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  1. Hey all! Just wanted to take a moment to discuss the direction of Beastmastery and offer some suggestions. As I’m sure most of us realize, probably the most important factor in a game like this is staying power. It must have depth and feel continuously rewarding to play or else eventually people will burn out and leave. To shore-up these elements of the game I believe it will be critically important to focus on fleshing out each individual Skill Tree with variety, careful thought, and a level of nuance that rewards dedicated effort over simple dabbling. In light of that, I’d like to present some ideas for the ongoing Development of the Beastmastery Skill Tree and particularly looking towards Phase 4 of the roadmap when it will be overhauled most extensively. No question, what we currently have certainly covers all the initial bases, it creates (mostly) sensible progression tiers, it provides some extra perks in particular areas, and its Skill Point costs are pretty well balanced. I like to think the return is (perhaps over) adequate for the investment. That said, there is much room for growth and improvement. Here are my thoughts on how to make Beastmastery rewarding and fun for long-term players who are willing to invest the time and effort. I. When considering balance with non-Beast Tamers, I believe that having them sit around the effectiveness of Masterwork Tools and being surpassed only by Legendary and Mythical and perhaps specialized structures that can be manned by Crew Members like a Sawmill or Mineshaft seems reasonable to me. If the intent is to balance the game such that no one path is the ONLY optimal path, then tames shouldn’t be nerfed into the ground, but should compete with hand tools into the late game. II. Multiple capture and restraining aids to help with the domestication of various types of animals. Lassos, Muzzles, Corrals, Bird Cages, Cage Carts, and On-Ship and Off-Ship holding pens for transporting wilds would all help to make the process more interesting and improve our range of capabilities, which in turn makes the role of Beastmaster more robust and worthwhile. III. Rare colors for each of the creatures to add cosmetic value to certain entities spawned through the RNG system. IV. Creature Variants that only appear in certain biomes or under certain conditions (such as when the RNG system rolls a max-level for example). These variants could essentially be “copies” of the original, but with a different visual appearance, some stats tweaks, and maybe some new mechanics if you’re feeling generous. An example might be a Polar Variant of the Lion: Snow Leopard, which has a sneak mode that massively reduces enemy aggro radius and adds a pounce attack, or a Max Lvl Variant of the Chicken: Duck, which lays Eggs that provide a different Vitamin type, etc… V. Creature Variants and Traits that can only be acquired through multi-generational breeding. My suggestion would be an A, B, C, D, E, allele system tied to each creature. The RNG system will roll a random letter for each creature it spawns, and you can breed those with certain letters in certain positions to bring out new traits, possibly sub-species, rare cosmetic patterns or colors, or a stat boost. Basically, you would want to line-up five matching letters to bring out a hidden trait in that species, five A’s might bring out a hidden color, five C’s might bring out a new texture pattern, five E’s might bring out an entirely new sub-species, the only way to find out is to do it. And the best part is that Grapeshot can dynamically add new alleles to isolated populations or to the species globally as the game continues to develop. You could also add a Skill Tree that allows you to see what alleles are present up to a point, for example, Tier 1 lets you see one letter, Tier 2 lets you see three, and Tier 3 let’s you see five. If you really wanted to make in interesting, you could even add a sixth invisible allele that can never be seen, but if matched with the other five brings out the rarest and most powerful traits of that creature. Like a horse being born as a Unicorn or something… Basically this system would make Breeding a more fascinating undertaking that requires careful planning, time investment, and deduction to take to its ultimate limit. Being able to breed wolves into Wolf Hounds, or horses into Clydesdales, each with different statistics and abilities would add so much interest and staying power to this aspect of the game. VI. Cross-Breeding between compatible Max Lvl specimens. Example Max Lvl Tiger/Lion to produce a Liger. This would be an extremely high Tier Beastmastery skill that would produce superior off-spring that are more difficult to raise to maturity. VII. Various expensive perks that reward you for heavily investing in Beastmastery such as Primogeniture: the ability for offspring to rarely inherent a leveled stat rather than a base stat (but in exchange the stat is locked), or Thoroughbreds, which allows you to raise offspring with a certain number of level-ups immediately available rather than having to be gained through experience, or perhaps Dominion, which allows you to temporarily tame a wild creature instantly, Wild Whisper, which causes predators to ignore you unless you provoke them, etc… There are a hundred things you could do. VIII. Special Skill Trees, simple, 5-6, node skill trees exclusive to Crossbreeds, Variants, or Sub-Species, which become can be purchased with points obtained by reaching certain levelling milestones, maybe 45, 65, 85, etc… IX. Adjust Shieldhorn and Razortooth abilities to provide them with a reasonable means of surviving and sustaining populations next to the incredibly dangerous Golden Age Magifauna. It makes no sense for them to live there as it is, as they have no adaptations to counteract these vicious creatures and constructs. Perhaps some form of magic/projectile nullification barrier for Shieldhorns, and maybe a Silence effect for Razortooth roars plus a Magifauna Dmg Buff? X. Special Events: Migrations, Mating Seasons, Hibernation (for bears), Red Tide (for seahorses), etc… Special events that affect the behavior of animals, their spawn levels, their spawn locations, perhaps produce wild babies or having a special effect of some other kind, like hibernating bears actually levelling up without being tamed, or seahorses becoming tamable when they come to the surface for Red Tide… Things like that that make the wildlife feel more alive would be fantastic! XI. Breeding Overhaul: I think everyone will agree that considering all that’s happened over the development of both Ark and Atlas and all the feedback you’ve gotten from us players it’s time for some serious adjustments here. It’s simply not right to have a system in place within a video game that requires well-meaning people to dedicate unhealthy amounts of time or make changes to their real-life schedules to accommodate it. It’s supposed to fun, we shouldn’t be losing sleep over it, or losing jobs, or getting divorces just because we care enough about your game to actually dedicate the time you’re asking of us. Wildcard and Grapeshot bear part of the responsibility for every negative outcome that has resulted from this system, and I think it deserves some serious consideration. My suggestions are sweeping, but simple; allow mother animals to nurse their young and provide for all of their needs without exception for the duration of their maturation time. In exchange, the mother receives a debuff that weakens it and prevents it from being ridden until the baby is matured or until it is manually brought out of “nursing mode” via radial menu (which also returns the baby into player care). There is a cooldown to enter nursing mode, and to leave it also requires a short wind-up. Imprinting takes place over the first two hours of the baby’s life, maximum. There is no reason to ask any player to dedicate more time than that. These changes would make breeding accessible to everyone, and it would completely eliminate any requirements for unhealthy dedication of time. Those are my main thoughts on Breeding and Taming for now, I may come back with more later. Let me know what you all think, and if you have any ideas for potential Variants, colors, patterns, or Sub-Species, please share! Edited Thursday at 10:32 PM by CyanicEmber
  2. Breeding as of now is too time consuming. The most tedious part is of course having the baby be raised to juvenile so it can feed from the trough. I honestly do not mind the long time it takes for a baby to be raised to adult, but there must be a way so you don't have to stay on the baby's side for 3 hours.
