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  1. ? have you used Ue4 ? now for granted i havent done C++ blueprint yet. but As far as im aware Ue4 makes it extremely easy to do this. Like for example Let say in your game you have 400 type of monsters but within those monster you have sub group such as Wolves, bear, demon, mermaid, etc. so you would first figure out that Monster base parent Should have these variable and then you create a child class and then you just work your way through determine that each child should inherit variable and component. So that As a bear and a wolf would have different Parent but each of those parent 's Parent would be the controller variable and event that all animal should behave. And with using actor component you can custom code and easily change how blueprint behaves. Compare Ark dev kit and Conan exile dev kit. And see how they are structured. You will see what i mean. Ive had ALOT of modder who came from modding ark.... Said that Modding CE is ALOT easier to deal with since they have proper Data management and stuff. And you guess it they use Data table for their items to control from a central source to influence what each item does. So it takes alot away from Blueprint to blueprint to Data table to load in values on the fly and can change for easier balancing. If anyone got the time compare the two... and come back to me with your opinion. Let me put it this way I can mod CE on this PC as 16 gb of ram is enough. But with ARk or Atlas i cannot do it there too much Referencing and unused variable that bogs down the system rams.
  2. Greetin's Pathfinders! News from the Cabin In this Captain’s Log, your new Community Team will be emerging from below deck to introduce themselves and also to touch on exciting new developments for ATLAS. We look forward to sharing further details on our roadmap with players in the near future, but for now, whet ye appetites on these tasty morsels! First up! I'm Chismebeard (Ye can jus' call me Chisme, which is Gossip in Spanish, pronounced chees-meh) yer new Senior Community Manager o'er at Grapeshot Games! As we ramp up the crew for the new content we plan to bring you in the coming months, you can expect Nami and me to communicate your feedback and excitement back to main base. Here's a wee bit o’ background about me: I've been working in the gaming industry for over 5 years and have experience in building up nonprofits. When I'm not working, you'll most likely find me playing monster-catching games, farming games, and first-person shooters. I've been playing ATLAS with the development crew over the last few months and can say it's a game I'll be sinking many hours into. I'm excited to get to know this awesome community of scallywags! I can be reached directly on our Forums as Chismebeard & Discord as Chismebeard#4432. Ahoy Pathfinders~! Nami here sailing in on the waves and happy to be a part of the ATLAS crew! I'll be on deck with ChismeBeard as another Community Manager. First-mate, doctor, shipwright, archaeologist, musician, sniper, cook, navigator... whatever we need, I'm here to help! Okay, maybe not navigator... unlike my namesake, I'm directionally challenged. But you know, as I like to quote, "there is little difference between being lost and exploring" and we're excited to be exploring all the new things coming to ATLAS with all of you! When I'm not getting lost at sea or trying to outdo Chisme's “chees-eh” puns, you can find me watching anime (You can probably guess one of them, shishishi), working out (manning the sails is great for the arms!), and of course, playing games! I love platinuming RPGs, supporting feeders on MOBAs, being bad at matchmaking shooters, dungeon running in MMOs, and living out my own version of Groundhog's Day in survival games lol. Fun fact: I drew a life-size Jack Sparrow for my art final back in high school. I'm sure that qualifies me as a pirate. Please feel free to reach out to me at Nami#6151 on Discord, as long as you're not also reaching out for our treasure Yo ho! Primus here -- I recently joined the Grapeshot team as the lead designer for ATLAS. My focus is to steer the new vision for the game (more below), creating a busy roadmap of content as we steer it towards 1.0. Prior to working on ATLAS, I led the player experience, economy, and crafting efforts for the fantasy game Wildstar. At Riot Games, I was a game designer working on new player experience, matchmaking, and the ranking system. Much of my career has been spent developing gameplay that enhances how people competitively work together and against each other in a simulated world. During my free time, I play a myriad of game genres, including strategy, shooters, co-op survivals, and more! You can find me commenting in the Forums as Gortok - feel free to say Hi! As mentioned on Monday, we’ve redesigned the whole World Map and today, we wanted to give Pathfinders more insight on some of the upcoming changes. The new map was designed with the goal to drive more interactions between players -- both competitive and cooperative! The Golden Age islands are moving to the map center, surrounding it with a high-density ring of lawless territory, and adding sparse island outskirts where players can claim island territory to have a lower-risk experience. This will reduce the amount of sailing between core islands, incite more conflict, and give more opportunity for Companies to capture and control water lanes for the upcoming Trade Route system -- but we’re getting ahead of ourselves on that new system -- we’ll reveal details in the weeks ahead!! 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
  3. While your wishes for a better game if it were like other games, I am not sure any of them would work in this game. Stat/skill system is their own sorta thing in general, don't think you will ever see that change to what another game uses. Entire map is made up of several servers, to clump everyone into one server/startzone would not work..from what I hear. If it was 1 island per comp.. people would just split off into smaller allied companies and some of the groups can make 100 companies with current members in now. So they could quickly claim 100 full islands.. if ya look at it that way. In a perfect world, players wouldn't be selfish and they leave room for others to expand the overall play.. it is not a perfect world out there. lol. It goes something like this. One group shows signs of becoming a mega group.. Other groups take note of this knowing that Once it is a full fledge Mega Monster, it can and will start wiping everyone else out without a fight soo, they say NOPE and start mass inviting and creating their own Mega Monster then others say some words I wont post on this forum.. and crank up their members and or begin alliances with others.. and that's how the world works in games like this one
