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  1. Ahoy Pathfinders! Get ready for another season of ATLAS! We’re starting off with a new map, Ship in a Bottle, the beginnings of our Sea Fort reconstruction, a whole collection of bug fixes, and several quality of life changes suggested by the community! A large focus of this season will be improving existing game features, so pathfinders can look forward to several changes throughout the season, including; the start of the modular ship design overhaul, a revamped trade system, factions, and much more! Servers will be going down to deploy the update tonight, Wednesday September 21st at around 7:00 PM PDT. Servers are expected to come back up within a few hours. Lastly, as always, we are dedicated to bettering the gameplay experience with every patch. We apologize for any inconvenience and disappointment players experienced due to the Kraken Bowl grid not being online when advertised. We will be working on ensuring this does not happen again in the future. We appreciate all the support and will continue to keep the community first as we move forward to final release. Happy sailing! Released Patch Notes v.551.2 New Content Ship in a Bottle New magics have been uncovered while exploring the ghastly island in the Maw. Pathfinders who incorporate these magics can shrink their ships to store them in special bottles. Some pathfinders have even reported that they can sometimes make a duplicate of their ships while they are in a bottle! Please note: Ship duplication has been disabled on the official PVP network for the first month of the season. To use the ship in a bottle system, players will craft the Ship Bottle Station and Ship Bottles from the Smithy. The Ship Bottle Station must be placed on the shipyard it will be used at. When interacting with the bottles in the inventory of the Ship Bottle Station, press the Right Mouse Button or Right Trigger(Gamepad) to access the options menu. These options are Bottle, Duplicate, and Recover. Bottle: Takes the ship that is currently anchored or in scaffolding in that shipyard and transfers it to the bottle. You can take the bottle out of the bottle station. Resource cost: 50 Solidified Essence. Duplicate: If the required resources are present in the bottle station, and you have an empty bottle, you may duplicate your ship. Resource cost: 50 Solidified Essence and 1 empty Ship Bottle. Recover: Restores the ship to the shipyard in scaffolding. Ship Bottle Station After learning the Master Shipwright skill, it can be crafted in the smithy. Resources: Gem: 60 Gold Coin: 270 Metal: 96 Stone: 110 Thatch: 134 Wood: 240 Ship Bottle After learning the Master Shipwright skill, it can be crafted in the smithy. Resources: Solidified Essence: 50 World Map The region layout has been updated, names of regions have changed, Freeport locations have changed, and temperature fluctuations within the regions have been reduced. The following regions will be open at the season launch: Pharos Mytroa Carribia Hakar Komolos Azuela Gelare Kalda Tortuga Kraken’s Lair Cervantes’ Rest Maw Waters The following regions will not be open at the season launch: Huawi Trackless Waters Unknown Depths Sea Fort Reconstruction The reconstruction of Sea Forts throughout the Atlas has begun. Pathfinders will find that the islands have been fortified and new visuals have been added. The new Sea Forts are currently only found in Carribia, the largest of the regions in Atlas. Additional Sea Forts will be added in upcoming patches. We can expect to see additional types of Sea Forts in the coming months. Bug Fixes Fixed an issue with the object text overlapping the repair tool tip pop-up menu. Fixed an issue with floating damage text not appearing for poison arrows. Fixed an issue with Flame arrows not displaying damage numbers when hitting a target. Fixed an issue with rivers flowing backwards. Fixed an issue with the workstation converting materials into the same type. Fixed an issue with players being able to mesh buildings into a mountain. Fixed an issue with the submarine crafting skill being missing. Fixed an issue with lanterns not being able to be lit. Fixed an issue with maxed out ground clutter density and/or distance causing players to crash. Fixed an issue where destroying an industrial wonder prevented the owning company from building another. Fixed an issue with the Industrial Lab and Great Temple buffs conflicting with each other. Fixed an issue with the camera collision when inside a submarine in third-person view. Fixed an issue with the death cache causing some non-stackable items to stack. Fixed an issue with the North Pole and Antarctica regions on the Overworld map not being accessible with a controller. Fixed an issue where it does not display the pop-up descriptions for all regions in the Overworld map mode when using a controller Fixed an issue about inconsistent text description for Torpedo Launcher Kraken Railing. Fixed an issue with random structures in the middle of the ocean. Fixed an issue with spiders losing stats when put in the Tame Hatchery. Fixed an issue with baby spiders having worse stats than their parents. Fixed an issue where the player’s head would change size when taking damage. Fixed minor art issues on the map. Fixed island coastline art issues. Fixed an issue where artifact keys could be dropped and moved within the inventory after picking them up from the player’s own corpse. Fixed a performance issue when attempting to place a great temple. Fixed an issue with accessibility of the Dragon Head on the Turtle ship Fixed an issue with the Hide Map Text feature (Default is now: F12) Fixed an issue with towers stacking on sea forts. Fixed an issue where Water Jugs could only be filled once. Fixed an issue where the poison debuff was removed by swimming. Fixed an issue where the ocean did not have light blue water along the Trade Wind path. Fixed an issue where Altar of the Damned building foundations could overlap each other. Fixed an issue where some resources were refunded when overwriting a Statue Base and Framework with a finished Statue. Fixed an issue where the Tame House and Hatchery were counting invalid tame types in the “Load Nearby X Tames” command. Fixed an issue where dead tames could be loaded into the Tame House. Fixed an issue where the “stop the bar” minigame did not appear when reloading a partially loaded Hydra Revolver. Fixed an issue with inconsistent text style for “ship” and “railing” for railing structures. Fixed an issue where the player can bucket water onto a cooking structure without putting it out. Fixed an issue where Dinghies made in the Tiny Shipyard weren’t being renamed after putting a name in the “Name Your Ship!” window. Fixed an issue where clients in non-dedicated sessions would crash when gridding. Fixed an issue where the host in non-dedicated sessions would crash when respawning at a bed while a client was connected. Fixed an issue where a player could bleed tames that are protected by an armored dock. Fixed an issue with players being able to go prone as soon as they begin their reload animation. Fixed an issue with the artifact key decay timer resetting when the player dies and acquires both old and new artifact keys. Fixed an issue with floating structures in the middle of the sea. Fixed an issue where damaged armors would share their depleted durability with other armors of the same type when dropped. Fixed an issue with overlapping text on the song stone when the verse book is dropped. Fixed an issue where tiger tames could bleed bosses for massive damage. Fixed an issue where the Macuahuitl could bleed bosses for massive damage. Fixed an issue where lava did not hurt the player. Fixed an issue where the last arrow that would break a bow would not fire. Fixed an issue where the description for the Chicken Egg incorrectly implies that they cannot be found in the wild. Fixed an issue where the player could bucket water onto a cooking structure without putting it out. Fixed an issue where tamed fire elementals were not rideable. Fixed an issue where poison arrows weren’t damaging some creatures. Fixed an issue where client players in non-dedicated sessions could not respawn without a bed placed down. Misc. Server grids will no longer be added to favorites when joining. Removing hats from spiders. Industrial Shack decay timer increased to 10 days from 12 hours. Bookshelves can now be placed inside modular ships Adjusted Crocodile taming affinity effectiveness. Updated the NPC portal art to enter Rookie Cove to remove the ring. Increased the maximum an item can be sold for in player shops from 100,000 to 1,000,000. Tame Cargo Ship Railing can now be crafted in the Smithy. Medicinal Herbs can now be placed in the Crew Silo. The Pegasus ship no longer has the same icon as the Majestic Kraken. Players can no longer activate Circular Slice from a crouching and prone position. Updated terminology in the single player options menu and warning messages. Decreased how bright lanterns are. Fertilizer can now stack. Players can no longer animation cancel the sword’s overhead slice. Increased Drake duration from 3 hours to 6 hours. Increased Drake stamina from 1000 to 1500. Removed the button to create a new character from the respawn menu. The create new character button was previously added to the server selection screen. Mortar Ship’s mortar damage has been reduced. Land Mortar’s damage has been increased. Companies are limited to three of each type of shipyard and armored dock per grid. Xbox Only Memory usage has been optimized. Memory leaks have been fixed. Graphics have been optimized for each version of xbox. Known Issues Xbox version’s respawn screen still shows the create new pathfinder button. Sea Fort defensive towers are sometimes shooting at their owning company. Sea Fort Taxation Banks can sometimes not be placed. Water spouts sometimes vanish rapidly after being dug up. Loading Screen Images are not up to date Final Note Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch, as well as timing, may be different from what was previously discussed. As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! Happy Sailing, - ATLAS Crew For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame View full article
