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  1. Thank you @Yakarue. I agree to all of your points building harbors(PvP) in Season 3/4 myself and now after a brake having a look on our current builders how they do it. Island Design changes was my big hope for the new map but unfortunately the Devs did only change the map layout like every private server can do in 1 day as well. Every island should have a bay that can be protected and used as a harbor with 1 or 2 openings that should be possible to protect. The Bays should have a water depth of 15-25m, Galleons should be able to move into at least 80% of the area. To deep water is also worse because not needed and increasing structure spam. The Peace Time Protection zone should be visible and designed to match the island and Player interest in building a "safe" harbor. Islands should have some mountains or pillar rocks next to the harbor opening to have natural strategic mortar positions. Mortars on Player strucutres are pretty useless. But I still would recommend to reduce the height of all mountains and Pillar rocks to a maximum of 100-150m. High mountains to avoid cannon/catapult tame grief are good but stupid high mountains nobody need... it's just annoying to have 3-4 elevators until you are up. Those "rocks" underwater need to be removed or changed to be like the real floor. Swimming and building into them should not be possible. But you need to be able to place structures onto them to build your harbor. I totally agree to remove submarines from the "ship" list and give it an extra setting for cannons/balistas to aim them. Also submarines should have collision with wood/stone pillars. This would redcue structure spam to prevent submarines just driving into the harbor. The new tame saddles for crab and tortuga with possibility to mount torpedos will maybe change the underwater meta. I did not test yet, but if they can shoot underwater it will be very easy to "open" harbors safely. At least this is a reason to tame tortugas again on PvP. A Harbor Gate would be very welcome. Large Gates are so annyoing even if you use a lever. But most often sloops and shooners can just drive through if you don't place celings etc. But this is agai nannyoing that every ship in and out has to demolish those and replace. In the worst case a Player with higher company rank placed them and you can't remove it if he forgot to lower the rank setting. Hopefully such a mega - large gate will not cause more crashes while placing like the current once already do^^ Maybe such a harbor gate could be a moveable metall chain like it was used in the real world too. It could consist of two placeable towers that can be placed in two steps to have it more easy for players. The towers could fit very well into current building system/walls with size 2x2 or 3x3 and a height of about 15 pieces like large gates. The width of the chain/open gate could be ajustable from 10-50 meters for example. Tower health 20-30k. It would be more difficult to destroy as the chain may not have a hit box for torpedos or cannon balls.(maybe this would be to over powered?) To breach the gate you would have to destroy/hit one of the towers that share the HP. Currently the large stone gates are way to easy to destroy. Only real protection are celings in the doorway with mentioned issues. Armored docks are now only for the rich players/ large companys. The price for solos is much to high. While this is good as large companys can not safe all of their ships(50k Gally + 60k dock?) solo players suffer like the old days. The harbor defences suffer from several issues. They usually do not get BPs more than blue once = may ~140% but most often less. While ships can get level 60 (increased) and may level up to more than 200% damage or like you say 300% resistance. The defence structures under perform way to much. It's even difficult to keep a sloop out of your harbor only by structures and NPCs. So what about you could place an artilary defence flag for a small area that you could fill with gold to "level" up a small area of your defence? Another gold sink for the Devs and if placed on a strategic position in the harbor design a big upgrade. For example it gives 100% more damage for land based cannons in an area of 30-50m? You are maybe restricted to place only 1 or 2 per island. It could also work for mortars :) Ha, so many points Devs could do something usefull. Hopefully they have long weekends and free time in the evening to focus on this not importand stuff.
  2. So, I'm trying to make a comprehensive list, and did my best to think of quality, difficulty, and how I assume the devs want this game to continue. I don't pretend to be a dev, but I do want to see this game become great. SO just wanted to give my musings and thoughts on different aspects. Part 1: Survival Right now, Survival is in a decent spot, and vitamins are dealable if you take the vitamin consumption perks in the Survival tree. It's not that hard to find vegetables, berries, fish and meat, so it's relatively simple to keep your vitamins up once you know how. However, there's a pretty bad thing right now, which leads us to our first point. Problem 1: Creatures It doesn't matter if you're lategame or early game, creatures are an issue. Their damage is very high even at low levels, and the carnivores overspawn. They are often faster than humans, and have skills and abilities that can completely make any battle with them one-sided. Tigers and Lions have the grab, Snakes have torpor, Crocs have their aquatic speed, Wolves are fast and can attack multiple times. Sure, dying is a part of the game, but when it's to these same mobs over and over, people get frustrated and some even quit. I personally enjoyed the difficulty, but considering I also enjoyed starting a new character level 1 with Annunaki Genesis ARK installed, I may be a bit of a masochist for difficult survival scenarios. Problem 1 Solution: Creature Spawn Frequency Reduction, Aggro Radius, Neutral Mobs, and Stat Balance Spawn Reduction. The most simple way to fix this would be to reduce spawns. Yes, everyone says that, so I'm not going to go too far into it. Th problems of reducing spawns, however, would be a lack of meat and, if done willy-nilly, would cause overpopulation and TOO easy of an early game. So, we can go into different methods. Aggro Radius. As of right now, a reduction in aggro for creatures by 20% would be ideal, and if people want more aggro reduction, they spec into the stealth perks in beastmastery. That would let people sneak around carnivores much easier, and have them not act like player-seeking missiles. This would allow players to keep an eye out for carnivores, and avoid them much easier in the case of stumbling across one; and would make the Jungles of the Isles a dangerous proposition, thanks to the sheer number of trees blocking view. Neutral Mobs. Right now, Neutral Mobs have a somewhat hard time against carnivores unless they're in massive packs. This should be fixed; maybe give them a bonus when facing snakes or carnivores explicitly. This is possible thanks to ARK's inbuilt systems with the Megatherium, I think it was, which has bonuses against insects. By giving Neutral Mobs the ability to fight back and take down enemies, and not fall to them, it solves the issue about carnivore overspawning and overpopulation. A good example of why it doesn't work right now is I saw a wolf take down three rhinos at once; even at level 25+ a wild wolf should not be able to do that much damage, period. Stat Balance. All in all, carnivores and creatures in general need balancing. A good start would be to make wild creatures have maybe 15% less HP, and deal 40% less damage currently. Make combat with them require finesse and dodging, but don't make their attacks be near instantaneous death when in light or no armor. Tamed creatures, while we are discussing these, should be innately stronger than untamed ones. a 20% increase to current tamed creature level stats from this current point in time would make tames able to survive fighting their more vicious, feral cousins. Problem 2: Freeport Level Cap Freeport levels are low, yes, and I understand they have a cap to encourage people to leave. But level 8 is far, far too small. It makes it so people can't really do much with what they have, and coupled with the problems of freeports other than that, it makes the early game a matter of "when do I leave" instead of "I want to learn the game". Problem 2 Solution: Raised Level Cap. I'm not saying it should be raised to something ludicrous, but level 10, or even 12, would be perfect here. It'd give enough levels to really taste the more advancd things, and give new players the ability to survive longer when they do leave freeports. Especially in areas with low or high temperatures, 4 levels worth of fortutude would mean the difference between life and death. Part 2: The Early Game Life: Making your first large ship and settling down So you have a Ramshackle Sloop or a Raft, and are leaving the freeport. You are heading out, and making your way to the next square. But, oh no! Passing through the square, and you bump right into a Ship of the Damned! The Ship will butcher you in both a Raft and a Ramshackle Sloop unless you're exceedingly lucky, so you have to head all the way back to the freeport to get another. Or perhaps suddenly you pass through the Barrier, and there's a storm going on in the next hex, which damages and sinks your ship due to a massive amount of Tornados spawning! Ah well. Sure, this is part of the game, but it can be made a bit easier for newbies... and all others as well. Problem 1: Transitions Bring Death Right now, there is no way to know if on the other side of the Server Barrier there is clear seas, a Storm, or even a Ship of the Damned waiting for you. This is a huge problem, and while the Storms are a harder thing to deal with, let's first focus on the Ships of the Damned. Problem 1 Solution: Ship of the Damned Avoidance of Border Walls. As it is right now, Ship of the Damned AI is set to avoid islands, and will wander back away from them once they lose aggro. This should also be applied for border walls. Any Ship of the Damned within maybe 2-3 Galleons length from a Barrier Wall should go passive, and wander away from it as long as they aren't aggroed. This would reduce the amount of "LoL, you're dead" moments where you spawn in next to a Ship of the Damned. Problem 2: Storms Right now, Storms are hectic. Tornados drop as soon as the rains begin, and will hunt down ships unless they are anchored. This is infuriating, since the larger the ship, the more damage it takes, and will sink larger ships, and really cause damage. The water spouts just keep spawning and spawning and spawning, never giving you any respite whatsoever. No calm rain, nothing like that. Problem 2 Solution: 3 Types of Rainfall Right now, Storms are the only type of Rain. This should change. There should be 3 types, like there's 3 types of Whale. Light Rain, Heavy Rain, Tempest. Tempest is the current Storm, where it drops multiple tornados down and seems to actively hunt ships. This would be a very rare occurrence, maybe 1 in every 4 times of Heavy Rain. Next is Heavy Rain. It would be a lighter version of the storm, with powerful winds and changing directions, as well as maybe 1 tornado at a time, that is programmed to choose a direction and continue in that direction until dissipation. 1 in 5 Light Rains would become Heavy Rains, but the closer you are to the Equator, the more common they become. FInally, Light Rain. Light Rain has absolutely no tornados, no bad effects; just a light drizzle to refill waterskins and make people wet. And, most importantly... rain should NOT happen in the Tundra. Make a snowstorm instead. Problem 3: Claims and Land Scarcity The Neutral claim flags were a great step in a positive direction, but the underlying problems, unfortunately, are still there. Some people refuse neutral building, and these same people got hold of every little bit of land they could before people had even left Lawless yet. This is a huge problem, as people are ending up with nowhere to live. I myself live in a Lawless Region because of this; it lets me have neighbors and help newbies. Problem 3 Solution: Cap Claim Flags OR Add Maintenance that scales with number of Claim Flags. Huge companies could farm gold easily with treasure hunts and Flotsam Gathering. So, why not make Claim Flags cost gold to maintain? 1 gold for each claimf lag, and double it for every claim flag above 1 you have. 2 claim flags costs 2 gold per 2 hours (1+1), 3 claim flags costs 4 (1+1+2), 4 claim flags cost 8 (1+1+2+4), 5 claim flags cost 16 (1+1+2+4+8) and so on, so forth, ad infinitum. This would let the big Companies still have their plenty of claims, but would also encourage people to only have 1-2 claim flags they can maintain. If this is not possible, simply limit each person to 1 claim flag. If you're in a company that's big enough, you can claim more land and even whole islands. But a small company shouldn't be able to hold an entire island just cause they spammed it with flags. Problem 3: Ship Combat Right now, Combat is risky, dangerous, and can make you lose everything. Which is good! But the problem is, Ship Planks. Ship Planks have ludicrously low amounts of HP, which will die after a few direct hits from a Ship of the Damned, and instantly break against Whales. They should NOT have the little amounts of HP that they currently have; it costs too much to maintain them and keep them operational. A simple battle against a level 5 Ship of the Damned should not be costing you planks, even if you sail haphazardly! Problem 3 Solution: Double Plank HPs. It'd be fine if you made planks cost more to compensate for this, but right now, Planks should have double their current HP. It should take a decent bit of damage to completely destroy a plank, not just a couple hits. Ship combat should be a huge thing, with both teams making repairs and hurrying to stations. But right now, 2-3 hits and a plank is gone, just completely. It's ridiculous. So, by doubling plank HP, it will solve a lot of combat issues, and make ship combat far more interesting. Problem 4: PvE Weight Griefing. Yeah, not even going into this. EVeryone knows it's a problem, including Jat, so it'll be fixed soon. Problem 4 Solution: XXXXX Don't need to give a solution, since they're probably already fixing it or finding a way to. Problem 5: Ship Carry Weight The 40% increased weight was a good start. But galleons are still only at around 29k or so. This is a bad thing; it makes it difficult to use the galleon as the massive cityship it's meant to be. Furniture and decorations weigh in, and even beds and supplies cost a lot. To have a good ship, you have to have almost half of its carry weight filled! Problem 5 Solution: Increase Carry Weight OR Triple Weight Sail Weight Increases. So the Weight Sail is not currently worth it. The loss of speed just causes a lot of problems. But if we figure in the Weight Sail, this problem could be sovled easily. Just triple the amount of weight that a weight sail gives! It'd help quite a bit, and make weight sails quite important on a lot of cargo ships. This is a pretty easy fix, so I don't quite need to go into the details with this one. Part 3: Midgame and Lategame: Power Stone Hunting and Ships Right now, I want to say level 51 feels like a very poor early-game level cap. It should be much higher, maybe 70 or so. This would let people invest more points and head out once they feel that they are ready. Power Stones are dangerous, and pretty much endgame raids. However, as it is right now, the creatures guarding them overspawn, and also cause a lot of havoc otherwise. So, now we go into the next set of problems. Problem 1: Power Stone Creature Overspawning This ties with the Creature problem in Part 1. These beasts need tweaking; if the only real way to get a power stone is by doing a naked run into the depths of the cave, then there's something very, very wrong. Problem 1 Solution: Stronger Weaponry Currently, weapons (Especially guns) are a total sham. They don't deal nearly enough damage for their investment. A good rifle or pistol should be killing things in 1 hit for a rifle and MAYBE 2 for a pistol. As it is right now, creatures are much too strong against all forms of damage that a player can do. And because the Power Stone Caves are caves, and enclosed, ships can't support with harpoons, either. This is a large issue, and hopefully, will be fixed eventually. Problem 2: Lack of Ship Options So this is more of a personal preference thing. But right now we have 4 sizes of ship. Sloop, Schooner, Brig, and Galleon. However, there's so many more ship types that can be used! Of course, this would be a huge amount of work for the devs, so I am a bit adverse to saying. Problem 2 Solution: 2 New Ship Types I feel that 2 new ship types would be perfect. 1 between Brig and Galleon, the Frigate, modeled after the Ship of the Line used by the English in the 16th century and would be between the Brig and Galleon. And finally, the Caravel, which would be a stop between the Schooner and Brig, and would handle more cargo than the others, but have less masts. It'd be a good build for those not wanting combat, but instead more of a merchant or cargo vessel, perfect for supporting ships. Problem 3: Risk and Reward for SOTD Piracy Right now, Ships of the Damned drop some blueprints, and 10-20 coins. This is absolutely, positively ridiculously stupid. Even a level 1 Ship of the Damned can deal 500 wood, 500 Thatch, 500 Fiber, and 100 Metal worth of damage to a ship in the course of a single combat. The payout you MIGHT get is absolutely foolish. There is no reward to sinking Ships of the Damned other than a RNG-based blueprint set. Problem 3 Solution: Increase Rewards Level 1-10 should give Fine and Journeyman blueprints, and 200-400 gold. Level 11-20 should give Legendary and Masterwork Blueprints, and 800-1000 Gold. And finally, level 21+ SOTD NEED to give 1100+ gold and Legendary and Mythic Quality blueprints. The reward for sinking these ships needs to be increased by a factor of 10. And so that's my views currently on several of the most common problems i have experienced, and how to fix them. I know it's not a comprehensive list or even really including a lot of the bugs out there, but this was mostly to post my views on the game as I have played so far. I have 250 hours in this game, and plan on just as much in the future, so I eagerly await the next changes and patches that will be coming down the pipeline! Thanks for all your hard work, ATLAS dev team!
  3. As we all know Colonies solved none of the problems that Empires had, save for offline raiding. On PvE servers it serves little purpose but to advertise your island on the map. I feel like it has it's place but it could be SO MUCH MORE. With all this talk of Factions I have my own extensive ATLAS OVERHAUL that should see surges of returning players. Functionally, these are minor changes... just to get it out the door and working. To tie it all together, though, it's a big undertaking. I haven't seen other threads tackle this kind of system yet, so I am going to bring my own ideas to the table. I am not going to be touching on QOL issues in this thread, that's for another day. Sorry. 1: The Nations System Overview Currently, the colonies system works by allowing players to join a company, and then an alliance of companies. This would not change. Companies and Alliances will still be critical to the game. Emergent Player to Player scenarios drive sandbox games like Ark, Rust, and EvE Online. The current claim system does little to provide the player with a "bucket and pail" to tackle the sandbox with. Currently without any tools or encouragement there is no reason for cooperation; therefor, the fun of the current sandbox is had by shoving handfuls into someone's shorts and eyes. Ergo, Mega clans, griefing, raiding bambis, and tears.... lots of tears. Due to it's limited nature the current system is pretty punishing for players. Another issue I find is that: everyone I know hates playing in a mega or simply not playing for themselves. I am the same way. While, I enjoyed my time with the likes of GypSEAS, Uganda, No No No, and TC I can not say it was ideal. I never felt like I was actually having fun. It felt more like a social obligation; one which only was needed to protect my meager stash of tames and a ship. The social aspect is and was a huge draw; and part of the reason I stuck around. However, once I got a taste of playing for myself on Private Servers/PvE/SP it changed my views quickly... it was FUN. Exactly the same gameplay... minus just about all of the problems. Players have made the system punishing. The issue is that players and even the devs carry the same ideals and gameplay philosophy that works for Rust, Minecraft, or Ark but does NOT work for something like Atlas. Atlas, has more in common with EvE Online than any other game, and thus; it should do as much as it can to try to emulate it. Therefor, the claim and PvP system should function in a similar way. Colonies already does this for claims (vulnerability window + wardec), which is great for large alliances; it is not great however, for solos or part time players. It drives player interaction toward raiding... and just raiding. No trade, no intrigue, just raids. I think a good way to reconcile this is to allow hardcore PvP, PvE and casual PvPers to exist on the same server. Alright, here we go: Players will be able to chose between four main Nations, all four of which are split into alliances. Players may also chose to not affiliate with a single nation or faction They may even chose to remain hostile to all four if they like. Each alliance decision has different drawbacks or benefits. Each nation and faction has it's own ideology, special blueprints, cosmetics, and benefits. The Nations are as follows: Eastern Empire Western Kingdom Norse Republic Southern Syndicates Pirate Cartels Eastern and Southern Empires form the "Golden Empires Collation" Faction. Norse Republic and Western Kingdoms form the "Western Trade Companies" Faction. Pirates will ignore and defend players who prove bloodthirsty enough, but this comes at the cost of Navy attention. The presence of the Nations has lead to different levels of "security" in the waters. National/Empire Waters: PvE except for players enrolled in Faction Warfare, pirates, or those under a PvP war declaration. (More below) Lawless Waters: Basically nothing changes. Outside of player alliances: anyone can attack you, you can attack anyone. Resources are the most abundant, wild animals spawn at higher levels and are difficult to tame, sometimes lesser mythic mobs (gorgons and yetis) spawn here. These areas surround Powerstones, rather than Freeports. International Waters: This is the same as standard zones under the current system. Semi-open PvP, any player can claim, decent resources, better wilds, less dangerous islands. Homestead Waters: These are regions hosted on the player's personal computer. Only they and people invited can access this area. (More below) Sovereign Waters: An extended version of island claims, this sets an entire grid to PvE and taxes all islands to a central bank. Once waters become Sovereign the company or alliance who owns the water can not be removed. (More below) Powerstone Waters: Only slight changes here. Convert zones to PvE and allow temporary builds. Allow taming of all non-mythic powerstone spawns if the player has the powerstone for said island. 2: Waters Explained. National/Empire Waters: These areas are owned by the corresponding nation, and take the current place of Freeports and Lawless islands surrounding them. Players are completely safe from PvP when in these zones unless they are at war with each-other or in faction warfare. Waters are patrolled by NPC pirates who attack ships and players on islands. Occasionally spawns WPE's. Faction Warfare most often happens in these areas. Players with sufficient reputation with either/both the Nation and the Faction Navy may claim certain islands. Faction Navy members get access to larger, better, yet cheaper islands that give more resources once claimed. (Areas owned by Pirate Factions also function in a similar way but are hostile to "good" players. ) Players who's companies are at war are able to attack each-other in these zones. Limited verity of resources spawn in these areas. Travel to other areas required to make anything better than FINE bps, thus encouraging trade, travel, and piracy. Homestead Waters: Meant as a starting point and offline storage area, Homestead Waters host a single grid containing an island with a pre-built small shipyard, low quality map spawns, and crew recruiter. Homesteads provide every Freeport resource. Homesteads do not spawn useful creatures, but do however allow the player to breed any creatures regardless of conditions at a cost to the baby's wild level. Players may store up to TWO personally owned ships. Nothing stored at a Homestead decays and remains in stasis unless the player is present. All NPCs and Tames brought here are fed/paid at no cost to the player. Companies can not store company owned ships at a Homestead. As was mentioned before, this is just a place to start and tuck things away when you go offline for a long time; or a place for absolute casuals. Homesteads provide NO experience. Players are also granted access to a "lumber mill" which provides unlimited wood building pieces, and deployables only placeable on the homestead (not boats). Players must have unlocked desired deployables. Sovereign Waters: As mentioned before, a sufficiently advanced Company or Alliance can purchase a token from a friendly faction or nation to convert an area into a PvE area that can only be attacked under a war declaration or by an opposing navy. These areas can still be raided, however, the residing company/alliance can not be removed, nor do damaged structures remain damaged (boats and tames however do not regenerate) anything popcorned/left in bags is deposited into the claim flag. By default, only allied companies can build in these areas. Companies may have ONE sovereign grid. Declaring a zone Sovereign spawns uncontrollable NPC ships belonging to the player's company and allied navy. Players can be attacked in open water in these zones. The residing company must remain at a certain level of activity, pay gold upkeep, have settlers, and appease its allied Nation/Faction to maintain control of an area. Piracy: Areas claimed by pirate players spawn extra resources but are in PvP mode longer than normal grids/islands. They also attract a larger and more powerful than average Navy presence to the area. 3: Better NPCs "Drone Better. People make problem. Trust me... drone better." - Ivan Vanko This is going to be a quick one. NPCs don't do enough. NPCs should repair ships when at sea, be able to help farm, watch animals, etc. Make special vendors or quests to acquire specialty NPCs/crew. Allow players to place their own crew recruiter/NPC quest giver. As was mentioned earlier, more NPC factions are needed. Less reliance on mega groups to enjoy the game to the fullest. Having the ability to assign an NPC to a ship and it automatically patrol/escort the player would also be spectacular. NPCs need to preform anything players can do; busy work wise (raising tames, resource gathering, etc) Solo players should not need other players. Instead, players should always be better at what NPCs can do; rather than being a requirement. 4: The Content is the Reward. I've noticed that playing this game without PvP changes it's nature. In a PvP setting, PvP is the reward for 'content'. Doing a games content for a reward is a poor way to play a game, and a big reason this game ( and WoW) is doing so poorly. Playing the game should itself, be a reward; and it is only that way for PvE /local/Single Players right now. Rewards should be things that make content more fun; tames and buffs are on the right track for that. As you may have gleamed by now, under this system player actions result in the ability to do the same content faster, better, and in more fun ways. 5: Naval Battle + Ships. Deplanking in its current form looks bad and feels bad. Planks shouldn't disappear. Instead, they should form holes and catch fire/splinter depending on the damage taken. But, never be "lost" instead, they are repaired as needed. When "deplanked" they begin to leak as they would now. The option to surrender and turn over the ship/portion of resources to encourage piracy would be a boon. As an anti-griefing and a "fun insurance" measure ships sunk should have the option to re-surface them. For anchored ships, this is just a resource fee. For ships lost at sea, it should require the Submarine and a special token/feat. 6: Faction Rewards What would alliance be without benefit? As was mentioned before working for a faction/nation rewards you with reputation (or negative rep) used to unlock BPs, powerful ships, tames, NPCs, land rights, and cosmetics. Conclusion: I do hope you can see how all of this plays together to encourage ALL types of players. No one is left out under this system. Small groups, solos, and mega groups are each rewarded in their own way. Every form of player interaction is encouraged, and maximizes fun. Even with our current player-base this system would still benefit the players. I hope that even if this system is not utilized that the devs consider some aspects of it. I know if I were developing this game, this is the system the game would have come out with.
