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Found 149 results

  1. I would like it when no one can raid me and I can raid them at any time. Can we have that, please? Asking for a friend... The moment they put in PVE restrictions in PVP, PVP is dead... thank the Flying Spaghetti Monster that you cannot do much in Freeport for long... or everyone would pack there always...
  2. Less tedious absolutely, but if the larger pieces retain the same functionality (snap points), then the benefit to performance will be pretty small. For a 4x4, the underlying geometry can be simpler, but vertices are pretty cheap. To retain the snap points, there would still need to be the same number of bones with rotations and positional offsets. For texture, you could either tile the 1x1 texture 16 times across the object, create a monster texture 16x as large, or reduce the level of detail on the texture, which will look pretty bad next to a full-res tile. One of those is best for instancing, one is best for streaming, and one is better for memory, but they all hit specific hardware harder (RAM, CPU, GPU, or network bandwidth) The only thing that would significantly improve performance would be reducing resolution on the textures, or reducing the number of snap points on larger objects.
  3. One of the things that I love about the game is the creativity that the building system unleashes, but at the same time, it can get a little out of control... Looking around on the PVP servers, the sailing ships that we have resemble more of the Ironclads of the 19th century with all of the Walls, ramps and ceilings adorning them, and they're bristling with 2 or 3 stories of rear and forward-facing cannons, and this needs to be curtailed. Cannons should be mountable on Gunports, and gunports only, or introduce a block and tackle type building block that would prevent them from being placed anywhere except on a Ship deck, a Floor block, or a stone ceiling (to allow for use on forts). Fighting a battle with another ship has almost nothing to do with manoeuvring skills, tactical use of the winds and bringing guns to bear, it's all about running at or away from your foe with a Frankenstein's monster of a sailing vessel belching cannonballs from its bow... It's also an easy exploit to get around the ship slowing down when the gunports are opened (still not quite sure why that is).
  4. Well, here's the kicker: I'd been playing on PvE (because I value sleep). Played on PvP and left, not because of the PvP... because I frankly never experienced actual PvP, just PvMyStuff while I'm sleeping/working/adulting. I like PvP. Real PvP. When I think of ATLAS or even ARK, I just don't think, "Wow yeah I'd really like to PvP in that game." I don't want to build a boring reinforced box to house my crap. Why give me a cool building system to suck the creativity out of it because I have to build a ridiculous looking ship to be viable in PvP combat? I think, "Dude, I want to build a badass looking base and cool ships. Because I can." If I want to slaughter (or be slaughtered) players, I'll go play PUBG or whatever. Even WoW PvP was great. RIP. Here, every "PvP" situation was: *Log in* "Why am I naked... oh this again." *Build sloop* *Go get the stuff from the hidden caches* *Find new island* The fun in PvP for me is the rush of knowing you're facing another human being in digital combat. Maybe you're evenly matched. Maybe you're not. Winning or losing almost doesn't matter because either way you gave it your best. ATLAS PvP lacks any ambition for that. Why face someone when you can just wait until they're not around and take their stuff? That never even crossed my mind to do during my time on PvP (back to societal degradation, I guess). It just seemed totally cowardly and most of all un-fun to me. If I want to break into houses, I'll go sneakthief in Skyrim. At least the NPCs don't log off. I don't really care if I lose stuff because someone actually fought me for it. I do care when my biggest threat is supposed to be flying lions. If I log into my 4 years inactive (... but still active... should probably cancel that) WoW account, my stuff is there. My main from launch is there. I wouldn't be surprised if I logged onto freaking EQ if my characters are still there, assuming I could ever remember my account info. Couple weeks gone from the PvE server and poof. Even people who log in every day are mysteriously losing ships they've physically moved within a couple of days. This is kind of a fundamental problem and people who are already fed up are throwing in the towel because it's making the game a job even for PvE players. And it's really only there on PvE because the devs can't figure out how to curb foundation/pillar spam (and maybe to save server memory). Hell, even before the wipe it was kind of fun island hopping and checking out peoples' bases and maybe coming across something abandoned and finding some loot. Even ARK is better on single player. At least there you have a fighting shot at all of the content with hoards of meticulously bred dinos. Solo players and casual groups are effectively locked out of end game content here because many of us simply don't have the hours in a day to live, breathe, think ATLAS. For us, unless something changes, there will eventually be a brick wall where you can choose to farm yourself to death or just leave and go play something that's actually fun. This is where they are failing at an MMO to the core. The content is just not there. Hopefully, this upcoming announcement parts the clouds and unicorns pooping rainbows come down from the sky (... although the way things are looking, there is a literal possibility of this) to