  4. I gave this a negative review on Steam in Feb 2020 and had every reason to never come back, which felt like a tragedy because I bought five copies of it so I could play with my wife and kids. The moment-to-moment gameplay was fun an engaging (which made it so we put in ~300 hours and felt like we got our money's worth), but the macro game was chaotic and genuinely soul-crushing and we just had to stop playing. Out of sheer curiosity last week, I read some of recent the patch notes from after I quit playing, and to my utter surprise you had addressed every concern I had in my review, so I took it down and switched it to positive. There is still a long ways to go, but this last year has made me optimistic about ATLAS again. I gave a fair amount of the new content a try-out in single player and creative mode so I could see how things would work and play out and I'll give PvP and PvE a try when I have time. I'd like to start off with some compliments about this game, so you guys can get some insight into what you're doing well and what makes ATLAS fun. 1. It's beautiful. Your modeling, design, effects, everything is just absolutely stunning. I like that it's UDK as well, because it means my kids can play it on their cheap-o computers and enjoy it with me on my monster gaming rig. I'm a bit of a sucker for pretty scenery and your game is very nearly at the top of my list for well-crafted beautiful scenery (you're honestly going toe-to-toe with Guild Wars 2 and Breath of the Wild here) 2. I love the volume of content, and honestly can't get enough of it. I love sailing out to a new zone because I need aged wood, or a different kind of fiber. If you added a dozen new types of fiber, and trees (hopefully with unique models to match), I would absolutely take my time to go exploring to find them all. It makes exploring feel emotionally rewarding, and makes me feel content with the time I spend in game. So long as I avoid the wiki, it's just impossible for that to get old. 3. The micro mechanics of the game are fun. Sailing is engaging and I feel like I'm rewarded (with lower repair costs, and combat advantages) for being good at it. Base building is fun to place and design your outpost, so much so that I am motivated to go gather more materials for it. Building and designing a ship makes me feel invested in its survival. I mention these first because I feel like understanding what you do well helps you play to your strengths as you explore new mechanics, and code, and features. So, here are my observations and suggestions. I've put a lot of thought into these so I hope you see this for what it is: someone who is absolutely rooting for you and your game. 1. Individual player interactions with devs is bad. I know most people in engineering are not sociable by nature, but this is currently the #1 point plaguing your steam reviews. Get a dedicated support person. They can write bug reports for you, interface with customers, make social media posts and do light advertising for you—in short, get a community manager. A good one will pay for themselves. Have someone help players feel like their concerns are being addressed because my personal interactions with your support was. . .well, lacking to say the least. Your devs are busy, resources are tight, and I get it, but I truly believe this should be your next financial investment so you can start building the community around this game, as opposed to most of us just dying off after a while of playing because we're frustrated. If you already have a community manager, then I am not seeing any real benefit from them and you should look at one with a different skill set. 2. Early access is a generally poor decision for a game in the MMO genre. Wipes are needed, frequently, in Early Access, stuff gets lost—it's part of the social contract. However, MMOs require a huge time commitment from their players, and many MMO players are ready and willing to devote entire days to playing their game of choice all in the pursuit of character development and in-game wealth. Because of this, early access will naturally poison your developer/player ecosystem. There are few remedies to this that have worked inside of the MMO genre. You already tried the first one: wipes means newer players have a better chance at claiming an island, but it disenfranchises more established players and the ones who are genuinely desperate for their friends to convert over to their MMO of choice. The few MMOs who have tried this eventually die off. I think the best approach is two stages: public test realm, and tailored migrations. Public Test Realms are inherently imbalanced and indifferent to exploits. Players can start with nothing, mid-game stuff, or late-game stuff whenever they want and play with other people in a public arena. This fixes some of the problems with Early Access because a player can always just hop on PTR and play the parts they enjoy without the typical MMO investment. They can kind of do this on single player, but, yeah, tether distance makes that not-viable and it limits the content they can explore. More importantly, not having it means that the only place you have to test experimental features and new ideas is your production public servers that some players have invested close to 1000 hours into. See the problem? Having a PTR means you can test a feature that is risky with little to no risk to your players—like having character migrations from one version to another. I hope this is a simple thing (especially since ARK already had the player transfer and dino upload, so there is a kind of migration path forward there). It's disheartening to lose your Galleon that you spent hours upon hours making, upgrading, designing, filling with crew, and became your virtual home. Really, making it so crew and ships can be stashed before a wipe would mean the world to established players, and the key feature here isn't for the players at all, but for the devs down the road. I know external storage isn't exactly conducive to UDK, but solving that is probably essential for an MMO in the long term. The PTR also gives you the mechanism for gently removing broken game mechanics, and for offering consolation prizes to users who invested in a mechanic that ultimately doesn't work with the final game (which items often become collectables down the road). More importantly, having this would open up the user base to the more common MMO revenue streams, like paid for cosmetic skins and titles. Without having a culture and expectation of migration and data preservation, attempting to introduce either of those would likely incite a riot or boycott. I think this two-stage approach will help fix most player complaints and problems much quicker, and to some extent would address all the other suggestions or problems listed after this. 3. The servers feel generally empty. Even when I make it to another player's base, it feels like I'm walking through a museum. Having more players and well-established companies help alleviate that, but some of this needs to be put into the feel of the game. A simple fix would be to add in freeport style NPCs as purchasable upgrades for player bases. This is a sensible thing to do with the upcoming trade system updates, you're already putting in this kind of effort, why not apply some of it more generally? It's a small thing and it may not seem like it's worth the effort, but taking the time to add in animation trees and some rudimentary patrol paths for NPC characters would make the whole game feel much more dynamic. Something like more noticeable idle animations on vendors, and if you're really feeling ambitious, having them respond to the animals nearby could help Atlas feel more like a living world of exploration, rather than an archeological dig. Even if it's just a meaningless animation, a harvester NPC from the farm would go a long way to fixing this feeling. One suggestion I have that could also help this, which the game seems well suited for is borrowed from an ultimately failed MMO, Shadowbane. In this particular game, any skill or ability past level 20 was simply not accessible until you joined a clan. Player-made cities were the hubs of trade as a result, and everyone was intrinsically motivated to clan up. It made for some very fun social play, and since you already have player base building as a core mechanic, why not extend that into a social fleet building? I know a lot of players would moan about it, but if you think about it critically, does it really make any sense that murdering seagulls gives me the ability to craft a large speed sail? Learning skills from well-established player ports would create incentive for an entirely new kind of exploration—other people. That particular mechanic will never get old and will require a lot less dev time to develop (still needs some care and attention so it doesn't develop into a toxic community). I think the best way to implement this would be to have high-level skills (basically anything