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  1. I've been around since release and I have to think there is something more to this story. Atlas is getting better in many ways recently but yes still has bugs. I'm thinking this is not a bug but something else. Like someone said, maybe another claim. Or, I've seen cobras strike a structure until parts have been destroyed. Altas is also a game where a little knowledge goes a long way to prevent you from getting boned. Sadly that knowledge can be hard to learn without finding out the hard way. Or even worse, when you get boned and don't understand why. Try Central it seems to be running fine lately (has bears). And if you run across a brig named Alaska, dock and ask for a couple of bears. I have about 8 sitting out now waiting for a home.
  2. Just a few ideas I've had so far Ships: -Caravel: basically the merchant ship model, but buildable by players in the small shipyard with sails and without the paddlewheels or the rest of the clutter on deck; forecastle and stern castle decks needed; a good intermediate ship for the gap between the schooner and the brigantine; schooner sail capacity and brigantine weight and gun capacity, so a slowish trader with a punch -Carrack: about 12-13 gunports per side, so twice the brigantine and half the galleon, providing a nice intermediate step in what is a large empty space; having a single-level forecastle like the galleon, but only a single level on the stern castle, unlike the galleon; roughly a brigantine and a half in length, and, say, 6-ceilings-and-change wide, to the brigantine's 4-and-change; 8-9 gunports per side on the gundeck, 1-2 on the forecastle and 2-3 on the stern castle; minimum of 2 stern-chaser gunports; gap in between forecastle and stern castle far closer to amidships than on galleon, where it is ridiculously forward -Xebec: a quintessentially piratey vessel: a little longer than the schooner but no wider or higher; having as many gunports and sail points as the brig, but limited by the schooner's weight and crew capacity; for its piratey nature, it should be buildable in the small shipyard; also good for anyone who likes speed -First-Rate: unsurprisingly I've already seen this suggested here; a capital ship with at least 100 broadside gunports and at least two but preferably four stern-chaser gunports; not necessarily longer than the existing galleon, but certainly a fair bit wider (the galleon is too narrow); three-and-a-half gundecks with no discernible stern castle, as typical of the late age of sail -Seventy-Four: a third-rate ship of the line with 74 broadside gunports and at least two stern-chaser gunports; slightly shorter and wider than the galleon; two-and-a-half gundecks with no discernible stern castle, as typical of the late age of sail Makeshift Raft: this one would be unusual in that it would be made in the smithy and look like a large makeshift crate with planks and beams poking out of it, and a thick rope net holding it down; when placed on a ship, it would "launch" the makeshift raft upon the ship sinking Ship parts: -Swivel ports: for those of us who don't need to be armed to the teeth, but don't want to be defenceless either, and reeeeeeally care about symmetry; should be an alternative to those planks that can be replaced with gunports, but should also be able to be put on the stern of even the smallest vessels (ie sloop and schooner), and on the bow of larger ones; less elevation, depression and traverse than existing swivel mounts (which should have more than they do); when mounted by the player, a swivel on such a port should give a useful view from outside the planks -Colossal masts: real warships in the age of sail never had more than three masts (with perhaps the exception of a tiny second lateen mizzen on some early men-o-war); given how the sail point system works, and given how small and silly the existing large masts look on the galleon, a fourth, even larger sail tier is in order; say, six sail points per mast (both lineships mentioned above should be able to fit three of these masts); the weight variety should have a gaff sail on the lowest level and a square sail or two above -Paddlewheels: steampunk tier; not very fast but helpful when sailing upwind and when the wind dies out; balanced by the fact that they would take up two or three gunports on each side... and possibly some sail points too (having multiple pairs should give decent speed) -Large cannon, but with swivelling and wheeled gun-mount (like the one on the existing medium cannon): not able to be put on ships apart from the gunport snap points on the two lineships mentioned above (and maybe elephant-drawn carts hehe); otherwise identical to the existing large cannon in terms of ammunition and other parameters -Lateen sail: just what it says on the tin; either an additional sail type (crew capacity boost and upwind sailing, compared to the handling speed and upwind sailing of the handling sail...?) or a replacement appearance for handling sails, since the Bermuda rig is far too modern (a single pane of sailcloth from the period of the age of sail would not be able to cope with the strains at that size - only