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Found 3,528 results

  1. Has anyone seen an Alpha on Whales Solitude since the wipe? I haven't seen a single one; rattlesnake, seagull, chicken, nothing.
  2. The devs have stated they wanted to get players out on the sea more, but inadvertently have put the biggest barrier to the sea the game has ever seen. I understand they want to add value to gold and make it an integral part of the game, but they did so at the cost of players being able to make more ships which would result in more combat and an over all increase in the enjoyment of the game. Gold requirements and value can be added in ways that make the game more fun and not act as a hindrance. Such examples could be purchasable talent points or buffs for ships that are already crafted or as a modifier during the craft that can add over all quality to the ship at the cost of gold. I would rather gold be seen as a power up and not as a barrier to getting out on the water. I love the armored ship dock gold upkeep because this allows for gold to be used to protect your ships and I look forward to the specialized ships costing gold. One idea for a ship that costs gold would be a mortar ship that has one mortar on the front of the ship that solves the problem of large scale combat where the defenders just turtle up and force a land fight. the mortar ship forces them to come out of their castle and deal with the siege weapon. Limitations to this ship could be that a company can only purchase one per day and it only lasts for a certain window of time. Please consider evaluating the ability for players both in small groups and large groups to earn gold outside of the trade system and their ability to get out on the water and off of land. I know you guys want us out on the water and not stuck on land, that was one of your goals of the automated farm houses at the start.
  3. I have seen cogs on in the world with cargo racks and diving platforms but I can not get them to attach to the cogs. Can someone please tell me how this is done?
  4. You say it is antithetical, and then you go on to explain why it is not. First, games need balance. Would you pay to go see a sports game between Pros, and children? I mean, would this be considered good competition worth paying to watch? Of course not. Why not? Because there is no competition. Even colleges are divided into divisions, to offer more fair competition. Same for high schools. What makes a game fun for anybody, if one group can just run roughshod over another group? Who is that fun for? It's certainly not a recipe for a healthy game community that will stick around for a while. Honestly, how long do you think most players will stick around for games when they get wiped. How many wipes in a row does it take for the average player to leave a game? I have seen people quit after one. I have seen many more quit after two in a row, and even more after 3 in a row. Why do FPS players log into a game, day after day after day, when they get repeatedly killed in that game? So long as they are experiencing something close to even success and failure, they will continue to log in. If they get killed, but never get kills, they would not log in. The idea that wipes are needed for a PvP game to be fun, is just absurd. That is only fun for the one doing the wiping. If the goal is to drive players from the game, then wipes are a great way to do it. I've seen many people quit because of wipes. The problems you describe, are people trying to avoid the pain of being wiped. In short, it's like speed limits. When you put up radar detector and it shows that everyone is driving 10 mph over the speed limit, people are voting with their foot. They are letting you know they don't like the speed limit. In this game, people are showing that they don't actually like the wipe mechanic, and are doing everything they can to avoid it. Cheaters used under meshing to avoid it. Why not just come up with game mechanics that allow everyone to avoid getting wiped, and yet creates reasons to PvP? Seems a more reasonable solution.
  5. Wow, now this is just my favorite post I've ever read about Minecraft. I have seen many mods and servers, but I have never seen what is attached in your image to the post. It's really cool and creative. I am inspired by this and am already ready to play and build something of my own. Computer games are generally a real-world in which we can be a little freer than in reality. If anyone is using the servers, please respond! I have been using minecraftservers.biz for months now, and so far, this is a good alternative to mods.
  6. Hey i just wanted to throw this out there being as i had such a hard time figuring it out, i seen many others with the same issue and not once did anyone ever reply or try to help them. Alas, The problem is. After Creating a Dedicated Server on my Server PC and using my Custom 3x3 grid i was able to launch into my server with friends and play just fine for however long. Eventually a server must be restarted and this is where the problem came into play. As soon as i restarted the server cluster, Upon startup of the servers i was greeted with a lovely "Fatal Error". Of course these are common with atlas but this one however had me stumped. I recreated a new map from Scratch, Removed any bugged islands, checked ports on grids and port forwarding on router, i even went as far as to run a 3x3 with no added code , single island per grid and still the same. I followed the guides found from MANY different sites and that's where i was misled, They all inform you to use SteamCMD to install atlas then use an Serverstart.bat file to bootup the server. This is all fine but the code they give you is this start X:\AtlasSrv\ShooterGame\Binaries\Win64\ShooterGameServer.exe Ocean?ServerX=0?ServerY=0?AltSaveDirectoryName=10?ServerAdminPassword=123?MaxPlayers=20?ReservedPlayerSlots=0?QueryPort=55761?Port=5561?SeamlessIP=x.x.x.x -log -server -NoBattlEye exit The code is Correct minus the changes you need to make to allow it to find your server, What they don't explain is that this line: "AltSaveDirectoryName=10" CANNOT be used in every .bat for each grid, What this does is set the save directory for all the loaded files on the server grid like Structures, Ships, Tames etc. When each grid saves each of their files to the same folder the previous grid files are being overwritten thus causing a fatal error when it tries to reload the server. To remedy this chang this line to a different number for each grid, For example, my Grid is 3x3 so for grids "A1-0,0" "B1-1,0" and "C1-2,1" i would change this to: AltSaveDirectoryName=00 AltSaveDirectoryName=10 AltSaveDirectoryName=20 Or you can use your own digits or even letters, these will simply be the names of the folders the associated grids will save too. I noticed this is an ongoing issue and would be nice if the devs would simply state this in their tutorials but it's grapeshot so.. smh... Anyways i hope this helps the next person out! I'd love to hear feedback if this fixed it for you! if i can answer any other question you have for the setup process i'd be more than happy too. Good luck!
  7. The problem is not the spawn rate. It's the rendering range. You can be on top of them before you know it. It's worse if moving fast. There is a setting for this but even at max it's way too low. I understand rending these SOD at greater range would have a cost but something should be done about this. I suggest a glow seen at greater range, without rending the whole ship/s. This would help both those looking for them and looking to avoid them. And secondly, SOD being on the grid borders where you can spawn after passing through and can be in the middle of them. I recently passed through a grid in my brig to find myself spawning on the other side at a full stop T-boned into a SOD gally, taking damage as I spawned. Resulting in my sinking before I could get untangled from it. But I been here since release and have learned to just deal with it. Fixes like these just don't ever come.
  8. Come on man, pvp is empty as well. Pve people left because they got rid of the frost pve cluster to begin with. Pvp servers are just as dead. And nah, I have seen plenty of pvp people complaining. Deny it all you want but I have seen plenty of it. I will definitely be waiting for new world then. Haven’t heard of it yet but thanks for bringing it up. I’ll make sure to look it up today. Players are already leaving anyways so even if new world doesn’t take them something else is already.