that gets upgraded in the current skill tree) come from tome drops that you need a port-specific NPC to decode to gain the skill (in addition to regular level requirements). I'd break up “Esotery of building” to individual building tome skills as well, so that individuals are inclined to clan up with strangers to get access to ports and companies are motivated to take in strangers because they have tomes/skills not found in the clan. As fun as it is to have a character that can do it all and be it all, MMOs just don't really need that. Everything should be split up into specialties and only the most dedicated players who are willing to create multiple toons for their account should be able to do that. ***This is a side note for future reference*** What killed Shadowbane, apart from bad business decisions and the market just generally moving onto the next-gen, was that clanning up was to heavily incentivized. In Shadowbane you could capture other clans cities (which took typical MMO levels of effort to build in the first place), and make them swear loyalty to you. The result was that one or two players would become the effective emperors of the MMO and it would eventually work it's way out of a PvP environment. The only solution that they could get to reliably work was to force a reset and everyone would have to start over periodically. Even putting in a taxation system only reinforced this dreaded cycle, because emperors had more money and resources and it would snowball into server-wide kingdoms. Putting constraints on it didn't work either, because they'd just have one of their long-term clan mates control a not-officially-affiliated clan and they'd just do tandem raids and city captures. Knowing their pitfalls can give you a better chance at preventing this, and some of the pirate theme could help. Reversing it so that each player-captured base requires upkeep from the conqueror seems a pretty sensible constraint, and allowing captured companies to mutiny after a certain time has passed would probably be enough. History is probably the best educator for this, and the factors that led to the collapse of the British Empire are probably your best bet (expense for making war to reclaim rebellious colonies, and just sheer distance involved in punishing those who rebelled, which you can easily emulate in the ATLAS environment) *** end note *** 4. It's been mentioned at great length, but the gold cost for building a ship just doesn't make sense. I could see justification for it at 1/10th the current rate, but in its current form, it's just nonsense. Honestly, you should hot-fix that out ASAP. I think an alternative to it that achieves what you were after would be a patron/loan system for a ship, where you can rent one and get a commission as a privateer. Make it the start of your power stone quests and in true pirate/privateer form make players obligated to fulfill the quests of the commission, otherwise your patron hunts you down for failing to pay your debt. Existing random-generated maps are a great first draft implementation, and you could expand it to doing trade hauls as you build out that system, that way you don't just increase your server load without increasing your player count. Formalizing this and enforcing it via mechanics could even make it possible for existing players to sponsor new players and give them a commission and a ship (which you'd want the rewards to be essential to unlock certain game mechanics to get the seasoned players onboard). Now for the last problem on my list. 5. Persistence and Instances. There's no possible way everyone who plays ATLAS can get their own island, and even trying to find a good spot for a PvE base can be challenging. It's also a core gameplay mechanic, and a fun one. The decay timer solves your needs and alleviates this problem to some extent, but it puts a time bomb into our experience. We know we'll lose everything sooner or later, contrast that to other MMOs I've played where I come back after 3 years and I'm filled with nostalgia at my armor, gear, and items in my bank. I will never have that with your setup, and I am honestly concerned that the game will never make it out of Early Access for this reason. I also need base of operations on land. I think armored docks are a step in the right direction, but I think the ultimate solution is instancing and zone specification. I don't see any real technical reason why H3 couldn't be a PvE zone, and H4 a PvP. It's good to have that blend so players can kinda pick and choose what kind of game they want to play that day without having to maintain two separate characters. It gives the Pkers more prey, and it enables PvE-centered players (like myself) to be careful, wary, and pick up some PvP skills along the way without fully committing to the pwning noobs cutthroat environment common to PvP games. It creates some excitement and keeps me from getting bored from staying in my comfort zone to long. Risk vs Reward becomes the player's guide, and that's something you can tune behind the scenes to ensure you have a welcoming and engaging gaming community. But, instancing could work just as well. It's a cheap and dirty way to make the world have less boundaries, and would make most players indifferent to another world-size shrink. In my head, for ATLAS, it would look something like a zone labeled “the unknown.” As soon as you sail into it, you're given some navigation options. “Use a chart” could take you to a specific player/company base (sharable amongst friends of course) charts, “Follow the stars” could take you to a random player base of someone who is currently online, “Pillage” would take you to a player base that's specifically in a PvP capture window, and “Explore” would generate a random bare island. Of course, to save on costs, you'd want to limit the “random” islands to the ones you've already made, and so it doesn't become to comfortable make them only spawn base_ resources. That way, you could limit what you store in an economically IOP provisioned database, and map it to static assets. Long load times are acceptable for these regions, and a single island could be smaller in size so more would fit on a single host, because they will implicitly spend a long time in them and it would be something they could actively choose to go to, and you could put the servers you're running or hosting it on in a cloud autoscale group with a shared data drive that loads the instance when a player travels to it. That way your costs better match your usage. If you're willing to take the risk, you could even have this data exclusively stored and hosted client-side (so it really only is available when a company member is online), and just put in constraints on what resources can leave the region (like, players have to register a ship and cargo manifest before it can leave to ensure nothing impossible or unlikely makes its way into the public, and the item count and value could put a throttle on how long it takes for the system to approve their manifest). That lowers your operations costs, and then it merges the three different systems you're maintaining: PvP, PvE, and single player. It really is just about which resources you have at your disposal, more Dev, or more Ops? If you have more Ops, you probably want the autoscale group with shared data drive. Anyways, sorry for the long read, hope some of this is helpful.
  5. no to gold upkeep for this monster and no gold req. for barrels because it hurts solo and small aswell everything else sounds great please add some recources in to the trade like -herbs medical and -hide and such maybe something is wrong with the farmhouses, i reequip the coal and it works i leave the area or log out come back after 2 hours and it has stopped and sometimes only stacks of 9 in the farmhouse, then i have to take this stacks of 9 out and start again, then it is running until the behaviour i stated above starts.