modern fabrics can); smaller in height than other sail types of the same tier -Diving Chamber: steampunk-tier alternative to the easily destroyed diving platform (though that is fairly steampunky already), composed of an airlock chamber snappable to some of the planks on the lowest level of the larger ships (brigantine and up) -Copper-Plated Planks: steampunk-tier improvement on the already heralded reinforced planks - would provide both toughness and a speed boost, but at the cost of a bit of weight, and of having to source copper specifically; far less prone to natural decay both anchored and at sea -Repair Station: another thing I've already seen suggested; a placeable item to which a crewmember can be assigned, to repair planks by default or everything by setting, slowly underway and faster while anchored, so the repair crew are safe from J and floataway glitches; possibly leveraging some repair power from sail crew and gunners when anchored; maybe this doen't need its own object: could work by assigning a crew member to the resource box (or two, one on each side of the box, for symmetry and additional repairing speed, at the cost of another crew slot); potential ability to put planks/gunports and buckets in specific slots in the resource box, for the addition of bailing and plank replacement capabilities when manned... and maybe a repair hammer slot too, with better-quality hammers boosting repair speed Changes to existing ships: -Rear-facing gunports: stern chasers are a great necessity in larger vessels, and greatly realistic -Windows on the stern of larger ships: the place for them is already there on the galleon and the brigantine, but they're boarded up for some reason; possibly a plank variant requiring crystal - flimsier but prettier -Upper aft deck for the brigantine: I know that I am not alone in this desire, as I've seen it suggested already -Snapping points for medium cannon on the upper decks: at least when the plank below is a gunport; potential visible valleys in the gunwales necessary -Greater speed and maneuverability and reduced stamina drain for the dinghy, and ability to deploy a small lateen or gaff sail for faster and longer journeys, and upwind sailing; the dinghy can't carry much or be upgraded or built upon, so this wouldn't make it unbalanced, just not as worthless (especially as a means of escaping a sinking ship); furthermore, a dinghy attached to a ship should automatically deploy when that ship sinks Changes to existing ship parts: -addition of a small funtional speed sail to the existing yard on some bowsprits; there is only one bowsprit snap point on a ship, so this can be balanced outside of the sail point system; addition of bowsprits to flotsam as a very rare drop, so it's not speed for money; ultimately bowsprits and figureheads should be separate things, which they were historically (this would permit bowsprits to be craftable along with other mast types; the figurehead would change the appearance of the bowsprit (making it a bowsprit skin... and opening the door to mast skins), so as not to break existing and upcoming "figureheads") -upper sections of speed and weight masts should attach to lower sections forward, not abaft; this is supremely annoying to me; also the panes on medium and large speed masts (ie masts with several sails) should deploy from lower to higher, and lower from higher to lower; and I'm not even going to talk about the main anchor deploying from the stern -existing weight and handling sails turn the wrong way to face the wind: the manner in which fore-and-aft sails actually work is perhaps too complex to be worth putting into the game (unless they feel like letting us reverse faster), but they could at least laterally reverse the animation so these sails are not turning INTO the wind, which is something that annoys me even more than the previous point -Changing the handling sail appearance to that of a junk sail would fix the size and Bermuda issue mentioned in the lateen sail point above, but for realism the junk sail should then become the weight sail, and the gaff sail model which is currently the weight sail would become the handling sail (because junk sails are not terribly good for sailing upwind, and gaff sails are better at that; whereas the junk would be a very fitting look for a trade/transport ship) -Swivels need to be able to depress more - and their mounts might need to lean forward instead of going straight up to allow for this realism (historically, swivels were close-quarters anti-personnel weapons, and vertical mounts as currently seen in-game were only used on very small (and thus low) vessels (who here hasn't struggled to hit a crocodile or wolf with the swivel mounted on the gunwale of a brigantine, because it just won't depress?)) :
  3. NO support, No dev interest or ability. And someone is obviously in BattlEye Innovations pocket. Because if I was a dev and I had seen the amount of shit it causes I would have fuc*ed it off by now. Someone is making back hander bucks is my only conclusion. I would like to think if any XBox players have seen this abortion they would have more common sense than to pay Grapeshit any more money.