  9. Hello, although I'm having a lot of fun with the part of the game that works, Atlas is frustrating me more and more. I can't play singleplayer because the pirate camps pile/stucking up five times. Apart from bugs I haven't seen yet. Is there any fix for this? So admin cheats sure but for how many pirate camps do you do that until it annoys you. Singleplayer via a hosted server is somehow not the real thing. I pay ~10,-€ for a server which can contain 1 grid. For a real singleplayer experience with collecting power stones etc. I need ? min. 2 grids so 20,-€ or more ? I can't host a server myself in LAN because it doesn't work with Atlas or only for some how has the right prerequisites. Is there at least something in sight that they will work on it ? I have the impression that they rather add content than fix bugs. Anyway I have invested several hours in the attempt to set up a server under Linux and Windows on my own LAN but with no succeed. It should have been only reachable for me, otherwise it would not work anyway because of DslLite and no Ipv4. But for Ark it works absolutly fine. Is there anything I have overlooked so far that allows me to play normally ? So without turning off basic elements of the game like the pirate camps ? And I think i can't badly play without mods. Does the bug with the pirate camps also exist outside of singleplayer ? Otherwise my efforts with server rent or host would be completely pointless. ------------------------------------------------------------------------ Hallo, obwohl mir der Teil des Spiels der funktioniert viel Spass macht frustriert mich Atlas zunehmend. Singleplayer kann ich nicht vernünftig spielen weil sich die Piratencamps bis zum fünffachen in einander stapeln. Mal abgesehen von Bugs die ich noch garnicht gesehen habe. Gibt es da irgendein Fix für ? Also Admin Cheats klar aber für wieviele Piratenlager macht man das bis es einen nervt. Singleplayer über einen gehosteten Server ist auch irgendwie nicht das wahre. Ich zahle ~10,-€ für einen Server welcher 1 Grid enthalten kann. Für ein echtes Singleplayer Erlebnis also mit dem Sammeln der Edelstein etc. brauche ich ? min 2 Grids also 20,-€ ? Selber im LAN kann ich keinen Server hosten weil es mit Atlas nicht funktioniert oder nur bei einigen wo die Vorraussetzungen stimmen. Ist da wenigstens irgendwas absehbar das die daran Arbeiten ? Ich hab den Eindruck die schieben eher Inhalt nach als Fehler zu beseitigen. Trotzdem hab ich etliche Stunden in den Versuch investiert unter Linux und Windows einen Server aufzusetzen im eigenen LAN aber es will nicht gelingen. Brächte nur für mich ereichbar sein, anders ginge es eh nicht wegen DslLite und keine Ipv4. Gibt es irgendwas das ich bisher übersehen habe das mir ein normales Spielen ermöglicht ? Also ohne Grundelemente des Spieles auszuschalten wie die Piratenlager ? Und ich denke auf Mods kann ich auch nur schlecht verzichten. Existiert der Bug mit den Piratenlagern ausserhalb vom Singleplayer auch ? Sonst wären meine Bemühungen mit Server mieten oder hosten ja völlig überflüssig.
  10. Where is the supposed community Manager? Never replies so obviously doesnt know the meaning of the role. - Feedback to Both Parties... Are you even relaying any of the community concerns regarding the state of ATLAS? as we dont see replies from you or your Customer Relations. Everytime you submit a ticket its just solved never a reply to the concerned. (GREAT COMMUNICATION SKILLS THERE) Armoured Docks OK to be spammed everywhere? with 30m HP (Can we add a freeport NPC vendor in them too) LOL. = x2 Per Company per grid atleast Maximun. The whole point of creating Harbour runners is to do what it states and create CONTENT but that just got burnt out. Claim Islands - I thought you couldnt build on them? You can place an armoured dock on the isle as ive seen a few with Boats in there. SEASON 1 claim system - All thats been done is revamped and added the ability to claim someones possible BP'd Ship (Why would you go backwards?) Lawless was created for the smaller companies who choose not to claim ISLANDS, Stay hidden and not seen Now theres a target on there locations = LOL.... Barrels on SHIP should not be fired from anything if you want your ship to have barrels drop over the side (HandBall) and allow the vessal to sail into them. People are not wanting to build there ships and sail because of the x3 Barrel sink. An update with Q&A doesnt resolve anything, because your fellow employee asked a question and your dev team replied lol. The questions your Team have come out with is beyond belief Half of them have never crossed my mind since playing upon release and possibly others?. Then theres the performance before any of this fancy stuff, Did your company not drop the size of servers to help performance? - Where is the help when you still get 120 players in one grid lol.. This is supposed to be a game that can hold how many? 8k plus over multiple servers IM NOT 100% sure but COMEON now. Theres still the shield BASH to sort (A naked with a Shield can win a fight lol) then the Torper from a mace i could go on. BUT IT ISNT MY GAME OR MY COMMUNITY.. Bring back the OLD devs who actually created a ROAD MAP to keep us informed (AS WE KNOW THATS NOW OUT THE WINDOW) Or bring some of the guys in that do the UNOFFICIAL as they seem to be doing something right. Where there is Critism there has to be good Points - This is from an Appraising point of view if you know what that is being a manager The few things this DEV team has given in the correct way has been - Stam Drain and Glider Movement +1 / Dolphin +1 for Having in Harbour instead of having to search one for crafting purpose / +1 SeaHorse (Good defence for Harbours aswell as scouting lol) so well done on these goals. You have a WIPE comming as you state... NO DOUBT its for the easter sale on steam as that is your companies revenue - SALES. Just alittle help here: You want new customer for the easter wipe? SORT THE GAME OUT LOL. - RELAY THESE CONCERNS AND THEN RELAY TO UR COMMUNITY. Is that not why you have a website up and running? so the community can voice together on forums, is that not why you have seperate managers for each section? Everytime you have done a Q&A no names have been mentioned. Give them the Voice that they asked you the question and show there names so they can admit if they asked it. Then you wouldnt get called out for the BOGUS questions asked and replied.. - ITS CALLED FEEDBACK TO X Y AND Z.... Thanks for hearing my concerns (and possibly Majority of the community but who knows).
