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Found 14,021 results

  1. 06 - Junk sails still broken a bit. The crew manning junk sails sometimes after crossing or server restart - go to the ship hold, and control junks from there. Sometimes "unseat" button doesn't do anything, and only following whistle makes them unseat. And when they do - they warp to the upper deck to where they should be, if they were controlling sails from they spot on ship's edges. Also Junk sails still brings invisible, but unpassable mast inside ship's hold:
  2. You most likely parked your ship on a freeport. There we have a bug for years that NPCs may fire their cannons on fish in the water, or at least track them. Press C to change all active groups to not fire mode. The settings are not working like you describe it(at least in freeport). NPCs will not repair ships parked on freeport and they will have a fast decay. You get a ingame message about that. This is to avoid abuse of freeports in the PvP servers... or at least an atempt to make it more difficult. So your ship sunk by this. The wrack should not disapear at the freeport for 24h to salvage your stuff. A bag of 20 minutes would be worse. But it's maybe possible some other players demolished your ship and took what you had. The tornado storms are anoying and i agree they are stupid and should not be like this. But it's most likely the Devs will not focus on that kind of stuff as they do other things and wind and weather is no priority to change for them.(it is working - some how...) Waves are a feature they got from Nvidia and besides the desync with the boats sometimes it's working.
  3. You should not worry about that. Build a basic shipyard and a tramp freighter or cog and leave the area. You may consider to level up with some treasure maps but they are very low quality. You may tame a bear(for fiber harvesting or treasure maps) or take an elephant or giraffe with you. But that's all you should do there and start leaving to the real Atlas world soon. Don't spent more than ~20 hours there. If somebody has choosen to play only in the R-Cave 4x4 servers you should lough about them. They are flexing with a Galleon... let them do so and lough about them... because... the portal is a 1 way ticket... if the ship leaves they can only get back nacket without ship. The harvest buildings are ugly but you don't need to worry about them. It's not an issue to harvest the resources around them. Some islands there have crude oil resource.... that's maybe worse to take with you to fire your gathering buildings in the future. All other resources you can most likely get every where else. It's recommended to get some gold and hire ~5 NPCs from freeport ... that will make it more easy to stear your ship and you have some crew for cannons to kill Ships of the Damned to get more NPC crew.
  4. The problem is not the spawn rate. It's the rendering range. You can be on top of them before you know it. It's worse if moving fast. There is a setting for this but even at max it's way too low. I understand rending these SOD at greater range would have a cost but something should be done about this. I suggest a glow seen at greater range, without rending the whole ship/s. This would help both those looking for them and looking to avoid them. And secondly, SOD being on the grid borders where you can spawn after passing through and can be in the middle of them. I recently passed through a grid in my brig to find myself spawning on the other side at a full stop T-boned into a SOD gally, taking damage as I spawned. Resulting in my sinking before I could get untangled from it. But I been here since release and have learned to just deal with it. Fixes like these just don't ever come.
  5. First and for most..nice Attempt... but needs a lot of work... despite all your NPC crew options they still shoot at everything that floats with in range of your ship wasting tones of ammo. (Before you say anything yes I have tried all the options, passive, aggressive, ships only ect ect ect ect ect) Also they DO NOT REPAIR while idle. I had three crew on my ship not assigned to any station two where on wander and one was not and I took heavy damage and the did nothing to aid repairs and I lost the ship. Thirdly.. NOT EVERYTHING NEEDS TO BE A DAM MINI GAME!!. I get having a little mini game to speed up loading your black powders firearms but one to bail water out of your ship or just to scoop it out of the ocean????? like come on!! really... UNNECESSARY TO END DEGREE!! Fourth.. cyclone storms don't have to be chasing you all over the map when they happen.. 5th.. the radius of how close a mine can be to another industry building is a bit ridiculous. Lastly if a player losses their ship it should have a inventor bag or chest that players will have a 20 min chance to recover.. Thank you. I hope you (the developers) take these things and change them I think it would make the game that much better for everyone.
  6. Hello all, So on my third exit from the Free Port, (it was my third because I keep forgetting the ladder ) I saw a couple of SOTD (Ships of the Damned), and I managed to avoid them. At some point I spot another one and while I was perfoming evasive maneuvers, two more spawned a little bit too close. As you can all imagine it was a matter of seconds before my beautiful ship sunk, and I was in the water getting eaten by sharks. So I am just saying maybe, just maybe, these guys should spawn a little less? I am new to the game so If I am missing something, please enligten me. Cheers to all and you all have a blast you scurvy seadogs!!