  3. I do not think it's funny anymore what we're supposed to do with breeding animals. The giraffes and elephants freeze at 22:30 clock in time to at 2:30 clock in the morning. And from 12:30 to 16:00 in the afternoon, it is generally too hot! And all that regardless of the ambient temperature and regardless of the weather. It is as good as meaningless whether the young animals are in the house or on land or in the water. First comes the influence of the time and only then the influence of weather conditions. If I have a heat wave before 16 then this affects the animal, after 16 o'clock it can have 57 ° C that does not matter to the animal! I've lost more than 20 baby animals because it's too cold for them from 11:00 pm in the morning and too hot after 12:00 in the evening. Building with the big walls is just as pointless as building a house around the house, the temperature stays the same inside and out! If it is 18 ° C outside then it has 18 ° C inside! While the player gets a house buff, the baby animals get none of it. It does not isolate the house, nor does it heat the house to a through temperature. You write in your patch notes and announcements that you want to optimize the game for single players and small groups. Then do something for it, the I notice nothing of it! I can not sit down 24 hours a day, 7 days a week, just to keep 1 in 10 or 20 baby animals alive! It should be a game that is fun and not a game that replaces my workplace. Finally do something that you can breed his animals in a reasonable way. Finally do what the animals benefit from the house buff and do not die all the time. I have just lost another giraffe that died despite 700 life within minutes. And that's because the health has fallen extremely fast and I could not save the giraffe despite a water bath because the giraffe does not benefit from the cold of the sea. While I almost froze in the water, the giraffe died because of the heat. This is only the shrine, so you can not play this game with fun anymore. It is OK that the breeding of animals involves difficulties, but they must be solvable and with normal effort be able to handle. Having to be online around the clock, accompanied by enduring ones, does not mean that I can afford to spend a reasonable amount of money on breeding animals. Sincerely, DarthAsterix
  4. Also, you noted that the bear came out 2 levels higher than the parents. That does not mean it got a mutation. Go to the baby's ancestry, click on that, and look at the top...if the parents were not mutated, and the baby caught a mutation, this will tell you whether it came from mom or dad, which can also help you to figure out which stat caught the mutation. For instance, let's say that the parents have identical stats except for 2 stats. Health, and Melee. OK, so assume that in those stats, they are like this. Mom 7 Health, 9 Melee. Dad 9 Health, 7 Melee. All other stats, both the mom and dad have a 5. So, if the baby catches both 9s, and then has a 5 in all the other stats...no mutations...its level will be 2 higher than the parents.
  5. It is simply not playable with claim towers in effect for other players than jobless 24/7 Corona kids who are not receiving enough love from their parents. Prior to claim towers the game was quite fun, the armored docks allowed to live on the ships. Yes, these armored docks could be destroyed. But for single troll kids too much effort. These want everything very quick, quick, quick ! And started their cry-baby system on the devs till they received the claim towers for maximum everything-in-30-minutes trolling. After alpha release it was quite challenging to claim an area. If you wanted to fight someone you had to anti-claim. Lots of efforts, took hours and days. Nothing for pew pew Call-of-Duty milliennial cry babys. So playing not in a huge mega company is completely pointless at the moment. Also the modular ships are trash. i am creative, i want to try concepts and build how i want. I am afraid, ATLAS will not find back onto the path of a shining fun game.
  6. Unlike gamepedia say, shieldhorns and razortooths are actually breedable since 1.5, and here is some tips to breed a razortooth. To begin, you need to be in desert to breed them (during day, at night they'll be too cold (and no the icon isn't a condom)), as a dinosaur they lay eggs. I suggest you to need incubate the egg in the desert, but going to tropical instead. Tried Desert, Temperature, and Tropical. Tropical is, imo, the easiest place to grow them. (Didn't tried Polar or Toundra, but mehh, Razor need to have around 40.c x) ). So, now you're in tropical biome, the baby is born. Wait night, he's cold, put as firecamps as he needs to not be cold, minus 1. He's cold, BUT he won't die, the night time where he's cold is short. Same during day, he'll be too hot. Between each cold/hot phase, he'll regen, he'll be fine trust me With that, you won't need to keep an eye on him, just need to feed him with meat/fish and put wood in each fires. When he's juvenile, you can just come every 8 hours (time between each imprint) to refill wood and meat. And ofc, imprint him ! At least for the first 40%... After thoses ~40%, his health will drop faster than he could regen. The first 40% really are the easiest part Now you'll be in pain BUT at the end you'll have a raised Razortooths, and they are really fiew ! (maybe only one actually ? On the official network). Now that he's 40%+ you will need to keep a eye on him and fires everyday and everynight (In Game), so each time he's cold/hot, you start/stop fires. it's a real pain, if you're solo, I don't think you can achieve this (or don't sleep for 4 days, but I don't recommand this). Edit ! With recent updates, equatorial is now way better ! Wait night, put as campfire as he need, you won't need switch them between day/night. Just keep woods into fires, and meat/fish on the animal. Note that after baby state he doesn't care about temperature Why should I imprint a razortooth ? if you imprint an animal, his stats will be grantly boosted (except stamina saddly ). Mine lvl 19 razortooths, post imprinting has now 180% damage, without puting any point into it. If you ride it as the claimer (parent) he'll gain +25% attack and resistance. So if you combine everything, the 180% damage (exemple of mine) + 25% attack from being his "parent", + 25% attack cause the other animal is feared, + the bonus from the skill (cry nature ?), you'll do enormous amount of damage. (didn't tried with the imprinted one, but I already does 156 dmg per bite without an imprinted one, will add how much I do when we'll be home). You'll be able to solo purple tresors with one Razortooth without any problem. As you're very high, you won't take personnal damage from damned soldiers. So 0 chance to die I encourage you to put point in his stamina, to have 500 to 700 stamina. He's naturally very low, with one cry you will lost 150+ stamina ^^ My little level 19 has 580 health, if you find 2 good razortooth, you can reach 1k to 1k5 health easy post-impregnation, without putting point into it. Same for attack, you can reach 220-250% with luck. That's the end, sorry if my english isn't very well Not my native language. Ask question if some part aren't clear, need precision, or if you have other tips Here are some images : Baby razortooth, I started raising him in a boat, to find the best location/biome. Adolescent Razortooth And now, adult razortooth 100% imprinted, with his father, coming home If you never tamed a razortooth, I made an app like dododex but for Atlas, a calculator that helps about taming, stats of your dino Here is the link : https://globy.dev/animal/razortooth