  2. Ahoy Pathfinders! Get ready for another season of ATLAS! We’re starting off with a new map, Ship in a Bottle, the beginnings of our Sea Fort reconstruction, a whole collection of bug fixes, and several quality of life changes suggested by the community! A large focus of this season will be improving existing game features, so pathfinders can look forward to several changes throughout the season, including; the start of the modular ship design overhaul, a revamped trade system, factions, and much more! Servers will be going down to deploy the update tonight, Wednesday September 21st at around 7:00 PM PDT. Servers are expected to come back up within a few hours. Lastly, as always, we are dedicated to bettering the gameplay experience with every patch. We apologize for any inconvenience and disappointment players experienced due to the Kraken Bowl grid not being online when advertised. We will be working on ensuring this does not happen again in the future. We appreciate all the support and will continue to keep the community first as we move forward to final release. Happy sailing! Released Patch Notes v.551.2 New Content Ship in a Bottle New magics have been uncovered while exploring the ghastly island in the Maw. Pathfinders who incorporate these magics can shrink their ships to store them in special bottles. Some pathfinders have even reported that they can sometimes make a duplicate of their ships while they are in a bottle! Please note: Ship duplication has been disabled on the official PVP network for the first month of the season. To use the ship in a bottle system, players will craft the Ship Bottle Station and Ship Bottles from the Smithy. The Ship Bottle Station must be placed on the shipyard it will be used at. When interacting with the bottles in the inventory of the Ship Bottle Station, press the Right Mouse Button or Right Trigger(Gamepad) to access the options menu. These options are Bottle, Duplicate, and Recover. Bottle: Takes the ship that is currently anchored or in scaffolding in that shipyard and transfers it to the bottle. You can take the bottle out of the bottle station. Resource cost: 50 Solidified Essence. Duplicate: If the required resources are present in the bottle station, and you have an empty bottle, you may duplicate your ship. Resource cost: 50 Solidified Essence and 1 empty Ship Bottle. Recover: Restores the ship to the shipyard in scaffolding. Ship Bottle Station After learning the Master Shipwright skill, it can be crafted in the smithy. Resources: Gem: 60 Gold Coin: 270 Metal: 96 Stone: 110 Thatch: 134 Wood: 240 Ship Bottle After learning the Master Shipwright skill, it can be crafted in the smithy. Resources: Solidified Essence: 50 World Map The region layout has been updated, names of regions have changed, Freeport locations have changed, and temperature fluctuations within the regions have been reduced. The following regions will be open at the season launch: Pharos Mytroa Carribia Hakar Komolos Azuela Gelare Kalda Tortuga Kraken’s Lair Cervantes’ Rest Maw Waters The following regions will not be open at the season launch: Huawi Trackless Waters Unknown Depths Sea Fort Reconstruction The reconstruction of Sea Forts throughout the Atlas has begun. Pathfinders will find that the islands have been fortified and new visuals have been added. The new Sea Forts are currently only found in Carribia, the largest of the regions in Atlas. Additional Sea Forts will be added in upcoming patches. We can expect to see additional types of Sea Forts in the coming months. Bug Fixes Fixed an issue with the object text overlapping the repair tool tip pop-up menu. Fixed an issue with floating damage text not appearing for poison arrows. Fixed an issue with Flame arrows not displaying damage numbers when hitting a target. Fixed an issue with rivers flowing backwards. Fixed an issue with the workstation converting materials into the same type. Fixed an issue with players being able to mesh buildings into a mountain. Fixed an issue with the submarine crafting skill being missing. Fixed an issue with lanterns not being able to be lit. Fixed an issue with maxed out ground clutter density and/or distance causing players to crash. Fixed an issue where destroying an industrial wonder prevented the owning company from building another. Fixed an issue with the Industrial Lab and Great Temple buffs conflicting with each other. Fixed an issue with the camera collision when inside a submarine in third-person view. Fixed an issue with the death cache causing some non-stackable items to stack. Fixed an issue with the North Pole and Antarctica regions on the Overworld map not being accessible with a controller. Fixed an issue where it does not display the pop-up descriptions for all regions in the Overworld map mode when using a controller Fixed an issue about inconsistent text description for Torpedo Launcher Kraken Railing. Fixed an issue with random structures in the middle of the ocean. Fixed an issue with spiders losing stats when put in the Tame Hatchery. Fixed an issue with baby spiders having worse stats than their parents. Fixed an issue where the player’s head would change size when taking damage. Fixed minor art issues on the map. Fixed island coastline art issues. Fixed an issue where artifact keys could be dropped and moved within the inventory after picking them up from the player’s own corpse. Fixed a performance issue when attempting to place a great temple. Fixed an issue with accessibility of the Dragon Head on the Turtle ship Fixed an issue with the Hide Map Text feature (Default is now: F12) Fixed an issue with towers stacking on sea forts. Fixed an issue where Water Jugs could only be filled once. Fixed an issue where the poison debuff was removed by swimming. Fixed an issue where the ocean did not have light blue water along the Trade Wind path. Fixed an issue where Altar of the Damned building foundations could overlap each other. Fixed an issue where some resources were refunded when overwriting a Statue Base and Framework with a finished Statue. Fixed an issue where the Tame House and Hatchery were counting invalid tame types in the “Load Nearby X Tames” command. Fixed an issue where dead tames could be loaded into the Tame House. Fixed an issue where the “stop the bar” minigame did not appear when reloading a partially loaded Hydra Revolver. Fixed an issue with inconsistent text style for “ship” and “railing” for railing structures. Fixed an issue where the player can bucket water onto a cooking structure without putting it out. Fixed an issue where Dinghies made in the Tiny Shipyard weren’t being renamed after putting a name in the “Name Your Ship!” window. Fixed an issue where clients in non-dedicated sessions would crash when gridding. Fixed an issue where the host in non-dedicated sessions would crash when respawning at a bed while a client was connected. Fixed an issue where a player could bleed tames that are protected by an armored dock. Fixed an issue with players being able to go prone as soon as they begin their reload animation. Fixed an issue with the artifact key decay timer resetting when the player dies and acquires both old and new artifact keys. Fixed an issue with floating structures in the middle of the sea. Fixed an issue where damaged armors would share their depleted durability with other armors of the same type when dropped. Fixed an issue with overlapping text on the song stone when the verse book is dropped. Fixed an issue where tiger tames could bleed bosses for massive damage. Fixed an issue where the Macuahuitl could bleed bosses for massive damage. Fixed an issue where lava did not hurt the player. Fixed an issue where the last arrow that would break a bow would not fire. Fixed an issue where the description for the Chicken Egg incorrectly implies that they cannot be found in the wild. Fixed an issue where the player could bucket water onto a cooking structure without putting it out. Fixed an issue where the description for the Chicken Egg incorrectly implies that they cannot be found in the wild. Fixed an issue where the player could bucket water onto a cooking structure without putting it out. Fixed an issue where tamed fire elementals were not rideable. Fixed an issue where poison arrows weren’t damaging some creatures. Misc. Server grids will no longer be added to favorites when joining. Removing hats from spiders. Industrial Shack decay timer increased to 10 days from 12 hours. Bookshelves can now be placed inside modular ships Adjusted Crocodile taming affinity effectiveness. Updated the NPC portal art to enter Rookie Cove to remove the ring. Increased the maximum an item can be sold for in player shops from 100,000 to 1,000,000. Tame Cargo