  4. It was happening before the holiday event. It was happening actually even before the last wipe on E4. The wipe fixed it for a while and they do occasionally fix it, but it always comes back like the clap. I did spend a lot of time exploring this zone as it's been my home for the past couple of wipes. I haven't seen any super egregious foundation spamming. I've actually seen it worse on zones without lag. Fields and fields of floors with chairs on them. I know people aren't going to want to hear it but I think it has to do with the trading still. I remember when it was completely turned off it seemed great. Maybe coincidence?
  5. Totally agree that taming and breeding system need a rework. First i want to point out that the taming system itself is a bit stupid. First u beat the animal half dead, then u bola and feed it. Several times. I can hear Steve Irwin laughing. Too be fair, Arks taming system isn´t smart either but much more convenient^^ Last weekend i tried to tame a giraffe but it won´t accept ANY of the berries or veggies growing in it´s habitat. I wonder what they eat, haven´t seen a KFC or McDonalds around. Luckily some local guy gave me wheat. Giraffes and elephants range is pretty large, still doable BUT these animals keep moving in the taming cage. So u found the perfect feeding spot, animal turns around without any reason in the meaning of changing position, u get hit and probably die... Or u can´t feed the animal despite you are standing right in front of it. There is usually a magic spot for every animal were u can feed it without getting hit. This in combination with the good old never fixed bugging under the map bug is pretty annoying. Always keep a pickaxe in a crate or mount close to your taming cage so u can harvest your invisible body and the inventory bag will pop out of nowhere...Or your body is in the taming cage and u can´t get your taming stuff...lovely. Oh i forgot the perma aggro issue when bolaed animals won´t stop attacking and ofc the local predators killing your 99% tame progress bolaed and helpless animal. No one wants it to be too easy but this is a menace for solo players. Breeding...oh lord. No clue how they came up with the standard settings. I can only speak for bear breeding: 4h gestation...ok, another 3-4h til the baby will eat from the feeding trough. So far so good. (Have i mentioned that i needed 10-16 campfires to keep the babies warm in tundra region?) Burned like 10k wood just to keep em warm til the magic 10%. Wrong region some might say but why are there bears everywhere? Haven´t seen bears spamming campfires to keep their breed warm and alive. Another logical plothole which spoils the game experience for me. If an animal is living in that biome it should be resisting the regular temperatures! And accept the local food for taming. That´s 8h of caretaking. Usually that´s the time span when normal human beings needs a break, there are things like sleep, work and social life. But now it takes another 90% til the baby is full grown and safe. My first attempt ended with 2 starved baby bears next morning despite i´ve filled up their inventories AND 2 full feeding troughs with berries... Maybe the babies ate too much or the berries rottet away. I tried garlic, wild turnips, beans, grilled meat and wild potatoes but it seems my animals won´t eat it. Btw homegrown potatoes and cellery work fine. But i have to get cellery from pretty far away. And bears are one of the easiest animals to breed. I can´t imagine what a nightmare elephants and giraffes will be... All in all it´s possible but not very nice to do. Especially for solo players or small companies. I know that the company got something different in mind and PVE and solo is not top priority but that´s the way i and a lot of other players play the game. So please change the standard settings for breeding!
