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  1. I have a dedicated server running a 1x1 cell. Is there any reason why the Discovery Zones are not triggering. I have searched for information on it and haven't found much on it. If anyone has gotten the Discovery Zones to work on a 1x1 can they please tell me what I need to do to get it to work.
  2. So I started a single player game on PC on the Ocean map about a week ago. For the past two or three days every map found is for grid H6 and only H6. I haven't yet ventured that far from B8, C8 and a little into D8. The maps still vary just as randomly in quality though. Anyone experienced this or have any tips to fix this? Any mod suggestions that change up treasure maps to sort this out are most welcome too.
  3. Many of us have been talking about it over the years, I can't believe they haven't even tried it yet. It's been the same pretty much since launch, personally I don't think they will do it because all they know is Ark code, they haven't got the capabilities to implement it but it would certainly make the game more interesting. Look at how New World have implemented it, you have 3 factions that can fight for an area with structures, a certain time is set to defend/attack the base which you can opt in or out to do. You lose it you must try to regain control and push back. Atlas could have done something similar have a big island with a fort of some kind with structures to take control of, 3 or 4 factions trying to take control of it. The faction in control has certain perk or benefits. We know it won't happen though, wishful thinking. I will certainly enjoy playing the New World beta from tomorrow though, I can see the numbers drop further it will be interesting to see just how many abandon ship again.
  4. Bear - I think this tame is in a good place I never leave my port without a bear on the boat. It is the workhouse tame and best all around. Fiber, Berries, Sugar, Meat, Fur, Mapping, hauling. If there was a tame worth getting the bear is the first on my list. Chicken - Seems to be doing it's job just fine. Would love to see a way to build bird boxes or a chicken roost to stick them in and have the eggs gather in an inventory. Cow - Milk is nice give a fairly big bump to vitamin D without bumping up food but instead pushing up water. Bull - I haven't really used this tame much, I hear it gathers thatch from small trees but so do bears. Could make this the thatch gather animal as that one is missing. Crow - I haven't tamed one yet, I have been meaning to test out how huge of a bump Intelligence gives on doing blueprints. Not sure if its just a few % on top or a huge chunk more. Something I need to figure out. Not sure what other uses these guys have beyond that so can't speak to it. Razortooth - Have not tamed in here so no idea what it does. Shieldhorn - I hear this is a tanking beast that reflects damage like in ARK. Have yet to tame one and see how effective/useful it is. Elephant - Probably my number 2 favorite tame between split between a rhino and Elephant. Gathers TONS of wood so quickly and a little thatch. Can haul a bit more weight than a bear if it's base stat roll is good. I use these in a conga line for hauling weight back from metal nodes or as I am running around manually gathering thatch. Also good at getting berries although I usually use a bear for filling larders/troughs. Giant Pig (Boar?) Kind of a meh tame. I have a few since they poop a lot and you can have them poop on command to get fertilizer. Don't gather much of anything well. If you don't have any other ride able tames on the island they are ok for getting around if you need to scout and don't require a saddle. Giraffe - Elephant is better although these guys move much faster but I still prefer the elephant. Not sure what I would change about them, could make these better at thatch gathering instead of the Bull and drop their wood gathering rate. Horse - A great scouter, decent weight. Confused as to how these don't also include the cart as an option. Also why does the cart not have an inventory. In my mind the cart should offload some of the "carry weight" off the tame it's attached to. Say the cart is behind and has 5K weight the animal will be burdened by 50% of it since the cart is offloading the weight to the ground. Also would like to see the cannon carts adjusted somehow or make a new saddle called combat saddle that serves that and a work saddle which work's as a hauling cart for the horse, bear, possibly a tier for the elephant. Lion - Bit weak on stats tamed for health and can die fairly easy. But they have the bleed ability that causes some massive damage. Biggest issue is they also have terrible base weight and it takes a decent tame, lucky rolls and lots of levels to make them worth using if you are fully geared up for exploring/combat. Sometimes bring these to map and bear to carry the gold. Removing from mount ability is a bit op. Monkey - Love this guy I carry one when I am taming stuff. They have saved me quite a few times from dying healing me up between feedings after being knocked back.I hear they can unlock doors of houses supposedly if there is a window but I have never actually tried this no one ever has windows and using a cannon is a much faster way to knock on the door. Poo flinging is funny but not sure how useful. Ostrich - Another great scout. Decent weight, SUPER FAST. Bit weak but it can pretty much avoid all danger if you don't d/c or something. Use this to bring predator tames into the taming pen since it can jump a wall with no problem. Not sure what I would change on them we use these a lot around the base and when exploring. Parrot - Another tame I use a lot if not having the monkey. the foritude bonus is nice if you get a good high level base and get it leveled up a bunch you can easily get the fortitude bonus to survive some of the heat waves /deep freezes without needing to crank a ton of points into fortitude. Penguin - Have yet to tame one. I have mostly killed them for blubber, it feels wrong but I need the oil... poor guys. I know they are supposed to provide a slight heat bonus when close but haven't had issues with the cold areas once I got my fortitude up a bit and a decent parrot and fur armor on it's no problem. Rabbit - Not sure what these are useful for, assuming nothing. I haven't taken the time to tame them. Rhino - Love this tame about the same as the elephant. Carry weight could use a bit of love but use for gathering stone and flint. Would use on metal nodes but gathering with pick is usually better especially on bonus weekends. I know some people wish it would gather metal off rocks as well. I wouldn't mind it but don't think its necessary. Also great for charging and pretty much 1 hit killing most non alpha creatures. Seagull - Most annoying creature to accidently hit in game at the start. Probably could use some love as I haven't found a reason to tame any. Sheep - Wool... yep does it's job. Tiger - Same as lion. The removing off mounted tames is really annoying... especially since once you get free they bleed you, break your bone and you are pretty well doomed if your tames don't save you or you fail to get a good headshot. Vulture - A funny tame to sick on people. Wolf - Overly weak since the nerfs. We have some and have tamed some... and have accidently killed so many while taming. They are useful ish but could honestly be brought back up in their glory. People who found these hard to deal with were doing it wrong. All of these tames could be given a unique type of meat. Mutton, Bacon, Ham, Chicken, Horse, rabbit, beef etc etc. Ostrich could also lay really big eggs periodically. You could REALLY expand the cooking tree and recipes by having different types of meats and incorporating them into the menus. If .. No when you fix breeding and it doesn't take 2 days and the heat/cold is fixed people could setup farms raising some of these for the purpose of slaughtering for meat. Probably would be controversial to some people but could get some other resources off some of these like Ivory off elephants to make things like pipes, chess pieces, other things down the road. Feathers off some of the foul types to be used in making arrows and flashy clothing down the road.