give us a kickass game... But the realist (no pun intended) in me thinks... probably not. Fundamentally, ATLAS is not an MMO. Sure, the map is massive, the player capacity (supposedly... we don't actually know) is massive. But in reality, it's a cluster server multiplayer with fantasies of being a pirate MMORPG. It's like calling Fortnite an MMO because a crapload of people are online all the time. It checks very few of the boxes that make an MMO an MMO... It's just kind of... meh right now in almost every aspect of the game. Unfortunately, it kind of is ARK reskinned. Only problem is, they have effectively sucked all the good of ARK out of ATLAS, with the single exception being the building system. They haven't copied and improved. Hell, it's not even looking like they've considered ANY of the great mechanics of great MMOs past. Basically, ATLAS doesn't do anything for me that something else does better. If I want hardcore survival, I've got The Long Dark. If I want FPS, I'm enjoying Anthem. If I want PvP, I can go play a FPS PvP or head to Cyrodil in ESO. If I want an MMO, I could resurrect my WoW characters or play some ESO. If I want to sail non-ridiculous ships with proper sails on a cool ocean, I could go back to some Black Flag. If I want to just murder monsters and have an actual storyline, FFIV, Monster Hunter, Witcher III. If I want to build cool shit and maintain a hoard of animals: ARK. Hopefully, they can turn this ship around (pun intended).
  5. Given where it started from, I disagree. I don't think there's any way you can fairly consider where NMS is now based on where it started out as anything but a success story. Let's be very clear: I never asserted that they've turned it into a perfect game or even a monster hit, and that was never the point. The point is that NMS was about as spectacular a failure at launch as any game has ever been, yet 3 years later it is still here and activity largely trends upwards go and look at the steam charts yourself. https://steamcharts.com/app/275850 All games have activity ebb and flow, but you cannot argue that NMS's average activity hasn't risen steadily from under 1000 players to consistently maintaining multiples of that over the past year. Why do people feel the need to look at things only in polar extremes and regard a game only as either a total success or a total failure? NMS is neither, and the mere fact it is not the latter is indeed a success story and is the reason I use it as an example for Atlas to shoot for. Atlas is never going to be some huge mega hit, that is almost certainly off the table and if that is the only bar of success that counts for you, then this is a more nuanced discussion than you're going to want to be involved in. The point from my OP is that NMS has been made into a viable, fun and engaging game. You may not personally have enjoyed it long term, but the overall trendline of the game's activity upwards supports this notion, even the reviews you mentioned do. Note that steam reviews all time for the game are 53% positive while recent reviews are 61% positive. They are heading in the right direction. I am asking future posters to refrain from using this thread to post critiques of No Man's Sky. Doing so is about your personal preferences regarding that game, and that is not the point I was making in using it as an example, but how a game can recover from a bad start. Posting your likes and dislikes of the game is getting into the weeds of a different discussion.
  6. Technichally, adding life to freeports isn't any different from adding wildlife or monster spawns in the world. In this case it's just adding spawnpoints for human npcs. Certainly something to add sometime in the future.
  7. They aren't focused on single-player at all! They are focused on giving what people are begging for. Official is totally infested with mega alphas and cheaters. Unofficial has a bad rap because of the insane stupidity that goes on with Ark, and Rust.. ie thousands of servers that are poorly maintained by cheating garbage admins. So the only place people are willing to go to play is single player. Crappy, easily attained servers are what created that monster! Grapeshot is just trying to hold on to their biggest group of followers! It's easy to throw blame at a developer for the direction a game is going. But the truth is that the unofficial world, and the modding community, are what drives a game's direction in a venue like this. It's up to QUALITY server owners to maintain quality and clean up that tarnished name. And again... making servers easier to host, either by giving us easy access to info or by making them less hardware dependent, is NOT going to help the unofficial world at all!
  8. Shit they need to add caves in general. Overhanging rocks and a crevice dont cut it. Need a lawless cave system for close quarters pvp when the 6 shooter comes out. Put special drops and monsters in there to bring in the players. Maybe even a ranking system and titles based on pvp kill count, monster kills and amount of said loot picked up
  9. Has anyone noticed this powerstone island to be over-spawning animals and monsters? We've done a fly by of all the powerstone Islands and they all show a regular, ordinary amount of spawns. They all have 1 hydra or 1 dragon. However Mnt_Y_EU_PVE always spawns 3 hydras(immediately after a Dino wipe is done), and the number of animal/monster spawns is easily 3 times that of all the other powerstone Islands. Navigating the island on foot is absolute chaos. If I were to use rhino's as a measuring stick, there would be something spawned every 2 rhino's apart (or less) Is this a config issue, or a bug with the island itself?