  6. Thank you for the info. We are noticing the bugs out there. Still havent seen any sharks since that one encounter. Enemy ships are out there but not often. But today when we logged in ALL of our ships and beds somehow got "removed" from the company in our log. But all the beds and ships are at our base, we just cant spawn on them anymore. Know anything about this? Super weird and frustrating. I am looking into it now!
  7. 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
  8. I assume you know where they spawn (assuming you're using the antihax map)? I've never seen one but honestly I've never looked for one. Never seen a whale either.
  9. Yeah, you are getting into the nitty gritty now. The frustration will happen soon. 3 years ago I was arguing with people just like you. I totally get that you like the game and I don’t fault you for it. things will start to change. There were over 100 people that always stood up for the game and/or the devs years ago. They are all gone now. They didn’t like me very much but I was just talking realistically. I’ll try not to argue with you anymore. I have seen it too many times already.
  10. Yes, Colonies has failed. It is an abject failure. The island claim system was a good idea COMPLETELY RUINED by bad implementation. Also, you can't blame solo players and small groups or casuals for not buying into "Colonies". 60+ hours since coming back and I haven't once landed on a claimed island. Why not? When I sail close and see gate walls and towers packed full of cannons, I GTFO. Also a lot of the island near me all seem to have their raid timers set for when I'm online. Not going to sail up to an island then. Nor can I ask the owners if I can build on them because at most their are 5 people on the server and none are answering in global chat. Nor have I once seen an inviting message left by island owners. So yeah, claimed island are a no-go zone as far as I'm concerned. And I never seen any ships. Not at claimed islands. I see the very occasional ramshackle sloop or raft. Only seen three other ships, two schooners and a galleon and they were parked at lawless island. (Though I'm sure none of them lasted for long). In a game where ships are a necessity, there should be a few of them around. This makes me believe there is no such thing as ship safety. And I'm not going to complain about game performance. I have over 3,600 hours in Ark since November 2015. This game runs smooth as silk compared to what I was getting in Ark much of that time.
  11. I am in a large company and we have not seen this. We have seen abandoned ships sink due to decay and I once sprung a leak after getting home and anchoring. When I noticed the leak I checked the plank and it was at 1499. Planks start leaking at this point. It was easily explainable by me not repairing my planks after an engagement because I was out of repair mats and ran home to restock on supplies. If I logged off the ship would have sank. If nobody rendered it for the next 3 days the next time someone rendered it they would have seen it sink at that time even though it sank and was in the logs 3 days prior. Not an ideal way to handle it, but this is how the game works.
  12. What's putting me off Atlas more than anything, isn't so much more modular pre fab ships, it's how bad they look. They don't resemble real ships from the golden age of Pyracy barely at all. There's hardly any decoration and they look like floating boxes with no streamlined shape or form.(I wont even mention the trireme in detail) If all ships are gonna end up this way in the future then I think most of the older loyal players will be gone. And tbh I don't see them getting many new players either. When you consider all the source material available for old galleons and brigs and ships of the line etc it makes me wonder if they even bother looking. It was bad enough when people were building their own floating boxes , but at least they were doing it for a reason. It seems like Atlas has become a boiling sea of ideas with no clear single destination. That's what happens when too many people try to steer a project. You end up with a disjointed mess.YOUR PRE FAB SHIPS LOOK LIKE FLOATING GARDEN SHEDS. I have honestly seen better ships drawn in story books about Noahs Ark. Seriously Devs, take the criticism now, before it's too late. Cos if another Pyrate based game gets released that's even slightly better , you'll be sunk.
  13. Is it possible to refund? I want my money back...never happened that I spend money on game that I cannot play at all...I understand it's early access and there might be bugs and some other issues...but that I buy a game and cannot play it all because there are no servers is a f***** Joke....that's the biggest scam I've ever seen....take this game out of the store and protect the players!!!