  6. The fact is that since the introduction of the trading system with the beginning of the farmhouses, lag has become the main topic. Since then we have all struggled with the monster lags and the game has lost a lot of its charm. Everyone just steals the island with farms, nobody needs farm animals like elephants, giraffes and rinos. All animals can be removed there. Baer and Rabe would be enough. So the Atlas developers should finally get your tired bones going and fix the game so that the people who pay your salaries can enjoy the game again. In German: Fakt ist, das seit einführung des Handelssystems mit beginn der Farmhäuser das Thema Lag zum Hauptthema wurde. Seit dem Zeitpunkt kämpfen wir alle mit den Monsterlags und das Spiel hat viel von seinem Charm verloren. Jeder stehlt nur noch die Insel mit Farmen zu , keiner braucht mehr Farmtiere wie Elefant , Giraffe und Rino. Da können auch gleich alle Tiere entfernt werden. Baer und Rabe würden reichen. Also sollten die Atlas-Entwickler Ihre müden Knochen endlich mal in Gang bekommen und das Spiel in Ordnung bringen, damit die Leute die Eure Gehälter bezahlen auch wieder Spass an dem Spiel haben.
  7. 1. one of the coolest places in the game is the Yeti cave now there is no reason to go there. it is a great spot for PVP and if you kill a giant snow monster I think you should get something as a reward. there needs to be a reason for companies to do these encounters more then once. how about just make the EXP reward reasonable? 2. making already poor new players pay for boats that they already had to farm for is silly. larger companies wont care about gold at all but you are hurting your new players with this change. this game needs new players badly. This may be ok if you rework the map rewards and how maps work. most of the maps that spawn in lawless are to high for a casual player to figure out how to do. if you rework how the maps spawn and make good maps spawn close enough that they can be done in a reasonable amount of time this may be ok, but currently lots of players do not have accesses to map due to sail time. 3. I think it would be great if during the next season the devs made a company and played on the PVP server I think you would learn a lot about what makes this game great and what is totally frustrating about it.
  8. Less people are playing because it’s not even playable in some regions of PVE. We went to H5 because I wanted to see it and I almost didn’t make it out. The Monster Of The Blue Lag-goon is the best boss yet. You can defeat him with a fast PC and low ping but he’s always there.
  9. You made the farmhouse pretty, but unfortunately it doesn't help much because the lawless servers still run so badly. On the PVE server C7, the ping is around 200. When you go out on the ship and adjust the sails, these minutes dance to yourself. Taming is no longer possible because either I kill the animal or I am killed by the animal. At C7 I would be interested anyway why a company can build such a monster pyramid? where is the structure limit of 8500 which was active before the wipe? Please Please Please, make the game playable again so that we can enjoy it again before adding any new features
  10. Before you add any new features to the game, start up the current PVE server. The lags are horrible and make the game unplayable. The worst grid is C7 where a company thinks it has to build a monster pyramid. Pinging 180-200 are the norm there.
  11. I am sorry but the way you described the invisible monster I just had to laugh. I too had a similar thing happen as well as others only we weren't sailing, our ships were parked outside of the base in waters that did not have boulders below otherwise, we would not have chosen that spot but they kept growing and our ships would just " leave the company " .......I had a brig, two schooners and a sloop go poof, a few other people in the same grid had the very same problem, this was before this last wipe ( which by the way was never supposed to happen according to the promise made from the previous wipe with xbox ) I turned a ticket in and in the following patch there were notes pertaining to fixing the growth of underwater boulders that weren't there before but, still had loss of ships, I just rebuild just easier to let them know what is going on and where than to try and make a list of all that I have lost I like to keep it simple.
  12. The server C7 is also not playable, ping is 150-180. Ship control at sea is almost impossible. The worst is on the island of Rimounear Enclave, where the company The FB Pyramide! build this monster pyramid. They also make fun of it because all the other players scold. This has been going on for a week now and the Atlas team is unable to prevent this or get the problem under control. I've been playing Atlas since January 2019, but if it continues like this Atlas is uninstalled and I look for another game.
  13. is this your first time playing a online MMO or have you been living in a cave for the last 2 decades?? TIBIA: 20+ years old MMO (saves all your account data PERMANENTLY) TERA: 9 years old MMO (saves all your account data PERMANENTLY) DIVISION 1 AND 2: 4 years old looter shooter (saves all your account data PERMANENTLY) BDO: 5 years old MMO (saves all your account data PERMANENTLY) DAUNTLESS: still on early acces, Action RPG (saves all your account data PERMANENTLY) MONSTER HUNTER WORLD: Action RPG ported from Playstation to PC 2 years ago (saves all your account data PERMANENTLY) LEAGUE OF LEGENDS: 11 Years old MOBA game (saves all your account data PERMANENTLY) DOTA/DOTA2: 11 Years old MOBA game (saves all your account data PERMANENTLY) Do i need to continue?? ....because i can... Also did you just called the action of stopping playing and coming back an "abuse" what the hell is wrong with you !!!??
  14. I played a while and would just like to add on as suggestions to our new development team. I really see the potential with this game and taking the time to get on to twitter and these forums is showing that we all care and have possible suggestions to throw out there. 1. I was thinking of something with NPC's I feel like a lot of islands felt empty when people or clans were logged off. Ports and other islands felt empty as well. Its nice to look at, but i would like to feel immersed with NPC's sending you on adventures, recruiting new crew mates, and gaining treasures or loot. I literally can see the flow improve x10 with NPC's adding to the stories with quests, information on the golden age ruins, and different beasts and creatures out in the world. It would bring a bigger fire to the lore and exploration of the game. I understand the game has a huge PVP aspect, but having lore and foundations with exploration support the experience by far. 2. I like the idea of finding random treasure maps with treasure hunts inside but, honestly, it felt over saturated. Some times i saw several on one shore line and most of the time i avoided lower level ones. Just a thought, but we could reduce the amount and increase difficulty? 3. Customization in general could use a little love. I feel like most of the players i ran into, had a beard and looked eerily similar unless you went for the deformed look. With that, perhaps weapon types and appearances. Just seems refreshing to consider. 4. Taming, breeding, and using animals could see some minor fixes and changes. I feel like tames play a insurmountable difference to the experience of the game and could use some touches here and there. 5. Island beasts, animals, and monster roaming. I feel like adjustments could be made to spawn locations of creatures. Seeing 6 different creatures roaming a beach side was always an awkward and took away from the experience. Picky but just thoughts honestly. 6. Last but not least, the Golden Age Ruins! I Absolutely love the idea and i honestly can visualize the mystery and lore behind this. I feel like this adds an IMMENSE mystery to the lore and adds to the games fantasy aspect and could be overhauled a bit. I feel like, there shouldnt be an ALPHA version of every odd creature just thrown there and spread out all over the place. When first visited this place, I usually just saw naked people running around the island due to how it was created and it completely sucked the life out of the lore and incredible buildings placed there. I can see this place being an amazing place to go on adventures and quests with NPCS or Crews. I can easily see this fixed and would massively improve the player experience with the overall game, PVP or PVE! I feel like most of these are easy patches in the future and could improve player experience! What does any one else think? Lets just talk and get ideas to the new DEVS!
