of all skills unlocked. Stop with the tangled web also. Make them linear. That is not boring, that is fun because we don't get angry when we have to spend points on crap we don't want, in order to get to the one skill we do want. The current tree is not interesting, it's an abomination. Unrestricting the tree will help us get back on the sea faster, when we do lose our ship. Making the game noob friendly is not achieved by slowing progression. New companies can compete better, when they can quickly get to the same level as the established Companies. 5. Insurance. Allow for an insurance system, to replace large ships that were destroyed. If a lot of the suggestions above are implemented, this would not be as necessary, but if getting back into a ship is a slow painful process, this will save the game. People want to sail ships, not repeatedly build them, over and over. It should not be super expensive, and this could also be used as an incentive not to do too much needless PvP, as it could be made such that your lawful/unlawful rating could affect how much you have to pay for insurance. 6. Offline Raid Protection. This was wildly popular on ARK unofficial servers. 7. Time to build a ship should be in line with how easy it is to lose it. If you want ships to go down fast and often, then make it such that ships can be built fast, and often. Kind of only makes sense. Ships can't go down fast and often, if they aren't being built fast and often. 8. Ships of the Damned should be a rare encounter. Very rare. They are way too OP, since they do not suffer a speed loss when going into the wind. To make them more interesting, however, drastically reduce their aggro range...very reduced, but the longer you are in sight of it, the more the aggro range increases. Thus, when you see one, you want to instantly flee in the opposite direction. So when you see one, you say, "Oh crap, let's get out of here before it spots us." 9. Give a real incentive, and mechanic, for trading. If left up to the community to do on their own, it won't happen. There must be a mechanic, and incentive for it to happen. 10. Create a much more robust permissions system. - Captain - Owner - Officer - Admin - Experienced Deckhand - Deckhand - Recruit Allow us to decide how much trust we want to put in each level. We do not want a Recruit, Deckhand or Experienced Deckhand, to be able to move the ship, for instance. Only an Officer or above should be able to name the ship. Remember the fiasco we had with the new recruit, who named the ship something offensive.
  25. Right now I feel like they have ships of the damned completely wrong. As of this moment, ships of the damned have been nothing but a disaster to my gaming experience on Atlas, and they seem to get worse with every patch. Even with the decrease in spawns, I still see about 2 whenever I'm sailing. Every ship I've built has been destroyed either while sailing or while offline by ships of the damned. Now its even worse with them attacking rafts. Even with the bare minimums for sea travel, I can no longer travel without worrying about being completely wiped out and wasting HOURS due to a single npc ship that decided it wanted to sink a piece of drift wood. Now I can't even log in without seeing that most, if not all, of my rafts that were parked near a beach have been sunk. If anything is going to ruin my atlas experience, its not the players raiding, its the damned ships of the damned... Now, don't get me wrong. I think Ships of the Damned could be something awesome. I just think there are a few changes that need to be done. Ships of the damned should be near legend. They should be rare, at most maybe one or two per square. In reality maybe one per 2-3 squares. They should have more health, more damage, but less speed. They should either not attack ships without cannons, or should at least not attack rafts. Their loot should be drastically increased to match the increase in difficulty (and to actually make them worth fighting). In other words, Ships of the Damned should be something that everyone talks about, but nobody really sees. Should be something larger alliances are hunting, but in groups rather than alone. Should take at least 2-3 brigs or 2 Galleons to take one down. But yeah, 96 hours into the game and the only thing that has really made me question whether or not I should be playing this is the Ships of the damned. They are nothing but an annoyance for 90% of the players right now. They either need massive changes done or they need to just be removed altogether. I can promise you, as they are now, if they were removed only a small handful of players would miss them, and everyone else would be thanking you. Don't think this is what you want with them.
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