  7. It doesn't make sense that there are so many ghost ships. We must be on the most haunted ocean ever. I think it would be cool if they were swapped out for wild pirates and leave ghost ships for a more rare, more difficult encounter. Perhaps wild pirate camps should be included to slow the claim of islands as well.
  8. The lantern lights are definitely way too bright. I use the camera view (press K) and zoom out to get a better view. Personally I think Grapeshot absolutely needs to forget adding more content until they fix existing bugs that have been here for ages, plus the ones that have been added with each additional "patch". This game should not be in beta, but alpha and definitely not early access.
  9. If you have 4k hours into this game you should know by now that nothing happens on time with this game. I would never take time off work to play any game, particularly this one. No offence, but this is on you.
  10. Hello, I would like to create a server myself. As a test I have created a 1x1 grid. Normally a computer with DSL-Lite without real Ipv4 is not reachable from the internet. With a SSH tunnel or server-2-client portforwarding I could establish this accessibility now. A local web server is thus accessible from the outside without any problems. Normally this should also work with a local Atlas server or ? The test server is running on Windows 10 and with Bitvise I forward the ports locally to an external Linux server. Which then successfully accesses the local computer from the outside, at least for the web server. I have tried different configurations: The Atlas server bound to 127.0.0.1 which would be the same as the web server. Bound to the external IP which if I understand correctly is not a real ipv4 with DSL-Lite ? The internal IP tried but all without success. Atlas itself does not recognize the server at all so it does not appear in the list. Steam recognizes the server only if it is bound to "localhost". Redis and the server run at least as far as visible without problems. The server appears under Steam - I go to Connect - Steam asks for the password and then loads Atlas. Then comes a message that disappears a bit too quickly followed by a essage box that says "Unable to query server info for invite". I had this message on previous attempts without SSH tunnel with loopback adapter. So something very simple is missing, or I misunderstood something about the whole thing. However, some have already achieved success with the "MS Loopbackadapter" or somehow via VPN so I thought it should work so even more. In the example with the web server it is interesting that this has neither in the Cable Router "Vodafone Station Wi-Fi 6 Technicolor" nor in the Windows Firewall a port permission. The server ports (Atlas) on the other hand are all unblocked, if you can call it that. The cable router, which is probably not intended for this, calls the whole thing "IPv6 Host Exposure" and in detail "Connect remote computers to your private network. Use Host Exposure to control the connection to a specific device.". Does anyone have any idea where it hangs, or if it is even possible ? I'm happy to send configurations or other details if that helps.
  11. 03 - Sails and Camera issues. So basically when we are sailing, center of view attached to steering wheel, and it also distanced for some numbers. The problem here is - sometimes it placed so bad, with totally wrong height, to close to the sail, so the sail blocks up to 50% of ocean ahead. So the only thing left for me is to sail with constantly holding LMB. But this season - LMB view got like this: I didn't fight it yet but I'm not sure how to aim from this far distance. This one need to be checked out. The solution is simple. Each vessel should have a central view point, independent of steering wheel and being placed somewhere in the center of ship and a bit above the sails and distanced that much so most of our ship never blocks the view.
  12. 02 - Torches and lanterns way too bright now. I mean... all past seasons they were vivid bright. Right now they are "the hell my eyes burning!!!" Even applying brown dye to lanterns doesn't help any more. Brown dye last season: Brown Dye this season: The brightness should be tuned to way less intense.