  10. I actually have to agree with the OP - Granted I havent read his entire post but I did see him complaining(and rightfully so) about content behind locked behind having to kill the kraken and whatever else. Locking content/items behind a wall that most if not all small companies can't complete kills the update for some. I know for myself and the 2 buddies I played with had zero chance of killing the Kraken much less killing the bosses on the islands for the keystones. They release the submarine but guess what? You gotta kill the Kraken to unlock it. I mean really? That is just straight bad decision making. Hey lets release new content but you cannot access it! That is not good. It's not crying, or what not, hell call it crying if you want but it is 100% bad on their part to block content or crafting items or whatever behind having to kill the toughest monster in the game that requires many ships and people to accomplish. Will they potentially change it? Who knows, only they know. I just have to agree with his sentiment with locking things behind having to kill the toughest creature in the game and for some small companies like ours, we simply cannot do it.
  11. Ahoy captain's and pirate it still possible to join in the Hunt for monster that are rumored to hold up in the polar areas. The Hunt Will be at 4 pm and 8:30 pm cest
  12. I'd be happy with just normal NPC ships. I have a guess as to why they went with the floaty fog monster ships, that being because they don't have a dedicated AI programmer, so they needed an NPC ship that didn't have to obey things like wind direction or physics to make it easier on them, and just drop it under the banner "Because Magic!" So I have a feeling we won't see normal NPC ship enemies in the near future, because they're too short staffed to make them anything but either janky and unrealistic or realistic-adjacent but not very challenging. All that being said, I think it would be worth the effort for them to do NPC sailing ships, especially for PVE servers. I'd love to see it and I think it could add a lot to the game. Fighting the SoD is OK, but it isn't as satisfying as exchanging proper broadsides with another ship that you could board and blunder and scuttle or take for your own. I mean, if you're going to say you're a pirate game that's kind of a reasonable expectation right?
  13. My company, Krakengard, and I have been enjoying your server for a couple of weeks now. However there are a couple of issues, the other night my buddy and I were in A1 taming a male lvl27 wolf and we noticed the taming speed seemed to be x1. In the process of trying to tame it, it was accidentally killed with errant crossbow shot at 96%. This was our first larger tame so we were both a bit miffed. So we thought it was taking too long tame and I noticed I was barely getting any XP even though I had the "New Discovery" xp buff on. We verified the lower rates by harvesting a tree and only getting a tenth of what we normally get on the servers. I sailed us down to A2 and there I was getting the normal x10 gathering and XP rates. The next issue I have is the Fountain of Youth. How are we supposed to defeat the PvE monster without a huge company and alliances? On official we did the dragon but it was 4 brigs fully loaded with company/alliance members shooting it. How are we supposed to kill that with 4 man companies? Is there a mod that takes care of this? We are looking to play with some more guys so if you need a crew hit me on discord here https://discord.gg/qKd5pu See ya out on the seas!
  14. Argh dont! Some people literally died preparing for these 40 man raids. We all remember Snowly https://www.dailymail.co.uk/news/article-368088/Gaming-world-mourns-girl-virtual-funeral.html This is what happens when game devs make games 'challenging' to the point of ridiculous. Snowly died prepping for the BWL raid, and devs had created such a monster 'dungeon' that saw players farming material for potions etc days became a necessity. I burned out at the end of the Wrath of the Lich King, never looked back, I now couldn't bring myself to do any of it again. Everything for me now has to be solo, or accomplish-able solo. Doesn't make me a snowflake, it makes me sensible. Defending Atlas, everything can be done without doing crazy prep. Loads of excellent players have open invites for Kraken, for the Ice caves, powerstones etc. No one has to look further than a small reply on forum to join in, and tag along, without the compliance and stringent set of Ts&Cs that come in with being someone elses slave. Atlas is ok.. it's got the middle ground.
  15. That's a monster pain in the ass. I have fresh water where I am but will need to run 10 miles of water pipe just to make this happen..... So no one has gotten this to work with just reservoirs? Edited to add, don't care about the clean piping only getting the grill to work with reservoirs and not the intake pipe BS.