  4. Hello everyone, This game needs to decide what it want to be and how the future should look. We can all agree that freeport is broken right now and loosing your stuff constantly to griefers is pretty bad. You could ask your self why fire arrows are even allowed on freeport. I want to go a little deeper in to the system that is set up right now: You have freeport which is supposed to be safe for everyone but your ship decays insanely fast even if anchored and boosting the resistance of your ship stats. Then you have Lawless that allows you to play in a world where company's can not own the island and there is no offline protection. Last you have an player owned area that is essential another Lawless area where you have to serve a large company to have your stuff protected in island peacetime or get destroyed by large zergs. The question i have is, where can you be a pirate and keep your stuff safe? I have tried this now four times in four different pvp seasons and i am sad to say that you have no hope of living the pirate life in this game! It pains me to say this, it really dose! Because this game could be soooo good and that is why i keep coming back There is a bunch of factors that works against you here! You do not have a safe haven, you will get offline raided, the big companies have blueprinted ships that are insanely overpowered and the loot system is not really giving you much if you manage to sink a player ship. Then you also have the player island where more often then not Lag form building blocks is part of the defense. This is my suggestion to solve some of this: I will take inspiration form EVE-Online and Last Oasis. I know that this might be a sore spot for some people because those games also have there own issues but i do believe that taking the best elements form those game might be able to solve a lot of the issues in this game. I would suggest making it so: In Freeport you can still pvp but you have a high security status in the grid that will make the a Freeport navy try to stop conflict. If you break the code of conduct in the Freeport grid then you will be punished with a bad security standing and the navy will start hunting you. This system would have to be worked out in detail! Lawless should be changed so it has a lower security status where you can fight on open seas with out the Freeport navy meddling but if your security standing is bad enough then the Navy will still hunt you. However some island should have NPC Governors that have a unique standings that can be improved by doing stuff for them. Those island have safe harbors that allowed you to keep you ship and loot safe for a gold price. This is where it would make sense to have a out of game lobby where you ship can go when you safe log for the night but again it needs to have a gold price per day. Last the player owned islands should be changed so when you take a island you get a fort on ground level where flag is in a predetermined location. This fort is build by using gold to upgrade and can be upgraded in steps fort, fortress and castle. The upkeep keep rising the more you upgrade your buildings. You can do the same ting for the harbor but it might be better to create harbor buildings for free build. They would need to be big building blocks, so they create less lag. Change the island limit to be determined by upkeep instead of island points. There is a bunch of other issues that need to be addressed! Take beds for instance, they make your ship act like a clown car of unlimited respawns. You have to limit the amount of spawns you have available on your beds by creating bed charges. I am not sure if this should be a gold cost, water cost or a food cost but least use gold for this example. You put 10 gold in your bed and then you can spawn 5 times, when the gold is gone the bed stops working as a respawn point and the bed need to be refilled. Distance aka spawning on a different island in a different grid should be more expensive to do. Then we have zoning while getting attacked in ship combat. If your ship take damage on it's structures you should not be able to travel to a different server! There should be a cool down on you ship that prevents you form jumping to another grid for some time. I would say that the cool down should be between 5 to 10 min. If you take a chance and it does not work out then you should be punished for it. What do people think about this? I am sure there would be a lot of problem that would have to be worked out. Yes, i understand that these things are changing the game but hopefully people understand that i want to change this game for the better I did leave out a lot that could be expanded on later like bounty system that is integrated with the security system and raiding governors trading ships in lawless and so on.. Devs, if you have any questions, just send me a message and i will be glad to explain in more depth Best regard Jack Shepard
  5. New map has some pros and cons. The trade winds make traveling much easier. There are only a few claimable islands left and a big part of lawless is away from Golden Age which causes less conflict between large companys and the small once. Also large companys are more close to each other so they can fight and find the others faster. The biggest issue is that there are two lawless areas. The prefered old area and the stupid new where others can simply claim your stuff. I suggest to add a Peacetime to claimed areas. This would be at least a offline protection for 70% of the (working)day and night. Well the 400k HP towers need some cannonballs to destroy but it is possible quite fast. On claimable islands you still have to place fence every where causing lags to prevent the enemy from building on the island. If this could be not allowed enemys would have to use swimming bases called ships to attack. As long the lawless stays that unfriendly to random players the game can't win a new Playerbase. And the old once as mentioned are already playing in larger groups and some megas manly on the NA PvP. On EU it's only one Mega that allied with lots of other medium companys to outnumber every fight. It does not help that NA PvP Players are bored on the more populated server and offer their raid service now to EU server. I expected from the new map that the islands themselves would be changed. But the Devs changed only the biome zones to match more of the first Ocean map Season 1-2-3 which i appreciate. THe tradewinds are working quite good even there are some dead areas without trade winds. Further changes should reduce the mountain height on islands drastically. It's not a solution to not allow puckles etc on high levels. Every islands should have a bay to build a harbor. There should be a water depth of about 15-25m max to also place a harbor defence structure without massive spam. Invisible rocks in water needs to be changed. The smallest size should be safe in the center from shooting there with large cannones from a ship. Pillar Rocks/mountains for natural safe Bases and Mortar positions should be on every islands. It must not be all round pillars like tropical but it should give some natural protection from cannon tame griefers at least. A raider should spend some time to get to the high quality loot like gold and BPs.
  6. Hello Devs, There has been a lot of talk from people on the NA server about what direction the game is heading and what problems are the worst right now. The problems i hear are Lack of sotd spawns, whale spawns and the ship fight balance. There is also a bunch of other stuff, that i will get in to further down. Ships balance: When it comes to ship fight mechanics most of the issue stem form the 3 ship classes being in a strange imbalance place right now. Galleons are way to fast as a capital ship of the fleet and they can use a Harpoon to stop ships dead in the water. It helps big company's to crush small company's, since they can use it as an aggressive and fast hit. We all want this to change but also agree that the idea of the harpoon is not a bad idea, it is just not balanced. What can be done is change the galleon speed to be the slowest in the fleet so it fits more to the historical 16'th century ships. The harpoon can then be used as a defensive ability that the capital ship has as an option, when in a fleet. Just to make sure people understand, Schooner should be the fasts ship then the brig a close second and last the galleon as the slowest ship. Historically a normal schooner did about 16 knots, Brig 12 Knots and the Galleon did about 8 knots at best. Now we don't have to make the difference this large and the numbers in the game are boosted up so it takes less time to travel. I would suggest Schooners can do 30 knots at best, brig 24 and galleon about 18 knots max. This would make a lot of sense and fix the harpoon issue. Blue print issue: There is also a big balance issue in the stats of the blueprints right now. Common ships are really bad and mystical ships are really good. When you get hit by a 200% or 240% cannon as a common ship, you die really fast. You do not stand a chance. This is really bad for small company's and super for big groups. You can really step on people and fell ligit when you call them trash for only having a common ship. This is one of the things that has to be changed! Good Blueprints are so rare that small company's, will never have a chance to get them. Even if you get the materials to build stuff, you most of the time don't have any good bpo's to use it for. People are suggestion that making bpo's less good and limiting the random stat's just a little. Like why can a masterwork cannon bpo be better then a mythical cannon bpo? This should never overlap in a number like cannon damage. where the lower grade stops it's max is where the next should start as a minimum. If a masterwork can max go to 140% then a mythical should minimum be a 141% when you get it. In all the stats are way to high now, no way a mythical should ever be more then 170% damage and base stats need to be higer. This system needs to be streamlined a lot more before the balance is good for everyone. PvP ship combat: The current meta where weight is the limit sux and one of the reasons is that you can not build a cool looking ship. Further more you can only fight for a few min before you have to slam a few diving platforms and demolish for repair resources. The speed of your ship should not be influence by the weight before you go over 40 % or something around that number. You could also make it so building stuff on your ship did not cost weight. The borders on the side of the ship also need to be refined. You should not be able to protect your planks with wood ramp armor. This has always been something that even you guys(Devs) dont want. However, protecting the top of your ship and building a nice top on it should be allowed to some extent. What we want, dont want: This is where it gets interesting and it feels like doing a poll on this would be a good idea but i will give you guys input i get from talking to all the people i know who want this game to be great! Give us more ship types, cool gear and awesome events to farm and fight over. It would also be great with skins but keep it so we can still see the difference between the sail types and other gear types. If you want new animals, give us small useful animals that makes the game more fun and surprising. You should be fixing issues, like de sync and fps drops. Work on your engine and boost performance. If you release this half assed, people will leave. The systems that are already in the game should be looked at again and refined. Like the food system. Maybe add more cool food types and more cool songs for the music system. We do not want big dino like animals that take for ever to tame and breed. Don't make mechanics that break other stuff blatantly and then don't fix those things. Animals should be good utility things you have but not be op for fighting as they are now. I guess the big word right now is re balance the game and make it more fun, so it makes more sense. Oh before i forget, people should not be able to have island main flags and bases on tall mountain tops that you can never get to when raiding. This is not fun for anyone, so ether make it so the air is to thin for people to live there or make it so flags have to be on ground level. Best Regard FightzGamer
  7. First, i'd like to say that I think claiming land was a great way to go and a big improvement from Ark. With that said, I think this system is a little to basic at the moment, and is causing a lot of confrontation in a game where you're trying to set up more player based cities and an eco systems. I've put together some recommendations based on my observatins so far, and experience in other PvP MMOs. Different types of claims: Territory Claim Flag- This would be the biggest claim type, and rather than just claiming a small circle, it would claim an entire island sub set (or multiple islands in a small grid). You could even have these claim flags pre-set in the game for every island section on the map. These flags would be claimable by a single company, who can then take control of that territory, and set the taxes/laws in this entire section. They would also be required to protect it and guard it from other companies in a siege mechanic i'll mention below. Company Claim Flags- These are small claim flags similar size to the ones already in the game. The company who places this flag can freely build in this territory. The company who controls the territory, should be able to approve/deny other players trying to place these on an island set. The territory claim owners should also be able to set a maximum amount of company claim flags per territory. These company claim areas are still subject to the taxes coming from the territory claim flag, and are subject to 2x damage from the territory claim owners to help avoid insiding, or mutiny. Company claim flags should be a type of alliance to the territory owners, and show up as a "blue" or other color to help the territory owners identify these players and avoid conflicts. Territory claim owners can remove company flags, with a 24 hour notice similar to the siege mechanic mentioned below. Personal Claim Flags- These are the smallest claim flags (maybe 5x5), and has similar properties to the company claim flags, but for a single person. These should also be approved/declined by the territory owners, and taxed appropriately. Blue status should also be shown for these players. Territory claim owners can remove personal flags, with a 24 hour notice similar to the siege mechanic mentioned below. Sieges: Rather than someone just coming to "claim" the land while someone is afk. There should be a siege system. Something as easy as a siege claim flag could be dropped in the territory. It should give a 24 hour notice to the territory owners, and their territory claim flag would then be vulnerable after that 24 hour period. To make it a little more fair, the attackers should be able to build in a radious of maybe 10x10 around their siege flag to protect it. Additionally, the siege flag should become vulnerable an hour before the territory flag in order to make sure they have to defend before they can actually take the territory. Laws: You should be able to set laws which govern your area of influence. Laws could be changed once every 7 real life days, and take 24 hours to implement. Some examples below. Lawful- Lawful territories will stop all companies from attack eachother who own a claim flag on that territory without first removing that company/personal flag as noted above. Lawful territories should also allow other players to come in and attack players/housing in this area, but in doing so that player would become "flagged" as a crimanal and go "grey (just a status effect to show the criminal". While flagged as a criminal, other players can attack this person freely without penalty. If a crimal kills an innocent, they should be given a murder count. This murder count can then be tallied up and after X amount (we'll say 5), they then become a murderer. This then flags them as a "red (red status effect)" to show other players that this is a dangerous person. Neutral- All players including companies and players with a claim flag in this territory can be attacked by anyone else. Housing will still be unable to be attacked by players/companies with claim flags in this territory without first declaring a siege. Players will still recieve a player murder count for killing players in this territory. Chaotic- All players entering this area are automatically "flagged criminal/grey" and there are no penalties for killing other people in this area. Additionally, players owning claim flags in this territory can freely attack their neighbors structures at will. (but you still need to siege the territory in order to take it). Murder System: When attacking other players in the lawful or neutral zones, you should recieve a kill count. Anyone who deals damage to this player within 5 minutes of the player being killed should be given a kill count (the player who dies should be given the choice to or not to give a murder count, to avoid friendly duel murder counts, or accident friendly fire kill counts). When a player recieved 5 kill counts, they become "infamous/murderer/criminal" whatever you want to call it. Kill counts can max out at 20, and it takes 24 hours without killing another person for one of these kill counts to fall off. If a player is considered a murderer, they will not be able to enter free ports as a penalty, and can be attacked by any other players at any time without penalty. If you attack another player you should be "flagged" as a grey/criminal for x amount of time (maybe 15 minutes from the most recent damage to a blue player). Anyone else should be able to attack you friendly during this time.
  8. The game needs to focus more on man vs man PvP, and less on bear vs bear. I wouldn't cry at all if they allowed one player to control up to 10 crew who go in and mimic what you are doing. If you are cutting down trees with a pick, they do the same. If you are wacking fiber with a sickle, they do the same, so long as you keep doing it, they do it. Allow them to carry a high weight if you set them up to do so. Not an absurd weight, just high weight. Allow NPCs to be slotted into specialties. Gatherers are minimum wage workers. Fighters are high cost. So an NPC slotted as a gatherer should be very cheap compared to somebody on a cannon. NPCs on the sails should be somewhere in between. NPCs not doing anything should be much cheaper. 1 gold per day. Elephants shouldn't be meta tree gatherers...they should be Meta load haulers. Bulls, and horses should be next for load hauling. Bulls haul more weight but slower, and horses haul less but faster. Lions, Tigers, Wolves and Bears, should not be Meta Fighters, but could be used to increase your force. However, fire should be like a cross is to vampires. Animals rightly fear fire, and thus fire should make them flee. You should not be able to ride these animals, and they should be more of a defensive tactic than offensive. They should get a buff when in their own settlement, as this is natural for animals to be more aggressive when defending the home turf. Weapons of all types should be increased in their ability to do harm. From swords, to Bows, to Pistols, to Carbines, these should all do more damage, but armor should be better at mitigating that damage. Get rid of the naked zergs. One shot with a pistol, and one swipe with a sword should be death to a naked zerg. Make the game more about skill than time in game. This means making it easier, through commerce, to get the materials to make high end gear, but also mitigate their impact. You should still want them, but If I never miss a shot, and the other guy is lucky to hit, he shouldn't be winning a fight simply because he is in a Mega that has all high end stuff. I shouldn't land 5 shots on him, and he misses 5, and then hit one shot and I am dead. That takes skill completely out of the equation. It's a tough thing to balance. You want to make the game interesting by making abilities diverse, but when taken too far, you risk creating a situation of haves and have nots, and the have nots won't stick around long. They go find another game to play. Games must have balance, because people won't play a game where they feel their defeat is hard coded into the game.