  7. Hey guys, wanted to post a list I created from testing all the currently tamable creatures in Atlas, in regards to their ability to breed or not. Tier Creature Can Breed 1 Chicken Yes 1 Monkey Yes 1 Parrot Yes 1 Rabbit Yes 1 Sheep Yes 2 Bear Yes 2 Bull Yes 2 Cow Yes 2 Crow Yes 2 Horse Yes 2 Ostrich Yes 2 Pig Yes 2 Seagull Yes 2 Vulture Yes 2 Wolf Yes 2 Penguin Yes 3 Elephant Yes 3 Giraffe Yes 3 Lion Yes 3 Rhino Yes 3 Tiger Yes Some more info: If you see an Island Icon above the animal you are trying to Mate, it means the current Temp is too hot for them to continue to breed. Like wise an Iceberg Icon means it is too cold for them to mate. Moreover, If you see either of these icons on a baby(at any stage) it means the current temp is to hot, or cold for them to be raised in, resulting in the baby taking damage until the temp is corrected or they die. Most creatures can mate in most tropic/temperate zones, but if the creature cannot it will display a message in orange letting you know "Undesirable biome for mating!" There is no reason to take 'Breeding tier 3' atm, since no tier 3 Creature can be raised(unless you want 'Advanced Nature's Touch', which requires 'Breeding Tier 3'). I will update temps and biomes when I conduct further tests. Last thing to mention... I breed about 100 cows and all I ever got was Male bulls. The same was true for the 45 horses I breed. I did not see a single female. What is more, I did not see a single mutation. I did see a hand full of twins and one set of triplets, again all male. I really hope they Enable mutations as that is a huge driving factor into wanting to breed and furthering the trading that could be had for sought after stats/colors. Let me know if you saw a mutation or got a female baby! EDITED to reflect 1.5
  8. Spending hours baby sitting is tedious, not fun. i could understand spending up to an hour. but spending most of a night just isn't worth it. Funny thing is real baby animals have no problems surviving after birth with out human intervention. i think the time it take for the baby to grow up an become useful would be penalty enough. heck make it take a few days or even weeks. the only action required by the player should be to protect it from wildlife, not drastic climate changes. it shouldn't from temperature changes. maybe get sick, maybe risk losing some bonus taming levels, but not die.
  9. As I’m sure most of us realize, probably the most important factor in a game like this is staying power. It must have depth and feel continuously rewarding to play or else eventually people will burn out and leave. To shore-up these elements of the game I believe it will be critically important to focus on fleshing out each individual Skill Tree with variety, careful thought, and a level of nuance that rewards dedicated effort over simple dabbling. In light of that, I’d like to present some ideas for the ongoing Development of the Beastmastery Skill Tree. No question, what we currently have certainly covers all the initial bases, it creates (mostly) sensible progression tiers, it provides some extra perks in particular areas, and its Skill Point costs are pretty well balanced. I like to think the return is adequate for the investment. That said, there is much room for growth and improvement. Here are my thoughts are on how to make Beastmastery rewarding and fun for long-term players who are willing to invest the time and effort. I. Multiple capture and restraining aids to help with the domestication of various types of animals. Lassos, Muzzles, Corrals, Bird Cages, Cage Carts, and On-Ship and Off-Ship holding pens for transporting wilds would all help to make the process more interesting and improve our range of capabilities, which in turn makes the role of Beastmaster more robust and worthwhile. II. Rare colors for each of the creatures to add cosmetic value to certain entities spawned through the RNG system. III. Creature Variants that only appear in certain biomes or under certain conditions (such as when the RNG system rolls a max-level for example). These variants could essentially be “copies” of the original, but with a different visual appearance, some stats tweaks, and maybe some new mechanics if you’re feeling generous. An example might be a Polar Variant of the Lion: Snow Leopard, which has a massively reduced aggro radius and a pounce attack, or a Max Lvl Variant of the Chicken: Mallard, which lays Eggs that provide a different Vitamin type, etc… IV. Creature Variants and Traits that can only be acquired through multi-generational breeding. My suggestion would be an A, B, C, D, E, allele system tied to each creature. The RNG system will roll a random letter for each creature it spawns, and you can breed those with certain letters in certain positions to bring out new traits, possibly sub-species, rare cosmetic patterns or colors, or a stat boost. Basically, you would want to line-up five matching letters to bring out a hidden trait in that species, five A’s might bring out a hidden color, five C’s might bring out a new color pattern, five E’s might bring out an entirely new sub-species, the only way to find out is to do it. And the best part is that Grapeshot can dynamically add new alleles to isolated populations or to the species globally as the game continues to develop. You could also add a Skill Tree that allows you to see what alleles are present up to a point, for example, Tier 1 lets you see one letter, Tier 2 lets you see three, and Tier 3 let’s you see five. If you really wanted to make in interesting, you could even add a sixth invisible allele that can never be seen, but if matched with the other five brings out the rarest and most powerful traits of that creature. Like a horse being born as a Unicorn or something… Basically this system would make Breeding a more fascinating undertaking that requires careful planning, time investment, and deduction to take to its ultimate limit. Being able to breed wolves into Wolf Hounds, or horses into Clydesdales, each with different statistics and abilities would add so much interest and staying power to this aspect of the game. V. Cross-Breeding between compatible Max Lvl specimens. Example Max Lvl Tiger/Lion to produce a Liger. This would be an extremely high Tier Beastmastery skill that would produce superior off-spring that are more difficult to raise to maturity. VI. Various expensive perks that reward you for heavily investing in Beastmastery such as Primogeniture: the ability for offspring to rarely inherent a leveled stat rather than a base stat, or Thoroughbreds, which allows you to raise offspring with a certain number of level-ups immediately available rather than having to be gained through experience, or perhaps Dominion, which allows you to temporarily tame a wild creature instantly, Wild Whisper, which causes predators to ignore you unless you provoke them, etc… There are a hundred things you could do. VII. Breeding Overhaul: I think everyone will agree that considering all that’s happened over the development of both Ark and Atlas and all the feedback you’ve gotten from us players it’s time for some serious adjustments here. It’s simply not right to have a system in place within a video game that requires well-meaning people to dedicate unhealthy amounts of time or make changes to their real-life schedules to accommodate it. It’s supposed to fun, we shouldn’t be losing sleep over it, or losing jobs, or getting divorces just because we care enough about your game to actually dedicate the time you’re asking of us. Wildcard and Grapeshot bear part of the responsibility for every negative outcome that has resulted from this system, and I think it deserves some serious consideration. My suggestions are sweeping, but simple; allow mother animals to nurse their young and provide for all of their needs without exception for the duration of their maturation time. In exchange, the mother receives a debuff that weakens it and prevents it from being ridden until the baby is matured or until it is manually brought out of “nursing mode” via radial menu (which also returns the baby into player care). There is a cooldown to enter nursing mode, and to leave it also requires a short wind-up. Imprinting takes place over the first two hours of the baby’s life, maximum. There is no reason to ask any player to dedicate more time than that. These changes would make breeding accessible to everyone, and it would completely eliminate any requirements for unhealthy dedication of time. Those are my main thoughts on Breeding and Taming for now, I may come back with more later. Let me know what you all think, and if you have any ideas for potential Variants, colors, patterns, or Sub-Species, please share!