  15. I like what you wrote KT, this certainly speaks for many people i am sure. I played a while and would just like to add on as suggestions to our new development team. I really see the potential with this game and taking the time to get on to twitter and these forums is showing that we all care and have possible suggestions to throw out there. 1. I was thinking of something with NPC's I feel like a lot of islands felt empty when people or clans were logged off. Ports and other islands felt empty as well. Its nice to look at, but i would like to feel immersed with NPC's sending you on adventures, recruiting new crew mates, and gaining treasures or loot. I literally can see the flow improve x10 with NPC's adding to the stories with quests, information on the golden age ruins, and different beasts and creatures out in the world. It would bring a bigger fire to the lore and exploration of the game. I understand the game has a huge PVP aspect, but having lore and foundations with exploration support the experience by far. 2. I like the idea of finding random treasure maps with treasure hunts inside but, honestly, it felt over saturated. Some times i saw several on one shore line and most of the time i avoided lower level ones. Just a thought, but we could reduce the amount and increase difficulty? 3. Customization in general could use a little love. I feel like most of the players i ran into, had a beard and looked eerily similar unless you went for the deformed look. With that, perhaps weapon types and appearances. Just seems refreshing to consider. 4. Taming, breeding, and using animals could see some minor fixes and changes. I feel like tames play a insurmountable difference to the experience of the game and could use some touches here and there. 5. Island beasts, animals, and monster roaming. I feel like adjustments could be made to spawn locations of creatures. Seeing 6 different creatures roaming a beach side was always an awkward and took away from the experience. Picky but just thoughts honestly. 6. Last but not least, the Golden Age Ruins! I Absolutely love the idea and i honestly can visualize the mystery and lore behind this. I feel like this adds an IMMENSE mystery to the lore and adds to the games fantasy aspect and could be overhauled a bit. I feel like, there shouldnt be an ALPHA version of every odd creature just thrown there and spread out all over the place. When first visited this place, I usually just saw naked people running around the island due to how it was created and it completely sucked the life out of the lore and incredible buildings placed there. I can see this place being an amazing place to go on adventures and quests with NPCS or Crews. I can easily see this fixed and would massively improve the player experience with the overall game, PVP or PVE! I feel like most of these are easy patches in the future and could improve player experience! What does any one else think? Lets just talk and get ideas to the new DEVS!
  16. Okay I have 110 hours on this game and let me give my opinions this will be a long one so arm yourself with a LOT of patience 1. Ever since launch the game lags in fact I need to play it on minimum to get 30 fps and this was in the last update (last year) so after many updates the game still runs like garbage (for the record i can run ark with 30 fps on high) SO FIX THE LAG INSTEAD OF ADDING CATS AND STUPID CRAP you should have done that for the last more than 10 updates 2. This game also uses cheap ways to make it seem as it has more content than it actually has they basically have a few farmable materials but they change the name of wood stone metal into 50 other names instead of actualy adding new materials . The map is also filled with reused island designs (there is about 6). You would think that such a huge map will have I dont know at least 20 island designs 3. The Water even though it takes up 90% of the map is close to empty for how big it is no seriously there are just as much if not more ocean creatures in ark and ark is not an ocean game and they also copied everything from ark so why couldn't they just reskin some ARK fish but no there are only about 10 sea creatures for comparison ark has 16 and some extra ones in other dlcs not to mention some fish that can be found in ocean and rivers given than in the ocean they are rear but still 4. There is unnecessary complex taming mechanics that work really bad and even after grinding and raging with passive taming even worse than that of ark some of these creatures just get demolished by a dude with a shotgun with a few blows why would you include such a hard taming if you can just destroy most creatures in just a few blows of a gun 5. The map is stupid big it feels empty you can sail for hours before finding a good island to explore and it doesn't help that there is no danger in the water the map is so big that in my entire 110 hours I only encountered player ships twice , there is no sea creature (except for a very rare whale I think) that attacks you even on a raft and the ghost ships are just boring because they are very passive and you can easily avoid them so there is no danger. 6. These developers don't even deserve support they promised optimization but all I saw was a boost of 5 fps after over a year of updates (and yes in the empty ocean where there is nothing to do but wait, it runs perfect why am I not suprised) they haven't even updated the game since last year and the last update was basically a cash grab as the main thing was releasing the game on Xbox for more money NOW AFTER I SAID WHY THIS GAME SUCKS I WILL FINALY LIST SOME THINGS THAT WILL IMPROVE IT 1. More sea creatures: since there is clearly real life creatures you can add more real ones for an example add some real life sharks (bull sharks , great whites) add orcas , add just more fish be creative with it there is beluga whales (yes i know whales arent fish shut you mouths) Manta Ray , some flying fish , whale sharks , Sunfish , small fish passages 2. Add stuff on the bottom of the ocean for now the ocean bottom has a trench filled with giant crabs some kelp rocks and sand , add more sinked ships , add more types or trenches with new creatures , add underwater caves with treasures stuff like that 3. Combat with sea creatures we should have sea monsters attack our ships maybe giant sharks attack boats rafts and sloop ship but not bigger ones , the kraken monster also make it so its challenging add more bigger creatures maybe mini bosses like in sea of thieves to defeat that randomly spawn and are are a threat to even the biggest of ships 4. add