  5. Purely from a PVE point of view, can only comment on things ive used, but heres my 2cents. Bear - little too good atm, a jack of all trades, and master of all. could do with a slight nerf, but its hard to see where you could nerf them. Chicken - fine spot imo, gives a steady stream of eggs. Cow - fine imo Bull - really terrible spot atm, its not even worth taming. should be made into a medium tier thatch gatherer. Crow - I think the int buff should be more on the crow than having to respect into full int to craft better items (especially since theres no respect at max level available HINT HINT) Razortooth - haven't used, and from what ive heard, wouldn't even bother trying to tame. Shieldhorn - see above Elephant - great at the wood gathering niche, could do with better stam regen Giant Pig - too easy to kill, imo. Giraffe - if im not mistaken, they were good for thatch, now im not sure what their use is. could use it as a lookout spot, similar to the parasaur in Ark, warning of predators? Horse - just nerf their run speed, but give us the ability to level it perhaps? Lion - similar to whats been said, could get a roar ability to scare off animals, also should not be able to grab people off larger tames (bears/elephants etc etc.) Monkey - fine imo. Ostrich - haven't used, imagine they should be a good scount mount on par with horses speed Parrot - haven't used. Penguin - should give aoe insulation allowing them to be used as a breeding tool. Rabbit - haven't used Rhino - increased weight/stam if there is no weight reduction in the game. Seagull - should be a map finder, imo Sheep - would consider wool as a fiber, not really a hide, could make it usable for BOTH though? Tiger - fine afaik. Vulture - haven't used/died to one yet Wolf - nerf hit them hard, not really any use for them anymore aside from the buff, could give them the howl ability like on ark to buff damage of nearby tames? (without nature's cry) Will also add, I think that breeding should be looked at, if in a small company or playing solo, you literally cannot breed currently without sacrificing a day or two being online staring at the infant.
  6. Yeah I definitely agree. This is the only thing they haven’t tried and the only smart thing to do. No surprise they haven’t done it yet lmao
  7. So, hear me out. This idea will revolutionize this game and breath new life into it(and likely a big fat healthy playerbase). I'm no game dev but seeing as a large percentage of other games have implemented something similar, it really shouldn't be to hard to do for our wonderful dev team. I know, I can hear some you whiny players now "we don't want to be like other games, wah! Atlas is fine the way it is, wah! You should just go play fortnight, wah!" Well suck it up crybabies! If you want a successful game and a heathy playerbase, Atlas is going to need this fresh new concept. "Fresh" and "new" to Atlas ofcourse. Many if not all of the most succesfull games on all platforms impliment this radical idea in some way and 100% owe their place on the gaming podium to it. I know it may just be my opinion, but there is data to support that this will vasty improve all aspects of the game experience for both PvE and PvP. That's the best part! It's for everyone! I'm actually quite surprised the dev team haven't even thought of it yet, thier going to feel so dumb when they realize how this simple idea could have made this game so successful if they had just thought of it and implemented it earlier on. Ready to have your mind blown and change the world of Atlas forever!!??...Fix it. Like, make the fucking game work. Stop focusing effort into shinny bits and bobbles. Fix what is there before adding more broken shit to ignore. I know, I know. The devs have their excuses, "Early access!" "no game is bug free." "I like the heat up poptarts in my underwear.". But the truth of the matter is crashes, piss poor mechanics, lazy workarounds, and gross oversite eventually kill the game for players. Adding more broken content to a game that is dying off mostly because much of it is broken is like buying a lifetime pass to Disney World for a kid with terminal cancer. TL:DR blah blah, the devs are fuckwits and poptarts are better at body temp.
  8. This post is more of a brain-dump about the new lawless claim tower system than a commentary. It's not comprehensive by any means, but hopefully it might be useful for anyone with questions about it. We're a small company of ten folks this season, so we decided to forego the whole island claim race and give the new lawless claim thing a go. So far, we generally like it as it seems ideal for small groups or even a solo, since a claim tower locks down a good chunk of land for yourself without the need to spam claim blocks. Now onto the stuff: You cannot place claim towers on lawless islands adjacent to freeports or on "quest" islands - like the polar islands where you do the yeti achievement. There might be more islands that are blocked, but we haven't found any. Claim towers have no "combat timer" or permission functionality at all, and they will not protect you or your buildings/tames from attack. Basically, they just give you a ring of building blocking and immunity from the lawless decay timer. Attackers can happily skip past your ring of claim towers and burn down your thatch shack 24/7, so plan accordingly. Only the claim owner can build within the claim tower circle; enemies and allies alike cannot. Player and company owned claim towers become owned by the inviting company when joining or merging. Claim towers are fairly cheap (no alloy for land claim towers), and one person can probably gather enough mats for one in a few minutes. Water claim towers are pricier since they require alloy. If you played in the first season, the claim mechanic will be familiar (since it's basically the old flag-claim, but with towers). Each company, even if you're a company of one, begins with 200 points to spend when claiming. Your first tower will cost (4?), and then scale up as you add more. Tower claims do not need to be adjacent (or even on the same island), and they cover a reasonably large area (this isn't us, btw): There's a one-hour(ish?) delay after you place a tower before the land is officially claimed, which you can see as a flashing green circle on the map. When first placed, the tower will have very low hitpoints, and will repair itself over the next hour to a maximum of 400k hitpoints. Note: On hover, there's an option to feed the tower 200g. We have no idea what this is for - maybe it instantly repairs it to full? Dunno. You don't need gold to place one, and we're not in the habit of giving gold to random buildings without knowing why. You can place multiple claim towers at the same time, and their circles can overlap. In the case of overlap, the first tower placed takes precedence: I.e., the first tower placed controls a full circle, the second overlapping one controls its circle minus the 'bite' taken from the first claim. This is relevant when placing towers next to enemy claims: you can place a tower directly next to (but not within) an enemy claim, and your claim will not capture any land controlled by the enemy tower until it's destroyed, Enemy claimed areas can only be captured when the enemy claim tower is destroyed. At 400k hitpoints, common cannons will need just over 300 cannonballs to destroy it. Water claim towers can only be placed adjacent to your own land claim towers (I'm guessing that this is to prevent monkeys from claiming chunks of open sea, as often happened in season one). Land claim towers follow the local build height limit (not the bed/cannon height limit), so you can definitely land claim mountaintops around you (and you should). Your buildings within a claim ring will not be subject to the fast lawless building decay rate. You might see a 'decay quickly' when you first place a tower - ignore it, it's a dirty lie. If you read nothing else in this list, read this... it's really, really important: buildings within a claim tower radius are owned by whoever owns the claim tower. Which means, if the claim tower in which your base resides is destroyed, and an attacker places their own claim tower in its place, the attacker now owns everything within the ring of their claim tower: every building piece, door, chest etc.. now belongs to them (i.e., their company's name appears on hover instead of yours), potentially without a shot being fired - other than those at your now-destroyed claim tower. It is possible to build around a claim tower and completely enclose it within layers of blocks and/or honeycombed walls (see above bullet point). If you have a primary base, it's probably a smart idea to build your base around a claim flag. That's all I can think of at the moment, but I'll add more if anything comes to mind. Feel free to add anything if you have additional insight or have specific questions.