  14. Serious question to anyone who actually knows: How do you know you are building over a spawn point? I have done a LOT of maps, and it is pretty rare to appear near or on a player's structure. I have seen probably two times where two maps spawned on the same spot (out of maybe 200), and I assumed that was just random chance. I have seen several spawns directly on ancient ruins, but I have also seen ruins that have player structures built all over them, and the spawn points in those cases appear just outside of the player structure. I assume that the spawn point moves to a nearby point when it checks for the presence of a player structure. Other than finding a bunch of maps for your own island (which have to be obtained on islands other than your own), how are you supposed to know?
  15. I've seen this issue twice. lost a monkey to this... yeah seen this one too I've seen this... But also when I went into N6 that in MP is not a lawless zone, those islands didn't discover
  16. Except there is still going to be a million updates. That is how they do things lol. It’s all good new guy. You will find out soon. Plenty of white knights on here for years now and they are end up just as pissed off as everyone. Seen it plenty of times these last three years lmao Damn man. I had a good long laugh on this one. Kudos! yeah he will be pissed off like everyone else before him sooner or later lol
  17. Do you mean a solo player can't have an island? A solo player really shouldn't have a full island. But you can/should claim a section of beach to build a base on. As far as a new player... the servers were just wiped, we are all new players starting out fresh. If you are saying you can't find a section of beach to claim... you're just not looking because the islands are not full. However, Atlas can be hard from a knowledge point of view if you're just starting out. True! Knowledge is power here. What is possible... running solo, since the wipe, I've built a gally, brig, 2 bases, 2 markets, a few bears, and have +100k gold. Point being it not about what's possible. Xbox? Don't know anything about Xbox. Atlas is running great for a change on PC. No long load times, no crashing, no losing bears crossing grid, little to no lag. I've never seen Atlas run so good. Wow! Did I really just say that? Maybe the new replacement devs are better than the old ones. Now if they stop with the cats in hats and make content people really want.... P.s. Yes, the old boat are 5 times more data heavy but the new ships suck 5 times harder. I don't want one. Just my opinion. P.s. And the ship pay wall just moved the cost from one place to another. You need the ship to make the money... need the money to make the ship. Or, do lots of un-fun grinding. It's like the chicken and the egg with neither coming first. Free may not be right. I don't want to see 100s of parked boats again. Maybe 1k Sch. 5k Brig, 20k Gally.
  18. Has anyone been able to find out any information at all? Nothing on twitter, fb, or any other site. I’ve played ark and I’ve seen servers go down but we’re working on 18 hours that seems a bit absurd.
  19. Ive seen a few of these lately. Thought it was a one off but seen 2 or 3 now. The frame stays in the water even if the shipyard is gone and the water curves around the boat like it has panels. Looked really strange.
  20. What console are you on? im on a series S and last night it became fully unplayable. Kicks me out as soon as I get in for the 1 in 100 attempts to connect. three mates who I’m playing with all on series X with no issue. Saw something about a memory leak issue on series s but can’t find the original message. Ahh just seen the topic name. Yeah okay. Game is screwed and unplayable on series S. brilliant. No wonder it was on sale
  21. Not so at all and indeed not what many part time players even do. I've seen several in my last company and in my current. "Casual Players" sail 1-2 regions, explore a little, do some maps. Log out. Log in.. explore, do some maps, log out. Log in.. go home. You are not looking for faster travel or even a way to end the boredom of playing a game that requires grind. You want a resolution only for you. So lets hear your ideas? How would you increase sailing for your pleasure, whilst keeping the game balanced for everyone else? All I've seen you do is counter argue someone elses ideas whilst putting nothing forward yourself. Other than excuses for why you have a problem with sailing. Excuses.. not reasons. Indeed 2 of our guys, one casual, one a fanatic.. have spent the last 4 days irl time, sailing around looking for potential new bases on already settled islands. They've located several and indeed we're starting to build on one just now, with the kind permission of the settlement owners. People we'd never even met before tonight. Alot of people here are demanding increased speed for pvp.. to either escape or to attack.. they don't need it for either if we keep the same current system. From a pve point of view.. we also don't need anymore increases in speed. Sotd can't do 17 knots.. if you can't that's your fault. Build a better ship. If you're in pvp, play with others... then you can sail around at 5 knots.. and still win. I haven't seen a single stand up reason why we as a global community need 10 knot speeds as default. Other than its "boring". Everything is boring with experience and experience is always fun. Fact of life. As for the guy having 1300 hours ingame.. not understanding people with only 3-4.. he probably understands you better than you do. His argument is sound, but you completely bypass what he said with some excuse that casual players somehow deserve more attention than time served players. Sorry, but no. Either we're all equal or those who play most, get the most attention.