more roleplay elements - maybe dont just craft averything some stuff should be bought with gold now gold is only used for buying NPC workers who have a broken AI and some skins maybe have it so you need gold to buy some of the stronger guns and make it so you need a lot of gold and go to a city to buy youself the largest ship instead of just grinding wood for 3 hours and building it 5. Add special quests this is a ocean adventure exploration game just as much as it is a survival crafting one (or atleast it seems like that was the idea) so maybe add some special quest that some npc's around the map can give you and then you get a lot of treasure and cool items from there and get a reward this will add another element to the game that will make it more interesting and add extra stuff to do rather than just sailing to random islands and grinding to get good stuff only to get offline raided 6. Add actual pirates to the game: there could be pirate NPC's that attacks you or trade with you 7. REMOVE the ship claiming FULLY and remove the offline raid(set something that give's you offline raid protection about 15 minutes after logging out) 8. Make storms actually dangerous and more realistic - Starting with big waves that crash in your ship and can something turn it over and eventually add tornadoes that can damage your ship 9. Remove shark spawning right when you go in the water, just make them spawn naturally and more often (and like as I said in my previous suggestions add more types of smaller sharks) 10. Remove the ARK 200 dinosaurs and useless gamefiles 11. Make another map that is continental 12. Make the lions not sound like crappy Parasaur from ARK 13. Improve ambient sounds (in storms add thunder and other stuff so it's more immersive) 14. Make SmallCompany(4-5) and MediumCompany(9-10) Servers like ARK's SmallTribes (THIS SHOULD BE RELEASED IMMEDIATLY IT'S SO SIMPLE AND WILL BRING MANY PLAYERS BACK!!!) 15. AND THE MOST IMPORTANT THING! PLEASE WORK ON THE GAME! (ATLEAST OPTIMIZE IT)
  17. Out of Port, you will continue to live your adventures, inside the Ports you will come to negotiate, refuel, meet new players and maybe members for your company. The idea not is to live in ports. The idea is to have reasons to want to return to the ports at the end of a day of action. Keep in mind that port mechanics already exist, I am not adding any new mechanics. I am considering improving it. I just made a suggestion, I believe there are better ones, I don't care. What really matters is that we have a port in the game and it could serve much, much better purposes. Right? There is a peculiarity that the doors forget to address. The true meaning of the entire MMO game is to achieve fame, glory, wealth. Porto is the perfect place to parade and show our achievements. All players must be able and willing to meet at the ports to share their stories and adventures. So it is with any successful MMO game. Monster HUnter, Old Ragnarok, Old PerfectWord, Old Tibia, Old Pristom Tales, Etc etc. etc.
  18. Greetin's Pathfinders! News from the Cabin In this Captain’s Log, your new Community Team will be emerging from below deck to introduce themselves and also to touch on exciting new developments for ATLAS. We look forward to sharing further details on our roadmap with players in the near future, but for now, whet ye appetites on these tasty morsels! First up! I'm Chismebeard (Ye can jus' call me Chisme, which is Gossip in Spanish, pronounced chees-meh) yer new Senior Community Manager o'er at Grapeshot Games! As we ramp up the crew for the new content we plan to bring you in the coming months, you can expect Nami and me to communicate your feedback and excitement back to main base. Here's a wee bit o’ background about me: I've been working in the gaming industry for over 5 years and have experience in building up nonprofits. When I'm not working, you'll most likely find me playing monster-catching games, farming games, and first-person shooters. I've been playing ATLAS with the development crew over the last few months and can say it's a game I'll be sinking many hours into. I'm excited to get to know this awesome community of scallywags! I can be reached directly on our Forums as Chismebeard & Discord as Chismebeard#4432. Ahoy Pathfinders~! Nami here sailing in on the waves and happy to be a part of the ATLAS crew! I'll be on deck with ChismeBeard as another Community Manager. First-mate, doctor, shipwright, archaeologist, musician, sniper, cook, navigator... whatever we need, I'm here to help! Okay, maybe not navigator... unlike my namesake, I'm directionally challenged. But you know, as I like to quote, "there is little difference between being lost and exploring" and we're excited to be exploring all the new things coming to ATLAS with all of you! When I'm not getting lost at sea or trying to outdo Chisme's “chees-eh” puns, you can find me watching anime (You can probably guess one of them, shishishi), working out (manning the sails is great for the arms!), and of course, playing games! I love platinuming RPGs, supporting feeders on MOBAs, being bad at matchmaking shooters, dungeon running in MMOs, and living out my own version of Groundhog's Day in survival games lol. Fun fact: I drew a life-size Jack Sparrow for my art final back in high school. I'm sure that qualifies me as a pirate. Please feel free to reach out to me at Nami#6151 on Discord, as long as you're not also reaching out for our treasure Yo ho! Primus here -- I recently joined the Grapeshot team as the lead designer for ATLAS. My focus is to steer the new vision for the game (more below), creating a busy roadmap of content as we steer it towards 1.0. Prior to working on ATLAS, I led the player experience, economy, and crafting efforts for the fantasy game Wildstar. At Riot Games, I was a game designer working on new player experience, matchmaking, and the ranking system. Much of my career has been spent developing gameplay that enhances how people competitively work together and against each other in a simulated world. During my free time, I play a myriad of game genres, including strategy, shooters, co-op survivals, and more! You can find me commenting in the Forums as Gortok - feel free to say Hi! As mentioned on Monday, we’ve redesigned the whole World Map and today, we wanted to give Pathfinders more insight on some of the upcoming changes. The new map was designed with the goal to drive more interactions between players -- both competitive and cooperative! The Golden Age islands are moving to the map center, surrounding it with a high-density ring of lawless territory, and adding sparse island outskirts where players can claim island territory to have a lower-risk experience. This will reduce the amount of sailing between core islands, incite more conflict, and give more opportunity for Companies to capture and control water lanes for the upcoming Trade Route system -- but we’re getting ahead of ourselves on that new system -- we’ll reveal details in the weeks ahead!! 