  9. I'm returning as a hopeful yet disgruntled player after the barrel bombs from cannons - I was happy once this was reverted, but further aggravated by the gold for ships. I've grown to accept this system to an extent - but certainly think it needs tweaking. (Schooners in particular should be more around the 1500 range). But what I'm posting for today, is the plethora of bugs. I'd like to keep pushing these off to the bug report form, but it's simply out of control. This makes me think there's a systemic issue with the QA / unit testing that goes into these patches. Sextant HUD Compass disappears on zoning, while there is still plenty of time remaining on the Sextant buff. The other info from the enhanced HUD is there, just not the compass. Crew members are asking for 23 ish gold every two to three real-time hours (at the 'at-sea' rate), this is with the second level of the skill that slows the crew's request frequency. Sunken Treasure chests which appear on the map after acquiring the Sextant buff, are only valid 50% of the time. I do not believe this is due to other players reaching the sunken treasure first. One assumes that these refresh upon acquiring the buff, or upon zoning with the buff active. Rope ladders 'demolish' on cliff platforms, when manipulating structural elements elsewhere on the platform (elements that the rope ladders do not rely on). This occurs if demolishing, or if picking up before a placement timer expires. Sloop turn radius seems broken. Perhaps other ships as well, haven't tested yet. It seems that I now need to almost come to a complete stop and pivot the ship, if I want to turn even more than 3 degrees on a trajectory. Gather rate on sugar cane is abysmal. There is virtually no difference in the rate whether using hand, scythe, or having max points into hand gathering skill. Owning a sea tower / control point in peace phase, makes a company's ships in grid invincible. (Forgot this one earlier as I haven't experienced it. Others in company and grid are aware of the bug) Y'all are in an 'ok' place as far as the newer mechanics. I know some of the community is hopeful here. Please now prioritize fixing issues, before breaking new ones. Thanks.
  10. im new. i dont have a hundred hours yet and i started playing like 3 weeks ago or so and not many people have been on NA cause they were convinced wipe was soon so i haven't been able to find a mega company :[. iv been looking for experienced players on pvp to play with though. i haven't found a company that deep into the game yet where one person does x skill and another does that. mostly the companys i ran into and played with have been small groups of casuals (that aren't aware that they are in fact casuals) they think they know whats up but they have inactive people dont talk on discord or make plans dont try to land grab and they are all spread out to different lawless islands instead of all being in one spot and trying to grab as much of 1 lawless and then expanding to real land. i didn't even know discoveries raised your max lvl. kind of a weird mechanic. course that can be played around if you have a company that is willing to send groups of people on treasure hunts together that are prepared with a decent ship. can get some discoveries from other lawless and hopefully not get gunned down by puckles, but like i said they are too casual and socially inept to do that. they all just do their own thing. and im not tryin to lead i mean i didnt even know discoveries raised max lvl cap..i jus tthink the idea of a group going out to dive or treasure hunt is rewarding enough but their is actually a concrete reward for your lvl cap. casual company = death.
  11. Thought I’d comment cause you haven’t gotten a correct answer. Diving platforms can be placed while being built for sure. They are under railings in the smithy. You want diving platform (kraken). I believe this can be done anchored in a dock afterwards as well but I just put them on beforehand. I have not been able to attach a cargo rack. Nor have I see a cog with a cargo rack. Just diving platforms and cannons.
  12. I really don't understand the bed spawn situation. It's been the second time in which I haven't been able to respawn on a bed on my galleon after fast traveling to my base to take care of stuff (animals, market, etc.). That same ship allowed me to respawn on it a few hours later without even moving it. Today the same thing happened. I anchored the ship on another island hours ago. I logged back in, fast travelled home to check stuff, and once I try to respawn on the ship I can't. I would really appreciate an explanation on how to avoid a situation like that. By the way, if I get to land, build a floor and a bed on the island I can respawn on it... so I assume it is not related to any sort of island protection. Thank you in return.
  13. We live with pride in our guild's name. This seal we've carved into ourselves isn't merely decoration. It's the proof of our bonds as a family. Binding our fates together we put our lives on the line. Anyone that steps on that holy vow, be they evil or good, will be cut down. Even if you can kill gods, it doesn't mean that you can kill fairies! We have bent the seas to our will. We defeated the Demon of the Deep and made the Seas of Atlas ours again. We conquered Islands and build a town for all those who seek shelter or rest from the roughness of the Ocean. Now! This is it! Now is the time to choose! Die and be free of pain, or live and fight your sorrow! Now is the time to shape your stories! Your fate is in your hands! Be part of our Story, join our Adventures! Bring us back into the realm of Gods where we belong. We are located in B7 Brimingcona Haven. https://discord.gg/EYC7epU - sign up and join the biggest Trading and Event Discord on PVE EU.