  13. Hello, although I'm having a lot of fun with the part of the game that works, Atlas is frustrating me more and more. I can't play singleplayer because the pirate camps pile/stucking up five times. Apart from bugs I haven't seen yet. Is there any fix for this? So admin cheats sure but for how many pirate camps do you do that until it annoys you. Singleplayer via a hosted server is somehow not the real thing. I pay ~10,-€ for a server which can contain 1 grid. For a real singleplayer experience with collecting power stones etc. I need ? min. 2 grids so 20,-€ or more ? I can't host a server myself in LAN because it doesn't work with Atlas or only for some how has the right prerequisites. Is there at least something in sight that they will work on it ? I have the impression that they rather add content than fix bugs. Anyway I have invested several hours in the attempt to set up a server under Linux and Windows on my own LAN but with no succeed. It should have been only reachable for me, otherwise it would not work anyway because of DslLite and no Ipv4. But for Ark it works absolutly fine. Is there anything I have overlooked so far that allows me to play normally ? So without turning off basic elements of the game like the pirate camps ? And I think i can't badly play without mods. Does the bug with the pirate camps also exist outside of singleplayer ? Otherwise my efforts with server rent or host would be completely pointless. ------------------------------------------------------------------------ Hallo, obwohl mir der Teil des Spiels der funktioniert viel Spass macht frustriert mich Atlas zunehmend. Singleplayer kann ich nicht vernünftig spielen weil sich die Piratencamps bis zum fünffachen in einander stapeln. Mal abgesehen von Bugs die ich noch garnicht gesehen habe. Gibt es da irgendein Fix für ? Also Admin Cheats klar aber für wieviele Piratenlager macht man das bis es einen nervt. Singleplayer über einen gehosteten Server ist auch irgendwie nicht das wahre. Ich zahle ~10,-€ für einen Server welcher 1 Grid enthalten kann. Für ein echtes Singleplayer Erlebnis also mit dem Sammeln der Edelstein etc. brauche ich ? min 2 Grids also 20,-€ ? Selber im LAN kann ich keinen Server hosten weil es mit Atlas nicht funktioniert oder nur bei einigen wo die Vorraussetzungen stimmen. Ist da wenigstens irgendwas absehbar das die daran Arbeiten ? Ich hab den Eindruck die schieben eher Inhalt nach als Fehler zu beseitigen. Trotzdem hab ich etliche Stunden in den Versuch investiert unter Linux und Windows einen Server aufzusetzen im eigenen LAN aber es will nicht gelingen. Brächte nur für mich ereichbar sein, anders ginge es eh nicht wegen DslLite und keine Ipv4. Gibt es irgendwas das ich bisher übersehen habe das mir ein normales Spielen ermöglicht ? Also ohne Grundelemente des Spieles auszuschalten wie die Piratenlager ? Und ich denke auf Mods kann ich auch nur schlecht verzichten. Existiert der Bug mit den Piratenlagern ausserhalb vom Singleplayer auch ? Sonst wären meine Bemühungen mit Server mieten oder hosten ja völlig überflüssig.
  14. That's the problem with their island conquest game model. Do they really expect people to take time off work to try to claim land? This is why I play solo play because I don't think every square foot of an island should be spoken for. Overpopulation on a map is inefficient. Stuffing a shore with endless objects is going to slow everything down and tax servers. I don't presume to speak for everyone, but I think they should focus more on making an immersive pirate MMO. Don't just cater to PVP conquest players that have no lives, but people who have to work job and are more casual gamers. That's a larger pool of people. Give them a chance so Atlas can attract new players. New players is the only way they're going to bring in more income with new game sales, not satiating the existing niche, hard-core community.
  15. Sadly they can't really move forward with content because they just can't get the basic mechanics of the game working right/ finalized. I think a lot of the non-creative problems have to do with reskinning Ark rather than starting from scratch - which they should have done IMO. They're making a creative mistake with respect to referencing real world elements such as the "Africa" biome etc. By not referencing real world elements, players don't know if you're sailing in a different time, a different world, and that ambiguity keeps things open to different fantasy elements they can still use. Goodness knows things are getting more "fantastic" all the time with portals etc. I think the world should look pretty normal at first, but as you delve further in the game you unlock it's fantasy elements which drags you into an immersive hole of wonder. Instead, ghost ships are vessels of regular thoroughfare and portals are commonplace. I assumed the game took place in a different world given the aberrant look of the animals and monsters in the game. I suppose it could be an "alternate timeline" of our existing world, but I digress. That being said, taming/ riding dolphins is still ridiculous in any scenario.
  16. BAHAHAHAHAHAH You believe anything on discord will ever happen in atlas? You deserve to be lied too. The game should be wiped at 2pm pdt gives all time zones at least a shot on finding places to plop their butts down. By the time it’s back up it will be 4-5pm and they have some hours to fix the typical fuck ups instead of taking all night. Or weekend. Honestly I don’t see why they wipe the servers the day before. Upload and test for 24 hours
  17. the time of your server maintenance and release of patch is a complete joke. you claim you used a poll on discord. the same discord that bans people for asking about pve. the same discord that only has a small percentage of the community you have left. the same discord full of pvp'ers. by setting the time of the patch the way you have, you have given west coasters a 6-12 hour jump on anyone from the east coast. all the great islands will be settled by the time any EST player with a job is able to get on. the wipe should have been around 3 or 4pm pdt to give everyone at least a shot at good land. thanks for screwing us.