  9. ATLAS

    Patch Notes

    released patch notes v24.4 - Reverted optimization to how Seating Structures are replicated, caused some issues. v24.3 - Fixed invisible tamed creature case, and optimized some networking related to creatures on ships. - Optimized how ladders network their extended/retracted states. - Attempted an optimization to how Seating Structures are replicated (Steering Wheels etc) v24 - Further fix for case where steering wheel usage became desynchronized. v23 - Major client and server optimization for ships - Fixed remaining case of Client Disconnections (Not necessary to adjust Client Bandwidth, this was related to something else. We recommend all players try to use EPIC Bandwidth!) - Various new server performance optimizations - Sail Canvas is now unaffected by Repair Hammer - AoD soldiers now take significantly less damage from bullets. v22.21 Fixed a bug where tamed creatures, boats, and NPC Crew stats didn't replicate properly. v22.1 - Fixed a case where players would disconnect on certain servers when loading into large bases. We advise setting your "Client Network Bandwidth" Option value back to Epic if you had previously changed it, to deal with the disconnections. - Fixed a case which would cause creatures to flash or flicker. - Fixed a case where players on saddled creatures would teleport back to the server's origin if the creature they were mounted on had been killed by another creature. - Sail canvas now takes twice as long to repair. Repair hammer can no longer be used to repair a canvas. A canvas must be repaired using the pinwheel option on the mast, which can be accessed by holding down E. - Target Soft Spots will no longer add torpor to other player teams in PvE. - Camera no longer interpolates to origin when destroyed. - Glider will no longer activate when encumbered. - Buoy signs remain attached after server restart (retroactive). - Server and client performance optimizations. - Fixed an exploit which allowed players to stall and potentially disconnect other clients. - No longer able to turn off cannons that do not belong to your team. v21.43 - Fixed some server side crashes and added additional server performance optimizations for NPC Crew v21.1 (client) - Fixed choppy claim flag physics 21.42 - Further optimizations to NPC crew 21.41 - Optimized replication and ticking of NPC crew on turrets, for significantly improved server performance. v21.31 - Improved Structure replication rate from servers, though this may increase client stalls slightly. Clients can reduce their "Client Network Bandwidth" Option value if they are experiencing too many stalls with this change (we do recommend the default, 60 KB/s). v21 - Optimized how items are networked resulting in significantly higher performance and less bandwidth usage - Added the Hook Hand and the Peg Leg to the Freeport cosmetic vendor v20.1 With our planned changes for March, the game will be heading into a more rule based system, so for the next few weeks we’ll be making some changes to experience what it would be like if we took an alternative route. We’ll be releasing an update tomorrow which includes the following changes: - 6x Rates - Harvesting, Taming, Experience, Gold, Farming, and Breeding. - Claim flags will no longer prevent enemy building. You can now build anywhere, and only structure build radius will prevent it. This does not apply to cannons and mortars, which will still require a claim flag. This is a non-default, which will be enabled on our PvP Networks. Unofficials can also use this as a custom server-side config. - All servers, other than Golden Age Ruin servers, can be set to home servers, allowing players to respawn at them. (PvP only) Game.ini: [/script/shootergame.shootergamemode] bDontRequireClaimFlagsForBuilding=1 bIsLawlessHomeServer=1 bForceRequireClaimFlagsForBuildingCannons=true This is what we’re enabling on all our non-Golden Age ruin servers, but please note that you must also flag the corresponding grids as homeservers on the servergrid.json This patch will also include: - Whispering voice hotkey [* [numpad] key] - Server side config that allows you to alter the distance for the 3 voice modes: Whispering, Normal, and Yelling. Game.ini: [/script/shootergame.shootergamemode] ProximityRadius = 8500 YellingRadius = 22000 WhisperRadius = 2000 - Removing the Destruction Mesh on Lighthouses - Increased the limit of folders in inventories from 20 to 40, and 80 in Bookshelves - Treasure Map names now includes the grid for easy filtering - Explosive Barrels can no longer be used as an ammo type for cannons. Any loaded ones will just fire regular cannons. They'll be receiving a large redesign in the major update coming in March. - Fixed chat scrolling, so it now works again with Page Up and Page Down - Fixed an edge case where voice chat would stop working unless the client relogged These changes will allow us to see how the game would pan out if we didn’t have the claim system affect build rules, which helps us collect more feedback on playstyles. v19.62 - New style Claim Flag with improved flag physics - Improved mini map X icon for visibility - Added chat tabs - Reorganized claim flag notifications (requires updated server) v19.52 - Fixed multiple cases where inpulses would be stacked causing players or creatures to be launched into the distance. v19.51 - Disabled the use of some client side console commands which could be used to gain an unfair advantage in PvP v19.5 - Army of the Damned Soldiers and Crew melee attacks now properly hit. - Fixed an issue with servers that could have stalled them out for significant periods of time (5+ seconds) - Improved general server performance v19.4 - Further optimized server performance - Fixed issue where Buffs were not being added (drinks and such) if you were on a seating structure, or if you were encumbered. v19.3 - Significantly improved server performance when unstasising structures (50%+). - Fixed the bug where picking up stat'ed Structures would eliminate quantity of existing structures in your inventory. - Fixed a case where server-side Spoiling Times were incorrect on preserving bins. - Whale corpses now last 30 minutes - Giraffe harvesting now yields 6x thatch v19.21 - Doubled maximum server physx substeps to maintain more consistent ship movement at low server framerates. v19.2 - 2x Harvesting, XP, Taming and Gold enabled on the Official Network until Monday 25th. - Bookshelf added to organize your maps, blueprints, notes, and songs. You can learn it from the Esotery of Building skill. - Signs/Canvases can now be placed on storage boxes and bookshelves to help indicate what they're used for. - Note added to the game to leave each other messages. You can learn it from the Secrets of Building skill. - Company UI now displays last online time for members - Significant server optimizations (company network data is now replicated more efficiently to clients) - Maximum ship level is now 52. v18.97 - Fixed Melee damage application to Army of the Damned - Fixed NPC crew disappearing for a fraction of a second when mounting on cannons - Prevented climbing of the Kraken barrier wall - Improved Cyclops movement to allow it to clamber over rocks better v18.95 - Optimized server spatial octree, which should result in better server performance and reduced stalls. v18.94 - Fixed an issue with NPC's not interacting when stationed. v18.92 - Canvases are now free-paintable - Improved the appearance of storm cyclones vfx v18.9 - Fixed an issue with babies not eating from inventory/troughs when in stasis. - Fixed a bug with Alpha creatures. v18.89 - Fixed an issue with the unstasis/render distance on ships - Optimized performance of various server subsystems. v18.87 - Optimized performance of various server subsystems. v18.84 Weight - Gold coins have had their weight reduced by 50% - The weight of all items have been reduced by 30% globally (does not apply to structures that are placed on boats, only items in inventories) - Weight Sails now provide 20% more bonus weight. - Diving Suit now provides a buff which gives players a 50% extra base weight when diving underwater - Water Barrel now has a base weight of 75. It can hold 6000 water (previously was 500). For every 1000 water, it will add 20 weight. This means the lightest it will be is 75, and the maximum weight will be 195. - Players now start the game with 30% more personal weight and will gain an additional 40% per level (so base weight has increased from 250 -> 325 and bonus per level is up from 10 to 14) - Tamed creatures now gain an additional 6% weight per level into weight rather than 4% Creatures & Tames - Elephants and Rhinos now provide a 25% weight reduction to their specialised resources - Giraffe now receives an approximate 2x bonus when harvesting thatch and has a 25% weight reduction when carrying thatch - Elephant base stamina increased to 390 - Rhino base stamina increased to 190 - Giraffe base stamina increased to 440 - Baby creatures will no longer take into account the temperature alterations from coldfront and heatwave - Tamed creature resistance has been increased by 30% and damage increased by 20% - Bear health has been reduced by 10% - NPC Crew can now be renamed - NPC Crew can no longer be placed on Bear and Horse Carts - Company Tame Limits have been doubled - The interval between paying crew gold has been increased by 40% (there is now more time before you have to pay them again) - Ship of the Damned will no longer physically damage a team's structures and anchored boats unless they have been specifically damaged by that target. PvE servers only. Structures and Items - Puckle Damage has been increased to 100 base and is 50% more armour piercing - Carbines reload time has been reduced by 10% - Pistol reload time has been reduced by 33% - Blunderbuss reload time has been reduced by 20% - Blunderbuss damage to creatures has been increased by 50% to wild and by 20% to tamed. - Stone Structure SAP crafting requirements changed to fibre. - Wooden Structures resistance to explosive and siege damage types increased by 30% - Stone Structures resistance to explosive and siege damage types increased by 45% - Explosive Barrel change reverted until the redesign - Reverting damage increase and crafting cost decrease to Grenades - Oil Jar weight has increased to 10 and fires lit on top of oil have had their duration reduced by 50% - Oil Jar has been made more difficult to craft - Fully Anchored Boats now have a buff which provides a bonus 300% structure resistance QOL - Old Age no longer has a debuff - Fountain of Youth is now available on all Golden Age Ruin servers (we'll be looking at redesigning how this works in the near future) - Players can now purchase a respec soup at the Commodity Trader in Freeports - Players now have approximately 20% more skill points per level Bug fixes - Fixed a bug where quality specific equipment would display a multiplicative % stat increase and a flat stat increase, but only one would work. Going forward, the flat stat increase will be made obsolete and items will no longer be generated with it. Quality stated items will now only generate with the multiplicative stat bonus, and this change will be retroactive. - Fixed a bug where items would falsely state that they were providing a speed benefit (did not do anything). They should not generate anymore going forward. - Mortars will no longer be able to shoot at players outside of render distance v18.76 - Fixed a bug where fire AoE would not attach properly to moving boats. v18.74 - Potential fix for some frequent server side crashes. We'll be monitoring with this build v18.73 - Explosive Barrels will be undergoing some changes with this patch, please note that they're still in the process of receiving their redesign, but this puts them close to it: Limited to 1 carryable stack per person. Stack size will remain at 10 You will not be able to store them in creature inventories, however, legacy ones will remain there. They will be able to be placed near enemy structures and water without needing a claim flag, but not on boats itself. You will not be able to equip them into your hotbar, they must be placed from within the inventory. There will be a restriction to how many can be put down at a time within a certain radius. Reduced Explosive Barrel damage by approximately 20% Reduced Explosive Barrel explosive radius by approximately 20% - Diving Suit will make wild underwater creatures ignore you unless you attack them - Alcohol will no longer spoil - Cooking Recipes spoil time increased to 10 hours - Spoiling time increase bonus on Preserving Bag has been increased - Increased Grenade damage by approximately 50% - Decreased crafting costs for Grenades by approximately 20% - Improved cannon collision and obstruction check to limit the effectiveness of multiple cannons in gunport. - Diving Attachment now has the same health as the Dinghy Hangar - Fixed a bug relating to shooting cannonballs, previously allowing it to go through certain ally structures. This will no longer be the case anymore. - Cannister shot range increased by approximately 20% - Cannister shot damage increased by approximately 10% - Spike shot explosion timer is now 30 seconds instead of 20 seconds - Spike shot now reloads approximately 10% quicker - Spike shot range increased by approximately 15% v18.69 - Fixed some server startup crashes - Widened the amount of networking info the server can send to clients - Server optimisations v18.65 - Fixed a bug related to server transitions v18.6 - Crow's Nest peak will no longer block the camera. - When it rains, cyclones now only have a 33% chance to occur (previously 100%), and will deal twice as much damage. - Dolphins chance to jump has been reduced to 20%. - Client-side option to hide the Gamepedia Wiki button in player inventory. - Patched out some .ini changes which allowed people to remove certain visual effects granting them an unfair advantage in PvP - On PvE specifically, Ship of the Damned should not attack anchored ships that have not fired upon them. - Rare Resources are now available on PvE Commodity traders for a higher gold amount than regular resources. - Fixed crew on puckle gun taking damage from fire aoe buffs. - When gunports are closed they now reduce their specific snapped-cannon weight by 60% (previously 50%), open-ports are default cannon weight. - Gunport crafting and repair costs are now the same as regular planks. - Fixed an exploit which allowed players to place multiple claim flags at once. - Large Cannons now do 30% less damage against Ship planks and Ship decks. v18.58 - Added extra server-side protection to remote inventories to resolve an exploit v18.57 - Company Claim Flags cannot be personally owned anymore. - Server crash fixes v18.55 - Client Side GPU Optimisations - Explosive Barrel Weight now correctly displayed as 60 - Added a direct button to the ATLAS wiki when opening your inventory v18.5 - Server optimisation for structures on boats - Fixed a bug where picking up a higher quality structure within the pickup timeframe would result in the common structure, rather than the specific higher quality itself v18.43 - Fixed an exploit which allowed players to stall out servers - Added extra protection to inventories to fix and prevent players from bypassing pin codes - Fixed a bug with the Kraken which would have inflicted a high amount of unintended damage - The Kraken's Barrier will no longer damage ships on collision - Explosive Barrel weight has been increased back to 60 (we're still working on a redesign). This is not visible on clients but will be active on servers. We will have a corresponding client fix to go out with this later. v18.31 - Explosive Barrels can no longer be placed on enemy ships, and only have a weight of 6 now. This is a temporary measure due to undesired gameplay. We are going to be redesigning the barrels from a technical/gameplay point of view to give them more use in the future. - Fixed a case which allowed players to enter the bottom of ships - Fixed a case which allowed players to clip and stick themselves inside the boat's hull - Protected against players accessing inventories from outside ships via clipping into boats - Fixed multiple cases where players would fall through structures upon server restart, login, transition, etc. - Fixed a crash which would occur when transitioning with the sextant buff - Fixed Swivel Cannons from firing through walls - Allow players to pick-up structures if you're on the same team even if you do not have demolish rights - Global Number of Ships is now displayed in the player's ATLAS Map UI. We'll be making this more visible on the UI in a future update. It will not display if you do not have any ships and do not belong to a company. - Cleaned up an error message when attempting to craft a boat when you were at the maximum global limit - Added a Crew name filter for company UI - Added a 12 second delay between playing status voice clips (such as injured or starvation) - War Drum songs have been adjusted to be more rewarding. Details can be found here. - Tweaked war drum battle songs to eliminate a big gap in the note sheet preview (just the preview, not the actual song) - Fixed a bug causing the buff timer shown on the music UI during a looping song that gives a perpetual buff to become off by 1 second from the actual buff timer. - Fixed a bug causing notes to incorrectly fail when activated near the edges of song loops - Fixed a bug where client fps stutters could cause notes to fail that should have been auto-played - Reduced tutorial background opacity - Made it so text wasn't cut off for long paragraphs in the tutorial - Mod Map Extensions now work (and will not require recooking the mod) - Linux WaveWorks optimisations (Linux Servers will run much better) - Kraken will no longer give impulses to players for the tentacle slams or tentacle impacts - Impacts with the Kraken bodyparts will no longer cause ship damage - Ship of the Damned Kraken minions are now damageable in PvE - Reduced the damage of the Kraken homing projectiles by 50% - Increased the damage taken by the Kraken tentacles by 50% - Ghost ship will now appear every night rather than every 3 nights - Swapped Mythical and Legendary in the descriptions for tools skills tier 2 and 3, as they were previously incorrect. - Fixed a bug where beds that were placed beyond the default accommodation limit were destroyed on server load v18.15 Bug Fixes - Turrets and Cannons will no longer fire underwater and can no longer be mounted underwater - Fixed a bug allowing players to reset all glider cooldowns by moving the glider between hotbar slots - Increased the required minimum diving velocity before going into the glide-fall state to reduce gaining/maintaining height - Ghost Ship has been fixed and will now take damage. Server Performance - Eliminated Cannon Animations playing entirely on the server for performance savings Quality Of Life - Option to hide territory broadcast messages - Territory broadcast message boxes now scale according to the character size of the message - Gunport camera socket has been lowered and moved forward for better viewing when shooting from gunports - PvE players will now be able to see their claim flag's inactivity timer on the flag itself - Attacking Player no longer needs to be in range for declaiming progress - Glider now has a required dive duration rather than a forced dive cooldown (achieves the same nerf effect on glider spam and feels better to use) Creatures - Whale Counts have been boosted on the Tundra and reduced the spawn interval between whales by 50% - Wild Dragon damage has been reduced by 30% - Golden Age Spawns have had their spawn interval increased from 30 seconds to 5 minutes and increased distance from players from 7700 to 9000 Music - Various buffs/changes made to musical songs played on the Accordion. Details can be found here - we have some planned updates to come for the War Drum in a future update, once we've resolved some technical issues related to it. Miscellaneous - PvE Claim Flag inactivity timer has been adjusted so that it now scales dynamically. A company with a small number of flags will be declaimable after 3 weeks of inactivity, whereas a company with a large number of claim flags would be declaimable after 3 days of inactivity. - The gold cost has been increased on upgrading higher quality items and structures - Cooking Recipes spoil time has been increased - Top Companies will have their names displayed on the left-hand side of the map and are now granted special nameplates and figureheads - Fixed server issue that could disconnect clients if they had a lot of map entities. v17.1 - Fixed a case where players/boats would get stuck playing transition ping-pong between two servers, frequently happened with large boats. - Pinging on an enemy claim flag should show all contesting NPC crew, in addition to players. - Multiple serious performance optimisations for companies on servers - Improved Ship position on the minimap so that it updates more smoothly v16.39 - Fixed a server crash - Fixed a server startup crash that would effect modded servers v16.36 - Fixed a bug which prevented players from being able to demolish structures v16.35 - Fixed an exploit related to structures v16.34 - Resolved a server crash v16.33 - Fixed Barshot so that it now targets sails and acts a slow through to incapacitating a ship's movement as intended. - Company Flags will now update properly onto www.playatlas.com - PvE servers will now automatically kill any character that has not been logged in for 4 weeks. Official Network only. - PvE servers can now use the homeserver option which disables replication on sleeping/logged off bodies. (Non Default but enabled on Official Network). Game.ini: [/script/shootergame.shootergamemode] bHomeServerDontReplicateLoggedOutPlayers=1 (enables logged off/sleeping players from replicating on home servers) bPvEDontReplicateLoggedOutPlayers=1 (enables non-replicating logged off/sleeping players on all PvE servers) - Climbing on other boat's ladders now disabled in PvE if the ship is anchored - PvE claim flags now only allow logged in players to contest the claim - Fixed a bug which would cause the activity timer on PvE claimflags to tick into the negatives. Also updated so the timer now displays days, hours, minutes, and seconds. - Tamed Dragon lifespan reduced to 3 hours - Tamed Dragon damage reduced by 33% - Tamed Dragon health reduced by 33% - Added Effect descriptions to Music and Cooking Recipes - Fixed an incorrect fiber reference in crafting barshot - Fixed a bug where Dead Bodies wouldn't be replicated on servers with replication turned off (Freeports and all PVE) v16.26 - Resolved a save-load issue with appended inventory engrams (Devkit Issue) v16.25 - Fixed Water Spout inventories not appearing on PvE servers - Eliminated frequent server crashes v16.22 - Alpha Creature damage has been reduced by 50% - Alpha Creature resistance has been reduced by 50% - Alpha Creatures are now 25% less common v16.21 - Server optimisations for structures (approximately 8% gain) v16.2 - Dragon Tame Token costs 40k gold as intended - Old "permanently unlocked" Power Stone Artifacts are removed (it was a bug that they were, some weeks ago, granted as a permanent character default item) - Tamed Dragon movement speed reduced by 33% - Tamed Dragon health reduced by 10% - Tamed Dragon stamina reduced by 78% - Tame Dragon Fire has 45% less lifetime v16.14 - Fixed a server crash related to demolishing structures - Fixed an exploit with Grapeshot that allowed it to be shot rapidly v16 Server Changes - Player Movement Optimisation for an approximate 15-20% performance gain on servers - Server Launch Option which locks the Fountain of Youth to one Golden Age Ruins server: -AlwaysActiveFountainsOfYouth Balance Changes Land - Stone Structures crafting costs have decreased by reducing the metal cost by 55% and reducing the organic paste requirement by 25% Ship - Steering Wheels are now considered 'stone' when it comes to their defence type, so they cannot be hurt