  16. Screw that, sailing is boring as hell and a major waste of time. There is nothing on the majority of those islands that makes it worth the risk, effort, or time. We only sail about for "discovery" points merely because we have been FORCED to by the game system but it remains a lifeless and pointless chore. What they need to do is actually stop being so lazy and apply effort to flesh out each and every island. Make them all unique and have different monsters to battle and diverse loot to acquire. Spread out NPC quests, settlements, dungeons, caves systems, secret passages, undead graveyards, haunted underwater shipwrecks, pirate enclaves, ancient tribal civilizations, and monster lairs to discover and conquer all over each of the islands. Get creative! We need more in the way of PVE content to make ATLAS feel alive like a Fantasy MMO . Instead of lazily placing down a million lions, tigers, wolves, yetis, blah blah, how about mimicking real ecosystems that feel natural and NOT just mindlessly spammed. Mix up the danger with NPC pirates, skeletons, zombies, giant spiders, demons, elementals, giant scorpions, ettins, wyverns, fire beetles, mimics, spectres, constructs, goblins, imps, fey, mutants, wraiths, animated statues, gelatinous ooze, and etc. Give us different types of treasures such as special weapons, armor, tools, materials, gems, gold, blue-prints, skills, consumables, notoriety titles, cosmetic skins, experience points, and etc as incentive.
  17. Ahoy Pathfinders and hopefully Devs! I am from a pretty large company in NA PVP. Really enjoying the game but slowly finding it getting a little stale. The main quest lines seem to be repetitive (powerstones) and completed relatively quickly with not much lore of which many MMO's are built on. One suggestion i have is to add quest lines with different progression for each quest giver. Many variations could be made up and are tried and tested across many other online MMO' and are enjoyed by the many that play. Quest line ONE (TRADER): Collecting quest items from one freeport, deliver to another. SCALING: Further freeport to deliver, heavier items (requires bigger boat). collecting items from other regions along the way. Quest line TWO (BEAST SLAYER): Assisting freeport questgiver in slaying a beast, returning the head in return for gold/skins/xp SCALING: Higher tier beast/monster, different biomes. Quest line THREE (HERBALIST): Collecting rare herbs/items, creating different concoctions to return to herbalist. SCALING: Killing monsters for special items (e.g deathworm horn - Yes i played Ark! ) herbs found on mountain tops (will need to climb), biomes. Quest Line FOUR (Pirate King): Defeating the enemies of the wannabe Pirate King! He just needs your help to 'persuade' the pirate lords to accept him as king! SCALING: Pirate lords - Sink or make them submit their allegiance to the king! Pirate lords ships are bigger, higher level as quests progress. I could make these things up ALL DAY, i think they'd be using most of the mechanics the game already has for these quests so in theory wouldnt be too hard to implement? I dont know i just play the games. Hopefully I hear something back on this topic. I REALLY do enjoy this game and want to see it grow its player base. Devs, if your interested and would like me to expand on my ideas then let me know. Preferably via email as I am awful on checking up on forum posts as i rarely use them. I just thought this could be a good suggestion. Thanks for your time! Teach. (NA PVP Player)
  18. Consider the idea of fast travelling with interrupts for encounters(return to normal speed if traveling ship comes into a certain range of non allied ship, sotd or sea monster and resuming after enough distance is made), and taking all variables into consideration like weight,wind and sails. Most people find sailing to already discovered places a chore, so my wager is, fast travel of x3 to already discovered islands outside of local server would be revolutionary. Fast travel should not be possible to undiscovered islands. Fast travel would start when you exit the island zone and if no enemy element in vicinity from atlas map while captain starts steering - no entering some special location for it, like currents etc, as this would be camped by griefers. Fast travel occurs in normal game time, only the travelling ship is x3 faster. Also, to further prevent big tribes from easily attacking long range, to take into consideration if any of the destination island in destination sector is war phase, and if so, slow down fast travel to normal speed. Also add cooldown if fast travel is interrupted by the initiator to further curb pvp abuse of the feature. Allowing the npcs to auto pilot the ship across sectors is also a neat idea. But also would need some special leveling skills for them: gunnery, melee, navigation...