  10. It seems to me now that every baby bear has different health drop rate. they are much tougher now and with max 500hp I bet they'll survive for 15 minutes or longer when hot or cold. after they are juvenile that'll probably change. -or it was baby protection and now it's dropping quicker. I won't count that though. For my best baby bear it went from around 160%dmg to 195%. Basic attack now is 66 and with nature's cry 133. I'm impressed.
  11. I have just managed to finish maturing a baby bear in tundra with 4 cooking pots and 3 camp fires, approx 27k worth of wood and a shit sleep pattern. Not worth it went from 121% dmg to 142% and no increase in level from a baby. No Mutation as of yet but have three other babies raising atm, as well as the original first baby gestating for it child. Looking forward to super breeding.
  12. @Jatheish Firstly I agree with the top posts of this thread already and they've pretty much hit all of the marks. There are some things I haven't seen others type though, but I only read the first page with the top posts so they may have already been posted before: Vultures are pathetic and a nuisance (this has been written about already but I have such a strong dislike for them that I need to vent). Not only are they useless as a tame, they quite often screw you over when you're taming. OH LOOK a low health creature that's weak and trapped... let's kill it! I get that this is VERY realistic but good lord I'm kept on my toes when trying to tame something that's already hard enough to tame as it is, trying to keep my eyes and ears peeled for those pesky twots... Also, their attack/movement animation is so fast and glitchy they're quite often impossible to target unless miraculously trapped between something or you're on a mount. EDIT: During taming I haven't noticed any Vultures attacking in the middle of it, so perhaps this got fixed? Or I got lucky. Cows should be rideable like sheep and should be able to be fed Thatch after tamed. When successfully taming a Cow it should not read 'Tamed a Bull' - I believe this is the reason when breeding we always get Bulls and never Cows. Sheep should give Fibre when shorn as wool is not a Hide or skin, it is a Fibre used for making warm clothes and padding cushions for softness. Bears are really great, but my biggest problem is that they collide with floor foundations so easily and get stuck on them, especially in mountainous areas where people are spamming foundations in Lawless regions. They can't jump and this is fine, but getting stuck on foundations, trees and rocks/structures is frustrating, especially when you think you've made your way around it only to be rubber banded back to the original point. Ostriches are fantastic and yet I see people diss them so much! I understand that on PVP they are sorely limited, but I love their run speed, how easily they traverse over small objects (unlike the bear getting stuck on everything) and their jump is awesome. The only thing I would say about them is perhaps increase their tamed attack speed and give them some special skill like a super run speed boost and perhaps able to gather a bit more thatch like a stone pick axe. As these creatures quite often come together in a flock/group, giving them a sort of pack buff could be beneficial as well but not necessary, it just makes sense. Wolves are useless. They run out of stamina incredibly quickly, they have low health, low attack and apparently can't even chomp through a Crocodile's face (as mentioned below), nor attack a Cobra (as mentioned below) without doing circles and clipping through. The cold buff is pointless when the mount is so weak and has such a low carry weight, it's just not worth taming. Its only perk is that it has a very fast attack speed, but it's not even really a perk because everything else is so bad. It howls but that doesn't even do anything... I'd suggest, if they're going to have a Howl, that it gives a temporary buff to all other tamed Wolves in your vicinity, or rallies them to attack your target. A pack buff for these creatures makes the most sense out of everything as well, but I understand that could potentially become quickly overused and overpowered. Horses realistically should be a passive tame that run away if you get too close, like the Rabbit and Monkey. It makes no sense to have to beat down a passive animal and bola it when you could just go up to it, pet it and feed it until it befriends you, the catch being that, as in the wild, you would have to be very cautious with a horse, lest it be spooked and run away. If I wanted to be technical I would figure out a way to introduce Lassoing via a timed mini-game/mechanic. Why are Lions even more useless than wolves? And they're Tier 3 tames? Lions are huge, fast and powerful creatures! Increase their tamed base attack damage, make their right click usable only on creatures the same size or smaller than themselves and increase their base health to at least 300. A tier 3 tame weaker than a tier 2 tame that's already weak... this makes 0 sense as it currently is. The Rabbit enemy awareness mechanic is next to useless, reducing the tame to a cuddly toy. A speed buff, as suggested by many others, or a luck buff would be nicer, or at least a more visible/audible warning when it detects dangerous creatures than is currently in play. Breeding is far too punishing as it is now. I turned my back for 5 minutes and my little babby was dead as a door nail on the floor... Having to sit at your computer for 8+ hours straight while this thing matures is way too much. I'd suggest increasing the baby's food carry limit from 5 or slowing down its health loss. Also, shouldn't it just be able to drink its mother's milk or Cow's milk? Honestly I would just redesign the current breeding mechanic entirely. The baby should be kept close to its mother at all times during its growth, up to a certain point, and it should be able to feed from its mother. The mother in turn would lose hunger at an increased rate and perhaps have her Torpor slowly drain, meaning she needs to rest more often until the baby is matured. Tames that lay eggs, such as Ostriches, you could have an Incubator Crate, stuffed with straw/fibres or, again, just have it close to the parents to keep it 'warm'. These aren't tamable creatures below (though it would be cool to ride a Croco for fast water travel!) but they're creatures and these issues have been putting me off playing recently: The Cobra hit box and collision is ridiculous and overly frustrating. When fighting a Cobra (unless you're on an Elephant) it is quite often infuriating; it circles around you, clips through you, looks like it's in range of your attack but is apparently untargettable... this makes Alpha Cobras really scary and I just cannot be bothered wasting time with it unless I'm on a very high level Bear or Elephant. Alpha Cobras also currently have a nasty habit of spawning inside my pens and killing my tames when I'm offline - this is further worsened by the fact that they are so hard to target and clip through things. I'm certain that most tames end up dying to this creature purely because of the shitty targetting/hitbox that it has. I also can't remount a tame if I'm knocked off or unmounted when a Cobra starts attacking - its visual interaction box/hit box is just so weird and 'in the way' that the 'Ride/Inventory' option doesn't appear until the Cobra is lured away or its body dragged away when dead. The Crocodile also has a shitty hitbox but nowhere near as bad as the Cobra. When trying to target it with smaller tames likes Wolves and sometimes Ostriches, you're literally smacking or chomping its face off and it does nothing. You try to run to its side and bite its ribcage but it just rubber bands you back to where you were or teleports around you. I think, long story short, you should be able to smack at its head/face and deal damage without issues, no matter the mount or weapon. Alphas: Currently still spawning way too much in certain biomes. I saw 5 Alpha Cobras the other day in B6, on Blaincier Island, within the space of an hour. I also saw multiple other Alphas all dotted around from various species within that hour. Cobras are a pain in the ass with their hit box and clipping issues. Lions are so strong and terrifying because you can't mount up and take it on without being knocked off and if you try to go against it with a larger mount like an Elephant, it will just run circles around you and eventually kill your mount - the only way I managed to kill one the other day was to get it trapped in the corner of my base while it ran in to the wall and I continuously knocked it forward with my Elephant, or to bring an army of Bears. Everything should be tamable (I know this is already being worked on but finding out I couldn't make a Chocobo farm was really disappointing XD) The jump from Small gate to Large is ridiculous. I know it's been said already but I'll up it again by saying there needs to be a Medium gate in between.