  14. A regular PC. That worked the day before the wipe. I haven’t had time to try again until this morning.
  15. 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.
  16. Ahoy Pathfinders! We’ve got a pretty jam-packed post for you today! Because of your amazing participation, providing tons of questions for our team, we’ve decided to split responses into two posts. Since we received a large amount of inquiries regarding PvP balances, we’ll be discussing those questions separately in a later post. Because today, we have a few special topics we’ll be addressing first. Our first entry is a reply from the dev team regarding the inclusion of a new ship building system. Next, we have a new survey for you all to provide feedback on Ships and we can’t wait to hear your responses. Finally, we finish up with Q&A, excluding PVP questions previously mentioned. In an effort to provide more transparency between the team and the community, we continue to look for more ways to blend the goals of the two entities to make Atlas as great as we both know it can be. We appreciate your support and ‘til next time, may your skies be clear, waters calm, and sails full in whichever way you roam. From the Captain's Quarters We have heard your concerns regarding the new ship system and we would like to discuss our goals for it to help set expectations. We love the level of customization the original ship system provides and we will continue to support it for as long as possible. Currently, there are no plans to remove the original ship system. Early Access gives us the unique opportunity to share new systems while they are still early in development. The modular ship system is one of these new systems, and it will be released in three main stages, the first of which has already begun. In the first stage, we used the new system to create pre-built ships, like the Ramming Galley and the Majestic Kraken. Our goal with this stage is to give players a sneak peek of the system while also providing a quicker option for obtaining new ships. While the ability to purchase pre-built ships isn’t going anywhere, it’s not the end goal for the new system. The next stage of the modular ship system is coming soon and will introduce customization options to pre-built ships through module swapping. We will be introducing a system similar to ‘Sail Points’ called ‘Module Points.’ Each ship will have a pool of Module Points, and every module placed on the ship’s ribbing will cost a set number of points. Higher impact modules will cost more points. As a simple example, a Midship Gunport Module with two Gunports will cost more than a Midship Gunport Module with one Gunport. We will be rolling this system out piece by piece, starting with the ability to craft and swap Railing Modules. As we expand the customization system, our goal is to introduce a variety of modules that provide meaningful choices when building ships. Players will need to decide which pieces are most valuable to their strategy and budget their points accordingly. We feel that the original ship system had little room for choice and expression because the meta was so defined. Our goal is to expand the meta to include a variety of different builds and strategies supported by the new system. Initially, we will be releasing tactically-focused modules, but eventually we will also release cosmetically-focused modules. These could include things like different Railing types or a Midship Module with windows. Cosmetic modules provide no advantage in combat but would allow players to make their ship their own. (Cosmetic modules won’t cost additional Module Points.) The final stage of the system will allow players to build modular ships from the ground up. After choosing a ship hull size, players will be able to plug in modules from a variety of available choices. (As long as they have enough Module Points!) Our goal is to eventually have enough modules that the new system will have the same level of customization as the original system. This final stage of development won’t be complete for a while, but we hope you’ll stick with us for this journey! New Survey - Ships We're back with another Community Survey! Remember, surveys will cover a specific topic, so if we haven't pushed out a survey relevant to your interests yet, please know that there will be more! If there are any topics or changes you would like to see from us in future surveys, please let us know! We're only beginning this initiative, and hope to improve our process as we continue to develop ATLAS hand in hand with the community! This month's survey is focused on collecting early feedback to our New Ship System / Ships for Gold System. So far, we currently have the Ramming Galley and the Majestic Kraken out, with plans for many new and unique ships on the way. The goal is to create a highly customizable and modular ship system where players can make meaningful choices when building their ships. Before you complete the survey - if you haven't already, please make sure you have read the latest about our goal for this new Ships system in the Captain’s Quarters section above, as it will provide more details. Please find the link to the survey here Although we cannot promise to commit any specific change, we would want to be able to quantify which issues players care about most by using this survey to reach as broad an audience as possible. We appreciate your support! Thank you! Without further ado, here’s our Q&A! Hang out at our Discord for a chance to get your questions answered in the next Q&A! Q&A Will the new claim system address the long-standing problems many islands have of "lawless" areas in what should be Island-owned territory? We have been getting a lot of great data about claiming since Early Access started. Each system has had some good aspects and bad aspects. Every player has different needs and ideas about what they want. The new Area Claim system is meant to fill in some gaps and for now will live side by side with the existing island claim system. The island system still has some flaws and bugs and will be looking to address that in the future when we decide how it fits into the big picture. With the new theme and vision, will single player still be part of that? While PvP is our primary focus when designing content, we want to ensure new features are also supported in our other game modes. (Including Single Player!) Are patches being tested in single player or are they only tested for multiplayer purposes? Recent patches have addressed some Single Player specific bugs and we plan to continue this in future patches. Your reports speed up the bug squishing process, so please continue reporting any bugs you come across. Can you enable the market system on single player? The Trade System runs on a separate server from the game to allow Markets on different servers to talk to each other. When it comes to single player, it will have to be same-server trading only. This change will require some engineering work and we do not know yet when we are going to make that happen. Will there be factions or AI? It would make PVE more interesting. What do you think of having PVP only at sea while land is PVE? Our direction for Atlas is to make rich player interactions, whether that is through conflict or cooperation, and that is where we will spend most of our development effort. We have talked about factions and think those fit better with an MMORPG style game rather than a massively multiplayer sandbox game focused on PVP. When will there be a massive Structure limit for land bases? How do you intend to prevent massive Structure spam that was used in PVP as defense meta on any island and in PVE to claim land on lawless? Spamming structures is not fun gameplay and we would like to get it out of the game. We have some tools available, such as restricting the number of structures that can be built. Each of those options come with drawbacks. We'd like to find a solution that feels good within the world, is good for performance, and isn't so ugly. One of the things we are working on is giving players more choices when building. For example, rather than having to spam 100 walls, we are adopting some of the modding community's solutions and making large stone blocks so that larger defensive structures can be made with fewer pieces. We are also looking at making more automated structures that are designed specifically for defense. When can we take exact amounts of resources out of a resource box? Can we please have a keybind to pull one single stack of something from a ship resources chest? Thank you for the suggestion! We'll look into this. We love hearing ideas that make Atlas a smoother experience. What Holidays are to be recognized going forward? So far with the new team we've enjoyed