  18. Edit (May 18th): Due to an unexpected issue, we’ve made the difficult decision to delay tonight’s patch to next Wednesday, May 25th @ 7PM PDT. We want to ensure the start of the new season is as smooth as possible. Thank you for your patience and understanding. Ahoy Pathfinders! The time has come for new adventures to begin again in the world of Atlas. While familiar, the seas have shifted and hold new mysteries and challenges for both new and old pathfinders alike. With the recent discovery of the Golden Age ruins, pathfinders will find themselves tested by new adversaries that will strike down the most experienced of pirates if not careful. Seven of these bosses now roam the lands waiting to unleash their might on any that dare to find them. Are you brave enough to take the challenge? There is also talk of an new unexplored region, shrouded in mystery, that may bring a new set of trials to pathfinders looking to unlock its secrets. Do not trust your senses in this eerie place for one false move may spell doom for you and your crew. The map itself has also undergone a few changes to make traversing the world a little easier. As always, with the new content, we are also continuing to fix many of the issues that have been reported by you, the community, and will continue to do so until we get it right. We want to say thank you to all the pathfinders that have provided feedback and suggestions and that continue to support us as we make gradual steps to make Atlas the best gameplay experience possible. With that said, the servers will go down May 18th at 7PM PDT and will undergo a few hours of maintenance. Barring any issues, we expect the servers to return and season nine to start around May 18th, 10PM PDT. We wish all the best luck in your new adventures and, of course, happy sailing! Released Patch Notes v543.0 Season 9 Patch Ahoy pathfinders! The tides of Atlas are shifting again. New exotic locales to explore and dangers to confront have emerged. New Content New Mini-Bosses of the Golden Age Ruins Seven new Mini-Bosses have been added. Each Golden Age Ruin island will now have its own boss to find and fight. Ancient Fire Elemental The first fire elemental ever to be created. An unknown, wicked deity possessed inflamed, volcanic rocks. It is rumored that all other fire elementals derive from this one. Found on the Golden Age Ruin island in A7 Elder Rock Elemental A Giant Rock Elemental that has seen the tides of the Atlas shift many times. He has finally arisen from the sulfurous land to destroy pathfinders who trespass on his grounds. Found on the Golden Age Ruin island in F4 Kekada A Deep Sea crab that invaded the surface long ago. Its docile nature was corrupted by the power stone contained on the island it is found on. Kekada now brutally crushes anything it can fit in its massive claws. Found on the Golden Age Ruin island in L7 Buwaya A cursed Crocodile that is only told about in myths originating from the Philippines. Legend says, those who fall victim to this monster are taken to the world of the spirits. Found on the Golden Age Ruin island in G8 Eber The Boar God. Even creatures have deities, and this one smells awful according to Pathfinders who have encountered it. They say it is a big, feral boar with rotting flesh and piercing eyes that roams the forest. Found on the Golden Age Ruin island in L3 Crystal Scorpion Legend of a mysterious scorpion that appears only in darkness that is drawn to dark energies. Found on the Golden Age Ruin island in M13 The Sentinel A cyclops creature tasked with protecting crystal entities. Corrupted by tainted crystals, this creature's appearance has taken on the visage of the very crystals he guards. Found in the Golden Age Ruin island in E1 Maw Waters A new region has been discovered! A brave, possibly foolish, Pathfinder followed the Ships of the Damned across the waters of Atlas. He returned with tales of a land shrouded in darkness and unnaturally thick fog, with creatures that seem to vanish or appear out of thin air, and eerie green fires. As proof of his findings he brought back a strange crystalline substance, soft to the touch yet somehow solid. His final notes state that any Pathfinder who ventures to these lands should not trust their eyes, as empty stretches of land may have hidden dangers. New Items Lantern of the Maw A special lantern that automatically appears on ships when they enter the Maw Waters region. Interact with the steering wheel to access the lanterns inventory, see current Essence value, and craft Solidified Essence. Fully fill your lantern to leave the Maw Waters region. How to gather Essence of the Maw and fill your Lantern There are several activities that will grant your lantern Essence of the Maw. With the exception of the Relic of the Maw all Essence is gathered on the ship the player enters on. Active Accumulation Destroy Ships of the Damned - Each ship destroyed will grant 10 Essence Destroy other players ships - Each ship destroyed will grant 25 Essence Obtain a Relic of the Maw - The Relic of the Maw is found in Flotsom and when consumed on a ship instantly fills that ship's lantern to full. Grants 100 Essence Passive Accumulation Travel 500 meters, either