Ship Railing can now be crafted in the Smithy. Medicinal Herbs can now be placed in the Crew Silo. The Pegasus ship no longer has the same icon as the Majestic Kraken. Players can no longer activate Circular Slice from a crouching and prone position. Updated terminology in the single player options menu and warning messages. Decreased how bright lanterns are. Fertilizer can now stack. Players can no longer animation cancel the sword’s overhead slice. Increased Drake duration from 3 hours to 6 hours. Increased Drake stamina from 1000 to 1500. Removed the button to create a new character from the respawn menu. The create new character button was previously added to the server selection screen. Mortar Ship’s mortar damage has been reduced. Land Mortar’s damage has been increased. Companies are limited to three of each type of shipyard and armored dock per grid. Xbox Only Memory usage has been optimized. Memory leaks have been fixed. Graphics have been optimized for each version of xbox. Known Issues Xbox version’s respawn screen still shows the create new pathfinder button. Sea Fort defensive towers are sometimes shooting at their owning company. Sea Fort Taxation Banks can sometimes not be placed. Water spouts sometimes vanish rapidly after being dug up. Loading Screen Images are not up to date Final Note Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch, as well as timing, may be different from what was previously discussed. As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! Happy Sailing, - ATLAS Crew For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame
  3. If you took the current breeding and just modified the way it works a bit it would be very easy to balance and shorten the time required while making it more interesting. Its not hard to balance as long as there are Pro's and Cons to breeding. With the Cons being more than just time invested. If the actual taking care of the baby was more automated say there's a nursery building that requires food and fuel to keep the baby alive while also providing mini-games to reduce the overall timer. This would increase the chances of a baby surviving. so a Pro. The cons of the new system to deter mass breeding using the same tames. have the offspring "consume" stats that are inherited from the parents. Making the First child have better base stats than the next and so on. (while this is less realistic it is more of a balancing mechanic) This would also encourage breeding lower tames for practice, increasing the value of first born from perfect tames, removes a good portion of RNG that just sucks. Survival should reflect effort put in to an act. Not an RNG temp swing that kills the kid. On that Note Taming does need some work. The current taming is just boring. arrow arrow arrow bola, feed repeat. With that in mind how can you change a boring process to make it more interesting and not overly time consuming. I think there should be different ways to tame different animals. for example. Horses you have to continue riding them for a given time without being thrown off. (breaking a horse) more aggressive tames like lions and tigers and such should be sedated then fed or would have to be bred and the cub would then have to be imprinted on. (some animals cant just be forcibly tamed but take a more lengthy process) Transporting tames should be more "behind the scenes" you have to build cages similar to cargo racks and a tame when selecing "move to 'ship name' " it stores them in the Cage. simple this got pretty lengthy sorry. haha just some ideas ive been brewing for awhile that make it more interesting and give some depth to the current systems and provide a reasonable way to balance Edit: changed some wording
  4. Totally agree that taming and breeding system need a rework. First i want to point out that the taming system itself is a bit stupid. First u beat the animal half dead, then u bola and feed it. Several times. I can hear Steve Irwin laughing. Too be fair, Arks taming system isn´t smart either but much more convenient^^ Last weekend i tried to tame a giraffe but it won´t accept ANY of the berries or veggies growing in it´s habitat. I wonder what they eat, haven´t seen a KFC or McDonalds around. Luckily some local guy gave me wheat. Giraffes and elephants range is pretty large, still doable BUT these animals keep moving in the taming cage. So u found the perfect feeding spot, animal turns around without any reason in the meaning of changing position, u get hit and probably die... Or u can´t feed the animal despite you are standing right in front of it. There is usually a magic spot for every animal were u can feed it without getting hit. This in combination with the good old never fixed bugging under the map bug is pretty annoying. Always keep a pickaxe in a crate or mount close to your taming cage so u can harvest your invisible body and the inventory bag will pop out of nowhere...Or your body is in the taming cage and u can´t get your taming stuff...lovely. Oh i forgot the perma aggro issue when bolaed animals won´t stop attacking and ofc the local predators killing your 99% tame progress bolaed and helpless animal. No one wants it to be too easy but this is a menace for solo players. Breeding...oh lord. No clue how they came up with the standard settings. I can only speak for bear breeding: 4h gestation...ok, another 3-4h til the baby will eat from the feeding trough. So far so good. (Have i mentioned that i needed 10-16 campfires to keep the babies warm in tundra region?) Burned like 10k wood just to keep em warm til the magic 10%. Wrong region some might say but why are there bears everywhere? Haven´t seen bears spamming campfires to keep their breed warm and alive. Another logical plothole which spoils the game experience for me. If an animal is living in that biome it should be resisting the regular temperatures! And accept the local food for taming. That´s 8h of caretaking. Usually that´s the time span when normal human beings needs a break, there are things like sleep, work and social life. But now it takes another 90% til the baby is full grown and safe. My first attempt ended with 2 starved baby bears next morning despite i´ve filled up their inventories AND 2 full feeding troughs with berries... Maybe the babies ate too much or the berries rottet away. I tried garlic, wild turnips, beans, grilled meat and wild potatoes but it seems my animals won´t eat it. Btw homegrown potatoes and cellery work fine. But i have to get cellery from pretty far away. And bears are one of the easiest animals to breed. I can´t imagine what a nightmare elephants and giraffes will be... All in all it´s possible but not very nice to do. Especially for solo players or small companies. I know that the company got something different in mind and PVE and solo is not top priority but that´s the way i and a lot of other players play the game. So please change the standard settings for breeding!
  5. Was my post, at all helpful to you? You have to be very diligent about identifying the mutations, and NOT using bad mutations for breeding. Somebody can correct me if I am wrong, but AFAIK, a mutation doesn't have to be passed along, to still have the mutations saying, for instance, 1/20. In other words, let's say your male bear had a mutated Melee stat, and that is higher than the female. But the baby comes out with the mom's melee state...when you check the baby's mutations, it still says, 1/20, just like the dad. That count is really just keeping count of the mutations that occurred in the breeding line, on both the paternal, and maternal sides. Trust me on this...the most tenacious breeders toss away a lot of babies...good babies...to get what they want. But, you also have to throw away a lot of bad babies...a lot of bad babies. Keeping track of those mutations is a must. One slip up can ruin your whole breeding line, especially if you are not retaining all of the parents. Without those parents, you can't backtrack to get rid of an unwanted mutation. Now, I don't know yet, if Atlas is allowing what we did in ARK, but in ARK, this is what we did. Breed for just Melee mutations only. You keep breeding for just Melee mutations until both the maternal and paternal mutations are maxxed out. Then you set some babies aside with that max melee, and start doing the same with "clean" parents...no mutations...and look for health mutations. Repeat the same process. Breed the max melee babies with the max health babies. Look for babies that catch both stats. There may be a limit to this on Atlas, and in fact, I am sure there is. But this just makes it even more important not to waste mutations on useless stats. 1. Melee and Health. 2. Stamina and Weight. All others are basically useless. If you cannot see the mutation, it is not a keeper. Make that baby a company bear, for general use. Also, all mutations include both a color, and a stat mutation. Also, while rare, a negative mutation can occur...so again, the dad can have a 9 melee, and the mom a 7, and the baby get a 7 melee, which is the dad's melee, mutated negatively to be the same as the mothers. But again, don't let this be complicated...if you can't see a good mutation...stop worrying about it...you didn't get a good mutation. It's NOT a breeder. In other words, if you were looking for a Health or Melee mutation, and it says the dad gave the mutation, but you don't see a health or melee stat better than the dad's...you didn't get what you were looking for. Don't breed that baby.