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. Yeah, I would have never touched breeding had they not made those changes. With levels, the higher the wild level (level before tame + taming bonus) the higher the stats. The stats are random so you will not necessarily get the same values per animal. This gives incentive to tame multiple lvl 30 animals (Wild level 44 (might be 45 cant remember if its +14 or +15 on perfect tame)) in order to push for better stats. When you breed, you have a chance of stats passing from mom/dad to the cub. Ideally, you would combine say your highest stat X (HP as example) m/f with your highest stat Y (say Melee for example) f/m and hope the baby picks up both stats. If not rinse repeat until it gets both. Then take your next highest stat Z (Weight as example) and breed that with your new HP/Melee max stat bear and hope to pickup the hp, melee, and weight. Etc, etc until you have all your best stats in a single bear. The total of stats of an animal will determine its wild level, combining max stats is how you push the base WL. (I think we finished at WL 120ish (0 muts) last time I played, which means the bear was lvl 120 right out the erm.. gate) Once you have that max bear, you breed en masse to get a bunch of stock and to start mutation hunting. After 20 mutations its much more difficult to get a new mutation, so what I would do is go until say I got HP Mutation 1, then start a new (separate breed line) which would focus on HP until I had 20 of that. Repeat (separate breed line) for the other mutations until you have a bear with 20 muts in a single stat (at peak I had ~50 bears per mutated stat lines). Then combine all those for the monster bears. The big thing with mutations is you should always breed a X/20 mutation with a 0/20 mutation, as the mutations from the mother + father are "passed" (even if the stat doesnt pass on) to the baby... so a 5/20 mother and 5/20 father would net a 10/20 baby, which can get out of hand fast. (We had a "dirty" line with like 800 mutations at one point, but not the stats. This is also why I would kill so many cubs. This is beyond your initial breeding and is the "end game" from a breeding perspective. Stats are less important for 1st or 2nd breeding as the imprint bonus (30% damage, 30% damage taken reduction when imprinted rider is riding, plus stat bonuses) is very valuable starting out. Stat bonuses from imprints do not transfer to new cubs, its only the base stats when its born (I would put 2 folders in the inventory with base stats, so I knew who had what) Other than that only other pointers I can think of would be, when the babies pop you have to claim it (whoever claims it will imprint on it, and will have to do the additional imprints for more bonus), you have about 1-2min before itll die from starvation. So you claim, open inventory, stuff food in, then disable wander. (Animals are default to wander when born). If you got any other questions give a shout and good luck!
  20. Welcome to [Norsemen-ZFG]'s Weekend giveaway! We are at it again ladies and gents ! -After a succesful run of beating Kraken and the frosty monster "Yeti" -We are now running a giveaway to celebrate and enjoy a chillaxing weekend! A great many thanks to the friends and Allies of [Norsemen-ZFG] ! It has been super fun ladies and gents !! Now time to reveal the prizes ! 1st prize ; A mythical small shipyard, time for you, to be guaranteed a level 52 boat 2nd prize Another lovely set of Bear-Brothers -Ready to go do some mapping with you! This tag-team of beast, will serve you very well! Their breeder, is @Luck0r's who are known to raise his bears with a bit of though love. 3rd Prize -This will be another haulers dream ! -A lvl 42 clean and efficient build Galleon, with a ton of weight to spare! So if you are doing transportation, then this Galleon max lvl, is something for you, to get your hands on! It even comes with a sub, for some deep dive exploration Click **HERE** to join ZFG-NORSEMEN GIVEAWAY! Kindly and good luck yall! [Norsemen-ZFG]
  21. Just with a f**king monster under the world, this game is making me sick, cya when you make a new game with another motor! https://imgur.com/Tyef0v5
  22. You kind of removed all of what I said that supported my point and only left the part that supported your point. Yes, a pirate game would have sailing, anyone that would think it doesn't is not too bright, but that wasn't my point at all. This game has sailing (and yes, many don't enjoy the sailing) required before you can do many activities, but it is just a means of travel most of the time, not really an activity that many would chose to do for it own sake, hence the game is not a sailing game, it is a pirate game. The reason for the distinction? Removing some of the sailing would not damage the game, because it is a pirate game, not a sailing game. Removing the pirates from a pirate game, unquestionably a bad choice. Removing the requirement to sail to do just about any activity (like find treasure or go kill that monster) from a pirate game, not that big a deal. So why the big objection to maybe adding a portal or some other device that lets you get to where you need to go faster? And maybe we need to make the distinction between PvE and PvP. For PvE I think it would do nothing but improve the game. Don't care, don't know about PvP. If there were less sailing, there would be more pirate like activities, that is my point. Not that a pirate game should not have sailing. The other point I made that you removed, is that if the game is based around sailing, and it is. Why the heck isn't having a base on a boat a reasonable thing to do? I explained that in my other post, why not. But that really should be a thing in this game, and that it is not, makes it not even that much of a pirate game as it should be. Who ever heard of pirates that didn't live on their boat? So yes, there are two ways to fix this game. The "Altas is a sailing game" crowd say make the sailing the more enjoyable. But some of us that think this is a pirate game think maybe just have less sailing. Because I think both camps pretty much agree, the sailing part of this game sucks after you've sailed about 100 hours.