Thanksgiving, Christmas, and New Year’s and then skipped over Valentine’s. Is there a list, or is it just if there's time given the more frequent Updates? We don't have a formal list of events, but we like to celebrate as many holidays as our development schedule allows. Our primary focus is on new features, quality of life changes, balance, and bug fixes, so most holidays will be celebrated with rate up events. However, the Winter Event was a lot of fun to prepare, so you may see something similar in the future. (Anyone want a pair of Bunny Ears?) Do you plan to make any changes to the current economic system? Gold is pretty abundant on PVP, and absurdly worthless on PVE due to the lack of any major goldsinks. Do you have any plans to change gold cost settings between PVP and PVE? PVP sinks gold into war-dec tokens, drakes, and 1000s of defensive npcs. PVE has none of this and island costs are minimal - there is little chance of islands changing ownership on PVE until the owner doesn't log in for 10 days. This is one of our core focuses on the game right now. We definitely have some more gold sinks in mind and would love to hear your ideas. Please note that with our small team, at this stage in development, we are focused on balancing PVP first. Gold is only one aspect of the economy. We would also like to see a thriving and competitive resource economy. Right now it's very hard for small companies to get a variety of resources, and very easy for large companies to get nearly all of the resources. Since this is tied so closely to competitive balance, it accentuates the gaps between these player groups. We have started working on the next map, and it will give you more reasons to value different islands for the unique characteristics they contain. This is something we’ll talk more about in the future. Question, will more gear for the players (like new swords, guns, and armor) be added as time goes on? Atlas is a game about telling player stories. Custom gear or content is one of the places we would like to reinforce that. Rather than take the standard RPG approach where the devs craft thousands of items, we'd rather give the tools to players to let them craft unique and interesting items within the game, so we will be working on those sorts of systems instead. That said, most of our art effort in the next year is focused on creating awesome new ships, so new visuals for player gear are not likely to be added soon. Does the team envision that it could be viable to just sail 24-7 and totally avoid land from the beginning of the game? With the introduction of new ships, Sea Forts, and water tames, the ocean is more alive than ever before and we will continue developing content that pulls people towards the sea. We have a variety of features in development including physical trade ships that can be intercepted to steal resources. We are moving towards a world in which a strong navy will be required even if you have a base on land. That said, land will always have a place in Atlas and the majority of players will want to explore both the land and the sea. We would like to hear more about direction on loot. The loot in this game is so bad right now we are seeing no crafts on bps, and are not seeing more of those bps dropping. We would just like a long write up of what direction you would like to take loot. Also why was loot changed mid season, crippling companies who now do not have the bps to replace boats? What data has been collected on the loot change? Most of us are still seeing low % items at the MW and above scale. Is there more loot balance coming this season? We have started making changes to loot focused on blueprints and will continue to do so. We are making multiple changes simultaneously to support some transformative changes and that means sometimes things will get out of balance for a while. Recently with blueprint crafts there were some errors in the math which made the number of crafts significantly lower than was intended, and we'll be fixing that. To be clear on the intention - we are moving BP drops to happen in higher frequency with lower craft counts. This means you will see interesting and unique BPs more often, and will not be able to sustain as long on a single good find. Regarding our long term plans, rather than make this a strict RNG loot experience, we're also working on a set of blueprint crafting, merging, and upgrading systems. This will be initially focused on sails as we prototype the system. This should allow you to get closer to the sort of customized, hand-crafted blueprints you want while still providing an element of skill and luck for getting there. We will reveal more on that system as it comes along, but look for sail BP crafting in the coming months. Will we see increased reasons to sail in our home grids? Currently the only place to sail for content is GA. Is there talk of making more local grid content that would incentivize players to sail to other grids other than GA? Our goal is to get more player interaction, especially on the water. Adding in Sea Forts is an example of an objective you need to sail to and compete over. Sailing can be obnoxious if you have to go long distances and that's why we're addressing that problem with the upcoming Tradewinds and after that we plan to introduce a portal system. Tradewinds is in final testing, and the portal system is still being worked out in design. Atlas is primarily a game about interactions with other players, so new water objectives we create are not going to be single-player experiences, but rather ways of drawing players together in conflict. What are your long-term game performance optimization strategies (realistic ones)? It seems pretty clear that from a technology perspective, it's not possible to support islands with 100s of thousands of structures on them and maintain enjoyable gameplay. How is this being addressed and how can players provide detailed feedback as you discuss potential strategies for dealing with this? We're looking to consolidate some larger multi-piece structures into chunkier single-piece structures. The overall structure count has a huge impact on performance. We don't want to remove the customization that is a hallmark of Atlas, so we're looking for ways to add new options rather than cull existing choices. Are there any plans to rework the chat system to give players a better method of communication? Not for a while. We'd love to eventually implement a mail system that allows players to communicate across servers. Would the ability to salvage ship parts of sunken enemy ships be possible? A skill with a chance on salvage to get the item at a low percentage. This will help provide an incentive for players to pvp for loot in ship combat. We're definitely looking at ways to bring more conflict to the ocean. Winning a difficult battle only to receive some resources can certainly be frustrating and we'd love to implement a system that allows you to receive a greater reward for your efforts. Will players who have been playing since Early Access be rewarded with something special when the game goes to Full Release? We will be looking for some ways to reward our long time loyal fans as we leave early access. It is a bit too early to commit to anything specific. What are some immersion goals on the horizon? While performance-related, it's currently boring/problematic to have ships rendering when they are almost within firing distance (versus spotting sails far into the distance). This is on our radar. We agree that the render distance should be increased to prevent ships popping in and out of view during combat, but we want to ensure any changes we make won't come at the cost of performance. Weather mechanics are currently very one dimensional and don't offer any actual strategic value (you can't choose to head into a storm to lose chasers, for example). We're planning to flesh out the weather system in the future. Some early ideas include allowing players to control the weather to make certain islands more inhabitable (or uninhabitable if you're an attacker). We'd also like to make storms more interesting by adding new encounters and resources inside them. Also, smaller things like allowing lanterns to burn indefinitely and automatically turn on/off at dusk/dawn. We always love hearing quality of life suggestions! Keep them coming! 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
  17. Hi Wildcard new player here. Well sort-of I bought your game when it was first released but my computer at the time couldn't run it. Just want to say I'm so happy you guys are still working on the game and haven't given up on it, even with all the haters! This game is starting to get better and I think you will start seeing more players. You guys rock and so do your games!