  13. I would love to see some sort of mechanic were the mom feeds the baby. Like the baby draws off the moms food. That way it would take a much longer time before you need to feed again because the parent animal has a lot of food so you might have to feed every 8 hours or something. IT would also make putting points into food of the breeders worthwhile. Plus it makes more sense then cramming raw animal meat down an infants throat...baby mammals don't eat meat they nurse. we all know this.
  14. @Jatheish Two primary issues that need resolutions asap, basic QoL changes that would make a huge impact, and some suggestions for tames: 1) Animals falling through the mesh of boats or structures absolutely needs to be fixed ASAP. I recognize you saying above that you are making this a priority, so I'll just reaffirm how crucial this is to the player base. This has to be the #1 priority for animals; we've stopped sending bug reports about this, because it happens so much. Daily. And it was never fixed in Ark. Don't let this one slip. 2) The main thing wrong with the breeding system is how fast the temperature spikes can kill an animal. In Ark, you generally get to a point where you can leave the darn thing alone entirely for large chunks of time, as long as you're careful and watch your timers. In Atlas, even if you've got all the temperature ranges for your biome/grid known, you still have a maximum of maybe a 10 minute window where, if unobserved, the baby can die, because it can transition from a heat wave to a cold front, and no amount of insulation we've found can prevent a swing like that from killing a baby without manual adjustment. This window should be significantly longer, especially further on into maturation. You can still keep the temperature requirements, but the window for failure needs to be much larger, given the extremely long maturation time. Boosting someone else's idea: Give babies a scaling insulation buff when close to their mother. This will benefit smaller tribes who don't have as many people to do babysitting, and still make it more complex for larger tribes to manage that proximity if doing mass breeding. We also need some way to cool down a baby. It doesn't have to be huge (but more than being submerged in water). Necessary QoL changes Add armored saddle blueprints to the game (even just a bit, doesn't have to be the full 25 armor of a bear) Add Medium sized gates, for Tier 2 animals (and smaller tier 3s) Make medium and large sizes cages (like those in the Piracy tree) to hold animals on board ships for better transport. Make the "Transfer <animal> to <x>" option move them into specific, named cages, instead of to ships. Filter gathering would be amazing Add the "Dino Leash" item from ark Animal Specific Seagull - allow for a 'homing pigeon' ability where it can send weightless items like blueprints or treasure maps back to a specified location at your home base (like a special bird cage you craft) Crow - Help you spot nearby undiscovered Discovery Points with a UI element, like the Bulbdog alerting you to high level predators Sheep - Convert the hide-like resource your shear off them to a Fiber. This would help alleviate the lack of fiber in certain areas, since you could just bring along a couple sheep. Also fur just seems more like fiber then hide. Pig - Allow it to act like a super-shovel. Bonus chance to harvest worms, gold, etc from the ground Wolf - Revisit the idea of a "Pack Buff" like in Ark, as a means of boosting the wolves' currently underwhelming power level, without drastically changing the creature itself. Elephant Giraffe - should be able to gather additional thatch from trees (higher up) Bulls should get a buff to farming thatch from plants on the ground (all plants, not like how with Bears it needs to be a special plant) Shieldhorn - Its special passive ability is fantastic, but it needs a base HP boost or armor to really be a viable tank. Razortooh - Needs a stamina buff, and probably HP or armor. Seagull - Gather fish, increase Fog of War reveal distance Rabbits - on the shoulder gives a "Lucky" gold boost buff PS: While the new taming system of getting hit by the animal is somewhat annoying, I really like that it pushes taming into more of a group activity, often needing people to do the primary tame, scout/kill predators, and have someone on backup to take over if you miss the sweet spot a few times and get hurt. I like this design direction; even though I end up doing less solo taming, I have a LOT of fun on our group taming excursions into dangerous areas! Edit: PS, clarity, typo
  15. I feel the same as most about all the animals too. Think, you could add a Great White Buffalo as a rare animal. I BELIEVE IN A NEW DYNAMIC CHANGE FOR ATLAS LARGE TAMES! I think on all large animals they shouldn't (should NOT), be bolo tames, instead large animals should be protecting a baby or sibling from predators and somehow tricked into losing there baby. The large herbivores should be great and powerful, and smart; not a predator should be able to come to close to taking out the large herbivores. Therefore if some dynamic were introduced to attain a baby something rather from the parents and raised by players and it was truly difficult to kill large herbivores for even players it would change into something a little different than ARK has done. Maybe if you brought the now adult back to possible still living parents or brothers or sisters you could somehow temporarily use the original family to take on something really big but NOT keep. Sorry maybe I watch to much David Attenborough, he is a big deal, and even though it's a video game ultimately I have just a small bit of draw to all my tames as if they were real lol, so that's already a good designer that has tricked me into an affinity to my bear Yogi, Poo, Horses (buckskin) Thad, (Black) Black Stallion, (another black one) Black beauty, Cows Opera Winfree, Momma Cass (Cass Elliot) Snake rescued cow Carnie Wilson. A lot of our animals are rescued from snakes, and deserting neighbors. We are only a company of 2 and got land through long hours and persistence, and luck animals too. So, I'd like to not see the big ones so dominated and knocked down and tortured so bad. There are more videogame human ways to attain tames that big if the designers want to truly captivate us all. I'd be a great feat of enginerding. I got bumped cause I was doing my stupid taxes for uncle Sam that never existed.