  11. Edit (May 18th): Due to an unexpected issue, we’ve made the difficult decision to delay tonight’s patch to next Wednesday, May 25th @ 7PM PDT. We want to ensure the start of the new season is as smooth as possible. Thank you for your patience and understanding. Ahoy Pathfinders! The time has come for new adventures to begin again in the world of Atlas. While familiar, the seas have shifted and hold new mysteries and challenges for both new and old pathfinders alike. With the recent discovery of the Golden Age ruins, pathfinders will find themselves tested by new adversaries that will strike down the most experienced of pirates if not careful. Seven of these bosses now roam the lands waiting to unleash their might on any that dare to find them. Are you brave enough to take the challenge? There is also talk of an new unexplored region, shrouded in mystery, that may bring a new set of trials to pathfinders looking to unlock its secrets. Do not trust your senses in this eerie place for one false move may spell doom for you and your crew. The map itself has also undergone a few changes to make traversing the world a little easier. As always, with the new content, we are also continuing to fix many of the issues that have been reported by you, the community, and will continue to do so until we get it right. We want to say thank you to all the pathfinders that have provided feedback and suggestions and that continue to support us as we make gradual steps to make Atlas the best gameplay experience possible. With that said, the servers will go down May 18th at 7PM PDT and will undergo a few hours of maintenance. Barring any issues, we expect the servers to return and season nine to start around May 18th, 10PM PDT. We wish all the best luck in your new adventures and, of course, happy sailing! Released Patch Notes v543.0 Season 9 Patch Ahoy pathfinders! The tides of Atlas are shifting again. New exotic locales to explore and dangers to confront have emerged. New Content New Mini-Bosses of the Golden Age Ruins Seven new Mini-Bosses have been added. Each Golden Age Ruin island will now have its own boss to find and fight. Ancient Fire Elemental The first fire elemental ever to be created. An unknown, wicked deity possessed inflamed, volcanic rocks. It is rumored that all other fire elementals derive from this one. Found on the Golden Age Ruin island in A7 Elder Rock Elemental A Giant Rock Elemental that has seen the tides of the Atlas shift many times. He has finally arisen from the sulfurous land to destroy pathfinders who trespass on his grounds. Found on the Golden Age Ruin island in F4 Kekada A Deep Sea crab that invaded the surface long ago. Its docile nature was corrupted by the power stone contained on the island it is found on. Kekada now brutally crushes anything it can fit in its massive claws. Found on the Golden Age Ruin island in L7 Buwaya A cursed Crocodile that is only told about in myths originating from the Philippines. Legend says, those who fall victim to this monster are taken to the world of the spirits. Found on the Golden Age Ruin island in G8 Eber The Boar God. Even creatures have deities, and this one smells awful according to Pathfinders who have encountered it. They say it is a big, feral boar with rotting flesh and piercing eyes that roams the forest. Found on the Golden Age Ruin island in L3 Crystal Scorpion Legend of a mysterious scorpion that appears only in darkness that is drawn to dark energies. Found on the Golden Age Ruin island in M13 The Sentinel A cyclops creature tasked with protecting crystal entities. Corrupted by tainted crystals, this creature's appearance has taken on the visage of the very crystals he guards. Found in the Golden Age Ruin island in E1 Maw Waters A new region has been discovered! A brave, possibly foolish, Pathfinder followed the Ships of the Damned across the waters of Atlas. He returned with tales of a land shrouded in darkness and unnaturally thick fog, with creatures that seem to vanish or appear out of thin air, and eerie green fires. As proof of his findings he brought back a strange crystalline substance, soft to the touch yet somehow solid. His final notes state that any Pathfinder who ventures to these lands should not trust their eyes, as empty stretches of land may have hidden dangers. New Items Lantern of the Maw A special lantern that automatically appears on ships when they enter the Maw Waters region. Interact with the steering wheel to access the lanterns inventory, see current Essence value, and craft Solidified Essence. Fully fill your lantern to leave the Maw Waters region. How to gather Essence of the Maw and fill your Lantern There are several activities that will grant your lantern Essence of the Maw. With the exception of the Relic of the Maw all Essence is gathered on the ship the player enters on. Active Accumulation Destroy Ships of the Damned - Each ship destroyed will grant 10 Essence Destroy other players ships - Each ship destroyed will grant 25 Essence Obtain a Relic of the Maw - The Relic of the Maw is found in Flotsom and when consumed on a ship instantly fills that ship's lantern to full. Grants 100 Essence Passive Accumulation Travel 500 meters, either by sailing, swimming, or walking. Rewards 2-3 Essence. Survive in the Maw - For every 5 minutes spent inside the Maw Waters 3 Essence is rewarded. Essence of the Maw A viscous smoke that can be collected within a special lantern. This item is only acquired in the Maw Waters region, and can not be used outside of the Maw Waters. Solidified Essence A semi-soft semi-solid crystal that glows a dim blueish green hue. Relic of the Maw An ancient Golden Age Relic, found only in the Maw Waters. Using this Relic will instantly grant 100 Essence of the Maw. Reworked Map The World of Atlas has shifted again, new lands have emerged and the known world has been disfigured. Maps all around the Atlas will need to be redrawn with these newly discovered regions. Bug Fixes Fixed instances where babies born in the tame house did not require imprinting. Fixed instances where the forge would prioritize burning thatch before wood. Fixed instances where controller disconnect can cause a crash. Fixed instances where Shipyard scaffolding clipped through the front of the Pegasus. Fixed instances where tame house debris would have incorrect textures. Fixed instances where perpetual portals had invisible collisions. Fixed instances where invisible collisions existed around damaged portal entrances. Fixed instances where health was not displayed correctly for the Cursed Temple. Fixed instances where the Harrier had an incorrect description. Fixed several issues with the Giant Turtle tame. Fixed instances where the Industrial Smithy had an incorrect description. Fixed instances where the height and interact volume of the tame house was to high. Fixed instances where the error messaging when joining an online session was incorrect. Fixed instances where there was a lack of UI feedback for the Great Temple progression. Fixed instances where the Pegasus had an incorrect description. Fixed instances where unanchored ship limit increased when demolishing a ship before it is released. Fixed instances where orichalcumized walls had incorrect LOD settings. Fixed instances where Industrial statue framework being mislabeled as burial mound framework. Fixed instances where Industrial statue framework returned a burial mound framework when picked up. Fixed instances where the Industrial statue would float in the air when completed. Fixed instances where there was a storage limitation of the Great Temple progression table. Fixed instances of baby male tames being able to mate while in the tame house. Fixed instances where food added to the tame house does not increase spoil time. Fixed instances where medium weight sails are over-performing. Fixed instances where medium and small weight sails would not take damage. Fixed instances where transient node harvesting structures would collect resources from different factions. Fixed instances where a baby tame would spawn under the ground causing its death. Fixed instances where the workstation had incorrect crafting recipes. Misc. Timeworn quality has been removed until content and bugs are fixed Giant Turtles no longer spawn underwater Chromatic Aberration has been removed from underwater post processing Increase cost of the tame house No longer rounding on ship sail unit values. Players can no longer store temporary tames in the Pegasus. Industrial Rifle has been adjusted. Bleed removed, increased damage from 160 to 200 per shot, increased durability loss from 4 to 8 per shot. Industrial Revolver has been adjusted. Bleed removed, increased damage from 50 to 100 per shot, increased durability loss from 1.5 to 3 per shot. Tames will be ejected from the Tame House when the Tame House is destroyed instead of killed. The time it takes a modular ship to sink after it starts leaking has been increased. The resource costs for crafting patch kits and armor patch kits has been reduced by 50%. Modular ships have had their base weights adjusted. Server restarts have been set to automatically happen at 10:30 PST daily, including weekends. Scuttle and Unclaim options for ships have been changed to be locked behind company rank, similar to how structure access is. Interact with the steering wheel to set the minimum rank that can scuttle or unclaim. Adjusted lighting so there will be less contrast between day and night Xbox Only Improved memory performance Improved network connection Industrial Wonder Content Due to the feedback we received surrounding the Industrial Wonder, we have decided to cut it from this patch so that we have adequate time to redesign and adjust. Final Note Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch, as well as timing, may be different from what was previously discussed. As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! Happy Sailing, - ATLAS Crew For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame View full article