  6. Totrider, That sounds very much like my first solo go at breeding. Was a complete cluster. Like much in this game first attempts usually are very educational and let you plan better for the next attempt. Breeding can be very time intensive (esp in the first 10%) and does require planning. Once you breed the animals you do not need to babysit for the gestation period. For the first 10% (~4 RL hours) you will need to devote focus to the babies (and manage baby tempatures if required) which requires IRL planning. I usually breed on the weekends due to this time constraint and because every 8 hours you need to imprint, which means you may need to wake up at 3-4 am just to cuddle/walk. Usually what Ill do (schedule given here is meant to give an idea of time/planning) is mate the animals within an hour of getting home from work (call it 6pm); which means babies will pop around 9:30pm. From 9:30pm to 01:30am, I babysit the animals until 10% when they can hit the troughs (note: after 10% temperature management is no longer needed) After 10% Ill go to bed, but will have an imprint at 05:30am. ( 8 hours after birth is the 1st imprint). After that its just ensuring feed troughs are full and coming back every 8 hours. After the initial time commitment, breeding already is fairly casual. It just requires proper planning (and alot of alarms on the phone). Also as Assimar noted, carnivores are much more of a pita than herbivores are. Now regarding your points. I disagree with #1 as not only does that make maturation A LOT longer, it requires someone to play for 48+ IRL hours (granted not all at once, but 2 hours per weekday +6 per weekend day (not really a causal schedule) basically makes it take 2 IRL weeks for maturity) before being able to have a mature tame. That is not a "casual" approach. With #2, company members can already help feed the animals, but the imprint results in a personal bonus (up to 30% damage increase/incoming reduction) when riding the animal, which would not work as if it was a company shared imprint, as it would be very easy to achieve a lot of powerful animals very quickly. (Honestly we do breeding events every weekend and at this point everyone has a 30% bonused bear already at this point but it took about 5 weeks to get there). #3 I disagree with as there should be a penalty for messing things up. (I just lost 2 baby bears last night due to having set my alarm 2 minutes too late, so I have experienced this as well) I like your #4 idea though. It really makes sense with mammals given the milk produced by mothers. Birds could feed from the troughs to the baby much like they do IRL (just without the finding food part in game) Given an increase in food consumption in line with the amount of food a baby would consume to the mother and I think this idea would work well. On #5, I dont like the idea of another food to make on top of everything else. However, I do believe (esp for meats) an increase in spoil timers when sitting in the inventory of a baby should be a thing. Ultimately, I think there needs to be a commitment from the player for breeds because you can get some very nice stats from it. IE a wild level 89 Bear base stats:
  7. Ahoy Pathfinders, This season has been one of the hottest on record and, with its end coming soon, we’ll be refitting the fleet. We’re making preparations and changes for the next season of adventure, starting with our Summer Tune Up! This maintenance patch is dedicated to fixing many of the bugs and issues that have accumulated over the past few months and hopefully, put Atlas in a manageable game state leading into the new improvements coming in the Fall. What changes, you ask? Well, you’ll have to bottle up your excitement for now but we’ll have more details on the changes coming in our next patch over the next few weeks. We are always grateful for the support and feedback the community has provided along our journey and hope it continues into the future. With that said, ‘til next time, may your skies be clear, waters calm, and sails full in whichever way you roam. Released Patch Notes v549.6 Originally slated for 8/10, this patch will be released on 8/17/22 at 7PM PDT New Content Poison Arrow Causes a debuff that lowers food and water on the target for 60 seconds. Getting too close to an affected target will spread the debuff. Requirements: Secrets of the Bow Mortar and Pestle 1 Stone Arrow 10 Toxic Compound (any combination) New Region: Trackless Waters Trackless Waters has reappeared into the Atlas as a Lawless Tundra area for pathfinders to explore and conquer. Bundle up and find rare resources and dangerous beasts. It is accessible through portals in Antarctica and North Pole Bug Fixes Fixed instances of all treasure maps in single player going to H6 Fixed instances of text inconsistencies Fixed collision issue with the stairs on the Turtle Ship Fixed instances of graphics quality lowering after loading in Fixed some UI issues Fixed an issue of unloading tames when accessing fertilizer barrel Fixed an issue with floor tiles not snapping to same height as the floor foundation Fixed an issue with railings facing the wrong direction on the right side of a Pegasus Fixed an issue where demolishing a ritual pedestal casting unnatural fog crashed the game Fixed an issue with sail placement on mortar ship blocking the door and ladder. Fixed an issue where a player gets blocked ascending 1 side of a ship's side scaffolding. Fixed an issue where the spyglass and sextant overlay did not display in the maw waters Fixed an issue where players were able to go prone during circular slice Fixed an issue where players were able to reset the heavy shield bash cooldown Fixed an issue with invisible walls around Tramp Freighters being built in the Basic Shipyard Fixed an issue where sails could be placed on the rear castles of the Tramp Freighter and Carrack Fixed an issue where sails could be placed and block the Front Castle door on the Harrier Fixed an issue where sails could be placed on the steering wheel and rear stairs of the Ramming Galley Fixed an issue with the transient tracker tutorial text Fixed issues with normal and Kraken style railings Fixed an issue where Medkits could not be used on Tames Fixed an issue with Ore Miner and Grave Digger blocking other farming structures Fixed a text overlap issue in Industrial Smithy recipes for structures with long names Fixed an issue where structures would continue to auto-repair forever Fixed a collision issue with the stairs on the Carrack Fixed an issue that allowed players to place certain Industrial structures on a shipyard Fixed an issue with baby spiders dying on server restart Fixed an issue wherein holiday vendor was selling outdated items at Freeports Fixed map collision issues. Fixed an issue where interacting the progression table on the Industrial Wonder caused the game to crash. Fixed an issue with a missing description for Large Storage box item. Fixed an issue about naming inconsistency for the Verse Book item. Fixed an issue wherein spyglass was not displaying title/description when viewing sunken treasure. Fixed instances of railings not snapping while in Simplified Chinese Fixed an issue where the discovered banner would appear each time the player fast traveled Fixed an issue where cobras could not be targeted by a puckle gun Fixed instances of player’s being able to place bed underwater Fixed instances where players would lose functionality after logging out on ships in shipyards Misc. The art for the advanced dock has slightly changed Adjusted trade wind routes to better match map art New art for Orichalcumized Rock New art for Sulfurized Rock Tames born in the tame house are set to follow the player when unloaded Tames born and raised in the tame house or tame hatchery can have their imprint timers paused manually inside the structure Players can now zoom in/out on the world/region maps to transition between them using mouse scroll wheel and controllers A button has been added to server selection screen to join with new character. This allows players to delete their current character and start again Artifact keys can only be used on the island the boss was defeated on Removal of underwater effects and maw waters fog effects have been disabled in .ini files Removed inventory access from Cursed Temple Equipment slots on the Ritual Pedestal have been removed Blueprints for modular ship tiles and railings will now drop from SoTD flotsam Xbox Only Reduced memory usage in certain areas Known Issues Visual effect on the poison arrows will sometimes last longer than intended Final Note Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch, as well as timing, may be different from what was previously discussed. As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! Happy Sailing, - ATLAS Crew For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame
  8. Biomes for breeding are correct the temperature can be different due to height or different sides of the same island. You the breeder has a couple of ways to achieve success. You can stay in the mating biome and raise the babies which could require A lot of iceboxes and fires or grills. Also, you need to know you cannot breed them on a boat in the correct biome it will say "not desirable biome for mating". You have to be on land in the correct biome. I will take animals on a boat put them on land breed them then ship them back to temperate this is easier with giraffes elephants and rhinos cause the gestation is 6 hours or thereabouts. I know some people who set up bases in the correct biomes and breed and raise them there although this is more hands-on until the animal gets 10%. I breed in the correct biome ship them back to temperate and use a raised floor with campfires underneath. This I found is easiest for me doing it solo one fire is give or take 1-1.5 C degree change. I just set the fires to load them with at least 1k wood and this will last for 8 hours which is what rhinos elephants giraffes razortooth tourtugars require to get to 10%. I know some people use torches. I found in tropical and desert the temp swing from day to night is so great its hands-on till you get to 10%. You can do veggies eaters with berries though they spoil fast. A good rule for the survival of your babies which is overkill but works is one trough per baby. Meat eaters Razortooth lions tigers etc should have cooked meat this last about 13 hours with one trough per baby full. Once they get past the first day they eat a lot less. One trough per baby first night is a good formula for success. Egg incubation I only do in temperate with grills and you have to find the mix right now in my egg incubator I have 13 grills arranged in a special pattern which I use for razor tooth and tortugar eggs it a set and forget configuration that incubates the 4-hour eggs. Once you can load the baby with 6 slots of 100% food they will live till they eat off the trough some animals only need 5 slots but each type of animal is different. Also, the time that the food expires is different a lot of breeders grow potatoes cause these are the best for veggie eaters. Your Welcome, Skeetathon skkkkkeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeet PS. You guys are lucky that we that have been doing it from day one showed the devs, in the beginning, the temperature affected the animal for the whole time period so the only way we did it, in the beginning, was by smoking crack rocks.