  16. I was trying to breed a baby bear last night and went to bed. When I woke up the bear had died due to starvation. It was well beyond the 10% maturation and eating from the trough. I validated this before logging off. When I woke up the baby had died due to starvation. All my other tames in the area have full food. There are multiple troughs with rows of food still inside the troughs. There is no way the baby should have died due to starvation. In a game where you nerfed weapons are armor beyond the point of being useful, forcing us to use tames to advance, please fix this breeding mechanic. Or fix something that allows us to get closer to your idea of an end game. As a player, every path to your "end game" content feels completely broken. Please don't play the early access card... I get that already. All I want to hear about is that the issue is being acknowledged, and there will be plans to improve this mechanic going forward. So far all I have heard about taming and breeding is that it is not at the top of the priority list and you all did not want tames to be a huge impact on the game. Yet you have a whole skill tree for it, and you have a tamable dragon... so regardless of what you said, it';s still a very broken system you implemented in the game which needs to be acknowledged and eventually addressed.
  17. @Jatheish @Dollie First I want to say that I enjoy playing Atlas and look forward to seeing it progress. A big ups to the Dev Team who work themselves to the bone over weekends and after hours pushing updates out as often and as quickly as they can. It isn't possible to please everyone all of the time, so my post isn't about pleasing everyone but more about trying to help you guys find a balance that would please most players (at least that's what I think LOL) I know I've been party to the blame game, however, after watching the dev stream, I am ashamed of my outbursts and would rather provide you with some constructive feedback than blind criticism. So, without further ado, here are some of my thoughts and suggestions on the game after 300+ hours of play time. (When reading, please keep in mind we are a small company of 20 split into two companies due to difficulty in finding land, with each company having 4 active players.) In game notifications (status updates, server restarts etc.): I get that it can be hard sticking to a deadline, however, it is in poor form and extremely unprofessional to keep delaying a patch when you've announced it in game. For this, I suggest looking at the unofficial servers and the way server restarts are handled. The patch is released, which the server downloads in the background. Once the server has downloaded the patch, an automated ingame notification is displayed saying that the server will restart in 15 mins. A world save occurs just before the server goes offline and is restarted. No hassle, no fuss, no angry players Aging / Fountain of Youth: I enjoy the aging system and look forward to breeding, but feel that the age debuff should not have been implement yet as it has caused unnecessary issues which could have been avoided. For now - keep the fountain of youth available as a quest to those who've reached age 90 but remove the debuff until human breeding has been implemented. This will allow players to seek out the fountain at their leisure without clogging up the servers and will further reduce server issues when the debuffs are implemented, and player age is spread out a little more. Land Claims: I have no issue with the amount of claims people can have (since limiting will not fix the problems), but there are some ways that could perhaps help new land seekers find and claim land for themselves, or settle on someone else's property. Sleepers are the biggest problem to land claims as well as people not allied to or affiliated with the company who owns the land. Contesting should only be allowed by allies and company members who are awake and currently within said flag radius. Since flags require an upkeep (running through the vicinity every X days) - this should allow players to safely log off for X amount of days (because life happens you know) and return within X period to ensure claim is still safe. This also allows new comers to find land if said land owner hasn't been on for X days without having to worry about sleepers contesting the claim. Neutral Zones: Right now - players have no guarantee that they are truly protected in a neutral zone from either the land owner changing the "allow build" settings / or from another company taking the land and preventing anyone from building there. If players were guaranteed safety / protection from these acts, then more people might look to building in neutral zones. Perhaps a minor fix for this (until a better solution is found) would be as follows: if you've allowed a flag to be a neutral zone and someone has built on it, you are not able to change the flag type until the people who are renting have either left or died. If you (as a land owner) are no longer playing, after X days of inactivity, the flag will automatically change ownership to the tenant of said land. Should there be more than one tenant (multiple smaller companies) of the property - the flag will remain neutral, change ownership to the first tenant who settled there, and retain it's neutral status. I get that this is a tricky situation and there's no quick fix for this - but if (potential) tenants have some sort of guarantee that they're protected, then this should be more enticing to smaller companies and solo players. Greed and Resource Hogging: This ties in directly with the issues players are experiencing with land claims... I've noticed that people want to protect land so they either try and take over an entire island / refuse to share land / do not set any neutral zones for other players to use. I think that if the spawn radius for resources around buildings were reduced, this might help a bit. I may be wrong - this is just my personal experience in Ark on an unofficial server where the resource spawn radius was reduced. Animals / Riding / Taming: As a breeder in Ark, I love this feature, however do feel that certain aspects of the tree do not tie in well with each other and soon beastmasters will become slaves to the company since they are the only ones able to ride the tames. My suggestion is to split the riding and taming into two sub-trees in the breastmastery tree. I do not think you need any form of taming / breeding in order to ride an animal, but do feel it is a bit more "realistic" to include the riding skill. I have not started breeding yet as the only reports I've heard are of people losing animal babies due to temperature issues. I honestly do not want to waste my time if I know it's going to take a long time to raise a baby animal only to have it die of cold / heat. So... my suggestion for this is to allow you to breed an animal in the biome you found it in - regardless of temperature. Since the animal was able to naturally spawn there in the first place, there should be no reason you can't breed it there. If you do not find a bear in the desert, then you should not be able to breed a bear in the desert, but if you find one in temperate, then it should be able to breed in temperate (this includes raising a baby as well). I can't comment on maturation time or feeding since I don't have enough information yet - so will comment on that once temperature issues are sorted and I am able to experience the breeding side of things. Vitamins and Cooking: As the chef and farmer I feel that the cooking branch and vitamins EQ is unbalanced. Not only is it wasteful to cook any meal due to the meat insta cooking, but some of the recipes do not give you a balanced diet and fill you up too quickly, so this makes balancing vitamins more of a chore than anything else. Food and vitamin drain is not balanced either, so right now - it's easier to kill yourself that worry about maintaining vitamins. I think there are two people in our company who actively try and maintain vitamins (myself and my cousin) since we enjoy having the buff, however - it becomes nearly impossible to do so when you're not grinding and draining stamina, since you vitamins deplete fast than your food drains. Yes - there are ways around this (by going into combat mode and blocking in order to drain stamina) - but it is unrealistic and stupid. Food and vitamins should drain according to the amount of stamina you use. If you're inactive - your food doesn't drain, so your vitamins should also not drain as quickly as they do when you're active and vice versa. As things stand, there's no incentive for me (or other's with the cooking skill) to cook food. I've tried some of the recipes and although the recipes show that they increase two vitamins - they do not increase these vitamins by the same amount nor at the same speed. So in order to maintain a balanced diet at this point in time - it is much easier to eat 1 portion of cooked meat and fish to 5 portions of vegetables and berries. It would also be nice to have a separate