by sailing, swimming, or walking. Rewards 2-3 Essence. Survive in the Maw - For every 5 minutes spent inside the Maw Waters 3 Essence is rewarded. Essence of the Maw A viscous smoke that can be collected within a special lantern. This item is only acquired in the Maw Waters region, and can not be used outside of the Maw Waters. Solidified Essence A semi-soft semi-solid crystal that glows a dim blueish green hue. Relic of the Maw An ancient Golden Age Relic, found only in the Maw Waters. Using this Relic will instantly grant 100 Essence of the Maw. Reworked Map The World of Atlas has shifted again, new lands have emerged and the known world has been disfigured. Maps all around the Atlas will need to be redrawn with these newly discovered regions. Bug Fixes Fixed instances where babies born in the tame house did not require imprinting. Fixed instances where the forge would prioritize burning thatch before wood. Fixed instances where controller disconnect can cause a crash. Fixed instances where Shipyard scaffolding clipped through the front of the Pegasus. Fixed instances where tame house debris would have incorrect textures. Fixed instances where perpetual portals had invisible collisions. Fixed instances where invisible collisions existed around damaged portal entrances. Fixed instances where health was not displayed correctly for the Cursed Temple. Fixed instances where the Harrier had an incorrect description. Fixed several issues with the Giant Turtle tame. Fixed instances where the Industrial Smithy had an incorrect description. Fixed instances where the height and interact volume of the tame house was to high. Fixed instances where the error messaging when joining an online session was incorrect. Fixed instances where there was a lack of UI feedback for the Great Temple progression. Fixed instances where the Pegasus had an incorrect description. Fixed instances where unanchored ship limit increased when demolishing a ship before it is released. Fixed instances where orichalcumized walls had incorrect LOD settings. Fixed instances where Industrial statue framework being mislabeled as burial mound framework. Fixed instances where Industrial statue framework returned a burial mound framework when picked up. Fixed instances where the Industrial statue would float in the air when completed. Fixed instances where there was a storage limitation of the Great Temple progression table. Fixed instances of baby male tames being able to mate while in the tame house. Fixed instances where food added to the tame house does not increase spoil time. Fixed instances where medium weight sails are over-performing. Fixed instances where medium and small weight sails would not take damage. Fixed instances where transient node harvesting structures would collect resources from different factions. Fixed instances where a baby tame would spawn under the ground causing its death. Fixed instances where the workstation had incorrect crafting recipes. Misc. Timeworn quality has been removed until content and bugs are fixed Giant Turtles no longer spawn underwater Chromatic Aberration has been removed from underwater post processing Increase cost of the tame house No longer rounding on ship sail unit values. Players can no longer store temporary tames in the Pegasus. Industrial Rifle has been adjusted. Bleed removed, increased damage from 160 to 200 per shot, increased durability loss from 4 to 8 per shot. Industrial Revolver has been adjusted. Bleed removed, increased damage from 50 to 100 per shot, increased durability loss from 1.5 to 3 per shot. Tames will be ejected from the Tame House when the Tame House is destroyed instead of killed. The time it takes a modular ship to sink after it starts leaking has been increased. The resource costs for crafting patch kits and armor patch kits has been reduced by 50%. Modular ships have had their base weights adjusted. Server restarts have been set to automatically happen at 10:30 PST daily, including weekends. Scuttle and Unclaim options for ships have been changed to be locked behind company rank, similar to how structure access is. Interact with the steering wheel to set the minimum rank that can scuttle or unclaim. Adjusted lighting so there will be less contrast between day and night Xbox Only Improved memory performance Improved network connection Industrial Wonder Content Due to the feedback we received surrounding the Industrial Wonder, we have decided to cut it from this patch so that we have adequate time to redesign and adjust. Final Note Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch, as well as timing, may be different from what was previously discussed. As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! Happy Sailing, - ATLAS Crew For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame
  19. Edit (May 18th): Due to an unexpected issue, we’ve made the difficult decision to delay tonight’s patch to next Wednesday, May 25th @ 7PM PDT. We want to ensure the start of the new season is as smooth as possible. Thank you for your patience and understanding. Ahoy Pathfinders! The time has come for new adventures to begin again in the world of Atlas. While familiar, the seas have shifted and hold new mysteries and challenges for both new and old pathfinders alike. With the recent discovery of the Golden Age ruins, pathfinders will find themselves tested by new adversaries that will strike down the most experienced of pirates if not careful. Seven of these bosses now roam the lands waiting to unleash their might on any that dare to find them. Are you brave enough to take the challenge? There is also talk of an new unexplored region, shrouded in mystery, that may bring a new set of trials to pathfinders looking to unlock its secrets. Do not trust your senses in this eerie place for one false move may spell doom for you and your crew. The map itself has also undergone a few changes to make traversing the world a little easier. As always, with the new content, we are also continuing to fix many of the issues that have been reported by you, the community, and will continue to do so until we get it right. We want to say thank you to all the pathfinders that have provided feedback and suggestions and that continue to support us as we make gradual steps to make Atlas the best gameplay experience possible. With that said, the servers will go down May 18th at 7PM PDT and will undergo a few hours of maintenance. Barring any issues, we expect the servers to return and season nine to start around May 18th, 10PM PDT. We wish all the best luck in your new adventures and, of course, happy sailing! Released Patch Notes v543.0 Season 9 Patch Ahoy pathfinders! The tides of Atlas are shifting again. New exotic locales to explore and dangers to confront have emerged. New Content New Mini-Bosses of the Golden Age Ruins Seven new Mini-Bosses have been added. Each Golden Age Ruin island will now have its own boss to find and fight. Ancient Fire Elemental The first fire elemental ever to be created. An unknown, wicked deity possessed inflamed, volcanic rocks. It is rumored that all other fire elementals derive from this one. Found on the Golden Age Ruin island in A7 Elder Rock Elemental A Giant Rock Elemental that has seen the tides of the Atlas shift many times. He has finally arisen from the sulfurous land to destroy pathfinders who trespass on his grounds. Found on the Golden Age Ruin island in F4 Kekada A Deep Sea crab that invaded the surface long ago. Its docile nature was corrupted by the power stone contained on the island it is found on. Kekada now brutally crushes anything it can fit in its massive claws. Found on the Golden Age Ruin island in L7 Buwaya A cursed Crocodile that is only told about in myths originating from the Philippines. Legend says, those who fall victim to this monster are taken to the world of the spirits. Found on the Golden Age Ruin island in G8 Eber The Boar God. Even creatures have deities, and this one smells awful according to Pathfinders who have encountered it. They say it is a big, feral boar with rotting flesh and piercing eyes that roams the forest. Found on the Golden Age Ruin island in L3 Crystal Scorpion Legend of a mysterious scorpion that appears only in darkness that is drawn to dark energies. Found on the Golden Age Ruin island in M13 The Sentinel A cyclops creature tasked with protecting crystal entities. Corrupted by tainted crystals, this creature's appearance has taken on the visage of the very crystals he guards. Found in the Golden Age Ruin island in E1 Maw Waters A new region has been discovered! A brave, possibly foolish, Pathfinder followed the Ships of the Damned across the waters of Atlas. He returned with tales of a land shrouded in darkness and unnaturally thick fog, with creatures that seem to vanish or appear out of thin air, and eerie green fires. As proof of his findings he brought back a strange crystalline substance, soft to the touch yet somehow solid. His final notes state that any Pathfinder who ventures to these lands should not trust their eyes, as empty stretches of land may have hidden dangers. New Items Lantern of the Maw A special lantern that automatically appears on ships when they enter the Maw Waters region. Interact with the steering wheel to access the lanterns inventory, see current Essence value, and craft Solidified Essence. Fully fill your lantern to leave the Maw Waters region. How to gather Essence of the Maw and fill your Lantern There are several activities that will grant your lantern Essence of the Maw. With the exception of the Relic of the Maw all Essence is gathered on the ship the player enters on. Active Accumulation Destroy Ships of the Damned - Each ship destroyed will grant 10 Essence Destroy other players ships - Each ship destroyed will grant 25 Essence Obtain a Relic of the Maw - The Relic of the Maw is found in Flotsom and when consumed on a ship instantly fills that ship's lantern to full. Grants 100 Essence Passive Accumulation Travel 500 meters, either by sailing, swimming, or walking. Rewards 2-3 Essence. Survive in the Maw - For every 5 minutes spent inside the Maw Waters 3 Essence is rewarded. Essence of the Maw A viscous smoke that can be collected within a special lantern. This item is only acquired in the Maw Waters region, and can not be used outside of the Maw Waters. Solidified Essence A semi-soft semi-solid crystal that glows