  9. ok current observations levelling the animals, there seems to be a discrepancy between what the game is telling you the level will move to, and the actual level obtained, its been like this since at least the 20th of January when I first noticed it see pick. The available levels of animals so far in my wanderings bar the untameable islands i have only seen mid 20s animals wandering about where are the level 100s what are the Max tame level?? In Ark its a case of rock, paper, scissors. you obtain a small animal, level him up, tackle larger animals until you can start taming them, tame them and move up the food chain with a Giga/Dragon type animal being the ultimate goal, we don't seem to have that mechanic within Atlas, and that's a shame as it helps both PvE and PvP game play and also helps with the endgame Boss type creatures as your survivability is improved. Animals for me are the Swiss army knife of game play, I am looking for a combat, meat gather (Bear) a resource harvester (Elephant for Wood, Bear for fibre not tried the Giraffe yet for thatch rhino stone metal) but I am looking for animals that are better at it than myself with maxed out gather rates to warrant the animals capture / upkeep costs. it would be good if the rhino had the ability to obtain some metal from normal rock like the Anki does in Ark, as finding metal in some areas is a real chore, my main issues with the rhino is the massive drop in stamina when running, and you have to run as its wayyyy to slow to walk anywhere, so run , stop, run, stop and pray to god that nothing aggressive pops up or your in dodo, the rhino attack radius also seems poor, I have lost animals when being attacked from the sides and then being unable to turn and face then head-on as needed, even jumping off does not always allow them to turn sufficiently to face the threat. Water tames, where are they? a crock or shark would be a god send for wreck explorations and general fish harvesting. The disappearing animals, I have had an elephant vanish when on a boat, moved a bear and literally turned my back for a few seconds, turning back, gone poof, no bouncing animation with it trying to wander away, it did not go under or in the ship just poof, also had a similar issue with a bear but on this occasion it was there but invisible bar for its poop, and if you tried to walk through where it was it would stop you, the only solution was to have an animal attack myself and then the bear reappeared to attack that animal! Ghost Crew Is Atlas trying to be environmental friendly? with the crews cleaning the ocean floor I have had this issue multiple times jump on the ship and no crew, check the ship and I can see the crew are on-board but if you swim down to them they wont follow or respond to commands, after a server restart they are back where they need to be, also had a similar issue where you move the ship the crew appear to either stay where the ship was or jump off to the horizon a server jump does not seem to reset that issue. Breeding / Hitching Posts Can we get a hitching post please going back to pens seems a backwards step? Trying to breed it would be helpful rather than saying the area is un-compatable to say move to type X, or introduce a temperature control unit similar to Arks aircon units, this would also allow the baby's long term to have a controlled environment for maturing in, the Penguins would be an ideal candidate for that task. Rearing the baby's have you considered a potential quest to obtain a farmer type NPC to takeover the chore of feeding and looking after the baby's, again a slight twist on the Ark S+ solution and Gold powered rather than a generator, you could extend the idea to cover a farmer for the crop plots as well? Rearing times, do they have to be so longgggg again, an evening to go from a baby to an adult would suit smaller/solo groups rather than the mega tribes who have 24/7 members available to hand feed baby's. Taming Larger cadges, ideally we could do with this and have it usable in claimed areas, something elephant sized would be ideal as currently if your on a fully claimed island and solo you need to be on the back of a bear, bola in hand and pray to god you don't get killed when trying to feed the animal, and then have to run back from the ship if you are killed, hoping the bear does not kill the tame when its free and attacks it, the Ark mechanic of knocking them out was better in this respect, as you need to protect the sleeping animal from predators, perhaps a "taming" set of armour that would block the damage obtained as a quest would help with this? Fire Elementals ETC Having run the gauntlet of the fountain of youth once so far, what an utter pain in the bottom, dodging the packs of Gorgons, elementals, level 150 animals, etc was. Throwing myself at this time after time after time was not in my opinion a fun evening, just frustration, I have not yet seen many videos where a successful solution to this was seen other than very slowly shooting your way through them, frustratingly even a support ship does not seem to be the answer here, ideally I would like a tame that can take some of this on and survive a few rounds? keep up the good work
  10. If you are looking for muts, just keep breeding. Each breed has a chance to mutate a stat. When looking to combine stats, you have a 50% for the stat you want to carry over to the baby. Ie if you want hp 500 on the baby, the dad has the 500 and mom has 450, you have a 50% chance for the 500 to carry over. Do this for all the stats you want combined and eventually youll have everything combined. If everything is the same stat then youd only be looking for muts, unless you introduce a better stat, ie 550hp. In which case rinse repeat until 550 is into your line
  11. 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!
  12. It can also have incredibly funny unintended consequences. Before the first complete wipe people were abandoning their claims all over. For the lawls I would claim their bases, tear down their gates, and put their animals on aggressive and wander just to see how long they would last. I did this one place where the person had around 50 bears all lined up in neat little rows. Put them all on A&W and leave to go mess with other stuff. Popped back by around half a day later and I notice that there is huge knot of bears on the beach. As I get closer I see a bunch of baby bear corpses, then more baby bears just wandering around. They would last about 5 minutes, then just die. I created the Baby Bear Massacre on death beach. Was something like 20 baby bear corpses strewn around.
  13. So here I sit, watching a baby bear mature. I can't go to bed, because if I do, this bear will die. I need to go to bed. I could, if I had an S+ Nanny to take care of my baby, and an AC unit, both from ARK. But I can't, because somebody thinks this is fun, or a good idea. No...it's not. I am fine with the maturation taking a while, but stop with the ridiculous notion that we should have to forgo sleep to take care of a virtual baby. It's beyond absurd. This is an ARK relic that needs to go. I hated breeding in ARK until I joined an unofficial server with S+, and discovered the Nanny. But no..too hot...too cold...too cold...too hot. If I go to sleep, I will miss the idiotic temperature change, and the baby dies. This is not a job. It's supposed to be fun...a game...not a job. The idea that this should take a really long time, and have mechanics that force me to continuously observe the long maturation process, is absurd. Please fix. When doing the think tank session on how to change it, start with the fact that most people are only going to play for an hour or two, and at some point, go to bed.
  14. Disagree with everything. First, you say easier, but the thing is, nothing was the least bit difficult about raising that baby. The difference is that the person who bases in the one biome, Temperate I suspect, can put food in the baby's inventory, and go to bed. In Tundra, you have to stay up so you can turn fires on and off every 15 minutes, or the baby dies. Polar, probably not a chance, right? Or maybe just like Tundra, I don't know. What about Tropical, or Equatorial? Can they even raise the babies? We don't have anything that truly cools, so how would you even cool the baby down? Can you even raise babies in Equatorial? Look, this was a mechanic that was thought to get people to trade, since some people would be able to raise some babies, and not others. Doesn't actually work that well in PvP. We are talking about a bear, with a fur coat, in Tundra. You know...where bears actually live in real life...like Alaska, Canada, Russia, etc... Doesn't matter about Tier 3. If bears can't be left alone to mature in Tundra, Rhinos, Elephants, Lions and Tigers certainly aren't going to be. Balance IS required in games. I would prefer that the Carbine and Pistol be the meta fighting tool, not a bear, but so long as the Bear is the Meta animal for gathering fiber, which is the single most important resource, and the bear is also the Meta fighter, it is unbalancing if one area can breed them, and one area has much more difficulty, and one area can't even do it. This has nothing to do with easy. It's already easy. This has to do with balance. And some of us like to sleep.
  15. So more fun times. If you want a way to get rid of junk animals instantly build one stock it and then demo the building. Everything goes including the animals. So I found a real use for these! Instant way of deleting animals :). Otherwise so far they are useless. Poop doesn’t collect, unloading puts them all over the place including under buildings, and baby’s that aren’t caught when unloaded die in less than a minute irregardless of level.
  16. I found two baby bears in one that I swore I didn’t have any males in but I did and they are all level 1died instantly after taking them out. The one I birthed outside and put in the tame house hasn’t grown at all but hasn’t died either. I’ll take it out and finally let it grow. Kinda dumb to be honest. What is this supposed to have helped? I can’t even get the poop to collect again. They stopped entirely.
  17. Tame House is definitely great for storing your animals. But so far, DO NOT breed and allow them to give birth in there! The baby will be a level 1. Imprinting also wont happen (as you're not there to claim and imprint) They won't grow in there either. It's basically a frozen clock for babies. So far.