  12. Edit (May 18th): Due to an unexpected issue, we’ve made the difficult decision to delay tonight’s patch to next Wednesday, May 25th @ 7PM PDT. We want to ensure the start of the new season is as smooth as possible. Thank you for your patience and understanding. Ahoy Pathfinders! The time has come for new adventures to begin again in the world of Atlas. While familiar, the seas have shifted and hold new mysteries and challenges for both new and old pathfinders alike. With the recent discovery of the Golden Age ruins, pathfinders will find themselves tested by new adversaries that will strike down the most experienced of pirates if not careful. Seven of these bosses now roam the lands waiting to unleash their might on any that dare to find them. Are you brave enough to take the challenge? There is also talk of an new unexplored region, shrouded in mystery, that may bring a new set of trials to pathfinders looking to unlock its secrets. Do not trust your senses in this eerie place for one false move may spell doom for you and your crew. The map itself has also undergone a few changes to make traversing the world a little easier. As always, with the new content, we are also continuing to fix many of the issues that have been reported by you, the community, and will continue to do so until we get it right. We want to say thank you to all the pathfinders that have provided feedback and suggestions and that continue to support us as we make gradual steps to make Atlas the best gameplay experience possible. With that said, the servers will go down May 18th at 7PM PDT and will undergo a few hours of maintenance. Barring any issues, we expect the servers to return and season nine to start around May 18th, 10PM PDT. We wish all the best luck in your new adventures and, of course, happy sailing! Released Patch Notes v543.0 Season 9 Patch Ahoy pathfinders! The tides of Atlas are shifting again. New exotic locales to explore and dangers to confront have emerged. New Content New Mini-Bosses of the Golden Age Ruins Seven new Mini-Bosses have been added. Each Golden Age Ruin island will now have its own boss to find and fight. Ancient Fire Elemental The first fire elemental ever to be created. An unknown, wicked deity possessed inflamed, volcanic rocks. It is rumored that all other fire elementals derive from this one. Found on the Golden Age Ruin island in A7 Elder Rock Elemental A Giant Rock Elemental that has seen the tides of the Atlas shift many times. He has finally arisen from the sulfurous land to destroy pathfinders who trespass on his grounds. Found on the Golden Age Ruin island in F4 Kekada A Deep Sea crab that invaded the surface long ago. Its docile nature was corrupted by the power stone contained on the island it is found on. Kekada now brutally crushes anything it can fit in its massive claws. Found on the Golden Age Ruin island in L7 Buwaya A cursed Crocodile that is only told about in myths originating from the Philippines. Legend says, those who fall victim to this monster are taken to the world of the spirits. Found on the Golden Age Ruin island in G8 Eber The Boar God. Even creatures have deities, and this one smells awful according to Pathfinders who have encountered it. They say it is a big, feral boar with rotting flesh and piercing eyes that roams the forest. Found on the Golden Age Ruin island in L3 Crystal Scorpion Legend of a mysterious scorpion that appears only in darkness that is drawn to dark energies. Found on the Golden Age Ruin island in M13 The Sentinel A cyclops creature tasked with protecting crystal entities. Corrupted by tainted crystals, this creature's appearance has taken on the visage of the very crystals he guards. Found in the Golden Age Ruin island in E1 Maw Waters A new region has been discovered! A brave, possibly foolish, Pathfinder followed the Ships of the Damned across the waters of Atlas. He returned with tales of a land shrouded in darkness and unnaturally thick fog, with creatures that seem to vanish or appear out of thin air, and eerie green fires. As proof of his findings he brought back a strange crystalline substance, soft to the touch yet somehow solid. His final notes state that any Pathfinder who ventures to these lands should not trust their eyes, as empty stretches of land may have hidden dangers. New Items Lantern of the Maw A special lantern that automatically appears on ships when they enter the Maw Waters region. Interact with the steering wheel to access the lanterns inventory, see current Essence value, and craft Solidified Essence. Fully fill your lantern to leave the Maw Waters region. How to gather Essence of the Maw and fill your Lantern There are several activities that will grant your lantern Essence of the Maw. With the exception of the Relic of the Maw all Essence is gathered on the ship the player enters on. Active Accumulation Destroy Ships of the Damned - Each ship destroyed will grant 10 Essence Destroy other players ships - Each ship destroyed will grant 25 Essence Obtain a Relic of the Maw - The Relic of the Maw is found in Flotsom and when consumed on a ship instantly fills that ship's lantern to full. Grants 100 Essence Passive Accumulation Travel 500 meters, either by sailing, swimming, or walking. Rewards 2-3 Essence. Survive in the Maw - For every 5 minutes spent inside the Maw Waters 3 Essence is rewarded. Essence of the Maw A viscous smoke that can be collected within a special lantern. This item is only acquired in the Maw Waters region, and can not be used outside of the Maw Waters. Solidified Essence A semi-soft semi-solid crystal that glows a dim blueish green hue. Relic of the Maw An ancient Golden Age Relic, found only in the Maw Waters. Using this Relic will instantly grant 100 Essence of the Maw. Reworked Map The World of Atlas has shifted again, new lands have emerged and the known world has been disfigured. Maps all around the Atlas will need to be redrawn with these newly discovered regions. Bug Fixes Fixed instances where babies born in the tame house did not require imprinting. Fixed instances where the forge would prioritize burning thatch before wood. Fixed instances where controller disconnect can cause a crash. Fixed instances where Shipyard scaffolding clipped through the front of the Pegasus. Fixed instances where tame house debris would have incorrect textures. Fixed instances where perpetual portals had invisible collisions. Fixed instances where invisible collisions existed around damaged portal entrances. Fixed instances where health was not displayed correctly for the Cursed Temple. Fixed instances where the Harrier had an incorrect description. Fixed several issues with the Giant Turtle tame. Fixed instances where the Industrial Smithy had an incorrect description. Fixed instances where the height and interact volume of the tame house was to high. Fixed instances where the error messaging when joining an online session was incorrect. Fixed instances where there was a lack of UI feedback for the Great Temple progression. Fixed instances where the Pegasus had an incorrect description. Fixed instances where unanchored ship limit increased when demolishing a ship before it is released. Fixed instances where orichalcumized walls had incorrect LOD settings. Fixed instances where Industrial statue framework being mislabeled as burial mound framework. Fixed instances where Industrial statue framework returned a burial mound framework when picked up. Fixed instances where the Industrial statue would float in the air when completed. Fixed instances where there was a storage limitation of the Great Temple progression table. Fixed instances of baby male tames being able to mate while in the tame house. Fixed instances where food added to the tame house does not increase spoil time. Fixed instances where medium weight sails are over-performing. Fixed instances where medium and small weight sails would not take damage. Fixed instances where transient node harvesting structures would collect resources from different factions. Fixed instances where a baby tame would spawn under the ground causing its death. Fixed instances where the workstation had incorrect crafting recipes. Misc. Timeworn quality has been removed until content and bugs are fixed Giant Turtles no longer spawn underwater Chromatic Aberration has been removed from underwater post processing Increase cost of the tame house No longer rounding on ship sail unit values. Players can no longer store temporary tames in the Pegasus. Industrial Rifle has been adjusted. Bleed removed, increased damage from 160 to 200 per shot, increased durability loss from 4 to 8 per shot. Industrial Revolver has been adjusted. Bleed removed, increased damage from 50 to 100 per shot, increased durability loss from 1.5 to 3 per shot. Tames will be ejected from the Tame House when the Tame House is destroyed instead of killed. The time it takes a modular ship to sink after it starts leaking has been increased. The resource costs for crafting patch kits and armor patch kits has been reduced by 50%. Modular ships have had their base weights adjusted. Server restarts have been set to automatically happen at 10:30 PST daily, including weekends. Scuttle and Unclaim options for ships have been changed to be locked behind company rank, similar to how structure access is. Interact with the steering wheel to set the minimum rank that can scuttle or unclaim. Adjusted lighting so there will be less contrast between day and night Xbox Only Improved memory performance Improved network connection Industrial Wonder Content Due to the feedback we received surrounding the Industrial Wonder, we have decided to cut it from this patch so that we have adequate time to redesign and adjust. Final Note Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch, as well as timing, may be different from what was previously discussed. As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! Happy Sailing, - ATLAS Crew For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame
  13. Its a boss like the Hydra. all drop Mythos and Hydra is still within to what i seen on PTR
  14. Obviously the feed back from the community isnt herd otherwise we would get the answer from what keep being asked........ via Majority of the same question. New claim System??? its Season 1 revamped (Lawless for a reason - Be seen and not found) - Might aswell call it Law and Claimed. - Not Broke dont FIX IT. (Now you can claim someones BP'd Ship not just there base. or you might be lucky and claim half of the base now that is funny lol) Barrels still able to shoot from Boat (Been complained about alot in the last 2/3seasons) Remove them and allow Over Board Barreling via Hand. Armoured DOCK (Way too many for one company in one Grid - Reduce them to x2 Per company Per Grid?) - (NEW FREEPORT META ON ANY ISLAND just need an NPC Vendor with them) Sea Tax Island (No build except for bank and towers?) - (Theres Armoured Docks placed there and FOB Boats hmmmmmm) Honeslty ide love to know who asks these Questions you guys throw out there because the Normal questions that would be asked are never seen lol Side note the past few updates that came out were good IMO (Stam Drain and movement of Glider) - (Ballista Flame increased over Sails) - (and i do like the Dolphin/Seahorse) So a big well done and thnak you on these Patches. You wont get more people visiting the sea when it take less then 40minutes to claim someones isle on LAW'd they wont go farm becuase of the time travel. You wont get more people visiting the sea when they can lose the 50k Galleon within x5 Barrels! 35k brig x3 barrels 5k schooner x1/2 Barrels. You wont get more people visiting the sea if they have to dock at a LAW'd isle as something going on in rl to come back and they lose there ship. It takes days to Claim a ship with What yours is mine (Useless skill for awhile now) but if i thow a SEA CLAIM down its mine within 40mins. YAY!!! - FAIL SYSTEM Season 1 Some may have given more to this game then me but since launch ive invested 6k hours and is still playing not so much now becuase of the Wipe Hype but hey. Questions that are asked must be from the new Players honestly or even the dev team throwing questions to each other as there role play tester.......
  15. And if you change the flags to those parameters. Nearly ever land owner will put it to company only or allies. Shortage of land yet again if population picks up. I honestly feel the current claim system has hurt the population. Huge drop in numbers after the wipe. When people seen the claim system they implemented in the patch notes for PTR. Most people hung up the game at that point. Now I made the choice to live in lawless after testing the system in PTR. However I often wonder on settlements-Can anyone demo abandoned stuff or just the claim owner like it was when we had flags everywhere? If just the claim owner can demo items on the settlement after the 10 days. That I see as a huge problem. I've seen too many lazy landowners even before the wipe. I also feel as a pirate game. You should be able to "raid" peoples abandoned stuff. I think if they added that in. People would be more inclined to clean the map up instead of just leaving crap everywhere. I'd also like to see some auto decay/vanishing items. I see signs, newbie huts, and peoples locked animal traps everywhere. Settlements/lawless/golden age ruins. They put the system in where flags require upkeep to stay functional. I get how the colonies system works great for PVP. I'm not sure its the best fit for PVE. I also understand how running 2 different systems would be a huge headache for the devs/programmers. Really i'd love to see them do the single claim flag per person with upkeep involved or go to the original system they thought of -upkeep on structures. Anything more then one flag per person I think they'll run into problems like they did before. Get rid of the lawless islands altogether. It's honestly kinda sad sailing through a lot of grids and being the only person in there. Yes there is land to go around but also seen foundation spam in mass quantity on all types of islands. Hell ive even seen settlement owners spam their own islands to keep people from living there. Gold isn't hard to come by. Hell I made a ton with a lvl 8 bear or even flotsam crates. They already essentially did away with the resource taxes and turned the whole map into lawless. I mean really there isn't much difference between settlement/lawless anymore. One person has to babysit. The other just lives on an island.
  16. I am in a mega and it still takes us 3-4 months to find the good bps unless someone gets ungodly lucky the sails and now cannons take for ever. Can you list which exploits are plaguing the ships of this seasons? I have seriously not had issues this season with companies exploiting ships... I have seen the new ships put forth by the devs sink when they arent designed to... so ive seen broken updates from the devs but not exploits related to boats.
  17. Well... an update to my update... I lied. Disregard all the findings posted above, lol. As soon as I moved 1 grid East and tried to confirm my initial findings, it was all wrong. I'll continue messing around with it to try and find a pattern, but so far the highest value I've been able to get with the givetreasuremap command is a 5.5. At 5.6 and above, I've never gotten a single hit. FOR SURE patterns are: 1. Decimals past the first place are taken into consideration. Ex: 5 is different from 5.56 & 2 is not the same as 2.23. 2. In general, the higher the value attempted the farther the treasure map grid will be located. Anything under 2 is almost always in your current grid. Also, if you try to roll something absurdly high like "givetreasuremap 200" it will be a mythical in your current grid. 3. Atlas does seem to prioritize N > W > E > S. I've still yet to get a roll on a grid directly South of my current position. 4. It is DEFINITELY not random as far as where it will be located. X number of grids away is not sufficient enough to explain it. Ex: If 2 grids away, it will likely always be in a certain direction, such as 95% of the time @ NW instead of SE. The only way for sure to get a hit on all your maps is to have a large # of servers (like 11x11) AND to have them all running at the same time. After that, I'm not quite sure at this point. I haven't seen the definite pattern yet, but I'll keep an eye on it. If I figure anything concrete out, I'll make sure to post it here. Doesn't take long to let you guys know, and I'm trying to figure it out for myself anyways, so no biggie. I REALLY want to get above a green map for treasure tho. Pretty frustrating right now. And it's not like Rapeshot is going to give us any hints. Until then, here is a screenshot of the last thing I've ever seen after going hunting for whales.
  18. Having played with the claim system in PTR. I'm almost tempted to say screw islands and build on lawless for live. It's easy when stuff is 6x to get gold. The cost of upkeep on some of those flags-500-600 per 12 hours. A solo person could hold it. But that's an awful lot of treasure maps. I had a pretty small island and no one wanted to live on it due to lack of resources. Face it everyone wants their own piece of paradise. I wish I coulda seen how much the upkeep went down if people were living on it. Overall for a PVE environment. I don't think its gonna go over well. I'll do some testing further when the servers go live. I don't like the tax rates. I think they are horrid. I've seen to many put it at 50%. I only had mine at 5% before someone wiped me out. I was ok with that since I intend to go over to the PVE PTR anyways. I did mourn for my lvl 28 rhino and bear a little. I didn't even get to ride them before they bit it. As for lawless. Not much has seemed to change on that front. 4 days till decay. No extra upkeep involved. No headaches of people since everyone wanted to put a claim flag. Most lawless only had 1-2 people on them. Granted this is test and the most I seen was 3k people playing atlas. Most people bombed the freeports with large shipyards. That I don't agree with. I get its anarchy rightnow. I really hope that doesn't carry over to live. I live for the rates to slow down and live to be back. Building everything in 1 day just burns the game out for me. I do wish they'd adjust the sotd spawns. I was excited when they talked about the changes. But its same shit different day. But now we have a gazillion galleon sotd's and the others that spawn with it. It's way to much and killing my will to adventure. I've seen so many sotd's on shorelines. Pathing is a mess.