a dim blueish green hue. Relic of the Maw An ancient Golden Age Relic, found only in the Maw Waters. Using this Relic will instantly grant 100 Essence of the Maw. Reworked Map The World of Atlas has shifted again, new lands have emerged and the known world has been disfigured. Maps all around the Atlas will need to be redrawn with these newly discovered regions. Bug Fixes Fixed instances where babies born in the tame house did not require imprinting. Fixed instances where the forge would prioritize burning thatch before wood. Fixed instances where controller disconnect can cause a crash. Fixed instances where Shipyard scaffolding clipped through the front of the Pegasus. Fixed instances where tame house debris would have incorrect textures. Fixed instances where perpetual portals had invisible collisions. Fixed instances where invisible collisions existed around damaged portal entrances. Fixed instances where health was not displayed correctly for the Cursed Temple. Fixed instances where the Harrier had an incorrect description. Fixed several issues with the Giant Turtle tame. Fixed instances where the Industrial Smithy had an incorrect description. Fixed instances where the height and interact volume of the tame house was to high. Fixed instances where the error messaging when joining an online session was incorrect. Fixed instances where there was a lack of UI feedback for the Great Temple progression. Fixed instances where the Pegasus had an incorrect description. Fixed instances where unanchored ship limit increased when demolishing a ship before it is released. Fixed instances where orichalcumized walls had incorrect LOD settings. Fixed instances where Industrial statue framework being mislabeled as burial mound framework. Fixed instances where Industrial statue framework returned a burial mound framework when picked up. Fixed instances where the Industrial statue would float in the air when completed. Fixed instances where there was a storage limitation of the Great Temple progression table. Fixed instances of baby male tames being able to mate while in the tame house. Fixed instances where food added to the tame house does not increase spoil time. Fixed instances where medium weight sails are over-performing. Fixed instances where medium and small weight sails would not take damage. Fixed instances where transient node harvesting structures would collect resources from different factions. Fixed instances where a baby tame would spawn under the ground causing its death. Fixed instances where the workstation had incorrect crafting recipes. Misc. Timeworn quality has been removed until content and bugs are fixed Giant Turtles no longer spawn underwater Chromatic Aberration has been removed from underwater post processing Increase cost of the tame house No longer rounding on ship sail unit values. Players can no longer store temporary tames in the Pegasus. Industrial Rifle has been adjusted. Bleed removed, increased damage from 160 to 200 per shot, increased durability loss from 4 to 8 per shot. Industrial Revolver has been adjusted. Bleed removed, increased damage from 50 to 100 per shot, increased durability loss from 1.5 to 3 per shot. Tames will be ejected from the Tame House when the Tame House is destroyed instead of killed. The time it takes a modular ship to sink after it starts leaking has been increased. The resource costs for crafting patch kits and armor patch kits has been reduced by 50%. Modular ships have had their base weights adjusted. Server restarts have been set to automatically happen at 10:30 PST daily, including weekends. Scuttle and Unclaim options for ships have been changed to be locked behind company rank, similar to how structure access is. Interact with the steering wheel to set the minimum rank that can scuttle or unclaim. Adjusted lighting so there will be less contrast between day and night Xbox Only Improved memory performance Improved network connection Industrial Wonder Content Due to the feedback we received surrounding the Industrial Wonder, we have decided to cut it from this patch so that we have adequate time to redesign and adjust. Final Note Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch, as well as timing, may be different from what was previously discussed. As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! Happy Sailing, - ATLAS Crew For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame View full article
  20. Simple as that. Currently a 3x3 but will be moving to a 5x5 as soon as we have the playerbase to need it. https://discord.gg/z2pkSz4PqY Search for "Airidale" on your server list or Join Airidale Should bring you there
  21. I think the fog is immersive and indicative of sailing. Changing your plans based on weather conditions is realistic albeit a challenge at times. When I'm sailing and caught in a fog, I have to be super careful not to run into SotD. This is where you should try to find land and maybe do some crafting and gathering. The same goes when the sun goes down. You want to plan around it. Digressing a little, they need to eliminate the FLEETS of the damned and replace them with wild pirates. It doesn't make sense that there are that many ghost ships.