by fire and take less explosive damage Creatures - Dragon now has 65% less HP when Tamed - Dragon now takes 40% more bullet and explosive damage when tamed - Dragon now recovers stamina 25% more slowly when flying - Dragon can no longer be healed by Nature's Touch - Dragon tamed timer reduce from 8 hours to 6 hours - Dragon Fire Damage reduced by 50% - Dragon Token cost increased to 40,000 gold coins v15.76 - Retroactively fixed an issue which destroyed all sails on rafts - Retroactively fixed an issue which would prevent rafts and ramshackle sloops from sailing v15.73 - Fixed a bug which allowed players to place multiple steering wheels on boats - Fixed a bug which allowed players to bypass the Ship Sail Unit Limit. This is a retroactive fix. - Removed the initial stamina cost for blocking v15.67 - Fixed a case where Steam clients sometimes were unable to connect to the servers. We recommend hosts upgrade to this version. v15.63 - Discovery Zones now provide 1 Discovery Point per unlock - Resolved some connection timeout issues. v15.61 Server Changes - Server optimisations to increase performance by approximately 5% - Optimized transition data cleanup in Redis to avoid DB bloat. - Server Listing for non-ATLAS servers has been rewritten and will list non-ATLAS servers immediately. Fountain of Youth and Aging Changes - Fountain of Youth is only usable if you're over age 90. - Fountain of Youth is now available on two random Golden Age Servers. - Old Age debuff has been reduced by 50% Bug and Exploit Fixes - Fixed a bug which made it so that beds and boats would not display on the map if they weren't in a company. - Fixed a bug with the Drake which allowed it to phase through structures - Fixed a bug which allowed players to have more beds on their boat than permitted, this is a retroactive fix. Balance Changes Land - Increasing explosive damage to stone structures by 2.5x. - Increasing seige structure damage to stone structures by 60% - Wood Land Structure has been buffed to provide better resistance to siege weapon types by 40%. - Wood Land Structures have been buffed to provide better defence against all non-explosive/siege damage types by 50%. - Stone Structures crafting costs have been increased by adding metal cost, and changing fiber requirement to organic paste, which requires both fiber and sap to craft - Thatch Structures have had their crafting costs reduced by 3x. - NPCs mounted on Puckles are now invincible Ship - Ships can only receive damage from collision encounters with other ships if they're of the same or a greater weight class (deals with cheesy cheap ramshackle builds to sink bigger boats). Galleon - Weight class 5 Brig - Weight class 4 Schooner - Weight class 3 Sloop (Ramshackle) - Weight class 2 Raft - Weight class 1 Dingy - Weight class 0 Creatures - Drake balances adjustments (10% less HP, 10% less damage, and double stamina cost for using fire breath) - Magical tames can no longer be used in boss fights and will be destroyed when used inside the dome (Drakes) Misc Changes - BattlEye has been updated to now support Windows Insider Builds. - Resolved multiple Devkit crashes. - Updated latest translations: German, Spanish, Italian, Russian, Turkish, Ukranian, and Chinese - Discovery Zones now count as 3 Discovery Points instead of 1. Players no longer need to discover all zones to reach max level. Not a retroactive change. This value can be adjusted for Unofficial Servers here: Game.ini: [/script/shootergame.shootergamemode] MinPointsPerDiscoveryZone=3 v15.35 - Fixed an issue with Wild and Tamed Dragon scaling which would have cause it to have incorrect stats. - Rebalanced base weights for tamed creatures (increase) - Added an additional Fountain of Youth on a different Golden Ruins server, so 2 are active tonight. The additional Fountain of Youth will not be visible until the client side update releases later tonight. v15.33 - Fixed an issue where clients would not correctly see the Rejuvenate buff - Fixed an issue where players could not tame the Dragon using the token - Fixed an issue where players may not have been able to feed bola'd creatures due to a desync on servers v15.21 - Fixed an issue where doors, gateways, and gunports would break on server reload v15.1 - New "Fountain of Youth" quest will appear for characters aged 90 years and higher. The "Fountain of Youth" (currently represented as a magical particle effect) appears in a single Golden Age Ruins across the ATLAS, near the Power Stone Container. Every 50 in-game days, it teleports to another Golden Age Ruins, on a cycle. If you find the Fountain, and activate it, your character will be set back to age 20, and if you do this when you were aged over 90 years, you'll gain a significant permanent statistics boost (you can do this multiple times to gain further boosts, each time when you're at least 90 years old). - Characters over age 90 get an old age debuff that slightly reduces stats (shown in char panel) - Fixed an erroneous feat cooldown time calculation, now all the feat cooldowns are what was originally intended. - Defeating the Kraken now gives you a unique passive skill which permanently and automatically reduces all of your Feat cooldowns by 33%! - Summoning the Kraken now only require the first 8 powerstones (Ghostship powerstone is no longer necessary) - Fixed the bug that was preventing recruiting new Crew in Freeports - Reduced the total time for unclaiming enemy claimflags, the max is now 4 hours, with 15 minutes when at 100 flags. - Vultures no longer target low-health wild creature - Reduced Wolf spawn frequency - Reduced Wolf natural targeting range - Reduced Wolf notify neighbor range. - Reduced Wolf hp and damage - Fixed land creatures AI's not getting aggro properly if attacked from a a ship - Stop Allies being able to Capture other Allied territories - Fixed rapid unclaiming, now if your contested flag is unclaimed it will unclaim at the same rate that it took to claim! - Improved door ticking performance - Added cheat DestroyAllNonSaddlePlayerStructures - Reduced default gold from treasure maps by 50% (as originally intended) and added a new server scaling value for treasure gold. Though, the Official 2x weekend puts the gold back to pre-patch values. - +50% tame damage resistance - Shark and Jellyfish targeting/neighbor ranges reduced 30% - Diving suit adds 90 fortitude now and lasts for 2 hours at surface and about 30 minutes at deepest depths - Crop plots are now prevented from being placed on ships and are destroyed if they were on ships. - Ocean creatures can no longer be Alpha. - Fixed Whale AI to target the ship or player more, rather than the point the player touches the ship. - Fixed NPC Merchant ship showing as overweight when players carried a lot of weight aboard. - Fixed Merchant ship showing as Raft with company ID 0 when looking at it. - Fixed Company ID O showing on none player owned structures on maps (water spouts, etc.) - Fixed Pillars being build-able on PVE islands. - Fixed Fog event not appearing for players using low settings. - Fixed Chicken hurt SFX. - Added new Large Cannon SFX. - Fixed Parrot hurt SFX. - Fixed players not getting aggro when attacking whilst based on a ship. - Added Streamer stealth mode option. - Fixed Monkey hurt SFX. - Fixed a bug causing Map Markers to draw at incorrect locations on the map UI. - Fixed skill description error, "mythical" changed to "legendary." - Fixed flotsam items spoiling when reeled in with grappling hook. - Fixed client crash when transitioning with sextant buff. - Fixed a Song not referencing the correct song buff. - Fixed a bug making it so that the Raft could be repaired for free. - Increased Flame Arrow durability cost to 4 durability consumed per shot. - Reduced Flame Arrow max percentage damage by 25% (4% health per second to 3% health.) - Reduced Flame Arrow max damage per second from 10 to 5. - Reduced Flame Arrow damage to mythical creatures by 75%. - Reduced Kraken health by 60%. - Reduced Kraken Minion AoD Ships ship Health 50%. - Reduced Kraken damage by 50%. - Reduced Wild Dragon damage by 40% - Reduced Wild Dragon health be 40% - Reduced Wild Dragon targeting range by 66%. - Fixed Dragon not returning to its spawn area. - Increased Dragon end aggro grace period from 6 second to 9 as it has a tighter aggro range now. - Fixed Lucky Loader feat ability to not be used whilst prone (as you cannot reload prone.) - Fixed Cloth Gloves clipping into hands in FPV. - Fixed Dreadlocks not shrinking correctly with hats. - Fixed LtOrderSeat collision bug. - Improved death collision to human corpses. - Fixed female emotes playing male voices. - Fixed female player characters using male sleep SFX. - Added ability to place top hat on certain creatures. - Fixed Gorgon "Remove Snake" text. - Corrected Repair box inventory name to read "Ship Resources Box." - Removed Elephant having weight reduction for Wood, as this was never an intended mechanic and resulted in players being able to get around ship weight restrictions. Accordingly, we'll be re-balancing the base weight of tamed creatures early next week. - Fixed treasure guards despawning instantly on stasis. - Fixed Giant snake lock on and player ability to damage it using melee attacks. - Fixed Monkeys dropping human poop. - Fixed Client Crash when rendering ocean harvestables. - Reduced Greek Fire range by 40%. - Increased Greek Fire crafting costs by adding 6 firegel per ammo. - Fixed Cow death harvest component giving the same amount of prime as a Bulls. - Reduced trample damage for all applicable creatures. - Updated Pig force poop ability to scale with creature level, to incentivise taming higher levels. (45 secs at lvl 1 and 15 secs at lvl 130). - Reduced Lion grab weight threshold. Prevents unrealistic grabbing of Wolves and Horses. - Fixed newly tamed creatures being hungry despite being fed during taming. - Increased Dolphin follow ship range by 33%, and reduced interval by 20%. - Fixed Bola'ed HUD to better indicate where to feed creature during taming. - Removed "Giant" prefix from creatures' descriptive name that use it. - Changed "Giant Snake" descriptive name to "Cobra". - Fixed incorrect sounds being used by Lion and Tiger animations. - Fixed incorrect Bear attack ranges to prevent stopping movement for claw attack, which often missed and allowed players to gain distance when being chased. - Reduced attack and AI ranges for Cave Bear, based on its smaller size. - Fixed incorrect item weights for cloth, hide and plate armor. They are now heavier. - Added folder paths for wooden gateways and gates so you no longer see them instantly when opening the Smithy inventory. - Fixed ability of players to feed through walls of taming pens and not get attacked. - Prevented some creatures from not being able to be tamed if they are clipped too far into terrain or structures. - Prevents multi use feeding from the root, putting themselves in harm's way. - Improved Waking Tame Feeding sockets on Cow and Razortooth. - Improved bola socket on Crow - Updated Vulture AI controller to aim lower when targeting corpses. - Fixed various creature spawn issues. - Fixed players being able to bola certain alpha creatures (now you cannot.) - Updated Dolphin to prevent health bars appearing when they follow players. - Improved torpor animations of Razortooth and Ostrich. - Increased Ostrich melee swing socket radius to more consistently land attacks. Updated Ostrich IK to prevent leg distortion when running down slopes. - Reduced max wander height on flyers. - Improved server list efficiency for a better experience. - Fixed Greek Fire SFX. - Fixed player on fire SFX. - Fixed inability to repair door frames in certain constructions. - Added some additional server configs: Game.ini: [/script/shootergame.shootergamemode] EnemyBuildPreventionRadiusMultiplier=1 (only applicable if not using claimflags) bDontUseClaimFlags=false (this will disable claim flags) bUseStaticCharacterAge=false (this will disable dynamic aging) TreasureGoldMultiplier=1.0 v14.11 - Remember 'Show Non ATLAS Servers' setting - No lover overwrites the last connection string - Grid Number columns are now hidden when displaying non ATLAS servers v14.1 - Fixed a client side crash that could occur on login v14 - Launched ATLAS Devkit 11.4 - Fixed multiple exploits which allowed movement of excessively encumbered players through various gameplay mechanics - Disabled non allied players and creatures basing on anchored or docked ships which can be toggled with a server-setting on PVE servers with the in Game.ini - set bPvEAllowNonAlignedShipBasing=true If you want to allow non allies to be able to be on your ship - Disabled feats when encumbered - Melee auto target should no longer pick ally targets in any mode, or player/tame targets in pve - Disallowed freeport npc crew recruiting if 20 or more level 1 npc crew's for that company on the server 11.3 - Fixed an exploit which allowed cannons on cargo carts to shoot through walls - Additional backend infrastructure for anti-cheat and hack detection 11.2 - Server performance optimisations (20%+ improvement). We'll have more changes in the week for an additional (approximately) ~25% server perf improvement. v11.1 - Enabled BattlEye Anti Cheat on all Official Servers. Please restart your Steam Clients and make sure to install BattlEye in order to play on our Official Network. Unofficial Networks can still play without BattlEye, and players can right-click the title in their Steam Library and play without the anti-cheat. For those of you who have made custom shortcuts, please update the executable to this: ShooterGame\Binaries\Win64\AtlasGame_BE.exe - Implemented code to kill off inactive bodies in Freeports and Lawless Regions (players who have been logged off for more than 10 days). v11 - Re-enabled weapon/attack based feats - Fixed game exploits v10.82 - Temporarily disabled weapon/attack based feats v10.8 - Claim Flag Settings have now been enabled - Taxing Resources now affect crops - Tax Bank will stack items similar to a Crew Resource Box - Tax Bank will no longer allow you to drag item's into the inventory, so to prevent items from being taxed, they must be dragged from within the Tax Bank itself to the ignore folder. - Cost of Drake Token has been reduced to 20,000 Gold Coins and is now available for purchase at the cosmetic vendor in freeports. - 25% buff to explosives against stone structures v10.79 - Changed how custom blueprints are crafted for STACKABLE items when they're given a stat roll: > If a stackable item is crafted from the same blueprint and you already have an item crafted from that blueprint in your inventory, it will stack on that pre-existing item and not receive a different Intelligence Stat Bonus. > If you want a different roll from the same blueprint, you must make sure that you do not have an item which was crafted from that same BP in your inventory (stated or non) > This means that you can keep rolls by keeping the item in your inventory when crafting from the BP, even if you do not have the level of intelligence required to get the crafting bonus. Alternatively, you can remove the stated item from your inventory to get a new roll from the BP. - Resource respawn should now function as they did on Lawless servers prior to v10. - 50% reduction in the enemy structure prevention radius so that you can now build closer together on Lawless Servers. v10.75 - Wild land creatures will no longer target crew, tames, or characters on ships unless they have been aggro'd - Fixed a bug where Ship of the Damned would have rapid fire - Temporarily reduced Crew Log length as it undergoes some rewrites because it would cause performance problems. v10.71 - Fixed a bug which prevented cannons from being reloaded - Tightened up server-side protection on gliders - Fixed an exploit with mortars v10.5 - Fixed Ramshackle sloops breaking when you leave freeports - Fixed a bug which prevented you from accessing newly tamed inventories unless you relogged - Fixed a bug which caused Mantrays to be unusually aggressive - Comodity trader gold cost increased v10.43 Claim flag related changes - Claim Flags now have settings which allow other companies or players to build within them, with the specified tax rate applied to them. - You are also able to define an inclusion or exclusion list to these, to only allow or exclude specific company IDs (also used by players without companies). To grab someone's ID for the inclusion/exclusion list, you'll need to look at a structure they've placed which will list their Company ID; this number can be input into the flag's list system to prevent/enable building. Please note that exclusion/inclusion lists are not saved when altering building permissions, so switching from 'Everyone' can build to 'Company & Alliances' only will clear your list should you wish to return to 'Everyone' can build. - All claim flags will use the 'Everyone can build' as a default setting when placed, and this will also be a retroactive change. However, it will not function until Thursday the 10th of January, where we will release another server update to make this setting active. This means you will have two days, from Tuesday to Thursday, to decide and adjust the settings on your claim flag before the change is live. - Only admins and above will be able to make changes to company claims. - Claim Flags will have icons above them to represent their owner and setting. Your claim flags have a green icon. Claim Flags belonging to your allies that do not permit you to build, have a blue icon, or purple if they do belong to your allies and allow you to build. Claim Flags which belong to your enemies and do not allow you to build have red icons, or yellow if they belong to your enemies and enable you to build within them. - Fixed some bugs related to Sea Claims. - Enemy Claim Flags can now be directly pinged to identify any contesting enemies nearby - The time required to steal an enemy claim now decreases the more Claims that enemy team has. - Looking at your Claim Flag will show you how many land claims you have, and looking at an enemy one will show you how many land flags they have, note that this does not update dynamically on the client for server performance reasons. To always have the latest number, you can relog or re-enter stasis range of the Claim Flag. general changes - Server performance improvements - All Cannons/Turrets can now be pin code protected for lever activation/deactivation - There are 4x as many trade ships on the seas, and they now also sell commodity types for gold, as do NPC's at Freeports. - Lawless servers can no longer be specified as Homesevers. If your Homeserver was a lawless server, you'll be required to pick a new (Freeport) Homeserver upon respawn. This does not mean that land will be claimable on these servers, just that they cannot be selected as a server to respawn on. - You can now buy a "Ramshackle Sloop" from the NPC Shipyardsman at Freeports. The "Ramshackle Sloop" is a pre-built sloop which has permanently lower plank HP, carry weight, and crew limit, but is cheaper and faster to acquire if you want to get into sailing faster. - "Favorites" server selection drop-down is added for Unofficial - Joining through Steam browser server list with password now properly caches the password for ATLAS travel - Fixed up some temperature scalings and Weather events are now indicated on the HUD - Armour effectiveness and some values have been adjusted so that firearms are more useful in PVP - Fixed some bugs related to Sea Claims, Enemy Claim Flags can now be directly pinged to identify any contesting enemies nearby, and the time required to steal an enemy claim now decreases the more Claims that enemy team has. - Farming rebalances to be easier; water can now pipe uphill, region requirements for growing crops are more forgiving, and crop growth & yield is much faster and higher. Crops now take much longer to spoil when placed in a preserving bag. - Reduced shovel stamina cost. - You can now fill waterskins/jars from ground spouts. - Metal Tools can no longer damage the planks of anchored ships. - 50 more player levels added, and Skill Points per level increased. - Loot stat scaling has been boosted (retroactively) by 60% - Some ship costs have been adjusted, and in some cases reduced by approximately about 50% - Animals health regen rebalanced, so they're not regenerating high amounts whilst in combat! - Eating poop is now instant-death - Fixed an issue where you couldn't kill yourself by exhaustion (for stuck situations) - Pipes can now move water upwards and the vertical limit on underground junctions has been eliminated. Also, pipes can go farther without foundation requirement, and underground junctions can now be snapped onto existing pipes. - Guns and melee weapons have had their damage and penetration values adjusted to make them more effective against armour - Throwing Knife does significantly more damage when thrown to unarmoured targets (body and headshot) - Armour penetration has been reduced on spear throw to make it less effective versus higher armoured targets - Explosive Barrel weight has been increased - Stone Arrows now stack to 60 and a bow can fire them 60 times before breaking - Fire Arrows now stack to 40 and a bow can fire them 40 times before breaking - Puckle damage has been increased and also been made more effective against armour - Fixed Salted Animal & Fish Meat so that they naturally generate when placed in an active preserving bag (must use raw meats) - Updated some legacy sounds and icons - Updated stair collision on shipyards - Fixed a bug which prevented passive feats from applying after death - Fixed a bug with the torch which caused it to repair endlessly - Lighthouses can now be lit even if they are touching water - Using a bucket on a tamed cow now causes the bucket to lose durability - Fixed a bug where players would get stuck in the crouched position - Fixed a bug which sometimes would occur where players would disconnection when being invited to a company - Fixed a bug which prevented creatures from receiving experience points above a certain level - Fixed a bug which would cause NPC Crew to sink into foundations when exiting stasis range - Rewrote structure destruction logic to avoid cases of floating structures - Inventory ranks per structure and creature will now work for companies - Fixed a bug which prevented admins from accessing remote inventories with the F key when changing group ranks. - Autolock all structures in 'PvE only' with an inventory, except campfires and similar structures which can be placed without a claimflag. Unofficial Servers can run this with PvE enabled & ?ForceAllStructureLocking=true - Gunmounts are now colorizable - Gates and Gateway costs have been adjusted and now include metals (wood) and alloy (stone) - Gateways and Gates are now crafted in smithy instead of player inventory - Fixed an exploit with Prying Eyes - Can no longer glide up mountains with the glide suit - Fixed an exploit which allowed you to gain massive height when using the zipline - Fixed a building exploit which allowed you to float structures and fortify walls with floors Creature related changes - Sea Monsters' damage has been reduced by 66% - Tamed Creatures take 20% less damage - Wild Alpha creatures HP and Damage reduced by 20% - Tames HP and Damage scaling nerfed by about 40%, and Cannons/Explosions damage to tames increased 50% due to level increase and scaling possibility - Killing the Monsterous Sperm Whale or Blue Whales (as they're now named) provides (one-time) 50 Discovery Points each to everyone within 100k units of that event. - Penguin AoE insulation now scales by level, the higher the level, the more insulation. - Updated Mounted and Rider buffs to display icon while active, to better inform players the source of stat boosts. - Dolphins now periodically leap out of the water. If you're nearby to witness that at close-range, you'll gain a temporary Intelligence buff! - Updated affinity ineffectiveness values based on the recent x2 taming increase - Updated creature specific