  19. Hi I’ve seen a picture of a ship not seen in game before and wanted to know what type it was Double stacked gun ports 12 each side 24 guns. brig 12 guns, galley 56 what’s this one
  20. Take your own land? Hmm ive seen multiple post about peaple cant claim their own land, far more than ive seen anyone complain about pillarspam. To spam a whole Island would be near to impossible. And far more easy to remove a pillar than a contested flag. And gates, get rid of the gates that keep people away from an Island. Or make them ten times the cost and weight. Oh, btw. I havent seen the majority complaining about pillars, but the flags and the pve aspect on the other hand ive seen allot of.
  21. I stopped doing Treasure maps about a month ago, after the ubernerf, but since that time have been introducing new players to the game, and low-level treasure maps seem to be fun for them. As a result we have all been collecting maps from islands local to us and getting a serious pile of them in our own zone that would have been too low for me to consider playing with in the past. I have a few new observations based on this large sample in a concentrated area, especially on our own island. 1. In another thread that I cannot seem to find, there were huge arguments about spawning AoD on top of other player's structures, and the fact that island owners should know where their spawn points are and not build there, I was skeptical then, but most of my experience had been on very high level, very remote maps, which by definition were rarely in the same zone, much less island, so I didn't feel my experience was sufficient to comment. After doing more than 20 maps on our tiny 15-point island, not even once have I seen a duplicate location. There seem to be about 5 areas that they are generally clustered around, and I have seen a few of them within about 20 feet of previous spawns, but never on the same spot. I am now certain that the idea anyone knows precisely where you can or can't build is patently ridiculous. 2. After encountering several pre-built structures that other players left behind from fighting high-level treasure maps in remote locations, like on the top of remote pillars, never once did the undead spawn in the location that those players had obviously built "around". Instead it seemed to always spawn some distance away from an enclosed structure. Whether that means that maps modify their spawn location based on existing player structures, or if the above RNG is to blame, i don't know. I don't really have an adequate sample of this, but after roughly 200 maps, I have yet to encounter one that actually centered the AoD spawn within an enclosed player structure. The closest I have seen is about 10 feet away from a player structure built over a temple, which made sense to me if the spawn was actually supposed to be on the temple somewhere, but got kicked to the nearest side by the location algorithm. I'm also quite sure that once a map is 'locked in' at the moment a player picks it up, the location is never modified by subsequent player construction, mostly because I used to construct tons of traps and enclosures before spawning a map, and it never moved the beam as a result.
  22. I have been gaming for longer than Jat has been alive. I have alpha's, beta'd and EA'd. I have played every major MMO since there were MMOs. I played SWG from the start to the end with 5 accounts. I've played Eve Online & WoW for their whole run. I even took a run at some of those MMOs like entropia. I've seen major map changes. I've seen engine changes. I've seen near total game rewrites. I have never seen an MMO wipe toons.
  23. Ahoy Pathfinders! In this patch, we are preparing for a new era in Atlas. The winds of progress are coming to the world, bringing new structures and adventures for all pathfinders, new and old. Large plumes of smoke can be seen on the horizon, signaling the “revolution” to come. First off, we have the much anticipated tame house being introduced in this patch. Breeders rejoice, these tame houses will make a great shelter for all your fauna friends, while significantly speeding up the breeding process. In preparation for the new season and Wonder coming soon, the fires of the industrial forge have been stoked to produce new resources and structures for Atlas. With these metallurgical advances, the landscape of Atlas will never be the same. Discover the origins of these new technological feats in two new regions of the Atlas map. Along with the new discoveries, these areas hold new mysteries and challenges that will test even the most seasoned pathfinder. Lastly, as always, we are dedicated to bettering the gameplay experience with every patch. This patch has a slew of bug fixes and improvements for the game, many suggested and reported by the community. 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 v541.07 To be released 4/13/22 ~7PM PDT New Content Tame House Tames are getting a new place to call home! Players that tend to a lot of tames will now have a centralized structure to house and breed tames at, as well as harvest fertilizer from. It will allow players to store up to 20 quadrupedal tames of many types: Bears, Cats, Cattle, Crocodiles, Elephants, Giraffes, Horses, Lions, Monkeys, Pigs, Rabbits, Rhinos, Shield Horns, Sheep, Tigers, and Tortugar. After obtaining the Beastmaster 2 skill, the Tame House will be buildable at a Smithy: Resources 125 Stone 5 Flint 65 Hide 20 Wood 40 Fibers 20 Metal Industrial Wonder Content With Industrial Expansion on the horizon, so comes its innovation to the Atlas. Generators to augments resources and Statues to ring in the advancement are arriving to Atlas Industrial Generator and New Wall Variants Industrial Generator A new experimental generator is available to build. It burns the pure sulfur, orichalcum and brimstone you’ve been harvesting and changes the Resources around the immediate area. It can be crafted in the Industrial Smithy This generator introduces Sulfurized Stone and Orichalcumized Stone into the game to use in creating new walls. Large Stone Wall Variants With all the newly augmented resources from the industrial generator, there are old recipes that can be modified to be potentially better than ever. Specifically, Large Stone walls and Gates with orichalcumized or sulfurized stone finishes. Their respective properties activate when Brimstone is burned in the area. Orichalcumized Walls and Gates will provide increased impact damage protection while Sulfurized Walls and Gates will provide increased Explosive damage protection. Tier 1 Industrial Monuments: Statues of Industry Industrial Explorer Statue This specific statue commemorates the pathfinders that explored unknown waters and lands first Its image motivates you and the crew to work more efficiently on ships Industrial Privateer Statue A statue commemorating the privateers that paved the way for industrial improvement. Its image inspires one to collect more xp and resources. List of New Craftables: Industrial Generator Unlocked in the Metallurgy skill Crafted in the Industrial Smithy Resources 100 Brimstone 175 Orichalcum 150 Pure Sulfur 300 Stone Rituals Available Burn Pure Sulfur Makes rock