  18. Ahoy Pathfinders! We’ve got a pretty jam-packed post for you today! Because of your amazing participation, providing tons of questions for our team, we’ve decided to split responses into two posts. Since we received a large amount of inquiries regarding PvP balances, we’ll be discussing those questions separately in a later post. Because today, we have a few special topics we’ll be addressing first. Our first entry is a reply from the dev team regarding the inclusion of a new ship building system. Next, we have a new survey for you all to provide feedback on Ships and we can’t wait to hear your responses. Finally, we finish up with Q&A, excluding PVP questions previously mentioned. In an effort to provide more transparency between the team and the community, we continue to look for more ways to blend the goals of the two entities to make Atlas as great as we both know it can be. We appreciate your support and ‘til next time, may your skies be clear, waters calm, and sails full in whichever way you roam. From the Captain's Quarters We have heard your concerns regarding the new ship system and we would like to discuss our goals for it to help set expectations. We love the level of customization the original ship system provides and we will continue to support it for as long as possible. Currently, there are no plans to remove the original ship system. Early Access gives us the unique opportunity to share new systems while they are still early in development. The modular ship system is one of these new systems, and it will be released in three main stages, the first of which has already begun. In the first stage, we used the new system to create pre-built ships, like the Ramming Galley and the Majestic Kraken. Our goal with this stage is to give players a sneak peek of the system while also providing a quicker option for obtaining new ships. While the ability to purchase pre-built ships isn’t going anywhere, it’s not the end goal for the new system. The next stage of the modular ship system is coming soon and will introduce customization options to pre-built ships through module swapping. We will be introducing a system similar to ‘Sail Points’ called ‘Module Points.’ Each ship will have a pool of Module Points, and every module placed on the ship’s ribbing will cost a set number of points. Higher impact modules will cost more points. As a simple example, a Midship Gunport Module with two Gunports will cost more than a Midship Gunport Module with one Gunport. We will be rolling this system out piece by piece, starting with the ability to craft and swap Railing Modules. As we expand the customization system, our goal is to introduce a variety of modules that provide meaningful choices when building ships. Players will need to decide which pieces are most valuable to their strategy and budget their points accordingly. We feel that the original ship system had little room for choice and expression because the meta was so defined. Our goal is to expand the meta to include a variety of different builds and strategies supported by the new system. Initially, we will be releasing tactically-focused modules, but eventually we will also release cosmetically-focused modules. These could include things like different Railing types or a Midship Module with windows. Cosmetic modules provide no advantage in combat but would allow players to make their ship their own. (Cosmetic modules won’t cost additional Module Points.) The final stage of the system will allow players to build modular ships from the ground up. After choosing a ship hull size, players will be able to plug in modules from a variety of available choices. (As long as they have enough Module Points!) Our goal is to eventually have enough modules that the new system will have the same level of customization as the original system. This final stage of development won’t be complete for a while, but we hope you’ll stick with us for this journey! New Survey - Ships We're back with another Community Survey! Remember, surveys will cover a specific topic, so if we haven't pushed out a survey relevant to your interests yet, please know that there will be more! If there are any topics or changes you would like to see from us in future surveys, please let us know! We're only beginning this initiative, and hope to improve our process as we continue to develop ATLAS hand in hand with the community! This month's survey is focused on collecting early feedback to our New Ship System / Ships for Gold System. So far, we currently have the Ramming Galley and the Majestic Kraken out, with plans for many new and unique ships on the way. The goal is to create a highly customizable and modular ship system where players can make meaningful choices when building their ships. Before you complete the survey - if you haven't already, please make sure you have read the latest about our goal for this new Ships system in the Captain’s Quarters section above, as it will provide more details. Please find the link to the survey here Although we cannot promise to commit any specific change, we would want to be able to quantify which issues players care about most by using this survey to reach as broad an audience as possible. We appreciate your support! Thank you! Without further ado, here’s our Q&A! Hang out at our Discord for a chance to get your questions answered in the next Q&A! Q&A Will the new claim system address the long-standing problems many islands have of "lawless" areas in what should be Island-owned territory? We have been getting a lot of great data about claiming since Early Access started. Each system has had some good aspects and bad aspects. Every player has different needs and ideas about what they want. The new Area Claim system is meant to fill in some gaps and for now will live side by side with the existing island claim system. The island system still has some flaws and bugs and will be looking to address that in the future when we decide how it fits into the big picture. With the new theme and vision, will single player still be part of that? While PvP is our primary focus when designing content, we want to ensure new features are also supported in our other game modes. (Including Single Player!) Are patches being tested in single player or are they only tested for multiplayer purposes? Recent patches have addressed some Single Player specific bugs and we plan to continue this in future patches. Your reports speed up the bug squishing process, so please continue reporting any bugs you come across. Can you enable the market system on single player? The Trade System runs on a separate server from the game to allow Markets on different servers to talk to each other. When it comes to single player, it will have to be same-server trading only. This change will require some engineering work and we do not know yet when we are going to make that happen. Will there be factions or AI? It would make PVE more interesting. What do you think of having PVP only at sea while land is PVE? Our direction for Atlas is to make rich player interactions, whether that is through conflict or cooperation, and that is where we will spend most of our development effort. We have talked about factions and think those fit better with an MMORPG style game rather than a massively multiplayer sandbox game focused on PVP. When will there be a massive Structure limit for land bases? How do you intend to prevent massive Structure spam that was used in PVP as defense meta on any island and in PVE to claim land on lawless? Spamming structures is not fun gameplay and we would like to get it out of the game. We have some tools available, such as restricting the number of structures that can be built. Each of those options come with drawbacks. We'd like to find a solution that feels good within the world, is good for performance, and isn't so ugly. One of the things we are working on is giving players more choices when building. For example, rather than having to spam 100 walls, we are adopting some of the modding community's solutions and making large stone blocks so that larger defensive structures can be made with fewer pieces. We are also looking at making more automated structures that are designed specifically for defense. When can we take exact amounts of resources out of a resource box? Can we please have a keybind to pull one single stack of something from a ship resources chest? Thank you for the suggestion! We'll look into this. We love hearing ideas that make Atlas a smoother experience. What Holidays are to be recognized going forward? So far with the new team we've enjoyed Thanksgiving, Christmas, and New Year’s and then skipped over Valentine’s. Is there a list, or is it just if there's time given the more frequent Updates? We don't have a formal list of events, but we like to celebrate as many holidays as our development schedule allows. Our primary focus is on new features, quality of life changes, balance, and bug fixes, so most holidays will be celebrated with rate up events. However, the Winter Event was a lot of fun to prepare, so you may see something similar in the future. (Anyone want a pair of Bunny Ears?) Do you plan to make any changes to the current economic system? Gold is pretty abundant on PVP, and absurdly worthless