  19. Haven't completed yet but clanmate told me how to do it easily. On your ship you will need to box yourself in so the mermaid can't pull you in when you find the circles. Can use railings and or walls or whatever. Once you find the mermaid circle and are out of it, use spyglass to see the mermaid in the middle of the circle. If she is beautiful, shoot her in the face! Once you get close to the beautiful one she'll turn into a monster and try to drown you. The mini game during the drowning is just so you can punch her in the face and escape and has noting to do with trying to make her friendly. If when you look at her with the spyglass and she is ugly, then you can swim into the circle and when you get close, she will turn beautiful and embrace you and you will get the completion for Friend of the Mermaids. I guess they are trying to teach us it's more about what's in the inside than the outside?
  20. Yeh Cobra is alot bigger, monster of a snake, not as big as titanboa in ark tho.. But it's hit box seems to be the same size as Rattlesnake.
  21. Here is an idea to see an island or cave or combo for a boss fight or even a SOTD pirate cove or base of some sort that you need to drive your ship which could be class driven for difficulty level with obstacles to avoid. To avoid clustering of ships maybe a sea monster that will attack ships and deep enough so ships can sink out of the way. And some low depth areas that have monsters or SOTD operated canon turrets that can be destroyed that will attack ships if they stay too long so people can't block it. Which can be demoed by others trying it. Rewards can can be ship skins or even a new ship BP, gold, ammo, weapons & armor BP's, better sail BP's and etc.
  22. What kind of bases are you raiding???? And why are there no defenders that kick your ass??? I wanna see you take the Island from real established companies in 4 hours. Don't forget you need 1 hour to declaim and 1 hour to claim. And this within the war-window. Some days ago one of our allies was the entire 9 hours under attack from a mega-corp with 3times the numbers and a full functioning supply-line. They did not loose their Island and did not take fatal dmg. I stick to the suggestion that timers should be connected to the Island-size. There are as example some 20-points Island that are nothing more than some small rocks. You can't build any defense there at all. No need for 9 hours war-time. And then there are this huge monster Island - with so much ground to cover and so good defensive building-options -> nobody will ever take those within 9 hours.
  23. The taming system definitely needs and overhaul. The Devs of games like this think that evertything must be monumentally difficult, or people will get bored doing it. Not true at all. Many people love building things. That's not hard at all. Same for building ships. Farming isn't actually that difficult. Taming a monkey isn't actually difficult, and I enjoy that no less than taming other things. Frustration is not good. People don't like being frustrated. That being said, other than the Elephant, taming isn't too difficult, and I know people prefer the much lower time to tame here, than in ARK. Don't get me started on Breeding. Just get a good bear and pump everything into health. Then, do the skills that will make it easier. Sneak 3, Taming proficiency, and get the Monster Whale achievement. Then, put the taming food in your 0 slot, fill your inventory with bolas, and put a couple in your hot bar. Find the animal you want to tame, and start hitting it with a bear. If it is an area with a lot of predators spawning, you will not want to do this alone. Take at least one other person on a high health/high melee bear to kill anything that threatens you and your tame. Put your bear...the one you are riding, on passive, so it won't kill the tame, in the event that you get hit. The bear that you ride, you want high health, and you are better served if you have Nature's Touch 3. You do not actually want this bear to have very high Melee, as having lower melee allows you to use the bear more safely in lowering the health of the tame, so you can bola it. The person who is riding the other bear, should have Nature's Touch 3 and Nature's Cry 3, and his bear should have high health and melee. Put down a bed near the tame so you can get back quickly, if you are killed. It helps if there are at least two people spec'd fully into taming, but just being able to continue feeding is the most important thing, so tier 3 for the Giraffe. If one person gets killed, the other person takes over feeding, to prevent loss of progress. If lions are nearby, and you are doing this alone, learn where the [-] key is. If you get pulled off the bear by a lion, that is your first action...press the [-] key to take your bear off passive and put it on neutral. Don't use traps. For some reason, these cause aggressive animals to last out more. There are ways around this, but you would need a team to do it. Like placing down wood walls just before the tame wakes up, and demolishing them to do the feeding, rinse and repeat until the taming is complete. I do use structures to close in a horse, to tame it. Get it's health down from the back of a bear...and once sufficiently down, bola it in an area with relatively flat ground, and few obstructions. Once down, enclose it with structures. Begin feeding only after enclosed. Medium gates work best. Thatch foundations with walls at least 2 high also work. If taming an ostrich, or other low health tames, such as a wolf, put a bow and arrow in your 1 slot. Bolas in 2 and 3. Do not spec into Strong Arm for the bow. Use the bow from the back of the bear to lower the tame's health if you fear the bear will kill it with one more hit. A good indication would be that the bear takes half or more of the tame's health with one hit. A second hit might kill it. Biting does a little bit less damage than swiping with the paw.