harvesting nodes drop only sulfurized rock for a short period of time Cost 150 charges 100 Pure Sulfur Burn Orichalcum Makes rock harvesting nodes drop only orichalcumized rock for a short period of time Cost 150 Charges 100 Orichalcum Burn Brimstone Activates buffs on the Orichalcumized & Sulfurized Wall and Gate Variants for a short amount of time Cost 200 Charges 150 Brimstone Orichalcumized Large Stone Wall Unlocked in the Esotery of Building Skill Crafted in the Industrial Smithy Resources 240 Alloy 394 Fibers 1176 Orichalcumized Rock 420 Thatch 588 Wood Orichalcumized Large Stone Gate Unlocked in the Esotery of Building Skill Crafted in the Industrial Smithy Resources 184 Alloy 314 Fibers 840 Orichalcumized Rock 315 Thatch 420 Wood Sulfurized Large Stone Wall Unlocked in the Esotery of Building Skill Crafted in the Industrial Smithy Resources 240 Alloy 394 Fibers 1176 Sulfurized Rock 420 Thatch 588 Wood Sulfurized Large Stone Gate Unlocked in the Esotery of Building Skill Crafted in the Industrial Smithy Resources 184 Alloy 314 Fibers 840 Sulfurized Rock 315 Thatch 420 Wood Industrial Statue Base Unlocked in the Metallurgy skill Crafted in the Industrial Smithy Resources 20 Brimstone 40 Orichalcum 60 Puresulfur Industrial Statue Framework Unlocked in the Metallurgy Skill Crafted in the Industrial Smithy Resources 200 Orichalcum 200 Pure Sulfur 500 Stone 800 Wood Industrial Explorer Statue Unlocked in the Metallurgy Skill Crafted in the industrial smithy Resources 200 Brimstone 400 Orichalcum 400 Pure Sulfur 2500 Stone 500 Wood Industrial Privateer Statue Unlocked in the Metallurgy Skill Crafted in the industrial smithy Resources 200 Brimstone 400 Orichalcum 400 Pure Sulfur 2500 Stone 500 Wood New Regions Added There are new areas to explore in The Atlas: Trackless Waters and Unknown Depths. Like Uncharted Waters, It seems as if Industrial Machinery was left behind in these areas by pathfinders long ago. Trackless Waters A hot stretch of Islands found off the west coast of South America. There are portals available in the South America Region to reach here Unknown Depths A hidden, tundra area that could not be traveled to via normal means. This region can oddly be reached via portals found in Africa and Antarctica. Bug Fixes Industrial Hydra and Industrial Rifle are now affected by the Lucky Loader Feat Fixed instances of farming structures not having areas of influence Fixed instances of Cursed Armor needing multiple types of Bone Chips Fixed instances of Transient nodes not moving weekly Fixed instances of snapping pillars working incorrectly Fixed instances of NPC Crew’s stats not updating correctly Fixed instances of players losing functionality when standing on a ship while it is released Fixed instances of Broadsider losing cannon functionality on logout Fixed instances of wood not being able to be re-bundled Fixed instances of rowing module displaying incorrect point value Fixed instances of misspelling in the Carrack’s description Fixed instances where the Fog of War in singleplayer wasn’t working correctly Fixed instances where blueprint gunports were not doing more damage than common Fixed instances where the Pegasus would sprout tentacles Fixed an issue with whistling at the Turtle Ship’s emergency ladder Fixed instances where the wood catwalk was not buildable Fixed an issue when placing mythos in the progress table Fixed the map zoom indicator in some regions Fixed instances where players would contact invisible geometry inside of portals Fixed various typos Replaced placeholder art for tame cargo railing Removed extra emergency ladder on Turtle Ship Fixed instances of negative storage space in some structures Fixed instances where the Sarcophagus was unable to be built Fixed essence of power locations Fixed visual issue of overlapping holiday vendors on freeports Xbox Only Improved memory loading / unloading Additional improvements coming in the next patch Misc Single Player character deletion is working correctly Multiple UI Fixes Deleted Duplicate entries in skills Removed the Industrial Smithy from Sulfur Pits The Compass’ Glowing Essences have been modified to be more in line with the icon Commodity Vendor has been added to Tortuga Reverted Blueprint colors to original values, with slight adjustments for ease of reading certain colors Bola is now stackable, up to 15 per stack After reaching rejuvenation 3, characters will no longer age past 20 years old Fixed the Descriptions of multiple items The Pegasus can now turn while stationary and in reverse Known Issues Stone cannot be re-bundled Breaking down bundles produces a different type of resource Some error messages are not appearing Industrial Statue Framework shows up as Burial Mound Framework Foundation and Framework have no time limit on when it can be picked up. Orichalcumized and Sulfurized Large Stone Gateways are not affected by the ‘Burn Brimstone’ ritual Large Weight sails still require tuning Pegasus has turning issues 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
  24. Would it be possible to keep QoL skills between wipes? While this is possible it is not something that should be done without consideration. The most active time is the few weeks after a wipe when players are all at the same progress level, same island claim opportunity, etc. Allowing players to keep their quest progress will give an unfair advantage to those players. We are looking into ways of reducing the repetitiveness of the progression to endgame. Sounds like BS to me! Wipes are nothing but a short population by boost destroying players progress and forcing them to regrind old content. The early game sucks and its boring. I've seen it too many times. This is not about being fair. People start out fresh and are behind others all the time. It's an MMO, that's how it works. Destroying people's progress over and over is not how it's done in MMOs. Even those that start fresh at the same time have different play rates and are quickly at different levels and progress. As in all MMOs. And it matters less than zero on pve. For pvp how about something more logical if you want a wipe... Now that we have portals, link pve zones and pvp zones. Then only wipe the structures on pvp zones only, leaving the pve zone untouched and skills untouched. Maybe two factions of pve zones on either side of the pvp zones like pirates and the English. After a pvp zone wipe, the pvpers can race in to claim and do their thing. While the pveer can support their faction. Now you have an economy and more game play. Doing it without buying a population boost by destroying players efforts. ... The real problem is currently many players run out of content once they reach a point, then play less. So, you make them regrind old content over and over. And in the process, you piss off the long remaining player base. I can't think of any other MMO that does this. ... One mega server, split in two sides/factions (or more), with a large rich pvp zone in the middle. Rich as in something worth fighting over. Not just fighting just to fight. Rich pve zones that pveer never need to leave if they choose not to and from which they can support the needs of their pvp faction should they choose to.