recipe option for cooking meat / fish as the auto cook option requires you to have way more meat than is necessary in order to craft one meal. Farming: I love the farming in this game compared to Ark - the mini game and stamina drain is awesome... I just have one request (not a suggestion - just a wishful thinking kinda post)... Please have seeds attainable for the fruits and berries required for cooking meals And also - thank you for increasing harvest yield - it has balanced farming very nicely and now makes it worth while. Feeding trough stacks and spoil timers: I'm trying to think of a good solution to having to keep meat fresh for animals and two spring to mind... either increase the stack size for meat in feeding troughs which allows a stack to last longer before spoiling, or allow the use of preserving salts in feeding troughs (without the meat turning into salted meat). Perhaps I'm being a bit silly here - I just hate seeing all that wasted meat, just to ensure my carnivores have enough food for the day. Wild Animal and Monster Spawns: Before reading the below - please note that these thoughts are prior to the patch which nerfed the aggro animals spawns, but decided to post it anyway. Personally I feel that there's a massive over spawn of all the creatures right now (especially on the golden age servers) so it's no longer exciting to see something new - nor does it really scare me to go exploring. I should be scared, and I should be excited - but I just don't feel it any more. I know that this isn't something that's easy to balance, so what I would do if I were a game developer is reduce the spawns and increase the aggro range. Imagine you've just landed on an island and the shore front is populated by humans, but the inner island is pretty void of human life. There's little animal life on the beach front since most animals are scared of human settlements. Some animals might be curious and occasionally wander into the settlement, but these would be harmless - since they're also naive... take cows, crows and seagulls for instance. Further inland the animal population grows as the human population becomes less and you'll see more passive yet perhaps skittish animals, but now, you're wary because you don't know what's lurking in the shadows... it might be a pack of wolves, or a pride of lions, or a solitary tiger waiting for it's next meal. By keeping the predator spawns low, but having the aggro range increased will provide you with that sense of being scared instead of annoyed. You can also go a step further by having predatory animals become braver at night... Alpha's need to be a little more rare, but also more rewarding to kill. As it stands, they're a pain in the back side since all I get for killing one is a little bit of XP, extra meat and hide. Make them worth the trouble they cause Golden Age servers are ridiculous as they currently are. We sailed there before the fountain of youth release to see what it was like and were shocked to see the over spawn of cyclops on the beach front. And I'm not taking about 10 - 20 on the beach... I'm talking about 100s of these things. I get that you want these area's to be end game kinda areas - but the over spawn is laughable. I'd do the same here as with normal islands except instead of passives roaming around, have predators and smaller monsters as the norm with fewer really dangerous creatures... but increase the aggro range and maybe include traps and puzzles of some sort. Think Indiana Jones type of island and you'll get where I'm going. Weather Events: I like the weather events - it adds an interesting dynamic to the game, but they are broken right now and annoy more than provide a sense of fear or harsh survival conditions. Cyclones are annoying and no longer scary. Instead of having one almost guaranteed each time you set sail, have it rain more often with power unpredictable winds - then occasionally throw in a massive cyclone (one - not 10) that does a lot more damage than the baby cyclones currently do. It'll add that scare factor but also allow you to try and out sail the cyclone. Heat waves should be limited to warmer climates as should cold fronts be limited to colder climates. They should also not overlap, nor should they be so frequent that they become annoying, but more rare and deadly. Building: I love building (although haven't had much of a chance to build on official yet) but there are a few building mechanics that need to be implemented to reduce frustrations, use of unnecessary structures, and improve on server performance. Clipping needs to be looked at - it was done in Ark and can be done here - as it is... there are too many "obstructions" which make building a pain more than it is enjoyable. Dynamic walls, floors, ceilings, pillars and gates would allow us to use less objects in a structure (scale the resource cost as per the size of said structure) thus improving on server performance as well. Hotbar Cooldown: Either this wasn't very well thought out, or I'm completely missing the point of this... what is the point? If, in reality, I take a knife from the drawer to butter some bread, it's not going to take 5 seconds before I can use the knife. This cooldown doesn't make sense to me. I get the mini games for reloading etc. but not the cooldown for equipping anything. Edited to add: Ship Unclaim Option: Please allow for ship unclaiming - not all of us want to build ships and there are people who'd love to build ships for others to buy -------------------------------------------------------------------------------------------------------- END -------------------------------------------------------------------------------------------------------- I've lost my train of thought numerous times throughout this post, so think it's best I stop here for now... allow my brain to move on, and perhaps come back to this post at a later stage P.S. I know that as an individual there's no possible way I would be able to think of all the variables and some of my suggestions may not be viable so I encourage other players to expand on my post, play devil's advocate, provide their constructive feedback and help the devs in a more valuable way than just complain and be hateful.
  18. less than 6 dtgrees - cold for baby bear, minus health. Could help some campfires. But every 2 degrees under +6 - need 1-2 campfires. And if there will be a cold front outside, where temperature may be -50 and even -80 - your baby-bear will dye, cause i have no idea, how many campfires you must have to heat him. More than +20 dergees - overheat, minus health. And again i have no idea how to cool a baby-bear. I tried to put him in the ocean, tried to pour water from the bucket, opened windows and doors to create a draft. I even tried to cut the bear with scissors! Nothing worked, and our little bear died from overheating -_-
  19. have these been changed or removed? i bred a baby bear last night, in a temperate climate, and the temp ranged from about 2 to 29C (not including the heatwave or cold front that hit) and the baby never once got hot or cold! i'm not complaining its a great thing, but i'm just wondering did i get lucky somehow? i also noticed that ice boxes don't seem to generate temperature change, or at least not noticeable via the temperature display in the character screen or when holding H, is this broken? or removed due to some change? just trying to get a handle on this stuff, thanks for any info you guys can provide.
  20. The taming and breeding aspect of this game is a bit hardcore based on what you actually can achieve with capturing good specimens and breeding them. As of now i have not been able to mate wolves and every other tamer i met has said "DO NOT BREED THEM"... I try, i keep them warm they mate and boom... theres a 3:50 hour cooldown, which is fair enough, but then again once this specimen is born it takes two full days with forcefeeding and keeping it warm and cozy to be able to keep it alive, it cannot eat at the trough and you havent implemented no motherly feed such as keeping the baby near the mother should feed it and then keep the warmth up. Further i was told the penguins where supposed to radiate heat, they dont, you have to pick them up and carry them to get a heatbuff, what good does that do for usage? I suggest that we change taming/breeding from ARK. - Mothers should give a feed buff to their babies within a radius. - Mothers will need a supply of food nearby through trough and you will need heat to keep both mother and baby warm, through campfire or other ways. - Penguins should radiate a heat buff around them such as a campfire does, or else they will have zero use and are way to easy to lose to bugs or being attacked by animals. - Wolves should be breedable too, finding a male high lvl is extremely rare and then to find out your wolves wont breed.. dafuq? Im a tamer, fun part of this game but some of the aspects of taming just really annoy me, i aint got no one who can actively keep a baby bear alive for 2 days because you havent implemented a mother role of feeding.