  23. Updated! More NPC "classes" for both army of the damned and Pirates like some that uses knuckles , some uses only bombs etc On PVE or Single player NPC's pirates or damned can attack your island base! More Shops at Freeports! like some for resources , items , guns ship parts. some sell very special ship parts etc New animals like gorillas , komodo dragons , giant man eating toads , Leopard's , Coyotes/hyenas , gators , normal sharks , deer , Giant beetles , Hippos , Anacondas , GIANT BATS! , GIANT ELS as big as a Mosa , Seals! Sea monsters like the "loch ness monster and Big lobsters. walrus , Killer whales some sea only resources Damned Camps: some islands could be claimed by the damned! and the island could have damned animals that act like a hive mind! Enemies forts! these are large Bases made by pirates or damned and has A TON OF LOOT! New melee weapons- Dagger: Fast to uses! can dual wield and can cause Bleed! , battle Axe: Able to disable shields and the best one handed weapon! Long sword: A heavy weapon that's strong and has a nice swing! Cat Claws: this Unarmed gloves have Very sharp BLADES like a tiger's claw! and is great for piercing armor Heavy gauntlet: these last tier and it has LOT of Raw damage and are very durable Ranged weapons! Longbow: this is basically the compow bow and has metal and bone! also its strong! Revolving Rifle: this 6 shot rifle is not as strong as a Carbine but has more ammo! fire Bombs! New Biomes! Giant Jungle! , Savana , Volcano , Cursed , Mushroom forest , NPC's could have Jobs if you make a island base! like miners , lumberjacks , etc! NPCS on Ships could have more jobs like Chef , repair man etc New Damned Classes Destroyer: he Holds a Gunpowder barrel and he can Blow up walls! Necromancer: a ghost that Zaps You can can revive the Dead! Damned animals , pathfinders and Pirates: if any of these die but the damned they turn! Damned Soul: these guys kinda look like nameless but they dont have tails , have a large Under jaw, and they dont have armor! but they are in high numbers! ---------- Cursed alturas: These obelisk are basically ODS drops from ARK. but you have to fight the damned! and you have to fight waves of them from animals cursed to sailors! Free Ports! Salesman: he can sell anything from Resources , weapons , tames , food , armor , ship parts etc for gold! (changes each day) Fairy man: they can Fast travel you to!- another freeport , claimed islands and ships! the cost is more if your heavy! Mage: able to sell "magical" items to you! ------------------------------------------------------------------- Able to change the look of your ship! damned theme! Imperial theme Viking theme! Dragon theme and more! sea creatures attack you when in scuba suit! (only when close) able to harvest Old ruins , ships and junk around ruins! example: if you find a old ship weck on a beach you can harvest the anchor and cannons for forged metals and raw metal! Forged metal tools! Magic items: Spells , staffs , and more! (uses mythos) Mods for weapons like scoops . grips , funnals (for faster reload) and longer barrels. Ship Mods!: like a Water wheel thats able to move ship without wind but needs people and its kinda slow Armor: Desert Gear: 35 armor each and helps you in the Heat! Karitone armor: 75 Armor each: Able to repair on the go and it looks like its made of shells of turtles , bugs , scales and bones! Metal armor: 100 armor each: Looks like old musketeer armor but the helmet has no feather and the armor looks kinda rusty Plated Update: For me it's too easy to get that armor! so here's my idea Instead of using raw metal! it uses forged metal with oil to make it but the Armor gives 175 armor per piece! Pirates will sometimes roam like the army of the damned!
  24. i got some ideas for the game Animals Gorillas: (walk like the Megapithecus from ARK but has the same abilities as bigfoot! and they are as strong as a Lion) Gator's (just a normal size gator that attacks you) Shark 's (the shark in game could be called "Razorsharks" and are found in the deeper parts of the sea but rarely found in the top!. these sharks look like just normal sharks and they are weaker but easier to face) Komodo dragon (these would have nearly the Same Ai to the Megalanda from ark but this one has large bone spikes and a large frill and can spit poison and bits you for a plage effect cassowary: (these very hostile birds are similar to the ostrich but they are brighter in color and and they can uses their claws to slash you) Seal: (despite the way they look they are really mean found mostly in the snowy parts of the world but also can be found also every wear they will attack you! Damned Animals/Pirates (these animals or pirates are cursed by the Damned and they have the same particles around them and have glowing green eyes) note this happens when a damned (blank) kills another animal , pirate or even pathfinder! and it will turn into a Damned) (kinda like zombie's) ----------------------------------------------------------------------------------------------------------------------------------------- NPC types! Some NPC's spawn at Crazy levels so i think the max should be 250 but here's some ideas for them Pirate Sailor: they are the most basic attacker's there weapons are (cutlasses , brass knuckles , flintlocks , spears and pikes) and they are kinda weak! and wear only cloth! Pirate musketeers: these guys wear a mix of leather armor and have a metal helmet on! they are kinda the rifleman in the group and they can uses (carbins , blunderbuss and flintlocks only) Pirate Bomber: these guys wear cloth armor but have a Bandolier on there left and right full of bombs! they will throw them at you but if you shoot the bandolier he will go BOOM! as well as anything near him! Pirate Ravager: they wear a full set of leather armor but have a cloth cap! these guys can have any weapon! from brass knuckles to crossbow''s Pirate Bowman: these guys wear fur armor and mostly bows but they also can use crossbows and can uses fire arrows! Heavy pirate: (change) they only use maces and shields. they cant uses guns Pirate Captain: these guys wear full leather and can have Two flintlocks , two cutlass's , or a blunderbuss and they are the leaders! -------------------------------------------------------------- Army of the Damned! damned Sailor: these guys are wearing cloth and have the damned look and they run at you (like zombies) Damned Bomber: these skeleton have a bandolier of bombs and he can throw them at you! Damned Demolisher: these poor souls have a bandolier with bombs but hold a explosive barrel and if they attack your base they will run up and blow up! but if you shot the barrel anything near him will be gone! Damned Necromancer: these ghost look like a floating skeleton with electricity around them and they can revive or heal nearby damned and can shock you( it can't stun you but dose hurt) and can summon level 1 skeletons to attack you! Damned Guard Gole: these Demon looking monsters fly around and they will try to maul you! they like to tear up your sails but they are weak Damned Beast!: this Monster Looks like a Mix of tons of Corpses and a squid he has a large Mouth with thousands of teeth and has a club tentacle that has spikes and a shock tentacle that he uses to zap you! but if you shoot his mouth of hit his back it will deal 3X damage! Damned Camps! they can spawn ether Under the sea or On land and most of the animals there will be damned and will act like a hivemind to kill uninfected pirates , animals or pathfinder's!
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