  24. I posted the idea for the cargo containers a long time ago. Thank you VERY much for listening. Now, one thing I think you need to do with the flotsam that they create. Do not allow the company who lost them, to access them and popcorn the stuff in them to simply deny others the chance at some loot. I have seen too much of this popcorning of resources and gold, and maps, and blueprints, simply to deny anyone the ability to have that loot. We came across a schooner where this had been done, when we completed the Monster Whale quest. When we found it, it was half dead. We complete that, and immediately came across the ship that had done the damage to it. It had been sunk, and the two crew's bodies were in the water, and their NPCs for the sales were still among the flotsam. I dove on the ship and found that they had popcorned everything of value. This is not good for the game. So let me make some suggestions regarding other loot. Gold...does not need to be carried on your person. Have a safe in the base, and a safe on each ship. These cannot be withdrawn from by players of the owning company...only by those who are not in the company. Anyone who recently left the company, should not be allowed to access it. Allies should not be able to access it. When you do a AotD map, the gold goes to the nearest safe in that grid...thus the ship you traveled on. Weight should not be an issue for the ship. When the ship is within range of a base safe, you can transfer any amount you wish, from the ship's safe, to the base safe, using the radial wheel. When the ship is sunk, this prevents the owning players from popcorning the gold to prevent it from being discovered by other players. Maps and BPs. This is more complicated. I believe this is the solution. When you find them, you have a very limited amount of time to get them into a bookshelf, be it on the ship, or a base. Once there, it cannot be withdrawn. The Smithy would see any BP within range. You can transfer them to a base bookshelf that is within range, just as with the gold. With maps, once added to a bookshelf, it also cannot be withdrawn, but a copy can, but the copy has a limited timer on it. If that is stolen off a person's body, it removes the map from the base, or ship bookshelf. As with the gold, and cargo flotsam, it cannot be removed and thus popcorned by the owners. However, others can withdraw these items. Popcorning items...please find a way to stop this. I would solve this by limiting the amount of items that an enemy can remove from a container. They should not be able to drop items from a container. If they cannot drop items from the container, and can only withdraw a limited number of items from the container, they would be more judicious in what they take...in other words, valuable loot. Pirates only took what they wanted. They didn't throw the rest off of the ship and then leave. Make containers much much more durable. Make the initial damage unlock them. Then make it take a huge amount of damage after that, to demolish it. Drastically increase the durability of stone structures, except gates and doors. Require every room to have a door into it to prevent a meta of rooms with no doors. Maybe even require every wall to have a door. By wall, I mean that if you have a wall, and you wish to intersect that wall with another wall, it would require you to first install a doorway. If you demolish that doorway, the code would not allow it to be replaced by a wall. What this does is encourage raiding, but not wiping. I do not believe that wiping is healthy for a game like this, where it takes so much effort to get built up. I see people quit when wipes happen. Present Loot....I, and others I have talked to, are tired of so much of the loot NOT being loot. So many useless BPs, and maps...especially the BPs. I would get rid of the thatch BPs, and stone tool BPs. Take a look at how often people just throw these away. Also, there are just way too many other items that are over represented in the BPs. Gates, Fence Foundations, and Platforms come immediately to mind. Sure it is nice to get some, but let's be honest, most people don't use the platforms, and only use a small amount of the gates, and rarely use the fence foundations. What people want most are the wood roof BPs, wood ceiling BPs, and wood wall BPs, for our ships. Yet, these seem to be the most rare. Let loot actually be loot...meaning people actually want the items. It does not help the game when so often, you are just thoroughly disappointed by the loot you get from Flotsam, AotD, and SotD. One thing to consider is to allow for people to get not just BPs, but items as well. Good LOOT makes people happy, even if it never gets used. BPs, and Mythical items. Maybe consider reducing the offensive and defensive power of items, and instead increasing the durability, such that they need repaired much less often, and with this increasing more and more with higher quality BPs. Make repairs no more costly, or not much more costly, than vanilla items. As it stands, my company sees little value in mythical items due to the intense Mythios requirements for repair. This also has the effect of keeping the game friendlier to new companies. As it stands, a new company need not apply, as they will be using vanilla items, vs companies with much higher quality stuff. Allow for higher quality crafting stations, such that they reduce the cost of the creation and repair of items.
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