on PVE due to the lack of any major goldsinks. Do you have any plans to change gold cost settings between PVP and PVE? PVP sinks gold into war-dec tokens, drakes, and 1000s of defensive npcs. PVE has none of this and island costs are minimal - there is little chance of islands changing ownership on PVE until the owner doesn't log in for 10 days. This is one of our core focuses on the game right now. We definitely have some more gold sinks in mind and would love to hear your ideas. Please note that with our small team, at this stage in development, we are focused on balancing PVP first. Gold is only one aspect of the economy. We would also like to see a thriving and competitive resource economy. Right now it's very hard for small companies to get a variety of resources, and very easy for large companies to get nearly all of the resources. Since this is tied so closely to competitive balance, it accentuates the gaps between these player groups. We have started working on the next map, and it will give you more reasons to value different islands for the unique characteristics they contain. This is something we’ll talk more about in the future. Question, will more gear for the players (like new swords, guns, and armor) be added as time goes on? Atlas is a game about telling player stories. Custom gear or content is one of the places we would like to reinforce that. Rather than take the standard RPG approach where the devs craft thousands of items, we'd rather give the tools to players to let them craft unique and interesting items within the game, so we will be working on those sorts of systems instead. That said, most of our art effort in the next year is focused on creating awesome new ships, so new visuals for player gear are not likely to be added soon. Does the team envision that it could be viable to just sail 24-7 and totally avoid land from the beginning of the game? With the introduction of new ships, Sea Forts, and water tames, the ocean is more alive than ever before and we will continue developing content that pulls people towards the sea. We have a variety of features in development including physical trade ships that can be intercepted to steal resources. We are moving towards a world in which a strong navy will be required even if you have a base on land. That said, land will always have a place in Atlas and the majority of players will want to explore both the land and the sea. We would like to hear more about direction on loot. The loot in this game is so bad right now we are seeing no crafts on bps, and are not seeing more of those bps dropping. We would just like a long write up of what direction you would like to take loot. Also why was loot changed mid season, crippling companies who now do not have the bps to replace boats? What data has been collected on the loot change? Most of us are still seeing low % items at the MW and above scale. Is there more loot balance coming this season? We have started making changes to loot focused on blueprints and will continue to do so. We are making multiple changes simultaneously to support some transformative changes and that means sometimes things will get out of balance for a while. Recently with blueprint crafts there were some errors in the math which made the number of crafts significantly lower than was intended, and we'll be fixing that. To be clear on the intention - we are moving BP drops to happen in higher frequency with lower craft counts. This means you will see interesting and unique BPs more often, and will not be able to sustain as long on a single good find. Regarding our long term plans, rather than make this a strict RNG loot experience, we're also working on a set of blueprint crafting, merging, and upgrading systems. This will be initially focused on sails as we prototype the system. This should allow you to get closer to the sort of customized, hand-crafted blueprints you want while still providing an element of skill and luck for getting there. We will reveal more on that system as it comes along, but look for sail BP crafting in the coming months. Will we see increased reasons to sail in our home grids? Currently the only place to sail for content is GA. Is there talk of making more local grid content that would incentivize players to sail to other grids other than GA? Our goal is to get more player interaction, especially on the water. Adding in Sea Forts is an example of an objective you need to sail to and compete over. Sailing can be obnoxious if you have to go long distances and that's why we're addressing that problem with the upcoming Tradewinds and after that we plan to introduce a portal system. Tradewinds is in final testing, and the portal system is still being worked out in design. Atlas is primarily a game about interactions with other players, so new water objectives we create are not going to be single-player experiences, but rather ways of drawing players together in conflict. What are your long-term game performance optimization strategies (realistic ones)? It seems pretty clear that from a technology perspective, it's not possible to support islands with 100s of thousands of structures on them and maintain enjoyable gameplay. How is this being addressed and how can players provide detailed feedback as you discuss potential strategies for dealing with this? We're looking to consolidate some larger multi-piece structures into chunkier single-piece structures. The overall structure count has a huge impact on performance. We don't want to remove the customization that is a hallmark of Atlas, so we're looking for ways to add new options rather than cull existing choices. Are there any plans to rework the chat system to give players a better method of communication? Not for a while. We'd love to eventually implement a mail system that allows players to communicate across servers. Would the ability to salvage ship parts of sunken enemy ships be possible? A skill with a chance on salvage to get the item at a low percentage. This will help provide an incentive for players to pvp for loot in ship combat. We're definitely looking at ways to bring more conflict to the ocean. Winning a difficult battle only to receive some resources can certainly be frustrating and we'd love to implement a system that allows you to receive a greater reward for your efforts. Will players who have been playing since Early Access be rewarded with something special when the game goes to Full Release? We will be looking for some ways to reward our long time loyal fans as we leave early access. It is a bit too early to commit to anything specific. What are some immersion goals on the horizon? While performance-related, it's currently boring/problematic to have ships rendering when they are almost within firing distance (versus spotting sails far into the distance). This is on our radar. We agree that the render distance should be increased to prevent ships popping in and out of view during combat, but we want to ensure any changes we make won't come at the cost of performance. Weather mechanics are currently very one dimensional and don't offer any actual strategic value (you can't choose to head into a storm to lose chasers, for example). We're planning to flesh out the weather system in the future. Some early ideas include allowing players to control the weather to make certain islands more inhabitable (or uninhabitable if you're an attacker). We'd also like to make storms more interesting by adding new encounters and resources inside them. Also, smaller things like allowing lanterns to burn indefinitely and automatically turn on/off at dusk/dawn. We always love hearing quality of life suggestions! Keep them coming! 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
  19. For the above seasick sailors wondering if the devs ever read this, I can almost 100% confirm that is a no. I have said some arguable ILLEGAL things in here to just get a response. Nothing. I even told them how upset I was at Atlas that I went ahead and pirated the entire ARK collection just to get even and encouraged others to do the same. Haven't even been banned from the forum for that one. As for singleplayer, when I played it quite a bit about a year ago, it was in better condition than it is today. I tried a few days ago. CTD while trying to switch grids. Lost my ship, crew, items. Anytime I try to switch grids from the one I'm currently at right now, same crash. Singleplayer is utterly unplayable at this point. I suggest you don't even try, or you WILL run into a game breaking bug and lose all progress. My only current workaround right now is playing solo on a dedicated server. Don't pay money for a private hosting service. Search around on PlayAtlas for Phoenix or there is a few others who have created a system to host your own server. It's a lot of work, to be sure, and it's not the same experience as singleplayer. But so far, I haven't encountered any game-ending bugs. When it does crash, and it will, it doesn't seem to corrupt files. That being said, I make sure I have multiple backups just in case. Hope this helps, lads! And if anyone can figure out how to ENABLE the Fog of War in a dedicated server, please tell me! Ever since the early February 2021 update, FoW is auto-disabled and I absolutely hate it.