buffs and ability value clamps to be scaled across 130 levels, due to recent extra 30 level ups for tames. - Increased Wolf attack destination offset and increased some physics bounds to reduce clipping into players. Temporarily increased Wolf saddle scale in the engine to limit fur clipping. - Updated taming ineffectiveness values to allow the highest efficiency to only be achieved with Taming Proficiency skill 3. - Updated some undesired movement speed bonuses on tamed creatures - Adjusted Seagull and Crow aggro speeds (Would previously take a long time to de-aggro). Updated collision to allow player attacks to land more consistently. - Updated Vulture AI to only target sleeping humans if the player is connected. Updated attack logic to better harvest corpses, while reducing its melee swing radius (Was previously hitting from very far away) - Reduced Bee movement to allow player attacks to land. Reduced sting buff duration to better reflect its size. - Increased harvest amount of fur and milk from Sheep and Cow to incentivise taming and better compete with natural resource gathering amounts. Updated max yield timings to scale with creature level, similar to other creature abilities, instead of food value. - Added durability decreased to the bucket when milking. - Clamped amount of fur gained from harvesting wild sheep, again to incentivise taming. Wild sheep will also flee and may attack players after excessive shearing. We'll be adding recipes in an upcoming update which can be used to heal your creatures! - Added Lion roar animation. - Fixed fur stretching on Wolf's face and hind leg - Decreased Crocodile swim speed. - Creature health regen rebalanced and changed so that they no longer regen health when forcefed or from consuming corpses. With the exception of Wild Carnos, which still can consume corpses to heal at a reduced rate. - Baby breeding balance changes to compensate for the overall creature regen changes. - Wild Scorpions will no longer target large creatures, will no longer be aggressive towards Elephants, Giraffes, etc. - Lion will only dismount players that are on medium and less sized creatures, will no longer dismount players from Elephants, Giraffes, etc. - Updated taming foods to allow a variety of items to be used in taming creatures. Effectiveness left(more) to right(less): Tier 1 Chicken - Fruits, Berries Monkey - Fruits, Berries Parrot - Hardtack, or Berries Rabbit - Carrots, or Berries Sheep - Flowers, or Berries Tier 2 Bear - Honey, Vegetables, Fruits or Berries Cow/Bull - Rushes, Fronds, Vegetables, Fruits, or Berries Crow - Worms, Fruits, or Berries Horse - Sugarcane, Vegetables, Fruits, or Berries Ostrich - Chili, Vegetables, Fruits, or Berries Penguin - Prime Fish Meat, or Fish Meat Pig - Maize, Vegetables, Fruits, or Berries Seagull - Prime Fish Meat, or Fish Meat Vulture - Spoiled Meat, or Worms Wolf - Prime Animal Meat, Bones, or other Meats Tier 3 Elephant - Wheat, Vegetables, or Fruits Giraffe - Beets, Vegetables, or Fruits Lion - Prime Animal Meat, or other Meats Rhino - Turnip, Vegetables, or Fruits Tiger - Prime Animal Meat, or other Meats v9.392 - Fixed a client-side crash on logging in v9.35 - Fixed some server-side crashes and desync when transitioning 9.33 - Fixed some server-side crashes when transitioning v9.32 - Fixes a bug where servers couldn't be connected to on startup. v9.31 - Fix for PVP Claim flags, not upkeep timer not updating properly when a friendly player is in range, should be it now guys! v9.3 - Resolved some server-side stalls related to perf large companies - Fixed alliance chat sometimes duplicating messages - Fixed a bug where clients could end up invisible when demolishing a podium v9.2 - Default resource and taming speeds have been increased to 2x as the baseline. - Reduced min damage and min percentage on flame arrow buff by 33%. - Reduced max damage done on flame arrow projectile hit to 50. - Increased gravity on flame arrows 20% to make it less ranged. - Increased firegel cost of flame arrows by 100%. - Added durability consumption to flame and stone arrows (1 dura per shot, 40 shots per bow repair). - Change bow durability from 50 to 40. - Fixed a bug which allowed Mortars to have rapid fire. - Fixed an issue where upkeep timer on PVE Claimflags was not correctly updating. - Company Member, Company Groups, and Alliance data loss issue should hopefully be resolved. - Official Network Companies are now hard limited to 500 members, and this is a current measure until the Company system receives a backend overhaul in the long-term. - Fixed inland water buoy's being invisible and fixed buoys, so they no longer prevent resource respawn. - Prevent ship collision damage from occurring when caused by other player ships on PVE servers. - Fixed sunken-ship area indicator lingering even after a shipwreck has been entirely salvaged. - Reduced deepwater aggressive creature frequency and targetting range. - Melee weapons are now temporarily ineffective against ship planks. Later this will be changed so that it will only be ineffective against anchored ship planks. - Sailing against the wind now provides 30% of with-the-wind sailforce, as opposed to 0%. - Also increased the amount of sailforce provided by minimum windspeed conditions by 30%, and the sailforce provided by maximum windspeed conditions by 15%. - Every Tame can now get a minimum of 30 tame level-ups put into it, plus however many base levels it had when wild. So for example, a level 5 wild wolf would get 35 tame level-ups to apply, whereas a level 40 wild wolf would get 70 tame level-ups to use. - Increased the base carry Weight of all ships by +40% v8.72 - Fixed some server crashes - Slightly improved server performance and reduced server stalls - Ended New Year's event (Tophats remain but no longer grant double treasure gold and can no longer be bought at in-game cosmetics NPC traders) - Buffed Tamed creatures HP and Damage globally by 25% v8.56 - Anyone can now demolish shipwreck structures to regain resources so get your diving suits ready! - NPC Trading Ships are back and no longer affected by wild creature destruction commands! Reminder for those with deep pockets, the trader ships have an epic Dragon which can be purchased for 50,000 gold coins v8.35 - Improvements made to joining/rejoining servers, should make it more reliable and eliminate many cases of connection lost/failure to grab server info. v8.35 - Fixed a bug where HUD may not have shown to players in some cases. v8 - Further improved server stability. - Further reduced Ship of the Damned spawns by 20% - Ship of the Damned now are allowed to "Wander" away from shore if they find themselves close to shore - Ship of the Damned targeting ranges now are reduced by the type of ship (down to 30% for rafts (which means they will now attack rafts - but you have to get pretty darn close to them!) and 0% for dinghies) - -LowMemoryMode now disables the background movies for lighter memory footprint - Changed damage type on repair hammer to 0 against players, human npcs, and creatures to stop pvp on pve servers, not used as a weapon on pvp. - Ships near shore do not attract cyclones anymore - Vultures should now more easily harvest corpses - Ships that players are based on do not use staggered updates now (resolving the issue of the choppy spyglass rotation when in the crow's nest, for example) - Can no longer weapon-charge or dodge when encumbered. - Fixed erroneous reference to chalcedony instead of flint base - Added Ingots/Alloys and Organic Paste to the list of resources allowed in the ship repair box - Tripled gathering weighting of metal in all the generic rocks for both pick and hatchet damage types - Grenades damaged to stone multiplied by 3x - Changed Human Crew character carry inv max weight from 1000 to 60. - Switched damage weightings around so the pick tool is preferred from metal/crystal/gem/salts and hatchet for wood/coal/stone, etc. No adjustments have been made to yield changes, just tools have been adjusted. - Fixed an issue with treasure bottle's spawning (there will now be more of them and more reliably spawned) and increased the quality of loot found in treasures. v7.8 - Further server/networking optimisation to improve server performance and stability. We have effectively eliminated over 95% of our crashes. We'll be continuing to monitor our servers over the coming days ahead and tackle more events. Consequently, we will be turning our primary attention to data transfer issues and connection issues. - Reduced Ship of the Damned targeting range by 50%. We're going to look into scaling that based on the type of ship. v7.6 - Further server/networking optimisation to improve server performance, stability, and connection issues. - Further tweaks made to Ship of the Damned should no longer wander close to shore, however they may chase you. - Shipyards are now properly tagged on the server side, so enemy players will not be able to demo them unless the decay timer has truly hit 0 on the server. v7.33 - Improvements made to -lowmemorymode to use async loading, resulting in less freezy load times. - Added -nosound launch command - Added -noinlinestreamer launch command - Server-side crash fixes and stability improvements. Resulting in approximately 40% more stable servers, with additional changes to come! - Reduced Army of the Damned ships spawn rate by 60% - Reduced Army of the Damned ship HP per level scaling by 20% - Reduced Army of the Damned ship Aggro range by 10% - Boosted Army of the Damned ship loot quality by 10% - Reduced Flotsam spawn rate by 35% - Increased Treasuremap item quality by 15% - Eliminated at-sea increased rate of vitamin/vitals consumption. Now it just causes food to spoil faster, and temperatures to drop. - Increased vitamin equilibrium range to +/- 20% rather than 10% (making it easier to achieve and stay in equilibrium) - Decreased vitamin deficiency debuff threshold to 10% rather than 20% - Reduced base rate of vitamin consumption by 2% - Ensured army of the damned ships spawn farther away from shore, and don't spawn too near player ships - Fixed Diving Platform to take any oils, not just blubber - Changed Lighthouse HP to 25k, gave it stone structure settings, and allow it to burn oil - Vultures will no longer erroneously target players they can't hit - Army of the Damned Ships will no longer initially aggro to drydocked or anchored ships, unless fired upon by them or already targeting them. - Added one more Skill Point earned by all level-ups above 10 (recommend players Respec) v7.0 - Added a new event cosmetic, 'Top Hat'. Permanent skin with 10 applicable uses. Can be purchased from Cosmetic Vendors in Freeports or Travelling Merchants. From the 27th of December, through til the 2nd of January, wearing this hat whilst digging up treasure will result in double the gold. - Improved server performance by adjusting server water thread utilization - Changed declaim period (stealing enemy territory) to 30 minutes from 1.5 hours (requires they have no alive crew or players in the vicinity) - Removed requirement to be on a boat to steal someone's boat after placing the claim flag. Adjusted base value times to claim the boats to be 1 one minute to steal a dinghy, 2hrs~ to steal a raft, a couple hours to steal sloop, and so forth (levelling a ship increases the time it takes to steal that ship). - Rebalanced Skill Point requirements as originally intended, where higher tier skills cost more SP. Forced a one-time 'free' respec to use these new values. - "Low Memory" Launch Option for more reliable <= 8GB OS support. Launch the game with '-lowmemorymode' to utilize this! - Ship collision damage is now disabled on Freeport servers. - Alpha creature spawns are now disabled on Freeport and Lawless Servers. - Item yield and Gold yield from Treasure have been doubled - Significantly reduced Torch and Fire Arrow Damage - Fixed a bug which prevented resources from respawning. Please note when this update goes live, it may be a few hours until they naturally start appearing again. - Increased the damage from Dragon Fire AOE and set it to an 8-hour tame time with the token - Equilibrium Buff now gives +20% XP, -20% reduced incoming damage, +30 temperature fortitude, +10% movement speed, +20% melee damage, and takes 30 minutes to achieve rather than an hour. - Fixed a bug which prevented Bottles and Flotsams from spawning - Fixed a bug ocean and deep ocean spawners, including Mermaids, Whales, Ship of the Damned, and Squids. - NPC crew that are recruited in Freeport are now correctly assigned to your team. - Fixed Shovels and Heavy Shields so they no longer damage stone structures - All freeports now have pirate music in town - Scuttling is now tied to the demolishing tribe governance setting and Prevent Demolishing Structures in Group Management Settings - Group ranks now enabled on seating structures, so you're able to have better control of who is able to use those (Steering Wheel and Lt Podium) - PvE Claim Flag contesting now displays the enemy Claim Flag's upkeep time remaining before you can contest it, and provides a proper HUD message to that effect. v.6.7 - Further changes made to resource respawn limitations which should result in less barren islands. - Fix for claim flags on PVP servers v6.5 - Ships and rafts no longer prevent resources from respawning. Note that nearby online players & structures (not claimflag ) will prevent resources from respawning. - Fixed an issue where bed overlap protection was too strong, prevent players from respawning when they were too close to unfriendly ships or structures. - Can no longer claim unallied boats on PVE servers. PVE Territory can only be claimed if the owner has not been active around the territory within the last 3 days. - Further optimised server-side performance - Fixed a bug with the repair hammer which allowed players to repair structures even if they had a damage cooldown. It will temporarily use the resources, however, this will be fixed in our upcoming client patch. - Can now claim enemy ships in Lawless and Golden Age Ruin servers. v6.2 - Lawless Regions no longer have EXP caps. v6.1 - Further server performance optimisation - Multiple server and client crash fixes - Fixes for beds and boats not displaying on maps/spawn UI - Ships are now instant craft in shipyards - Piercing Shot cooldown increased - Improved client replication on boats so they appear more smooth when the boats are moving - Fix for character creation prompts upon server join/respawn (still investigating additional edge cases) - Alliance players should no longer contest each other's claim flags - Coldfront and Heatwave extremity reduced by 60% - Fixed an issue where the game would leave players in the encumbered state after fast travelling to another or same server. v5.9 - More performance related fixes for clients and servers - Fixed for appearing in a random location upon relog - Fix for beds and boats not being selectable/visible on the spawn UI v5.5 - Fix for players spawning in the Ocean on Lawless Regions - Fixed multiple connection issues and bugs impacting server performance - Sleeping players are no longer replicated in freeports. v5 - Major version upgrade to investigate client issues when attempting to connect to a server, as well as server performance problems. v4.3: - Fixed multiple client-side crashes v4.2: - Fixed multiple server-side crashes v4.1: - Fix for Lawless maps not being named appropriately. v4.0: - Enabled Lawless regions to be connected to at the start - Reduced timeout length on disconnections - Switch to steam sockets to resolve players being unable to connect to servers
  10. I need a better definition of original claim. To me the original claims lasted like 2 hours before they were claimable and took 30 minutes to declaim or something crazy so you always had to have somebody on to maintain your flags. That is neither here nor there. I made this post originally on reddit for how I would change it. I called it use it or lose it. COPY PASTA Hello :D, I am Lotus from Lotus :D. I am going to try to make a post that shows direction that I expected the game to have but was disappointed to find it didn't have. I bought this game and didn't know much about it except it was made by the company that made ark. So the first day was just a laggy hell of falling through the waves and all kinds of just trash. As I sailed for 12ish hours looking for an area to claim as my own I had fantasies about what I would find on islands and wondered how the game would work. I was... disappointed :(. Here is how I feel the game should work for a new player. You spawn in at the freeport. This area should be pretty safe because it's basically your tutorial zone so you learn that the printer cartridge on the right is actually your vitamins and how to replenish them. After about an hour of getting it figured out you make your first boat and sail away. Yay sailing. (I hate sailing BTW :D) now you come to your next zone... the lawless region... which should basically be a staging point to find your first actual claim area (not somewhere you live forever). So you go and encounter some lower level hostile mobs. Start to encounter the elements. Make your first box (Yay box bases) and sail away. You sail and encounter an area you can drop your claim flag at (Yay land). So now you have a patch of land to call your own. The way you maintain this land should be simple you do things on the grid. So if you are out farming trees or whatever your claim should start to gain time towards it's upkeep because you are doing things on that grid. Actions if farming or building would increase the amount of time as long as it is done on that grid. Lets say you farm up about 48 hours worth of time on your claim but you also decide you want a bigger settlement because now your buddy Bob wants to play with you and he joins your tribe. So you go and drop your second claim flag instead of having 1 flag with 48 hours you now have 2 flags with 24 hours because the time your grid has banked now gets divided by 2 and ticks down for 2 flags. This means you now need to do more work to maintain those flags. This is ok you have 2 people and bob is pretty active so you get to 72 hours in no time. Then bob goes and decides he wants to have the metal node and gems and drops 6 more flags. So now you have 8 claims at 18 hours but you need to do 8x the farm to maintain them as opposed to just the 1 flag. So you go and farm like hell for the night and go to bed with 24 hours on each flag. You wake up go to work and come back home with 10 hours on each flag. So you and Bob put up a tax bank and get your 20% tax on those gems and metal. So you and Bob farm like hell again and end up with 16 hours on each flag. This is a problem because you guys are behind where you were yesterday but you have work and need to go to sleep. So next day you get on with 2 hours left on each flag. You now realize that you can't keep those claims for the gems and metal because trying to farm that much time to maintain upkeep is too much for your 2 man crew. So you kick down to 3 flags and go to bed with 24 hours again. Your neighbors decide they want to go further from the freeport because they hear it is better farming there but it is also harder. You are sad because you like them but wonder what the bigger challenges yield in terms of reward. Over the next few days their claims run out of time and flip deleting everything they had on the land but it is now claimable for the next player to come through and work on their journey. You and Bob farm up and build your first schooner. You picked up some NPC's from a freeport and sailed to the next tile up from yours. You land in an area drop a claim and continue your journey. This new land is harder and has more aggressive creatures that are higher level. The weather is also not as friendly so you have to start wearing clothing :D. You find your old neighbors and they arn't doing too well. You and your neighbor work together and it becomes easier. After a few days of working side by side with your neighbor and talking with them you realize they are interested in going to the next area like you and Bob and merge. This merge makes it so this area is much easier and maintaining the claims is simpler when you have more hands working on it. You go to the next area and it is challenging but as a group of 8 it is much easier. The resources come at higher density but the monsters are also much stronger. Each time you guys leave a base behind you either have to go back to it and maintain the timer or let it go. So that story ended up taking a lot longer but it was to give you a feel for how I believe the game should work and not just spit out the mechanics (Which is basically what I am going to do here). So the Freeports should be easy to survive but you can't build. (middle of the map) The lawless zones should make you chilly or warm but not extreme waves. Some hostiles for you to fight but mostly neutral mobs. Your buildings desolve after a few days and that keeps the zone fresh. They should also drop basic resources like freeports. (generic great value fiber etc) (1 over from freeport) The claim zones should have tiers based on how far from the freeport you are. The monster levels increase the farther you get and the climate becomes more extreme with hot and cold and the heat/cold waves you get. The resources should also increase in density and variety . (2-3 different metals an island in the hard zone with level 60ish mobs that can't be tamed, more alphas, etc) The world should not connect North to South. (Or East to West because of how a sphere actually would work) North should be cold, South should be hot. The Polar/Volcanic region should be really hard to live in so trying to farm there regularly would make it so you don't claim as much land there because the upkeep would be too much. Also the idea is to prevent players from taking from players, neglect kills their flags. Just how I think it should work because the amount of griefing that will happen will kill this game imo. End Copy Pasta! (I feel more people read reddit than this forum XD) ~Lotus
  11. I personally feel Atlas is an abuse of early access - especially for the amount they charged. In this case, Grapeshot has used this program to "pay to develop" and "pay to alpha / beta test". They clearly had no idea what they were doing and should have had the game mechanics and networking more functional before releasing it to the public. To top it all off, they simply copied and pasted Ark in order to build the game which in my opinion should have put them much farther ahead than they are now. Early access isn't a good description of this game. It should be classified as "learn as we go". If you want a good example of what an early access game should be like, check out SCUM or Valheim. Both games have a polished foundation and at this point are simply adding more content. I can't remember a single instance of either crashing. Atlas is largely broken and yet they're still trying to add content on top of it causing it to break further. In my opinion an early access game should be in a "somewhat finished, and working state" before asking people to pay for it. Atlas has never been this and I don't think they've really had a proper direction. Mostly I think their creative vision for this game is wrong and continually going in the wrong direction. Catering to the hard-core gamer and forcing players to log on each and every day to protect their investments is morally wrong as it begs players to perpetuate unbalanced lifestyles. The land domination concept they insist upon is working completely against the game and causing new players to give up as they struggle to a place to find home. They need to focus on creating a great pirate sailing experience first and foremost. Hopefully the new devs can turn things around. In the last set of notes they said they were going to focus on fixing bugs and have marginally addressed issues such as gold for ships etc. This is somewhat promising and hey, I'll take whatever I can get at this point.