  25. Ahoy Pathfinders! There will be no patch this week, so instead we’re delivering some information based on some questions we have collected and seen around the community! Since we announced the renewed ATLAS journey last Summer, a lot of things have changed in the development cycle, and we are still working on improving our processes and the feedback loop with the community as well. Like in any adventure, some parts of the journey can be rough but as we overcome them, we continue to move forward and build on our experiences. Whether we are making small steps or revisiting old ideas, it is important to remember that we are still sailing forward! Development is very often not linear, and understandably things can get confusing for the community - even for those seasoned Pathfinders who have been sailing the seas of ATLAS since the very beginning. We hope that today’s discussion and some of the answers to your questions will help the community understand our vision for ATLAS and where we are currently at. ATLAS, in general, is lacking a strong theme. Yes, we are a Pirate game, but it's currently a mishmash of a bunch of different stuff and we are looking to address that post the release of the current feature slate (Trade System, New Ships, and Claim System). Right now the idea we are liking most is something we're calling "Stormpunk" which centers around that idea that there are more resources to capture on the water (like harnessing lightning). We are going to maintain an element of fantasy moving forward, but it may not be so openly Dungeons and Dragons (although we love this game!) or "high fantasy" feeling. As with all things, everything will remain as we introduce new things, and we will fade things that people lose interest in. What is the long term plan or overall vision? It'd help explain a lot of these changes if we were also privy to just a rough idea what the long term will look like, because right now it seems things are going a bit backward in regards to accessibility, especially for small groups and solo players. At the highest level, the goals are as follows: Get players out on the ocean - there are lots of things we're doing to encourage this but it basically means that we want players spending more time at sea and less time on land. In order to do that we really have to blow out all the things you can do at sea so that they are as fun and interesting as what you do on land. Make ship-to-ship combat fun. There is so much to this, but we really want PVP interactions on the water to be richly rewarding. Increase player recuperation. Survival games can be tough and we want to make sure that players can be devastating to one another, but that the losing side player doesn't have to feel like they are starting over each time. We also want to make small companies and lone wolves more viable. We still have a ways to go before we reach these goals. We know that we are not there yet and that the current state of ATLAS does not reflect what we envision. Most of what we have implemented so far is still in its beginning stages, and are only just setting the foundation for how the gameplay is going to evolve. Trade System For instance, one of the main goals of the Trade System is to increase play at the smaller group and solo level. We recognize that right now the system is not very friendly to these players - There's a lot of balance to be done there and a number of missing elements, like the upcoming Tradewinds feature, but we are working on it. Ultimately, when all pieces are in place, we are planning for a system where large companies will actually be incentivized on a different scale for helping small companies and solos. The Trade System is still in its alpha stage, and as of build 515.17, all Trade Shipments are virtual and locked to a single grid. We are continuously working on Market optimizations as well as bug fixes and server side improvements to bring the system to full functionality. Subsequent patches should see more refinement to the Trade System, opening up more routes and eventually the NPC Trade Ships. Please note that at this stage, we may have to disable and re-enable Trades sometimes to work out and troubleshoot any issues that may potentially arise. What about the players that do not wish to utilise the market system? Asides from the market, are there any other big gold "earners" in the planning besides maps and whales/sunken treasures? Although the Trade System is meant to be one of the core pillars of gameplay, our main goal is that "gold comes from the sea". So yes, you'll see some additions and refinements to life on the ocean which should make getting gold easier for non-marketplace participants. Claim System We are looking into rebooting the original claim system that allowed players to take over a section of the island. This is done by placing down a claim structure that takes longer to build and is more robust than a claim flag. It may also have its own defenses. Once fully built, it will have to be destroyed for you to lose your claim and everything that goes along with it. We are not completely reverting back to the old claim system, but will be taking the original concept and building off of it. We are currently still testing some ideas. Ship Systems Getting a new ship system into the game that can support future expansions does take a bit more time than just putting out a "new" one on the existing system, and we are excited to be getting closer to it! We teased the first one, the Ramming Ship, a few weeks ago and we have a number of other ideas for these unique and specialized ships, but we don't want to spoil the surprise completely. The important note here is that we are moving from releasing ship parts to releasing complete ships that have special roles in the game and thus begin to grow the strategy of managing a fleet. All of the upcoming Ships that can be bought with gold will be primitive class and up. Ramshackles will still be available at Freeports for now, but when you buy things with gold they will be good ships. In regards to the existing Ship system, can we get tokens as random loot drops from bosses to craft schooners/brigs/galleons please? So there is a route for smaller groups to get boats? This probably won't happen. Right now we're really happy with how hard it is to get bigger ships. Many players have reported having more fun than ever with "Sloop Wars". Dropping tokens would benefit large companies more and go against what we are trying to do, which is to fundamentally change how ships are currently perceived. Right now, ship progression is linear. Once you can build a Schooner, you never build a Sloop again and so on up the ladder. We are more focussed on giving every ship type a viable role on the ocean and introducing strategy and reasons for each ship type to exist. On the Horizon Post integration of the claim system we'll be going back through all the content that is currently in the game and be making quality of life improvement and balance adjustments. We aren't very interested in nerfing things so much as bringing their fun factor way up. How far out are we from super wind sea-highways that make traveling around the map faster and consolidate content? We're trying to get it by the end of the year. A lot depends on how long it takes to balance the Trade System, new Ship System, and new Claim System. Any plans for expanding fishing so it doesn't suck so much? Like better random loot tables from fishing, maybe getting maps randomly from fishing. higher quality fishing pole=better maps/blueprints/gold etc. We can answer this by saying that we don't think there is nearly enough fun stuff to do on the water and we are looking to blow that out significantly. This will include water creature taming, better fishing, ocean resource gathering, and better diving. Any planned changes for freeports? Exponential decay or something to prevent freeport living? Not yet. We have to put in all the systems that allow lone wolves and small groups to survive elsewhere first. Long term, we envision settlements of any kind to be more friendly or hostile to you depending on how you've treated them in the past. Can you tell us more about the ideas behind how breeding is envisioned by the Dev team for beginner breeders through the most advanced breeders? Right now it takes too much time to do, unless an entire weekend day is devoted to it. Perhaps more difficulties while raising babies through their infant stages, but have it be for a much shorter duration so that it is more practical and enjoyable for a wider audience. One of our designers has taken the breeding and taming of creatures under her wing. In the background she is working on a completely revamped system that should be more of what you want to see. Can't tell you when it will ship, but I can tell you that we are working on it. Treasure Maps need a lot of work. Are big changes planned for the hunts to be more engaging? The distance requirement is also a negative map factor. It's not enjoyable to sail 7 grids out, 7 grids back to run a Masterwork map. Could maps that are of any qualities spawn on an island that are closer? Yes, a rework of this is planned, but it's down the road. It's not where we want it either and for sure we are looking at the treasure spawning closer. Additional Q&A What is some of the work that is currently being done to help with optimization and performance issues? About half our engineering staff is on performance and optimization. We know it's a problem and are working to fix it. The issue is that we also want to continue to put the rest of the planned features in the game to see if they are viable. We want a high performance game as much as you do. Remember, optimization isn’t going to suddenly happen in one patch. Some improvements may happen in small steps over time, while other improvements are a bigger engineering endeavor and may not be seen until we are further along. Is the team still looking at ways for players to keep some progress through wipes? Yes. We haven't figured out a balanced and scalable method yet, but we do want that. Adding a new global server structure with the Trade System was the first step on this and we'll keep working towards it. The challenge here is that the funnest part of a wipe for most people, is that they are all on an even footing again. Allowing players to retain progression may also allow them to maintain oppression. Can we please get a HUD indicator once a ship is protected by the new shiphouse structure? The green text popping up once the anchor is down is not such a great indicator. Totally agree that this is a bit confusing. A complete UI revamp is on the schedule and this item is part of that. This is nitpicking, but can handling sails trim opposite to how they do now? It is backwards to real world physics Ok. We'll look into it. Teleporting bed to bed, and killing yourself to respawn on lawless islands for discovery points is one of the lamest things I have to do in this game. Will other features be looked at for discovery points that are more interesting? In short, yes. We agree that killing yourself and bed teleporting is lame. We all want to fix that and give you more ways to travel the world more quickly. Will we be able to have the fog of war back? We had it early in the game, but it could be cheated by sharing game files and so was removed. The thrill of exploration was exciting for many players. As things stand at the moment, you just always have the full map explored. It's something we hadn't thought about. We’ll look into this idea. 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
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