  18. Like many people have said the temperature needs a serious rework. Sitting around with 10 fires to keep a baby warm which doesn't work always and the baby still dies from cold is just frustrating. My main ideas is to add buildings you can craft (like the vault)in the breeding tree for some of your animals to live where you can even hire crew to help take care of them (like the S+ Nanny in Ark). I have two building ideas: 1.Give the ability for you to pick up only babies to put into the buildings to be raised and give an incubation buff which makes it so they dont die from cold or heat while inside. Would be like a storage for babies and tames to grow up and then produce you items when they are adults. 2. You could have the building have a hitching post in them and when you hitch the dinos in them your crew takes care of them and they get an incubation buff so they dont die form the cold or heat. Would be more of an open building and more interactive them just a storage. Will allow you to gather items from your tames too. Sheering sheep,milking cows etc. Both options will have a place to put a crew member to feed your babies when you are away. Have a feeding trough where you add food for the crew member to use to feed your babies and a resource box for the items your adults produce. Imprinting: I would like to see a change in how imprinting works. My idea is your baby gets imprinted slowly over time based on what kind of food you are feeding it. Based off the creatures preferred food item. Maybe even add an option to pet and/or cuddle your baby to increase your imprint slightly as well. Buildings for animals: Chicken/Bird Coop: Chickens produce eggs for you and feathers that act as a hide option for you. (All birds may go in here and produce you eggs and feathers) Barn: Sheep and cows produce milk for you and Sheep also produce wool/fur/fleece for you to use for hide. Horses can produce hair for you. Hog House: A place for your pigs where it produces truffles(for food and cooking), animal feces, and worms. Bear Den: A place for your bears to produce Honey for you. Add a beehive to the game you have to get to add to the bear den for your bear to get honey from. Animal Barn: I would be happy with an option to make just one building that acts as a animal breeding and gathering house that holds all your breedable tames with a crew hire help option. Other Animal Change Ideas: Make all but the Razortooth and Shieldhorn breedable these guys should be powerful and not easy to get. Give ALL dinos that gather items a weight reduction on that item. Either make it so a dino only gathers 1 thing or the ability to turn off what they gather. (Example: Bear only gathers Fiber or able to turn off them gathering berries or fiber so it gathers just one item) Cargo Saddle: Needs to be able to carry cargo and not just a cannon. Lets you put some chests on it so its easier to move things back and forth from your ship to base. Bear: Seems to be in a good place to me. All around best tame imo. Have it only gather Fiber. Bull: Give them the ability to use the cart like the horse and bear and have them harvest thatch better then a pick axe. Razortooth: Rework what these do so its not just a yuty from ark. Shieldhorn: The reflect makes sense to me for this guy with his armored head. Give them a charge ability that stuns for a short time. Elephant: Have it JUST gather wood and small amounts of thatch. Giraffe: Have them aoe harvest JUST thatch from trees. They do have a long neck after all. Horse: Make them a passive tame or slow them down a bit when they wild cause they are awful to try to catch. Lion: Needs alittle buff. They seem to be pretty weak compared to the wolf and tiger except the alpha version which is far to powerful. Carrying smaller animals is a cool feature. Ostrich: Gathers Lots of berries and seeds. Rhino: Gathers JUST rocks and metal and gets some metal from normal rocks too. Tiger: Seems to be in a good place to me. Like the bleed damage. Wolf: Since they are pact animals they need a pact buff of some sort. Shoulder Pets: Monkey: Health regen and has a chance to pick open locked chests based on lvl of monkey. Penguin: Heat and Cold insulation for tames and players near by. Even though the hugging is hella cute make then sit on your shoulder and give them the swim speed bonus and underwater oxygen bonus the seagull has OR make turtles tameable and give them the ability to increase swim speed and underwater oxygen bonus.(Make turtles a shoulder pet) Parrot: Increase the buff of music being played near by and have them sing when doing so and a fortitude buff. Rabbit: Increase the chance to get more gold from treasure hunting and increase run speed. Seagull: Have them hunt fish for you in an area you choose and bring them back to fishing barrel. Fishing Barrel can have a radius on it for where it can fish at. Vulture: Helps you see animals and players with low health and decreases vitamin depletion.
  19. Bear I feel this is in a good place. Probably too good? I feel they are way too tanky for how easy they are to tame. Chicken Again good place, supplies food doesn't really need to do much more. Cow Again good place, supplies food doesn't really need to do much more. Bull Increase thatch gathered or allow it to pull a cargo wagon. Crow Good place, doesn't need much more. Could you maybe make farming worms less cancer? Razortooth Good place, please DO NOT BUFF HP. They need to be squishy because you currently use the same fear table as ark I guess which means they fear EVERYTHING. Shieldhorn Maybe make this the goto thatch/sap farmer. But please for the love of all things good please up their stam, trikes always had horrible stam. Elephant Good place but please up their stam REGEN they are rediclously slow in regening stam. Also please allow elephants to hit multiple trees if in range, 1 at a time is a bit harsh, especially when you can harvest all bushes in range with a swing. Giant Pig Good place doesn't really need anything extra, I wouldn't mind them being able to heal like daedons? But you need to be careful with this or they will make tames next to impossible to kill. Another idea would be if a beast master skill is used on a pig it will pass that affect to all unmounted creatures around it? So if we have like 10 bears on follow killing stuff for us and they all need nature's cry, pig rider uses it and passes the buff on to all the bears within an AOE Giraffe They feel pointless and I can't see anything you could do to improve their use. Maybe give them ridiculously high weight so they can be used to haul stuff? Horse remove their ability to use cargo wagons, these with swivels/cannons is honestly stupid, they can jump around and run so fast it can be hard for the bobs to counter. Lion In a good spot honestly Monkey In a good spot Ostrich Add ability to give hyperthermal protection, but please make this pass over to babies too!! Parrot good spot Penguin Good spot, but need to make them pass their Hypothermal protection to babies/tames too! Rabbit Add a movement speed buff when carrying ? (please not too much or it will become ark movement speed meta again) Rhino Good spot, but you may need to reduce their damage multiplier on charge attacks as once people start using them for pvp everything else will be irrelevant. Also please enable the ability to harvest more than one rock at a time, and let them gather metal from stone/flint/metal variations of rocks please. Seagull The oxygen buff is all well good but the fact your bird drowns before you is a bit silly xD Sheep Good spot Tiger Make them slightly tankier and have more weight, they are basically a lion without the ability to smash ground pvps Vulture Health bar view radius increase, so let us see enemy health bars from further away, or copy dire wolf ability from ark that they reveal anything below half health? Wolf Good spot mostly, could do with more weight to allow them to carry the hide they harvest. I'd also like to add the following in relation to tames: Cargo wagons need swivels and balistas removed, they make ground pvp a single meta at this point Cargo wagons should also have their own weight limit (maybe you can have BP based wagons that have increased weight) and don't increase the tame's weight at all (except the weight of the saddle). This means they can be used for the purpose of a cargo wagon. Say one has a weight limit of 5,000 you can put up to 5,000 weight in the wagon and maybe another 2,000 weight in your bear and drag it around. But it would avoid any exploiting of weights on a boat both the cargo wagon and bear together will still weigh 7,000. Creature stasis. It seems that stasis food calculations aren't taking into account the new types of food in ATLAS or the Troughs use a different ID compared to ARK, but basically if you leave a creature long enough that it's food stat would deplete it won't matter that there is food in its inventory or in a trough in range it will starve to death. Baby raising. Health loss from temperatures is some what manageable even if we can't use penguins to help aid it. However there is currently a math problem with how you calculate this. It seems that the creatures X% of current max health per tick which is fine it means it will always take the same amount of time to die, however you didn't account for the steady health regen that creatures have. So I guess someone tested this on a baby where it would take about 1-2hours for a baby to die. However if you have a 90% raised creature it becomes a lot worse. Because the health regen does not scale like the loss of health per tick does. Example of this is a baby bear with max current health of like 60 visually ticks down about 0.1hp per tick. A bear though that then goes up to max current health of 1200 now ticks down like 20 health a tick. So the regen of babies needs to be adjusted to be % based like the health loss is or the % health loss needs to scale down based on how far raised they are. Experience limit, currently all creatures are limited to about lvl120 wild level, anything over this the creatures will not gain experience.
  20. So as the title suggests - everyone trying to breed most things get this mysterious "condom" icon. This is in fact not a condom icon, it is a Pacifier. This pacifier comes in different variations. The most common that most of us see its the condom looking one which means its too cold. Afaik campfires are the best heat source.... Thus you have to surround them in campfires until they are nice and cozy to get it on. This is the very easy part. So now you have a gestating little baby in your whateveryoubred. Well this little baby is gonna pop out when the timers up and its gonna be pretty temperature sensitive. By that I mean youll see that oh so familiar "condom" icon again meaning your baby is quite literally dying. Don't worry it seems kind of slow but its all good because its percentage based !!! Again by that I mean as it grows up it will lose MORE hp when its cold. So finally you get them nice and cozy as you're furiously farming wood to keep the fires going, only to come back to your babies mid day and what do you know your lovely "condom" icon is back but this time it looks like a little fire in the middle of the condom! This means your baby is too hot and yet again, its dying ….. So you have to manage this the entire time, hell in Ark feeding babies and imprinting them was the hard work. Let me tell you this temperature management is exponentially more involved than just feeding. That's like the nothing compared to managing their environmental needs. It is C O M P L E T E cancer. So I thought ok, this has to stop at Juvie (10%) right ? Nupe !!! How in the actual hell are we expected to literally turn fires off and on every 20 mins for 2.5days..... Did Anyone test this???? I understand early access, and I think the mechanic is neat, but it needs to stop at Juvenile.