  22. In the last 2 weeks I have had a constant crashes and battle eye kick for reason of server not responding I log back in to not be able to access inventory or interact. The only way to do anything is to kill myself which then crashes the game then restart my cpu because battle eye will every time try to reinstall it self if i don't do a full restart every time i close the game before i try to restart atlas. Then I have to pick a server I don't normally play on or i will get the primal game data bp bug where it will never load after all this i have to play safe ready to kill myself for about ten minutes to see if i get kicked again for the server not responding and if so repeat all this for a chance to play the next time. I have done everything i have seen on the forums to fix this i have verified my game files through steam close to 20 times i have clean installed the game. All the research I have done I have not seen an official Atlas response in well over a year. I have had this problem in multi grids and have played for hours in one grid to log back in to the same grid and have the problem so it is not grid related. This is game breaking and we need this to be priority. Give us some fix. A lot players have actually started new characters to try and fix this. I just don't understand why more players are not complaining about this until it gets fixed i ask players in game if they have been having same issues and I have never once heard some one say no. Pls Pls complain let our voices be heard. We need a working game we can log into. Thanks
  23. Wow, the is the best description of the game I have ever seen. Wish I could give 1000 likes to this post
  24. Recently I have been noticing that animals have just been disappearing off boats into the water. Just sailing in general and going through portals seem to be the worst. Recently I had one fall off, backtracked and picked him back up, started sailing again and a buddy jumped on him which teleported the animal and my buddy back to where the animal originally fell off. I remember in the past when they used to fly up into the sky and never be seen again but since then it really has not been a huge issue until now, I can not seem to keep them on my ship and its so frustrating. Would you please look into this
  25. The biggest time sink in game atm is hands down the breeding!! Stop wasting our time with "farmhouses" and start actually getting us off the land and onto the Seas! You Devs should reduce breeding times by 1/2. Do that.....and then you can work on other stuff. But before you even do that......you should fix all the bugs you recreated from Season 1. Give us back our 6 resources for each material....cuz atm....we are missing 1-2 mats from each resource. The farmhouse is nothing more than a glorious claim FLAG!.....We already have a resource pool! Also stop lying too the community too get them back playing the game! You said a "New World (order) map! You said Tradewind routes! Sofar we've seen none of that! You also need too fire that Admin running your Discord! We are testers in your game! When we find things missing/labeled wrong/or bugs/game breaking stuff( not having all 6 of the resources for mythic mats)....we are required too report them! But every time someone does....that Admin deletes the post and most likely does not report the bug/problem to the Dev Team! Saying we need more info! With the old Dev Team...we had a "fix" almost everyday!! This team has only done 2 fixs so far in the first week....first fix worked.....2nd fix was about the resources FAILED miserably! And so far that is it! No more fixes! What are you guys doing over there! If you have a job.....DO IT! Don't 1/2 ass it like you are doing now! I love this game....I would hate too see Devs ruin it! And PLZ for the love of god!, start listening too the player community for once! I have seen GENIUS ideas posted about game mechanics and such! But you just keep steering the game in the opposite direction! Down the drain! What do you all think guys?? I mean am I wrong??? I don't think so
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