  12. On PvP, armored docks should not be place-able on enemy islands.As most folks know, the current meta for island conquest is to place an armored dock at the target island and anchor a ship filled with beds, kit and tames. This gives the attackers an effectively indestructible FoB from which to siege the island for the duration of the combat timer. I'm going to go out on a limb and say that armored docks were never intended to be used offensively. The main defense against this strategy is to spam the entire island perimeter with underwater fence foundations. Conversely, the attacker will also typically try to do the same in order to make sure that they can place the armored dock. So, in both cases the tactic involves massive building spam. Armored docks should not exist on enemy islands. I say "should not exist" rather than "should not be place-able" because we all know that, if it was just not place-able, there will be inevitable shenanigans where allies with docks switch allegiances and bypass the "not place-able" restriction. Basically, they should not be place-able and they should instantly demo if the owner is no longer allied with the island owners.
  13. Before continue as I promised, I just wanna remind - I have kinda poor photoshop skills. But anyway. I've tried my best. 18) - Inventory interface. What is bad about inventory - TOTALY MISSPLACED ACCENTS! I mean we have small backpack, but huge opened crafting part (I just noticed I can hide crafting). Crafting window has ALL recipes together. Then we have smallest window with most important information, especially that tiny buffs parts where you should scroll it for all 50 buffs you've got... and then HUGE portrait, which no one cares about. We don't have that many armor types and cosmetic you know? We also have some numbers that doesn't tell us a thing. I mean what does it mean I have 179 armor? How many absorb it provides me? How many do I need to face a yeti??? And this HYPOTHERMAL INSULATION - 353??? What is that? What does it tell me you know? It tells me that I have some sh*t for 353... We've got a funny in Russia: Airplane is flying high in the skies. Suddenly captain scream his order: - Navigator! Gauges!!! Navigator calls back: - Twenty!!! Cap: - What do you mean by twenty? Nav: - What do you mean by gauges? I would change all that to something like that: With back pack I already told what should be changed. All recipes must be sorted in folders like in smithy. Central part is best for name, xp, level, portrait and clothes spots. Right part - for numbers. - Armor should show how many damage absorb I've got. - All temperature stuff should show just what temperature I'm going to have "cold", "freeze", "hot" and "overheat" state. - All bonuses I've got should be sorted by folders that I can open and close. Like all I've got from quests - in quests folder. All I've got in survival, like my swim speed, cold water resistance, harvesting boost, etc. - in Survival folder. Also if the same bonuses can appear in different parts (like taming in quests and beastmastery, or some damage bonus might be at weapon skills and in the weapon and armor itself) I should be able to point my mouse to the stat and popup window shows how may I have in total. And last thing. You might notice - temperature, grid name, time are gone, well... that's actually first line important information that should be with us all the time. It means: "Grid gauge" should be introduced. It shows: - Grid name and it's type (L) for lawless and (F) for freeport. - Grid type by special sign, like tundra sign, polar sign etc. - Weather sigh, like rain, fog, clear sky, tornado etc. - Time of day. - Temperature. And yeah. C'mon DEV's I still do care about the game that much, so I spend a lot of time do all text (I'm not English speaker, so this is not that easy for me) and all this photoshop stuff. So please read this one at least one. Maybe you'll have inspiration of all this stuff and change at least something for good?
  14. I really love this game and i am still after all this time (2k hours), ready for a new start for a new system for pvp servers and i really hope you are working on it for the next update because adding animal and skin will not help at this state of the development of the game (i think). Structure, Ship, Member and Tame limitation: Every server with a good number of citizen (or with big company) always have the same problem, it's laggy. Not only when there is battle and a lot of people who come with ship, tame and weapon. But everyday and everytime. And it's getting crash or 255 ping when more than 40 people are in these kind of grid. Your game will never or will take a long time before having server who can handle all these thing in a big quantity (lot of ship, tame and structure) So that's why people should at select their best tame and ship and not building and breeding again and again without a good limitation. I saw so many big tribe with 100-300 tame in the same place who will never be used and 100-500 npc just for the defense (without counting npc on ship). And like all company, there is always more ship than member (maybe not all but most of them). Every time there is big port with so many ship and some of them never take the sea or only once... With a bigger limitation on tame, when people are breeding everything, they will only keep there best tame and make different place on different grid for making strong tame. Without all the dirty tame, we will win fps and latency. With a bigger limitation on ship, it's force company to limit there number of ship, it's will force company to take time to check what ship isn't used and like before we will win fps and latency on this grid. And now with structure, spam will not be the best thing and building would take time for making a strong defense and think for the best solution. Quality and not quantity. Of course for this option, resistance on building need to be change because they can actually be destroy too easily. Like big wall are so easy to destroy with ship or canon bear, they should be more much more resistant and force people to attack the gates. And the spam pillar system need to be rework but i will speak about that later in this post. Colony system: Colony server was supposed to be for medium and small company and i saw so many big company with 50+ active member ally with 4-5 other big tribe and so you get battle of hundred of people. Small company and medium who live near can't do nothing against such thing. When big company are passing trolling and insulting, they have just two choose, say nothing because they can't do nothing or get wipe by a large number of people. And when u have a small company with 6 members and u get raid by 40+. If they are not stupid they can wipe the small company in a day with any kind of defense from this small company. (even if they have made a big defense) Now about flag system, spam foundation and pillar is actually necessary for any island defense. So depend of the size of the island. I use like 1000 - 2000 pillar for a medium island 40-60 points if i don't do that, people are coming, placing building where i don't want them, like underwater and i can't destroy them if i didn't found them during the first 24 hours (or need to wait 10 day if they don't reset the timer). Angry people are placing canon where they can for destroying everything they can (if u don't have a pillar defense) and can be everywhere just by placing bed and stuff on the island so need to search hours for finding their hiding spot until they do another one. So we are forced to spam structure for defense because building are weak and enemy can harass u all the time without difficulty and in the meantime because these spam of structure (tame and ship too), all the server are lagging all the time and most of server who are not in these case are freeport, lawless (because only few people can leave here because everybody who want to offline raid can go there) and powerstone because there is no structure and tame (or not a lot) Like the previous wipe i hope you are already thinking/preparing a new system because this one is not bad (with token, island claim and combat phase) but so much thing need to be rethinking and change for improve the quality of the gameplay. Making two server Empire and Colony couldn't work even if the idea was good. Large company don't like big battle because of all these laggy/fps problem and why would they go to a server to prove they are the stronger if there is no small or medium company to intimidate. I think you should force the colony server to his main idea who was destinate for medium and small company. So limit member to 20 and ally to 3 other company and that's enough. Big tribe will always try to make 3 company of 20 people but they will be limit about the ally limitation, they will be force to split their ship, tame and structure in different island because most of the time they have a lot of island and they make only one mega big island with a lot of structure, ship and tame in the same place. And it's will limit the number of ally for small and medium tribe, to choose carefully their ally without making alliance with 5 differente grid. And that is a big problem actually, because you can't attack anyone before checking if they don't have 10 tribe ally to them who can come the next day with 50 people. Actually the game is more a faction game than pirate game. More diplomacy than action because of everybody have alliance with a lot of other company. Another idea would be to add another token and delete the combat phase. So u can put the new token for attack an entire company during 10 hours for example. And the price would be very low, like 3000 gold And at least this company who is attack can prepare themself by been warning 12 hours before. The token will not be apply on only one island but all of this company so they can't save everything in another peacetime island. In the other hand, only your company and ally can attack this island and not all the world. On the second best unofficial server they have token only for making combat and it's so much better, you know when you will be attack, you can prepare yourself a bit and know who is your enemy. (but they have x4 rates so it's easier to pay the token than official). That's terrible better because you don't need to watch your defense 9 hours per day in case of random people trying to destroy your ship, killing npc or tame. Grinding and time: One of the problem for most people are the grinding part of the game. Need hours for travelling on the sea, hours of farming and hours for defending their island. Like you did before, you should make a perma x2 on ressource and probably doesn't make x2 every week end or at least not on PVP server. It's doesn't give any sense, if people are only playing on week end, they can't hold their island so they can't play on PVP server. Pvp server are for people who play most likely everyday, like any other survival game where people play, farm and fight without any break. And after the beginning, what you are doing with you event x2 every week end is to let people doing nothing or don't give motivation for playing when there is no x2. Why going to farm exotic ressource, basic ressource, gold, tame or xp our character or ship when you can wait the week end for having everything doubled. The map is too large for the amount of people. I really think you should keep this map for a big release with a possibility of a large number of player but until the game is ready, there is so many grid who are just empty and other are laggy. You are spending time and money for manage all this grid when you could just do a smaller map. Sailling will need less time and people will be more closer for fighting, travelling and trading. And now about the combat phase, 9 hours of fight is too long (for a lot of people). Most of battle even more if there is only small and medium tribe doesn't need 9 hours for fight, if they want to fight, they can do it and prepare themself before for having a good battle duration for doing what we can. And the problem of having 9 hours of fight is forcing to have people connected during these 9 hours (+ more if they start playing earlier or continu later for making travel, PVE, farming or whatever) each day and that's very paintful for a small/medium tribe. If a tribe really want to fight, they check the map a can see all the different combat phase and choose where they can go and there is always a lot of possibility without going very far from their base. Token should have a lower price (like only 500 gem and not 3x500 and lower gold) and for the company who place the token, to have the same token on all their island so if they want to attack, they need to be prepare to defend all their island too, they will think about it twice before doing it or making a smaller token duration. Of course, some tribe can tweak by kicking a member, giving him gold for making token, create company and put a token so all their island aren't in danger but if you think a bit about this, you should find a solution. Ground and Naval battle: For resuming the pvp at this state of the game is simple For ship your have: - 1 schooner type with 1 large speed sail and 1 small, most of the time they have few canon because of the weigh they can handle. Usally they are use with canon on the back with barshot for supporting other ship. (not much use since last update with stats and large canon on the gunport) - 2 brigantine type with 3 large speed sail or 2 large speed and one large handling, most of the time they have only 12 canon on their gunport and some of them have some medium canon on the back. Or they have just full medium canon on the back for farming damned ship. - 2-3 type of galeon with 6 speed sail, 4 speed 2 handling, or full handling. Depending of the captain he can have full medium canon on gunport, 50% medium and 50 % large canon or for a slower and more powerfull galeon, you have 100% large canon on gunport And that's it for naval build. For more detail, most of galleon put more than 200% of resistance because they have 50+ canon comparate to a brig or a schooner with 10-12 canon. So even with mythical canon and 200% damage, will need a lot of balls for fighting a galleon on this state of the game. And a galleon are going faster than a brig or schooner in most of the case so they can run away if they are in trouble. So for resume a galleon is the best choose actually, they can tank a large number of shot, go faster than any ship and have much more canon than any ship. And actually with the new stats system on ship, if u don't have a massive port defense or a big bay close, a galleon with full resistance can just tank every tower and shoot on every ship. And if nobody is here with mortar, he can do that during a long time before backing of. For the ground fight With tame, two option who is most always use in any case is Horse with swivel flame, bear with canon. Sometime a tiger or a lion. Crabe are usefull only for small battle where there is no swivel flame because flame destroy them so easily. On the ground, torpor is one of the best thing actually, you it anyone with a spell or a weapon who give torpor so your enemy sleep and you pick up their stuff before capturing them or just kill them. For the firearms, only riffle is really usefull, long distance and good damage in the head. Flame arrow and bow doesn't deal much damage and break your bow after 10 shoot. Pistol are long to load as a riffle but don't deal the same amount of damage as a riffle. Bola are use for stopping running player or people on tame. Grenade use for everything. Killing player, tame, npc, defense or even building. For resume, the complete package from a soldier is Armor, Riffle, grenade, bola and sword or any melee weapon who isn't already nerfed about torpor. Of course a clibbing, a grappling hook and a glidder for reach every obstacle. That's it. In definetly, not much choose for ground and naval pvp. Suggestion: For naval you definetly need to add a new ship between a brig and a galleon. Something like 12 gunport on each side you could do it easily by take the example of a brig and just making it a little bigger. Resistance should have the same amount of pourcentage as damage. 5% per level so people will more need to choose between resistance or damage and don't make only ship with 200 % resistance and 230% damage for just a ship who is level 42. You should even diminuate the number of damage or resistance by 3% per level, so canon from tower could be more effective than now. And ship with full of damage or resistance will not have 300% of stats. Of couse if you do this the number of HP from damned need to be reduced. Actually a galleon 25 is something like 300k HP. For the ground you need to up the bow and durabily when using flame and normal arrow because they are useless at the moment on PVP. Pistol should give more damage or been able to reload faster than a rifle. You should give possibility to play with a weapon who deal a good amount of damage, like a sword and a mace for making torpor, so people could choose between damage or torpor. Bow or firearms. and you should increase the penetration armor from puckel because someone lvl 100 can take so many shoot with a metal armor until he start to be in difficulty. Balista with npc should be able to shoot on a longer distance for not giving the possibility to a canon bear to shoot them from a medium distance. Resistance on structure should be increase and giving more HP on large wall. That's all I hope this message will be read and these suggestion will help for the future of atlas. See you guys on the sea
  15. 1. Armored docks need to be removed from the game Nope, nope, nope. They are giving us great oportunity for stopping people from harbour runs. They are also easy to destroy, i for example destroyed small and large dock at the same day with 2 ships and 3 ppl so you can't say you need big company to do that in order to get all gold from inside them or take their ship down. 2. puckle npc's need to be vulnerable - Don't agree These are practically basic defense of your base and taking them too easy will cause more fight on the land that we don't want. We want more sea fights. You can use just one cannon to overrange them and take them down easily. 3. Gold cost for self crafted ships needs to be removed - Don't agree Not agree, it is good like it is. It prevents big companies from having hundreds of galleons. Big companies still will have more gold than smaller ones but also they will have more peoples so they will able to handle more ships at once. If you have small company with 6 people you don't need 10 galleons and gold costs will keep you on the sea for treasures, whaling etc. 4. No gun mini game - Don't agree You just like complaining, don't you? 5. HP of shipyards needs to be lowered They are super easy to destroy. Totaly not agree 6. Lighthouses are too cheap So what? Theirs only purpose is to show you the way or warn you if you're getting close to island during fog time. Leave them in peace 7. mortars on ships need to be allowed to counter mortars on land Definitely not. Are you mad? even if you would have them you will never counter mortars on tower 20 walls high. 8. ships should be insta captured if beds are destroyed, and ship is decrewed Here you got point for the first time, but insta captured? Nope, i would rather greatly decreas capturing time from 1-2 days to lets say 5 hours and 12 hours when fully anchored. If you would start claiming ship on the beach and you have 5 h timer and everybody is dead and ship would drop anchor, the timer should automatically increase till 12h so the owner can have time to fight back for it. In open sea you cannot anchor so 5h is enough (it could also be destroyed by SoD or whale) 9. structures must be capturable You just played too much rust my friend. It is not quick pvp, it is open mmo sandbox game, how would you feel going to work and cominb back every day just to see you lost everything you had. They develop similar system to the lawless which is complety absurd to me. I would rather enable to steal teritory which would highly increase decay time for every non company structure like for 4 days and 3 days for doors so you can actually loot it. So people could fight for teritory in order to defence theirs bases. 10. small characters should get a damage penalty, while super large ones get a damage buff Wow, i wouldn't think i ill agree in something with you. Here you are right, something for something. We need to have balanced options not just one sided benefits from choosing one option. 11. cannons need to be pick-up-able and be placable on enemy foundation to raid efficiently Well, they could be picupable but not placable on enemy's foundation, would rather allow to place them directly on the ground close to enemies foundation but also with 10 min timer. 12. fix that bug where after u use praying eyes u cant pull out ur weapons, and increase duration Yes, just report it as a bug and they will work on it. 13 .remove peace/combat phases Again i do not agree with that. We want keep people more on sea for sea fights, we all came here for pirates fights not ark 2.0 didn't we? 14.blueprints need to be removed Blueprints are bit overpowered if it comes to big companies so i can agree with that, add more stuff instead of blueprints and increase base stats of all stuff to be a little bit higher. Unless we can find solution to boost small companies to help them with crafting those blueprints. 15.aging/hair growth is way too fast atm Not agree, just deal with it. Next. 16.remove shaking earth effect caused by animals I guess you never checked your graphic options in menu, did you? 17. no more crew limits on ships Talking about unreality in game, want unlimited crew on ships. Totally not agree. Next. 18. remove all chores like treasure hunting, floatsam etc. from the game That's most pirate thing in game, treasures/floatsam/hunting, leave them alone. They could do special regions on each island for treasures where people can't build structures so everyone can do them. Still need to land on an islands and that's different story You don't like them, you don't have to do them, pick them up. 19. players shouldnt spawn on freeports, and freeport, there shouldnt be a safe zone That's exaclty where players should spawn, there is lot's of newcomers, they have to learn some basics about the game. Instead of that i would highly increase decoy time on every ship (in example, you can stay with any ship maximum 4 hours no matter if you're fixing planks or not, after that time, ship despawn, and of course give a proper info about it to every player) For animals instead allow us dmg them after 1 day of being in freeport. That should resolve problem with storagging all items in safe zones. What about shops? Allow only few per company with limited space in it 20. nerf barrels Maybe a little bit but mostly we need to remove catapults from ships or make the barrels not throwable by catapults on ships. You could still use them by manually throwing them at enemy ship but that applies only in very close distance 21. remove ships of the damned Do not agree, game without them will be super boring. 22. regarding animals I would only increase hp on lions/tigers a bit. Rest is good expect all the saddles that are coming with new patch. Saddles are supper shit and will brake the game especially with torpedoes on the land. Could say, welcome to ARK 2.0, no more pirate game. 23. nerf mace, shield stun, buff crossbow/bow/guns, nerf shield, nerf hook Mace is good, maybe increase bit crossbow dmg, guns are okay, hook is okay. Nerf shield bash cooldown, once someone start bash you, is super hard to run away, instead put ie. 10 sec on bash, same for power strike on pike and fists. 24. Handcuffs need to be removed or there needs to be a solution Tottaly not agree, it is very realistic, that is also one of the most piracy thing in game. Next. 25. Cannon balls fly too slow Yes! This is very annoying. Speed them up 26. after destroying a warehouse you should get all the loot inside, not a fraction You are getting basically all loot from it. You will not even able to carry it at once 27. bar shots need to be removed Nope. Barshots are good, leave them alone. 28. no character upgrades like HP etc. Are you serious? You want no gap and differences between people who spend thousands hours in game on leveling character and people who only started? Bullshit. Get real man 29 .player name join notification needs to be removed I agree on that 30. customizable zoom for ships needs to be added I agree on that 31. remove customizable ships I do not agree, mmo sandbox is all about customizable stuff. Would rather say work on performance but they're already doing it 32. increase ship weight capacity Not really capacity but increase amount on which weight penalty is applied from 30% to 50% 33. remove limits for alliances and company size No, no, no and again no. We don't want any supremacies in game that will make pvp into pve if you're with them or totaly anihilation if you're against. 34. handling sails get greatly outperformed by speed sails They are not. All of them have different purposes and they are doing good. I only wonder about weight sails, nobody is using them, they need to be reworked 35. wood/stone pillars's HP needs to be reduced Pillars spam is pain in arse. Enemy should not be able to build anything on your island expect cannons (placed on the ground) so pillars spam will not exist anymore and thanks to that performance of game will also increase. 36. remove ownership ???? In company setting you have option like "personal owner", that means that everything you build/own (ships,animals) is personal and if you leave company everything will leave with you (structures/ships/animals), you need to have proper settings set in your company dude 37. remove custom building Custom building is good, it gives you more posibilites but yes i would prefer ready structures. On one hand, performance is greater but on the other hand it's kinda boring because everything looks same (expect colors if you're able to paint stuff) and technically you know base of every single company. So i would rather put them togeather 38. allow saving ships (save + load) Yes! Allowing to save your ship projects would be very handy 39. Reduce a companies income based on their member number, increase crew cost for bigger clans Why would they punish people in bigger companies for playing togeather and having fun? Nobody want split players, it is rather a goal to get great communieties than lonely wolves. They can work on boosting small companies not punishing bigger.