  21. "My memory. King Robert Baratheon - murdered by a pig. Give me something for the pain, and let me die." - Robert Baratheon, Game of Thrones. Give me something for the pain, and let me die ... geat last words for my own exit from this game. And in the end, a pig is what did me in too. RIP Baby Superpig. Atlas was both, at times, awesome and horrible. There were exciting moments where small bits of hope shined through the ugliness of it's "Early Access" alpha status. Sailing the high seas with my man in search of treasure, narrowly escaping huge storms, watching dolphins arc alongside your ship ... this part of the game is really well done and has a lot of promise for a solid future game. There were times of fun and laughter - seeing a crewmate accidentally hang himself from a noose, or capturing an enemy in a gibbet and forcing them to sing bawdy pirate songs to get released. Political fights of massive proportions including inside betrayals. Trading with neighbors for precious resources - even if just lowly fruit or vegetable seeds worth their weight in gold. These were the good bits. Sadly, the good bits get drowned as quickly as a sailor lost in the open sea of what becomes a vast ocean of problems the game has this early on in its life-cycle. I'm not sure why game developers choose this route for their games these days. In the old days of EQ, WoW etc, you had to be invited to closed beta testing to experience this level of early/broken gameplay. Now, in modern gaming times, you PAY to play this sort of broken gameplay. It's bad. I'm too old for this. Figuratively, and literally in real life. There are just far too many glaring flaws with Atlas for me to be able to continue at this time on the public NA/PvP server. There are hundreds of players everywhere, still struggling to make it work ... but as the bigger fish eat the little fish ... so too do the majority of 'casual' players slowly start to dwindle away in just a month since it's release. Large mega-guilds.... alliances of sharks feeding on all the available smaller companies are beginning to starve, and turn on one another. And this is, at the bigger picture level, how the game will die before it's even completed development. More and more 'refugee' companies (small outfits of friends that can't survive in claimed territories) washed up on our lonely lawless island ... tired and wrung out to dry, having lost everything to bugs or predatory players with no further agenda than wiping them out because. Pirates. That sort of food-chain goes against the equilibrium needed in the predator-prey relationship but humans are, notoriously stupid, as always. Gamers are even worse. They'll prey upon everyone else and then proclaim the game is dead because they won. What exactly have they won in a game not even finished where all the smaller groups of players have already quit? But before I lose the point here, in the bigger picture, let me shrink it back down to the real problems, and sadly it's not even the PvP at all. That's actually going along as expected. "Give me something for the pain, and let me die." Ahh, the Fountain of Youth! I thought that particular game mechanic would be the most painful blow ... and it nearly was. Our characters were 100 years old now and looked like prunes with a horrible multi-stat debuff! This was insane. Adding insult to injury in an already buggy/laggy game - they decided to introduce this ridiculous 'Quest' to get a youth buff to reverse the aging mechanic they designed and implemented without providing any way to counteract it with children/lineage as was promised in the game mechanic they were developing. Seriously - who thinks this stuff up? "Oh hey, we'll put this insanely difficult game mechanic in (FOY) to challenge (read: punish) the players for a broken game mechanic we didn't even finish yet!" Wow. just. wow. So ... My man spent days building ramshackle sloops and sailing from one Freeport to a nearby golden age region, to the next. Over and over he did this with a sort of insane determination most gamers don't have. I certainly don't. I tried to stay awake until 3 am to participate in this spectacularly bad 'event' ... but over and over we died trying to run the gauntlet of high-level monsters. Sometimes he would arrive in a region only to find the FOY had moved on to the next. Sometimes the lag was so bad we couldn't even move or swim let alone evade the high-level monsters. Parking a ramshackle nearby meant it would be inevitably destroyed within hours either by previously mentioned high-level monsters, or players. Or both. But then, he finally made it. In a fluke experimental run to just find out the FOY location or if it was even still there on one particular island, he managed to outrun dozens of Chinese players that had come ashore en masse to run the gauntlet too. Like the running of the bulls, he finally avoided the chaotic aggro of fire elementals, gorgons, and dozens of high-level lions, bats, etc. etc. ... you get the picture. He was rewarded with the promised mythical youth regeneration. Me? I was offline trying to hold our real life together. You know, taking care of our kids, cooking a meal, being tired and making coffee for us. I watched him try to quickly run my character up the beach too from my PC as the opportunity had finally come! But then, our two beds on the sloop were instantly destroyed. Probably the fire elementals I'm guessing. Not players that time (amongst half a dozen lost sloops already lost)... So now my dude is young, and I'm still a 100-year-old crone with a crippling debuff and a young man husband invigorated and ready to go again! Well, this wouldn't work in real life and I can assure you it's not working in this ridiculous game. I'm disheartened and disappointed and he really did try. He even started the whole process all over again this weekend, albeit rather deflated this time because it was going to take days, again, to get that lucky shot at making it alive to the FOY without losing yet another (or half a dozen) sloop. But that wasn't what finally did me in. In the end, like Robert. It was a pig. "My memory. - Murdered by a pig." Because he had spent days building ramshackle sloops and sailing to various FOY regions, my man told me not to bother coming with him - just hold down the fort at our island base - keep our tiny company intact and try to avoid getting into fights with our fractious neighbors in a lawless region. We weren't in the mega-alliance anymore - we "retired" literally and figuratively as both players tired of claimed territory issues and old/debuffed characters too. We'll just hold a small piece of some lawless island until we get rid of this old age debuff! Famous last words. So, to keep myself entertained, I started taming animals. I tamed a bear so our crew-mates could gather fiber and outfit their ships and we could build a small base. I tamed two lions ... The Cadillacs of destruction I rode around proudly on our island, greeting neighbors ... and sometimes eating them ... accidentally or otherwise. We had a strange truce with the Chinese ... talking in short sentences on both sides to keep the language barrier to a minimum. Refugees from other companies and alliances moved in up the beach and we traded materials. I even had a cow to give us milk! Life was simple. And then came the pigs. The War Pigs. It was an addiction, really. First I tamed just one or two out of boredom and for fun... then a few more ... and then before I knew it we had a whole pack of pigs - I think I stopped counting at 10 of them. I selectively tamed only level 25+ wild pigs so they would level up to 50+ and become mini-tanks of death. Kept in a pack and all on neutral stance, they were lethal guards against anyone who tried, accidentally or otherwise, to even lay a finger on our base. Just try to fight 3-4 wild pigs at once, you'll see what I mean. Finally, I had two or three level 60-65 impressive males I was proud of and their 'harem' of lady pigs. Why not try to breed them? And so I did. The first two never made it through gestation ... a server rollback or reset aborted that effort, literally. Another pair kept glitching through the walls and wandering off ... I'd find them down by the beach several times. Maybe guard duty was more important than making little piglets. Who knows. And then it finally happened. We were about to eat dinner and my phone alarm beeped... gestation was up on another two females! I half-heartedly logged in while we were eating to check. Lo and behold, we had piglets! Two males... tiny and nearly dead. It was too hot! (we live on an eastern tropics island) ... we spazzed out and tried to get them to follow us into the shallow pond next to our base to cool them down ... The lions watched from their cathouse roof, licking their lips. One piglet (the superior leveled one, sadly) died immediately. The other barely survived with a few hitpoints to spare. We lovingly hand fed it. At first, it could only hold 5 or 6 berries in its tiny inventory ... but as the hours passed it grew and could go longer and longer ... the stacks of food grew. It ate chickpeas and turmeric, and berries galore! We were succeeding! Through heat waves (barely surviving each one in our covered breeding barn by a nice cool waterfall) and cold nights lighting torches and then snuffing them out before dawn and the inevitable heat to come that day. I nursed this tiny piglet. 