  21. This game is dead. Its beyond saving. 3 years in EA is a joke, and lets be honest its not EA at this point they're just stringing it along. They are milking it for all its worth to fund their ARK baby. Updates with things no one ever asked for, ships which are completely ridiculous and just an attempt to hide bad code they cant fix.. game is a joke. The main activity goes on private servers with mods and better quality of life changes. I left official not long after the forts were implemented. Been playing on IS server since and its great fun. A lot less grief, people actually get along and give advice instead of insulting each other. Playing since phase 1 I wouldn't touch official with a barge pole these days. But then all you have to do is look at the forums to see how dead it is here now. Barely a post a day in the main general chat. Says everything you need to know.
  22. I've touched on this a bit myself, the temperature requirements are beyond realistic, if you surrounded a Colt IRL with 20 campfires to keep it warm during the cold it would probably die of a heart attack because horses are scared of fire. I mean it is the same for any creature no creature is going to want to be around fire of any amount. Penguins do no good being as they only adjust for one temperature range and there is no counter for the other temperature range other than fire. I realize they are probably proud of it but honestly babies and tames are already hard enough they didn't need an extra mechanic to make it "more engaging" all it has done is made me quit playing every time i try to breed because i get the baby to Juvenile maybe once every other time it dies.. they never live to even imprint once much-less get to adulthood. At this point I would say the best bet is to completely remove it from the game till you give us better options to maintain temperature better.(IE not have to baby sit it the entire 24-48-72 HOW many ever Hours it is per creature type) Also adding in things like heat and cold waves knowing full well maintaining temperature on babies without that is impossible as is.. It honestly seems given everything being added and all the changes being made with tames in general that you have no intention whatsoever to make tames even be remotely worth the effort required, that breeding is a giant middle finger to anyone that came from ARK because of the taming and breeding being in this game as well(only to find out you thought ark was bad, but wait there's more introducing worse taming mechanics, worse stat ups, constant re-scaling to make them even worse than before, breeding that is so bad it makes you want to shoot yourself(good thing you can shoot company players and hang them because you can do just that after attempting to breed anything) I appreciate the thought and effort put into the game but there is a lot of things that clearly were not tested before pushing the Early Access, while yes it is up to your players to give feedback during this stage, its also important to occasionally admit you messed up and will make changes accordingly to provide better game-play and make people enjoy the game not rage log every time you are 5+ hours into a baby just to have it die to something you can't control. I am sorry if this post seems saltier than my others but i am at about my wits end with the parts of the game i came for and enjoy.
  23. I agree, its bad enough that you have to take it through the baby phase which for my bear was about 5 hours. Lets add it all up, 4 hours to make the female pop, 5 hours to get to juvenile (10% maturation) 45 hours to progress through the rest of maturation with stuff you have to do every 8 hours. Its almost impossible to a) stick around for that long without needing to take a break of some kind - sleep/food/toilet/work/school/?? and b) the constant babysitting means you cant do anything else ingame since you always need to make sure that the baby isn't to hot or cold. Make the gestation longer (upwards of 12 hours would be fine) so you can trigger the breeding, go to work/school/sleep and come back later and get the baby and start force feeding it for 1-2 hours until it hits juvenile stage at which point it takes care of itself as long as its fed through the feeding trough. This part can take however long is deemed necessary as long as it doesn't need babysitting anymore, keep this part at the 50 hours so you cant just go crazy and breed an army.
  24. 1. Taming its hard and has no reward with this upcoming patch it will have even less off a reward to have fought down the biggest meanest lion and made him your friend, the nerf to them will have them die to lvl 1 wolves the moment you get jumped, after having fought it probably died a few times to the creature it will get you salty and not have fun. (Perhaps nerf creature vs player damage instead off nerfing their health?) 2. Alphas they are way to common and way to overpowered with little to no reward for finally managing to kill one, the nerf to tamed will make small companies have even bigger issues surviving the attacks of one and the buildings will get destroyed due to the glitchy ai. 3. Wild creature damage vs tamed creature damage /health the natures cry and natures toutch don't feel like they do anything and when you have a leveled creature tamed trained and then loose it to a wild lvl1 creature it is no longer fun and tames seem pointless. 4. Breeding if we have to have this make the babies able to survive its highly useless to breed at the moment unless you have a pack off penguins or sit and baby the animals for several hours this is a game to have fun with not a job please do not go the ark way off having people sit in a barn staring at creatures to make sure they survive, if the creature can breed on this island the baby can survive its that simple even zoo's dont sit in a pen with their baby bears having them die to heat stroke and not be able to do anything about it is hurtful to watch. 5. unsure if this point is just me not having found merchants yet or something else but make rare seeds a commodity from some merchants for unofficial servers it is very hard to have all the islands with all the potential seeds around. 6. Cooking food needs to be more valuable when cooked some recipes are to hard to craft and those you may have a chance off making are not worth the effort off dragging water to the grill constantly/ perhaps let the water pipes be connected to the grill? 7. i want to love this game and in some aspects i do the sailing is fun the risk at sea is perfect and it seems a lot better optimized than other games this big the building has improved a lot and feels nice you can make gorgeous houses and castles the six points above are just my issues with the game and things i wish would be considered for all players not just pvp players who yell the loudest, do not turn this in to wow where the rp and pve players who are more relaxed arent heard. 8. Please make these houses hollow with a door snap point maybe window snap points they are gorgeous. Apologies for going above the three issues i have been needing to vent this some where
  25. im finding it very difficult to raise animals with the current temperature system, it feels like i need to be online 24/7 till the animal is raised which is impossible! i would rather raise 400 gigas at once than raise anything on here.... i dont mind the temperature system i just think it needs toned down alot or introduce a A/C system like ark... i will litrally be away gathering wood for 5minutes come back and find that my baby is now too hot and has 3hp (from 75) i turn off the fires go farm abit more wood and come back 5minutes later to find its allmost dead from the cold, so i have to crank the fires on and this is within a very short period of time, this also carries through all the way till they are fully grown given that bears take 4 days roughly to raise that would mean i would need to sit around my bear baby bear for 4 days turning fires on and off to make sure it is at the right temp, this is allmost impossible! this also does not affect just bears, i have lost 21 horses to heatstroke, 4 cows and 2 bulls to the cold... i honestly dont have enough time to go to the toilet and back before they die from hot/cold never mind a food run for the babies! I honestly dont mind doing this for the baby stage but please remove it for the juv/adolsecent stages otherwise i will be dead from sleep deprevitation just from monitoring its heat!
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