  16. @Jatheish @Dollie First I want to say that I enjoy playing Atlas and look forward to seeing it progress. A big ups to the Dev Team who work themselves to the bone over weekends and after hours pushing updates out as often and as quickly as they can. It isn't possible to please everyone all of the time, so my post isn't about pleasing everyone but more about trying to help you guys find a balance that would please most players (at least that's what I think LOL) I know I've been party to the blame game, however, after watching the dev stream, I am ashamed of my outbursts and would rather provide you with some constructive feedback than blind criticism. So, without further ado, here are some of my thoughts and suggestions on the game after 300+ hours of play time. (When reading, please keep in mind we are a small company of 20 split into two companies due to difficulty in finding land, with each company having 4 active players.) In game notifications (status updates, server restarts etc.): I get that it can be hard sticking to a deadline, however, it is in poor form and extremely unprofessional to keep delaying a patch when you've announced it in game. For this, I suggest looking at the unofficial servers and the way server restarts are handled. The patch is released, which the server downloads in the background. Once the server has downloaded the patch, an automated ingame notification is displayed saying that the server will restart in 15 mins. A world save occurs just before the server goes offline and is restarted. No hassle, no fuss, no angry players Aging / Fountain of Youth: I enjoy the aging system and look forward to breeding, but feel that the age debuff should not have been implement yet as it has caused unnecessary issues which could have been avoided. For now - keep the fountain of youth available as a quest to those who've reached age 90 but remove the debuff until human breeding has been implemented. This will allow players to seek out the fountain at their leisure without clogging up the servers and will further reduce server issues when the debuffs are implemented, and player age is spread out a little more. Land Claims: I have no issue with the amount of claims people can have (since limiting will not fix the problems), but there are some ways that could perhaps help new land seekers find and claim land for themselves, or settle on someone else's property. Sleepers are the biggest problem to land claims as well as people not allied to or affiliated with the company who owns the land. Contesting should only be allowed by allies and company members who are awake and currently within said flag radius. Since flags require an upkeep (running through the vicinity every X days) - this should allow players to safely log off for X amount of days (because life happens you know) and return within X period to ensure claim is still safe. This also allows new comers to find land if said land owner hasn't been on for X days without having to worry about sleepers contesting the claim. Neutral Zones: Right now - players have no guarantee that they are truly protected in a neutral zone from either the land owner changing the "allow build" settings / or from another company taking the land and preventing anyone from building there. If players were guaranteed safety / protection from these acts, then more people might look to building in neutral zones. Perhaps a minor fix for this (until a better solution is found) would be as follows: if you've allowed a flag to be a neutral zone and someone has built on it, you are not able to change the flag type until the people who are renting have either left or died. If you (as a land owner) are no longer playing, after X days of inactivity, the flag will automatically change ownership to the tenant of said land. Should there be more than one tenant (multiple smaller companies) of the property - the flag will remain neutral, change ownership to the first tenant who settled there, and retain it's neutral status. I get that this is a tricky situation and there's no quick fix for this - but if (potential) tenants have some sort of guarantee that they're protected, then this should be more enticing to smaller companies and solo players. Greed and Resource Hogging: This ties in directly with the issues players are experiencing with land claims... I've noticed that people want to protect land so they either try and take over an entire island / refuse to share land / do not set any neutral zones for other players to use. I think that if the spawn radius for resources around buildings were reduced, this might help a bit. I may be wrong - this is just my personal experience in Ark on an unofficial server where the resource spawn radius was reduced. Animals / Riding / Taming: As a breeder in Ark, I love this feature, however do feel that certain aspects of the tree do not tie in well with each other and soon beastmasters will become slaves to the company since they are the only ones able to ride the tames. My suggestion is to split the riding and taming into two sub-trees in the breastmastery tree. I do not think you need any form of taming / breeding in order to ride an animal, but do feel it is a bit more "realistic" to include the riding skill. I have not started breeding yet as the only reports I've heard are of people losing animal babies due to temperature issues. I honestly do not want to waste my time if I know it's going to take a long time to raise a baby animal only to have it die of cold / heat. So... my suggestion for this is to allow you to breed an animal in the biome you found it in - regardless of temperature. Since the animal was able to naturally spawn there in the first place, there should be no reason you can't breed it there. If you do not find a bear in the desert, then you should not be able to breed a bear in the desert, but if you find one in temperate, then it should be able to breed in temperate (this includes raising a baby as well). I can't comment on maturation time or feeding since I don't have enough information yet - so will comment on that once temperature issues are sorted and I am able to experience the breeding side of things. Vitamins and Cooking: As the chef and farmer I feel that the cooking branch and vitamins EQ is unbalanced. Not only is it wasteful to cook any meal due to the meat insta cooking, but some of the recipes do not give you a balanced diet and fill you up too quickly, so this makes balancing vitamins more of a chore than anything else. Food and vitamin drain is not balanced either, so right now - it's easier to kill yourself that worry about maintaining vitamins. I think there are two people in our company who actively try and maintain vitamins (myself and my cousin) since we enjoy having the buff, however - it becomes nearly impossible to do so when you're not grinding and draining stamina, since you vitamins deplete fast than your food drains. Yes - there are ways around this (by going into combat mode and blocking in order to drain stamina) - but it is unrealistic and stupid. Food and vitamins should drain according to the amount of stamina you use. If you're inactive - your food doesn't drain, so your vitamins should also not drain as quickly as they do when you're active and vice versa. As things stand, there's no incentive for me (or other's with the cooking skill) to cook food. I've tried some of the recipes and although the recipes show that they increase two vitamins - they do not increase these vitamins by the same amount nor at the same speed. So in order to maintain a balanced diet at this point in time - it is much easier to eat 1 portion of cooked meat and fish to 5 portions of vegetables and berries. It would also be nice to have a separate recipe option for cooking meat / fish as the auto cook option requires you to have way more meat than is necessary in order to craft one meal. Farming: I love the farming in this game compared to Ark - the mini game and stamina drain is awesome... I just have one request (not a suggestion - just a wishful thinking kinda post)... Please have seeds attainable for the fruits and berries required for cooking meals And also - thank you for increasing harvest yield - it has balanced farming very nicely and now makes it worth while. Feeding trough stacks and spoil timers: I'm trying to think of a good solution to having to keep meat fresh for animals and two spring to mind... either increase the stack size for meat in feeding troughs which allows a stack to last longer before spoiling, or allow the use of preserving salts in feeding troughs (without the meat turning into salted meat). Perhaps I'm being a bit silly here - I just hate seeing all that wasted meat, just to ensure my carnivores have enough food for the day. Wild Animal and Monster Spawns: Before reading the below - please note that these thoughts are prior to the patch which nerfed the aggro animals spawns, but decided to post it anyway. Personally I feel that there's a massive over spawn of all the creatures right now (especially on the golden age servers) so it's no longer exciting to see something new - nor does it really scare me to go exploring. I should be scared, and I should be excited - but I just don't feel it any more. I know that this isn't something that's easy to balance, so what I would do if I were a game developer is reduce the spawns and increase the aggro range. Imagine you've just landed on an island and the shore front is populated by humans, but the inner island is pretty void of human life. There's little animal life on the beach front since most animals are scared of human settlements. Some animals might be curious and occasionally wander into the settlement, but these would be harmless - since they're also naive... take cows, crows and seagulls for instance. Further inland the animal population grows as the human population becomes less and you'll see more passive yet perhaps skittish animals, but now, you're wary because you don't know what's lurking in the shadows... it might be a pack of wolves, or a pride of lions, or a solitary tiger waiting for it's next meal. By keeping the predator spawns low, but having the aggro range increased will provide you with that sense of being scared instead of annoyed. You can also go a step further by having predatory animals become braver at night... Alpha's need to be a little more rare, but also more rewarding to kill. As it stands, they're a pain in the back side since all I get for killing one is a little bit of XP, extra meat and hide. Make them worth the trouble they cause Golden Age servers are ridiculous as they currently are. We sailed there before the fountain of youth release to see what it was like and were shocked to see the over spawn of cyclops on the beach front. And I'm not taking about 10 - 20 on the beach... I'm talking about 100s of these things. I get that you want these area's to be end game kinda areas - but the over spawn is laughable. I'd do the same here as with normal islands except instead of passives roaming around, have predators and smaller monsters as the norm with fewer really dangerous creatures... but increase the aggro range and maybe include traps and puzzles of some sort. Think Indiana Jones type of island and you'll get where I'm going. Weather Events: I like the weather events - it adds an interesting dynamic to the game, but they are broken right now and annoy more than provide a sense of fear or harsh survival conditions. Cyclones are annoying and no longer scary. Instead of having one almost guaranteed each time you set sail, have it rain more often with power unpredictable winds - then occasionally throw in a massive cyclone (one - not 10) that does a lot more damage than the baby cyclones currently do. It'll add that scare factor but also allow you to try and out sail the cyclone. Heat waves should be limited to warmer climates as should cold fronts be limited to colder climates. They should also not overlap, nor should they be so frequent that they become annoying, but more rare and deadly. Building: I love building (although haven't had much of a chance to build on official yet) but there are a few building mechanics that need to be implemented to reduce frustrations, use of unnecessary structures, and improve on server performance. Clipping needs to be looked at - it was done in Ark and can be done here - as it is... there are too many "obstructions" which make building a pain more than it is enjoyable. Dynamic walls, floors, ceilings, pillars and gates would allow us to use less objects in a structure (scale the resource cost as per the size of said structure) thus improving on server performance as well. Hotbar Cooldown: Either this wasn't very well thought out, or I'm completely missing the point of this... what is the point? If, in reality, I take a knife from the drawer to butter some bread, it's not going to take 5 seconds before I can use the knife. This cooldown doesn't make sense to me. I get the mini games for reloading etc. but not the cooldown for equipping anything. Edited to add: Ship Unclaim Option: Please allow for ship unclaiming - not all of us want to build ships and there are people who'd love to build ships for others to buy -------------------------------------------------------------------------------------------------------- END -------------------------------------------------------------------------------------------------------- I've lost my train of thought numerous times throughout this post, so think it's best I stop here for now... allow my brain to move on, and perhaps come back to this post at a later stage P.S. I know that as an individual there's no possible way I would be able to think of all the variables and some of my suggestions may not be viable so I encourage other players to expand on my post, play devil's advocate, provide their constructive feedback and help the devs in a more valuable way than just complain and be hateful.
  17. Hello Pathfinders, and hopefully grape shot games, please read the entirety of my forum thanks! I think a rework of the PVP system would be really nice and bring a lot of new players in the trailer the PVP system seems a lot more polished and nice [MELEE COMBAT] a lot of the buttons should be rebind able first of all pressing CTRL and RMB or LMB is abit annoying id rather rebind it to ALT + RMB or LMB this would improve Melee combat a lot some other suggestions are to add directional attacks and to give the sword its own hit box rather than your cross hair having to be on the opponent this would add a sort of skill aspect to melee combat and since we have attacks and we have blocks there needs to be some kind of way to get around the blocks perhaps a Feint system sort of like a fake attack or something similar to this would need to be added, if this was done this would hugely improve melee combat make it a lot more interesting have a higher skill ceiling and be a lot more enjoyable perhaps even removing the lock on mode could happen as with this kind of PVP with sword hitboxes rather than cross-hair it would make the lock on almost unnecessary. [FIREARM COMBAT] this isn't really as much as an issue as melee combat but maybe removing the cross-hair and making gun sights more prevalent would be a nice change to the game I also think that guns should do more damage guns require a lot of points especially for the carbine and for it to do like a measly 70 damage sometimes even less with guns or so after missing is ridiculous especially considering the reload time I think the damage should be heavily buffed I don't think it should be a one shot or anything similar to that but I feel it should definetly reward good aim and at least put the opponent on a low health with good armour [ARMOUR] better armour should negate speed by a critical amount by rewarding with health more health slower player this balances very op armour while still making them viable don't want to get one shot with a gun better armour but don't want to be slow Mid tier armour want to be fast no armour the speed shouldn't be incredibly different but I feel mid tier armour should reduce base speed by about 20% and high tier armours reducing it by about 30-35% [NPC REWORK] the current NPC'S have a ridiculous amount of Health its about like 6 shots with even good guns to kill them this is ridiculous as if you mount an NPC on a swivel it makes it almost impossible to kill them this in term makes Melee PVP not viable as you do not get rewarded for boarding ships. On tamed creatures the cannon carts should be mountable by NPC's and only by players I believe the this is abit too op and is basically the Quetzal auto turret from Ark its unbalanced and almost unplayable against [SHIP/OCEAN PVP] I believe you have done a splendid job with ship PVP some of the best I've ever seen but I believe a little tweaking couldn't do no harm I think the structure on ships should be regulated a little bit more I think ship structures should be reduced this shouldn't effect deployables like Boxes , Storage's , Cannons , or other types of deployables only building items [In conclusion] I believe this sort of Melee rework could make the game an B Tier Melee combat and an A tier shooter gamer maybe even approaching the A tier slasher for examples of this type of PVP please take a look at Chivalry Medievel Warfare or the game Mordhau maybe even Last Oasis take some notes and do a more basic version of that I love ATLAS and am a long term ARK player with thousands of hours combined between the two games but in the games current state its just ARK on water the only problem is this game does not suit an ARK type of play style I have no other complaints with the game and think the game is actually really good and just needs some little improvements here and there and I believe the ATLAS team is doing the first steps of this by introducing a new Lead Designer and new community management as well as what seems to be monthly updates, good job Atlas so far keep on adding New weapons armours and other content. Thank you, everyone for reading my forum and listening to my opinion please share this with your Atlas friends and help this post reach the top of the Forums and help this get to the development team, and lets make some game breaking PVP improvements and please I implore you to write other PVP improvements the development team could consider please add your suggestions to my forum and link other forums that discuss good PVP improvements in the replies [ YOU CAN FIND AND MESSAGE ME ON MY DISCORD HERE CyroForel#0602 ]
  18. Hello Dev's! I'm Official PVE most the time and found a few bugs and things that could use a good look over. First off I wanted to thank you all for your hard work and dedication to fixing and making this game more enjoyable to players like my self. P.S love this game! Bugs I and others in our group and not in our group have found over time. 1. Animals moving all over the Brig and Gal's/Ships while sailing, they move so much i cant fully walk around the ship without bumping into invisible animals, and on the gal's they keep falling off 2. When Claiming an animal with anything other then a normal saddle the animal become untradeable and unusable, can't remove the saddle and can't use it. 3. Cant Whistle to cats. 4. At this time Saddles keep vanishing some still look like they have a saddle some are fine and some just Poof away. Things that could use improvement: 1. When its time to sail and you lift anchor on a nice day Fog/Rain is always triggered. 2. When building Ships PVE Crew don't fix ceilings, wall's, sails, roofs on the ships. 3. After adding ceilings, wall's, sails, roofs on the ships. Crew don't fix them, we need them to fix those items too. 4. Wild untamed Animals wondering always get in front of me while i'm working they seam to want to get in the way a lot. If this is a thing please turn it off. 5. When its time to sail and you lift anchor on a nice day Fog/Rain is always triggered. Can this not happen. (Its Better but still a thing) 6. Cyclones/Twisters follow unanchored ships like its alive, would be better if they didn't and moved more unaware of us and we had enough time to move from them like in real life, you see it and we can plan ahead, like add them to the map so we can all see them ahead of time. 7. Ships of the damned gold loot is so low. Can we have more gold for killing them? Right now they are more of an annoyance to players and are not profitable so no one wants to hunt them unless they need npc's or sail patterns, or are trying to lvl a ship. 8. Can you make the shovel work to flatten terrain for build purposes? 9. Add more content like decorations for in and out side of builds, And Dock decorations like small lights and rope, rope ties. 10. Lanterns don't last very long, can you prolong the light? If we can add Oils in a slot in the lanterns and it keeps them on to the oil is gone would be great! or never run out? 11. More outfits, weapon decorations to add to the existing ones more then we currently have at our freeports now. 12. A large cage or small, medium, large cage to lock up animals/NPC's for sales. Like i add the claimed animal to it and add a price to the cage and a note so others know the stats of that animal. Then when someone wants it they can buy it and the cage opens animal claimed to new owner and it holds the gold till i come to collect it, and refill it with an animal of my choice kinda like the shops now only animals. 13. Please add so on the animals their is at tab on the spin wheel we can add allow Alliance to use on and off option. 14. Please add so on the beds we can also open the spin wheel so we can add allow Alliance to use on and off option. 15. May we have a Cargo box to snap to the ships to store animals in on Brigantine and Galleons. 16. Can we have the silos feed the Mesh tables and Feeding troughs. 17. Allow us to add Veggies from our inventory into the feeding Trough with the Arrow to cap all the Veggies already in the feeding Trough at 100, Makes sense right. 18. Allow us to choose the amount to remove from our Munitions Storage, Right now we have to pull out ALL our cannonballs and other ammo before we can change the amount making us over weight and then we have to put it all back in the Munitions Storage beside the amount we want to keep out for the ammo container. 19. Allow us to choose the amount of resources to remove from the Ship Resource Box/Captions chest. 20. PLEASE give me a way to Stop Pooping! Should only poop when i click on Force poop not all the damn time! I'm like Hey how are you doing to a person and Out of no place I poop then they poop.. in RL if i need to poop i push it out. try talking to people and i poop then they poop come on Im not an old fart that needs dippers here! lol What gives! 21. Can we have fertilizer stack? 22. Can you make the Silo so it collects the Veggies and other farmed Crops we grow? or add a building that farms the plots for us or an npc or something? 23. Cyclones should not follow ships around like they are alive but they should act more on the server side not self aware of players.
  19. Chicken - let eggs be more valuable. Make them more drastically increase Vitamin A. Sheep - let them drop Mutton and let that act like the eggs described above. Also, let their hide give a boost to cold weather gear, including a buff against wetness effect on cold. This is how wool acts in real life. Wool, in fact has the unique ability to keep you warm even when it's wet. Horse - Give slight increase to speed. This should be the Meta fighting scout Give armored saddles, and weapons that are easy to use when fighting from the back of this mount. Give a heavy armored saddle that cuts the speed to slightly under the current speed. Add a lance that you can use from the back of this heavy mount, but also add in a collision/trampling damage when this horse crashes into an enemy infantry. Pig - Allow its poop to act like fertilizer. Allow it to stack a bit, and not decay so fast. What else would we use it for? Everything gives meat, so its main purpose in real life is diminished. Bull - allow the horns to penetrate armor better, and do more damage. Maybe also stun an enemy so that they fall to the ground, bleeding. It should do more than just put blood in front of your eyes. This should also be the meta for towing a cannon. Create something like a combine for it to tow over growing food. Doing so drastically increases food production. Bull should be meta food gatherer with this. Cow - pretty good as it is, since milk gives medicinal effect. Maybe increase that slightly. Maybe change the meat of both the cow and bull to also have a small medicinal effect since beef is the safest meat to eat. Maybe allow their meat to be eaten raw. Allow it to also drop some prime meat. Fish - allow their meat to be eaten raw. Sushi anyone? Make all raw fish meat and beef give more health but this is offset as it decays faster than cooked meat. Rhino - Should be the Meta battering ram to knock down gates. Allow for an armored saddle for the rider. Rider can't shoot or fight from the back if using that saddle. Elephant - platform saddle with siege engine...catapult, Ballista, etc.. This should be the Meta Fighter, not the bear. It should have much higher weight, health, and melee than current. Stamina is OK, but the run speed should be increased some. They aren't actually that slow in real life. Giraffe - Without getting to ARK'd up, hard to say on this one. Maybe add a rope ladder that allows the rider to climb up to the top of the head for sniping and scouting, and mining things too high for you to reach? Maybe allow the rider to stand on the saddle? Lion - Allow pack buff. I like that it pulls riders off the mount, but instead of the silly looking current version, let it pin the person on the ground. Remove the superman jump ability, but buff health and melee. Wolf - Give pack buff. Wolves, dogs in general have excellent hearing, so they should make excellent fighting scouts. Maybe give them a similar ability to what the Troodon had? Maybe give them the realistic role of sentry. They sense the nearby presence of the enemy? Tiger - No pack bonus like the Lion, but should have sneak ability vs other animals. Should counter the wolf enemy sense, but not be immune to it. Only have this while being quite...walking slowly. Running cancels the sneak buff. Bear - Should be Meta fish and honey gatherer. Should attack you if you get too close. ARK had that right. Should keep you warm when riding them in Tundra and Polar areas. Parrot - increase the cooling buff. Use for keeping babies cool. Penguin - increase heating buff. Use for keeping babies warm. Monkey - no change Raven - no change Vulture - Allow it to see the quality of nearby animals. In other words, it can tell the difference between the Alphas and the Omegas, the strong and the weak. Seagull - Act as a sort of radar at sea? Rabbit - add a "lucky" buff to items crafted. Make this 4 decimal places, and use in anti-cheat to detect duped items. No item should have the same stats, and lucky buff. Can also have this same luck buff when tarot is added.