6 hours later. Yes, six. It wanted to "cuddle"... the first level of imprinting! I was rewarded for all my hard work with a piggy cuddle and a measly 7% gain on imprinting. No increase to health or other stats other than the slow progress it had already been making. It was 6% matured by then. That's it. Roughly 1% maturation per hour. You do the math there. All this - for a pig? It was 3:30 am. I was exhausted. My man was off trying to find an island with corn ... the pig's 1st preferred food. Perhaps that would help our little piglet mature faster! I had to go to bed. 2 more sows were gestating and would have piglets in 5 hours! They have a 10-hour gestation stage. Well, you can already guess how it ends. Little baby Superpig died while I was sleeping. He either starved or died in a heatwave which happens every other in-game day or so on our island. He lived for less than 10 hours of real-life time when his gestation period was just as long. His total maturation process would have taken ten times that. The six hours I spent hand feeding and guarding him, adjusting the temperature in his barn ... wasted. I didn't even bother to get up for the 'birth' of the other pigs. Why bother? They would just die too. I've read the forums here extensively ... all the stories of the baby bears people spent equally insane amounts of time trying to keep warm with packs of penguins and dozens of campfires. The losses to glitches and server resets too. I guess I thought maybe pigs would be a little easier. More hardy perhaps. Why is this how they want the game's breeding mechanic to be? Why doesn't the MOTHER PIG care for the newborn infant as they do perfectly well in real life? I don't understand why a human player has to hand feed and watch a baby animal with 25 hitpoints die from being too hot, or too cold, or starvation because the humans had to sleep. This is insanity. ~~~ The Fountain of Youth is insanity. The pig (or any tamed animal) breeding is insanity. I'm ashamed to even admit I spent so many hours doing this I was exhausted and didn't do the dishes or get a decent nights sleep for days on end. This is ridiculous. This is not 'extreme survival game' fun. And so, my time in the Atlas world has ended. I'm sure it matters very little to the mega-alliances out there doing their shark tank thing. It probably matters even less to the developers of this game who designed these horribly broken mechanics which punishes me for being a 'casual' player and therefore unable to get to the Fountain of Youth or to raise a humble pig from birth to adulthood unless I either don't sleep for days on end or have 3-4 friends dumb enough to take shifts and help me out (which I would never ask friends to do). It's a pirate game... but the only thing getting pirated here is my sanity and I didn't have much of that to start with since I seem to enjoy subjecting myself to ridiculous early access survival games a lot. "Give me something for the pain, and let me die." I'll never make it to the Fountain of Youth. I am going to release the lions today. I will put them on aggressive stance so they can at least still hunt and feed themselves. My apologies to all the little lawless refugees and Chinese farmers on our island they will probably eat. When they finally do get taken down - at least they will have died free spirits! The pigs? King Henry, Sir Walter, Prince Humperdink and their harem of ladies... Bertha, Gertrude, Big Betty, Brunhilde, Fannie ... and many others... They become the property of our tiny company. There are a few good guys in there I know will feed them and keep them guarding the docks while they plunder for treasure. Feed the bear, she is happy and fat. Milk the cow, or the lions will eat her I'm sure. My character is 100 years old. She wants to swim to the bottom of the deep blue sea and erase the pain and enjoy the few memories of the sea she had... maybe one day this atlas will be a place to return to ... maybe when pigs fly! Oh, the glorious war pigs. Enjoy life, my noble friends! PS: If you're a Game of Thrones fan like me, here's a tribute put to "War Pigs" that is really well done and one of my favorites by Zurik to enjoy: https://www.youtube.com/watch?v=5F_PDWZxNBA
  22. I have been a long time Ark player, and have a few hours in Atlas. I have quite a few suggestions, but as for the sake of just this one post, let's stick to one of the game mechanics advertised in the original trailer of the game, Taming/Tames. There are so many issues with Tames at the moment, you really should look into/fix. Here is a short list: 1. The Rhino charge attack does the same, if not less, damage than the primary attack. As the animations and the creature design are based off Ark's Wooly Rhino I can only assume this is a bug, or an oversight. This should definitely be looked into. 2. As of right now (with the elephant wood weight reduction gone) there is absolutely no point in taming anything. I understand you just reduced damage to tames by 50% (Thank you), but I really suggest you look into making specific animals have qualities just for the gathering of materials. I understand you don't want people circumventing Ship weight restrictions due to these weight reductions, however taking them off the animal makes them rather useless. 3. Why can't we tame turtles? This needs to be a thing. 4. Ostriches and Bulls are supposed to be the "best" thatch gatherers... nope. Which leads me to a previous point. Why can't we have better, more specialized gatherers? They are what makes the grind on Ark more fun (My opinion, may not be that of others). 5. THE BREEDING SYSTEM. So this only pertains to the actual baby making part of the breeding system. Your breeding system right now sucks, it really sucks. Why is it all of a sudden, Momma tame is so PICKY about temperature to get knocked up? Is this so intentional? All this does it make this whole mechanic so frustrating, people aren't going to want to use it at all, especially when you combine it with my next point... 6. Raising a baby. I am going to start off with a quote from your Wiki about bears: " Baby bears are very time consuming,you will need to keep them within the appropriate temperature range until they are around 30% matured which is approx 15 hours real time." https://atlas.gamepedia.com/Bear This statement is FALSE. I don't know if it is the mechanic is broken and not working correctly, or the statement on the wiki is wrong, but the baby has to have temperature regulated all the way to 100%. I have tested it Multiple times, every time if I did not watch it to 100% it died (Logs say of starvation even though the bears I tested had 3 stacks of berries in them and on a full trough). I HIGHLY recommend you look into this. Along with this point is another point, babies do not eat on their own half the time. You have to force feed them. So combine the last couple points, and you can see how frustrating it is to even attempt to breed/raise any babies. It is completely pointless at this time. Before any one mentions "Have you tried other animals?" Yes, and they all ended up the same results, I merely used the bear as an example due to it's extremely tight temperature restrictions. 7. WHY CANT WE HAVE RATTLESNAKES AS SHOULDER PETS? Get on this ASAP 8. I am going to end this long post with a Picture: That is an upside down Elephant I had to fix as a Server Admin. I have seen this with Rhinos as well. I suppose you could look into this, or add more BS to the game first and ignore tames all together. Thanks for reading, Nathin Ames
  23. The breeding in Ark used to be every 3-4 hours to imprint and the time was never consistent. For a long while people told the devs that the imprints needed to be adjusted to real life people schedules. What I mean by this is that a person needs approx. 8 hours of sleep. People with jobs could not raise babies without taking time off of work. The imprinting times were finally adjusted to be 8 hours apart and be pretty consistent in that aspect. Finally, someone could sleep normal times and not wake up ever 3-4 hours or take time off of work to do something they wanted to do in a game. The breeding in Atlas has kept that 8 hour imprint timer; however, they have added in a different mechanic so that the kid constantly wants the temperature around it changed. This aspect does not go away while the baby is growing. If you go to sleep, expect the kid to be dead. A game should not be encouraging bad sleeping habits and this was said with Ark's old breeding system as well (before the 8 hour imprint timers and food consumption reductions). It is a game, I get working hard for something but forcing people to stay awake for days straight is absolutely ridiculous if they want to raise a kid. I suggest removing this mechanic from Juvenal and till it is full grown. The baby phase it requires food put into the baby's inventory, people are going to be closely watching them anyway so having the temperature mechanic would not be that much of an issue. Yes you could swap shifts with people, but it should not be this stressful to simply play a certain part of the game. People want to experience the raising of animals, let us do this more comfortably! Let us know that our hard work with a stressful baby phase is worth it once it hits that Juvenal phase. Please look into balancing this system better devs. People need sleep and encouraging bad sleeping habits or in this case no sleep at all is not a healthy way for anyone to be playing a game.
  24. I'm hoping there is more planned for the development for the animal breeding. I had some suggestions when you guys get around to those improvements. Shorten the whole breeding process. Waiting 10+ hours for the baby to be born, then spending 12+ hours trying to keep it alive is far to long. All this for an animal that will die to either an alpha that comes out of no where or some other unforeseen bug. Not everyone has 12+ hours to send in game even on weekends. I could see the process taking 2-4 hours of "difficult try to keep the baby alive time". There should also be an option for the parent animals to maintain the baby at no risk but for less of a buff to the offspring, as long as the baby stays within a certain distance of both parents or even a single one. . (After all animals have been caring for their own young far before humans were around. )
  25. OK, first off i posted this in discord but it was first cut and then deleted. Kudos tho for recovering the pictures. Here i start with the conclusion, then with the facts. When a server wakes up from statis, it first spoiles all meat/food for the time in stasis, then spoiles the spoiled meat, then let the baby eat from the remaining food. I had this happen: I left them with 6 stacks for 50 raw meat, they had 3h45min to the first imprint, so less then 1h45m to go to become juvenile. I went to sleep for 6 hours. this was the server time about 10 min after logging in. The tigers therefore got killed when I woke up the server. Tow of the tigers (one 78 and the 79) left a bag (cache), here is the containing of one So i do some math here: A super young tiger eats on raw meat every 33 seconds, i allways calcuate with 30 seconds. So in 10 min 20 meat are consumed. In this 10 min one meat spoiles per stack. So 26 meat are consumed at max every 10 min. 300/ 26 ~ 11,5. So the meat was about to last nearly 2 hours. Tigers should have been fine, and would have been fine when the server hadnt gone into stasis. But waking up from stasis, the server does this: (here with meat, it is the same with veggies and berries, but bc of longer spoil time /stacksize, it doesnt matter to much there) It spoiles meat for 6 hours, so 36 meat per stack. then it spoiles the spoiled meat 8 times 6 stacks (48) spoiled. so it leaves 216-48 = 168 spoiled meat. Ofc the logic is not fully, but near enough and in the end it checks out. Then the server let the baby eat from the remaining food. 14 times 6 is food for about 42 minutes, so the baby died about half way. Here a picute showing the bags plus the FT they would have eaten from: Now the mods in discord think this is not valuable information for the QA team. Here i go overboard and make a suggestion with the bug report: How about doing the same method in 10 min increments (for babies, and FT), so in intervals of the shortes spoilt time. If it kills performance to much, just increase spoil time (in babies maybe), the crabs and vulture tamer will be fine
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