  22. its no different then if a server has 145 players out of 150 when you enter it only 5 players can play the boat can travel though the server can load 5 players the other 10 will be in the queue waiting for the ship to leave that server and load back into the game are you one of those players who think FPS games should let players join whatever team they want with no limitations you say it "excludes" players from playing but these people have a choice and can control where they go and when work with your company use communication and team work to deal with this new challenge are you afraid of the game being harder? the majory of the world will still have no cap also an important note when playing there is almost never a time when your whole company is in the same tile
  23. While you are right that large companies can stomp every body into the ground and do so your suggestion will not work. If 20 players join a server on a boat and only 5 can enter you exclude 15 players from playing. They can not log in - because their body is in a caped server. Unless their mates kill them they are doomed. The only option the Devs have is to implement peacetimers or some kind of offline protection that some players do not like as well. Also this is difficult because it's a global server with 24h different time zones. This game is based on Ark, so unfortunately in my opinion the land and base combat focus is to high and there is to less benefit of sea fights. Land bases and harbors should be pretty safe in order to let people feel confident their ship will go down in a sea battle and not by a random stranger while they are offline. Single players on official PvP have some disadvantage of course. I learned this myself long time ago and joined some crew, helped others to join and succeeded with this and met some nice people. But as the playerbase has some unfriendly exploiters the large companies face some real issues with recruting strangers. So very much issues ocure because of the players themselfes simply do not (all) play in a fair way. You can't compare a 24/7 (survival/building) game that goes 3-4 month with a 30 minutes round based ego shooter...
  24. if you are a older gamer you will remember games like Battlefield sometimes never had an option to keep teams balanced in the past people would end up all joining the winning team the server would end up with 50 players vs 14 players in a 64 player server guess what happened to the gameplay when that happened guess how fast the server would die and become unplayable Atlas has been trying to stop this sort of gameplay happening by limiting company member numbers but this only hurts new players / casual players to make room new players and casual players are far more likely to be kicked from the company if you have no company in atlas the game becomes almost unplayable you are now forced to quit if you ever want Atlas to grow if you ever want the game to be popular do this... start by removing company member limits and add a server cap for company member's per server (tile) Lawless islands 5 player cap Servers next to freeport 10 player cap Normal servers 25 player cap Kraken Server / Event Servers no cap if 25 players enter a 10 player server 10 will enter and the other 15 will now be in a Queue limiting players from the same company from joining that same server (they will still be asleep on the ship and able to travel though this server on that ship) allow players in the queue to use in game company chat so they can communicate and organize who should be logged in or out for that tile give preference to higher ranking members of the clan if a ship of 20 players enters a lawless island server (5 player cap) the 5 highest ranked players on the ship will load the other 15 will be placed into a queue look do you want this game to grow ever? ever? you need to make the world playable for new players the only time this game is ever playable for smaller groups / new players is when a new season starts no shit people can get around the cap by leaving the company or splitting their company up SO WHAT? this still makes it harder to be zerged... this also makes the "company caps" almost worthless a function only added to get people to quit the game so remove it and use a system like this instead the more the game grows the bigger you can now make the world and maybe even add uncapped servers but right now understand you need this game to have the ability to grow a dead game is not enjoyable for anybody Daish has spoken if you disagree you are a fool or you want this game to die
  25. U know guys... what I really love to see in release version - is reworked weather engine. Because weather (along the ocean and ships themselves) is the CORE of sailing game! It should be cool. It should bring spectacular view. It should require us to deal with it!!! What should be done: - Removed "Waves" (both cold, heat and fog) because they just makes no sense and doesn't brings anything to the game (seriously - If I hunt SotDs during fog I just stop, go alt+tab and watch youtube, and if I sail somewhere - I just sail). - Removed 3D clouds. We're not in flight simulator, where 3D clouds matters. - Wind rotation system should be canceled. - Pacman with 100500 tornadoes - should be canceled. --- - New skyboxes added, with different types of weather. So everyday we experienced something different. Bright sunny days. Partly cloudy. Gloomy gray. Drizzle. Heavy rains etc. Also snowstorms, white mist in cold areas. With spectacular sunrises and sunsets, rainbows after the rains, st. Elmos before storms. And all that kind of stuff. - Steady wind (most of the time it's average strength, but rarely goes to calm or hurricane). It's fine for me if it will be random direction and strength every grid. It should change it's strength and direction from time to time (not that often). - Deadly thunderstorms with lightning strikes risk. Damaging planks if you point wrong angle to waves, or go full speed, and damaging fully opened sails. - Tornado should land rarely. It should be large, single, predictable, avoidable (at all costs) and deadly to pass through. --- Maybe some weather skills allowing us to predict the weather, or check one at neighbor grids. Maybe some +xp bonus for ship - sailing through dangerous conditions.
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