  20. Now to address the drivel above. This game is EA. Literally, every person should come here and voice their opinion of that they like, AND don't like about the game, and honestly, posting what you don't like is more important. Why? Because one thing he said is true, gamers...customers of any product, are more likely to say something about what they don't like. Devs know that, so nothing said is a sign that all is well, and they are on the right track. It's simply not deniable that the player base has shrunk drastically. I just read a post on the discord for the 5x5 I played on that just went to a 3x3, and one of the guys posted about how in the 7 hours while he was offline, somebody totally wiped his base. His friend said that was it, he was done, and so he also was done. He complained that there was literally no way to protect a base. He's right, and the point is, the game needs changes, but this is EA, and that is what happens in EA, but only when people voice what they don't like about the game. So it was a foolish post to whine that people give feedback. Like it or not, feedback is often negative. That's life. Suck it up and put on your big boy pants. Stop acting like a baby over the fact that people give feedback. I for one, talk to everyone I game with, and get their feedback, and pass it on. Just as I did with what the guy said in Discord. I do it because not enough people give their opinions. It would be better if people came here and did so, long before quitting the game. What would YOU rather have? People just quitting the game, and leaving, or would you rather they give feedback, which might get some things fixed? Well here's the other thing...without a solid amount of people wanting to play the game, you won't have a game. Maybe if this game dies, you will still be able to find some unofficial servers to play on. Maybe. I would rather see it thrive, but to thrive, it must change...not because I, or anybody else who gives feedback simply must have it our way...it must change because what is on the table is being rejected. So instead of telling your mates that you aren't a real gamer if you come here and give feedback, tell them it's actually their duty to do so, if they would like to see this game thrive. So now that that that is on the table, let's talk about some honest truths. People demanded the ability to respec almost at will. Right? People jump in fires to fix their vitamins. Right? People don't like their base, or ships getting offlined. People don't like their bases getting wiped, right? People don't like all their passive tames getting killed, just because some sadist thinks it's funny, right? This is why some people play on unofficial servers. I have played both official and unofficial, so let me tell you what is good about unofficial. First, in unofficial, not one time did I see any island completely ringed with either bases of small companies allied with each other, nor did I see gates spammed everywhere. What does this mean in terms of gameplay? Easy. There was not one single Island I saw, that I did not make landfall on. As I immersed in the sailing of my ships, I felt like a real explorer/pirate, getting to explore an island I had never been to. I was not afraid to take my bears, elephants, rhinos, etc..and go ashore and search for resources, or treasure. Let me also state a few facts. The Devs of WWIIOL knew, and stated, that the perfect game has the average players attaining a 1 to 1 success/fail ratio. Like it or not, each of us are the stars of our own personal SOAP Opera, and everybody else are extras. So, other people are not going to stick around to just be your punching bag. I will brag a bit here simply to make a point. I mentioned earlier that the #2 guy at the company had kind words for me after following me. What he told me was that while I always finished somewhere towards the middle of the top 25 tankers (7th to18th), he said they all agreed I was the best. Why? I was the only one who never cut supply to get my kills. Always attacking and defending towns and ABs. Even with this, my K/D ratio was only 4 to 1. As a result of their thinking, the game is still being played, 18 years later. Now, this in mind, it frustrates me that some of the top players in games are always trying to put together "dream teams" of the best players. That's cancer to games. Star Marine, for those who are familiar with it, had this problem. A couple of teams build those dream teams, and played that game a lot to get in the top of the leaderboards. As a result, they would get insane scores, 40-2, 50-4, etc...while other players were getting 1-15, 4-17, etc... People don't stick around for that. Games are just better when you focus on playing with people you like, and not building dream teams. People used to understand this concept. Used to be that if you were going to play a game of basketball, or football, etc., you had two people take turns choosing players. Sucked if you always got chosen last, but you had a better time that way, than if you were always on the losing team. How does that relate to this game? People don't like playing games that they feel cater to the Megas. Or to people who can stay up to 4 in the morning and offline you. People don't like to play when they feel that their failure is coded into the game. One thing Star Citizen is going to have right is that 9 of 10 ships you see in the universe will be NPCs. What this means is that even if the "Eeelight" units have a lot of success, so too will average players. Think of this like NCAA football. Why does the league allow so many games between the big schools like Florida, and little schools like Florida A&M? One reason is the money...OKAY, the main reason is the money, but what that does is allow Florida, even in a down year, to have a good shot at a winning record. They could lose most of their Conference games, but still have a 6-6 year. The money men in the NCAA know that this is easier for the fans to accept, than a few years of 2 wins and 10 losses. Thus the fans keep coming. What that means is that this game should put in a fair amount of different kinds of ships, with different loot in them. Sloops, Schooners, and other types of ships. Give people something to chase down and pirate. Even those who would lost most PvP battles, will have decent success with those. And it adds to the PvE servers. Literally, anything you might need in the game should be on those ships. The goal should be for them to stop after some damage, and allow the pirates to take what they want. Just as was done in real life. Armor items, BPs, weapons, ammo, food, resources, full range of tames varying in level, very low to very high, by roll of the dice, etc... The focus should be on being at sea, not building bases. If we are going to have a base, it should really be about just rebuilding a ship, when your ship gets sunk. A place to store gathering/scouting tames. Battle tames should be about fighting the NPC bosses, AotD, etc...not other players. Our fights against each other should be exclusively on ships. Bases should be small compared to what you see on official. A place to store some stuff, craft stuff, and store the tames. It should fit inside one claim. One sea claim should establish your port. These should be near indestructible, and like with Star Citizen, when your people log off, the ships should despawn. No offlining them. The Claims should have defense as part of the claim, that 100% win any battle against anyone who comes to mess with your stuff. This game should be about battles at sea, and in the wild, not about wiping people's bases. This isn't just me talking. I listen to what people complain about on the various Atlas Discords I am a member of...5 of them...and what people say in game. Some I know recently went to PvE because they were tired of their stuff always getting offlined, or getting attacked when they were not prepared, or undermanned for the fight. I listen. Maybe the problem the guy above has is that he likes offline raiding, and hates that so many other people do not. Maybe he is the entitled snowflake that can't handle that he is in the minority opinion on this. What he fails to realize is that being offlined makes you feel like your failure is hard coded into the game, and people will not stick around for that. /my2piecesof8
  21. Armor, weapons & firearms use in the skill trees. I notice that the way the skills try to incentivize armor, weapons & firearms skill by restricting the use of higher quality items unless you have those skills it pertains to, which I think is a bad thing. Instead higher quality items should be free to use, and the detriment comes from not being skilled in it's use, where the progressive skills should reduce core penalties further with each higher level of training. Any armors above cloth armor, melee weapons and ranged weapons should incur various types of penalties specific to the item in question, like reduction in movement speed, reduction in action speed, reduction in accuracy, reduction in reload speed and so on, with each of complexity level of armor/weapon/item these penalties increase. These core penalties can be offset by higher tiers of training with the item in question. If possible minor improvements should be possible from using the item in question for a longer period of time, where death would reset this training. However, there should still be some types of items that cannot be used with the required skill to use it, like for instance more advanced type of artillery. Furthermore, it's NOT good that in order to specialize in the use of armor, weapons, firearms, etc. you have to be able to craft it, and it also disincentivizes trade, because why would you trade for it when you can craft it yourself. Making it so you can specialize using armor, weapons, firearms, etc. without requiring you to be able to craft it, creates more specialized types of careers to persue - like for instance those that don't want to be crafters could for instance become a firearms specialist. You think soldiers or pirates are crafters? I'll let you think on that for a while. Some might, but the majority would not be and should not be, this will diversify Atlas. You're trying to make an MMO, so you need to realize that what you're trying to create is way different from Ark, one should not be able to be a Jack of all trades as one can be in Ark, and if so it has to come at a price, that you can only learn the basics of the majority things but certainly not all and so you will need to make decisions. If the skill trees were more diversified, it would make it much more similar to career or class based system, where each would find it's role within Atlas. Some of the core penalties of not being trained in a particular type of armor above cloth should be, where the higher the tier the higher the base penalty should be. - Reduction in movement speed. - Reduction in action speed. - Reduction in Accuracy. - Reduction in Stamina Regen. - Reduction in damage reduction capabilities. (potentially) - Requires more stamina to move. Some of the core penalties of not being trained in a particular type of melee weapon should be, where the higher the tier the higher the base penalty should be. - Require more stamina to use. - Slower attack recovery. - Inflicts less damage Some of the core penalties of not being trained in a particular type of ranged weapon should be, where the higher the tier the higher the base penalty should be. - Require more stamina to use. - Slower attack recovery. - Inflicts less damage. - Less accurate - More potential spread. - Precise aiming becomes shaky faster (like aiming down sights or aiming with bow). These are just a few I could think of but I'm sure there are more that would apply for each individual item in question. But in general I think it should be it should distinguish between crafters and those that specialize in it's use, and it would also incentivize and encourage trade a lot more, as people could trade their services just as well as their commodities.
  22. Overall I agree that this game has a lot of issues, many of which seem like simple fixes. I think @Nutty Grandadhas a more than fair list but I'm still really excited to get back onto the game again. Sad to lose what we have but excited for the opportunity to stake a good piece of land. With regard to PvE and PvP I strongly think that abandoning PvE in any facet is a major mistake. One of the most unique things that only PvE truly offers is a self sustaining economy; I don't thin any other game I've played matches it. I would however, like to add a wish list for content improvements, which can hopefully be added in conjunction with the fixes. Hoping a dev reads this and takes it seriously because I really think this game could be so good (again assuming it does end up functioning logically and properly). The more simple decorative things we have to make each building unique, the more legitimate towns and cities you'll see pop up. 1) Various styles for the thatch, wood, and stone (walls, doors, floors, roofs, all of it) and PLEASE ADD GLASS especially for better windows. Wood is probably the easiest to explain. The current style is almost Bavarian. Add a log cabin style, a vertical plank style, etc etc. Also iron bars and doors for creating more realistic prisons. 2) Add a new style pillar that's bulkier and operates as they do in Ark. Those bulkier pillars always added a great way to accent builds and if you could naturally snap them to corners (As you should be able to with the current pillar style as well) they would be much more aesthetic for docks and canopies 3) Fireplaces and bon fires like in Ark were great adds 4) Tannery, apiaries, etc 5) Clutter Items - Hay bales, Boxes, Fishing Racks, 6) Water Towers and water troughs for animals 7) Grain silos that are much larger than the current crew silos, specifically designed for exceptionally lengthy storage for fruits and vegetables 8) Pleaseeee improve the farming system. All I mean is please stop making us plant into those stupid little planter boxes. I would love to see actual farms being built where maybe the land has to be tilled and seeds planted into the ground. 9) Better signage. Just more fonts and font sizes along with new sign options (hanging banners, wall banners, etc 10) Add street lamps that function just like wall torches but provide a far more aesthetic option for builds 11) Bring in bonemeal fertilizer for regrowing destroyed fauna and when selected it should show you what is going to grow and where. 12) Add buildable bushes, hedges, decorative trees / flowerbeds etc 13) Allow more ground clipping. Building on hills can be really cool but the major issues this game has with even placing foundations through uneven terrain looks so dumb sometimes (gaps and holes versus the building being flush with the ground) 14) Different lighthouse options. I LOVE the lighthouse to signify where a settlement is, but we really should have some smaller options 15) FURNITURE - Couches, benches, more chairs, more tables, cabinets, indoor sinks for limitless water taps instead of throwing water barrels everywhere (they should only be needed on ships), bedroom style dressers and tables, vases, indoor lighting options, bars and bar stools, rugs / carpets (Can even add versions for animals that you've slain like bears for example), different beds (Make larger options that could act like 2 beds for spawning but cost more materials) 16) Bars / Restaurants - Allow for creatable dishes, cups, and plates when placed in hanging cabinets and racks have a visual aspect to them and can be placed on tables they looks like place settings and if you have guests / customers you can place food or drink in them which can be interacted with rather than tossing a parcel on the ground 17) More fence gate options. Particularly for farms. I would love to have certain farm animals on roam and have them not glitch through the fencing but also be able to pass through various gates 18) Water features. Possibly pools and fountains. 19) I would love for there to be a way to create dirt roads but I honestly don't have an easy suggestion for this 20) More basic clothing skins; bard, bartender, farmer, etc 21) Perch bars (for birds to be placed on), hitching posts that animals like horses and be tied to 22) ITEM STORAGE - Mannequins and weapon racks / display cases that you can place various clothing, armor, weapons, and tools for display would make for a great addition to any settlement AND allow a player to actually view the painting and customizations they may apply. New Animals; 1) Add a great white shark variation of shark. Even if its just a reskin of half of the current hammerhead style I think it'd be a nice add (NOT tameable) 2) Eagles - Larger than vultures but still a shoulder pet. Ability would be for the player to see what they see while flying short distances. Sort of like a lookout. Also able to highlight tamed animals within a certain range that may have gotten lost. 3) Domesticated Dogs - A few variants (Husky, labrador, golden retriever, blood hound, collie, etc). Ability would be increased happiness within a certain range which dramatically reduces food, water, and vitamin depletion 4) Polar Bears - Larger, slower, and naturally aggressive in comparison to current bears but they have higher damage dealings and in warmer climates they eat (and drink should you take that suggestion above) more often 5) Pigs - Smaller than the current warthogs. They're primary use is that they produce more meat when slaughtered than comparable animals 6) Donkeys - Slower than horses and a bit smaller but naturally have exceptional carry weight with worse stamina 7) Ducks - Similar to chickens but they can swim and their eggs can be used in new recipes 8) Bison - Similar to bear and rhino they take a while to get running at a decent speed and inflict a heavy damage ram attack but are generally passive. Like cow and bulls they produce prime meat but also a lot of wool. 9) Goats - Flocks of 3 or more goats and sheep combine to make crops grow faster within a certain range 10) Leopards - A bit smaller than lions and tigers but capable of climbing trees and other wood structures
  23. There were some good changes for season 3, but it feels like there will need to be many more changes to keep an engaged player base. The following are suggestions that I have been thinking about for quite sometime. Grids Size The size of each grid should be reduced by 30% This reduces ship travel time and encourages "close quarters" for combat This reduces time spent looking for SOTD Islands Island should be reconfigured to one per grid on claimable island This eliminates the ability to glide from one island to the next Encourages more ship combat Improved server performance on grid All pillar islands should be re-designed by either eliminating the pillar, or providing a direct path(s) up to the top Boss Grids Eliminate all building from the entire grid This prevents exploiting for smaller islands/icebergs Freeports Freeports should be evenly distributed across the map Provide a "fast travel" ability for ships at the center of each freeport grid Charge a fee for using fast travel Fast travel has a 12 hour cool-down Fast travel only permitted between freeports Ground Combat Grapples Grapple physics do not perform as expected when trying to grapple from water onto a moving ship Grappling a player should inflict damage upon grappling and tick minor damage and they are pulled Carbines Carbines that get headshots should ignore any buffs and inflict a lot of damage Alcohol buff Reduce buff by 50% Ships Sails Eliminate all current sails in the game Have players build the masts and equip the mast with a sail The sail should take damage over time, (esp. during storms) and there should be different types This allows the player to reconfigure the ship on the fly and adds a new element to ship combat Oars Provide the ability to create viking-type ships where you can put NPCs into oar seats to move the boat NPCs consumption of food will be much greater Anchoring Ships should continue to sink if they are overloaded, even if green-anchored This prevents a player/company from housing an entire base of materials on a raft in freeport Ship Types More ships! Where is the black pearl?! Companies Company size reduced to 50 to reduce the "mega" mentality of the game If a player leaves or is removed from a company, there is a 12 hour cool-down until they can rejoin
  24. currently weighted sails are hardly ever used and are undermined by the cargo containers. I'm starting up this thread topic on how to make the weighted sail a viable option compared to the other sails while maintaining the usefulness of the cargo containers. the ideas i have so far will be numbered to allow people to discuss each individually and help me help the devs make it a sail worth taking. 1. my main idea for the weighted sail is to allow it to rotate 360 degrees BUT requires 2 crew for the small sail, 4 for the medium, and 6 for the large to rotate it with the turning speed slowing down the larger the sail (negated somewhat by the crew skills to improve turning rate). but could be turned with less than the max but at a much slower pace so even a solo ship it can be used stil. 2. the speed of the sails should be slightly slower than the handling sails when both types are full green so someone who is using duel speed sails can still attempt to capture people with heavy sails. 3. weight should effect the sail differently like not actually slowing it down until after 80 percent (or some other number) and wont allow the ship to be effected by the cargo racks (so a large ship with large sails and cargo racks is slow but not a snail) 4.the weighted sail should have twice the sail hp and 3 times the mast health since weighted sails tend to be just as weak as other sails but need to take more damage since the ship is slow and should be able to take a beating. 5.currently weighted sails and cargo sails are mainly used for the heaviest mats such as wood metal and other heavy items when these matierals are easily available to all parts of the map it makes trading routes short since you only have to go to the tile next to you to get a certain type of metal so to counter than materials should be more scarce in biomes they shouldnt be in. metals should be in the artic, wood in the tropic, and stone in the desert with biomes inbetween being a mix of these. I'm not saying there should be no stone anywhere else but there should be massive deposits of these mats with different types of stone on different islands within that biome. changes to the heaviest items in the game make traders required and make pirating more important to take transported goods with the weight of gold also being increased and the ease of getting it slightly reduced would make it a lot more valuable especially for traders. feel free to add and help me with this discussion
  25. (Great English by the way Edee) I agree, and further think blueprints should be trashed completely, as should raising/breeding animals. I think there should be a marginal buff to items created using a skill tree or raven (perhaps up to 110%). That way everyone is pretty equal at sea. Maybe a small buff for including mixed resources since if you get rid of fine+ BPs you don't need to collect resources. Breeding animals is a stupid waste of time. You should be able to quickly capture and domesticate a beast for general use. They don't need to level up perhaps all should be locked at level 20. This would force players to rely on their own skill tree to overcome obstacles. Sure you could train a bunch of bears and ride on in to beat a high level map. But you wouldn't be able to breed ONE bear that could take on any map, you'd need more players. If you build a mechanic like shield bash, there should be a skill tree or defense to negate the effect. Barrel bombs should have never been projectiles. The game should be about teamwork, load out and tactics. Not based on min/maxing, time investment and resource collection.
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