  20. I recently started playing atlas again with some friends. I haven't played in a while (before the wipe). We have a ship someone parked in front of our base we haven't seen them since they first left it here and it's in the way. I haven't been able to find a straight answer on google as to how long it will take to sink on its own or whether or not the ability to overweight animals and leave them on it to sink it still works (wouldn't normally try this but its been here for so long and is blocking us) (never tried it before but I remember hearing about it happening a lot way back).
  21. Oh well, scuttled my brig yesterday. Scuttling my gally today. Giving warehouse, gold, buildings, tames, food and drinks to my friends. Not that many still play this anymore... Been offering free help since season 3. Zero thanks given. Been posting since season 4 that i have a novel, possibly copyrightable solution to all their problems that would make this a G.O.A.T. and haven't received a single inquiry. No direct message. Taking it on the open market since its applicable to any mmo. Over 2400 hours playing time since i bought 2 accounts in season 3. Whats the next patch gonna be? A tamable Jumbo Shrimp? "Associate with those you can learn from" maxim 11 from the Art of Worldly Wisdom by Baltasaar Gracian. They haven't learned that advice I suppose.
  22. First of all, I really want to like ATLAS, I really do. But it is not easy. I realize that this game is in early access and that is fine. I also understand that it is impossible to please everyone, especially in this time and day. I also want to say that there is a lot of stuff in the game, that I really like, but it mostly ruined by several issues. The official map is huge, literally. On a good ship with good wind, each grid takes roughly between 15 and 25 minutes to travers, and even longer if one need to explore each island in a grid cell. So, lets say 2 hours per grid, in order to properly assess all islands. With 121 grids at 2 hours each, that equals 242 hours just for assessing all islands. This is a good thing, in my opinion. It means that it should be possible, given time, to find a spot for everyone. In theory. Now, I admit, I haven't been to every island, or even every grid. I usually lose my ship long before that. Farmhouses and warehouses I am a late comer to the game, after the last wipe, and it is damn near impossible to find a place to put down even a single farmhouse. Especially if you want any kind of efficiency out of it. It is not really a problem of finding a place to build a base, but the exclusion range on farmhouses and markets are just so huge that at this point it is very very difficult to find a spot. I found one island with 5 or 6 farmhouses, quarries etc. all connected to 1 or 2 warehouses. There was literally nowhere on that island to set down another farmhouse. It had simply been monopolized by two players/companies. I do believe that several things should be done about this. 1. Reduced the number of farmhouses, mines, quarries etc. to a maximum of two per company per island. 2. Reduced exclusion range on farmhouses, to maybe twice the influence sphere of the farmhouse. 3. Remove the exclusion range for warehouses from different companies, or reduce the number of warehouses to one per company per island. Trade Wouldn't know, I haven't been able to find a spot to place a warehouse. So I am unable to get into trading, since the tradepost needs a warehouse. Ships I like building ships, but they have become to damn expensive, and it is too easy to loose a ship to a Galleon of the Damned. It usually goes like this: I build a ship. I set out. Everything is good for a while. At some point I end up lagging, and getting my ship shot out under me. Rinse and repeat. It is survivable when just building sloops, but when you want something large, like a schooner, you ALSO have to find 5,000 gold. I know, it is fairly easy finding gold, but still, 5,000 gold for a schooner, and it just gets more expensive from there. Besides, to find gold, I basically need a ship, so now I have to build a new sloop, unless of course I saved it when I moved to my schooner. Then I have to trawl for wrecks and buried treasure until I have the 5,000 gold. I get that it shouldn't be too easy, but it sure as heck isn't. At least not if you're like me, and prefer to be alone or just a couple of friends in a company. I think that the gold cost should be removed again, maybe except for galleons. Ships are damn expensive to build, especially when soloing or just a couple of friends in a company. Ships of the Damned All too often have I been ambushed by Ships of the Damned coasting around just on the other side of a grid wall. I can't see them through the grid wall, as it is a different server. That is fair enough, but it isn't fair that they can get so close to the wall, that I have no chance of evading them. Even if I manage to turn around and head back to the grid I came from, the bastards can follow me through to the other grid. And I lag whenever I switch grid, they don't. From a cosmetic viewpoint, the Ships of the Damned look more like alien spaceships, than sailing ships crewed by the damned. But maybe that is just me... I like the concept of the SoD, but all too often their cluster in grounds that are too large to fight, and since you are dependent on the wind, it can turn out to be impossible to get away. I really don't know how to improve on them, but maybe smaller spawns? Lower aggro range? Less damage? All I know for sure is, if the wind is weak and you manage to aggro a SoD, you're pretty much doomed. At least if said ship is larger than your. And on top of these issues, there is a lot of minor annoyances, almost too numerous to mention, so I'll just name a few. 1. cobras are way too aggressive and abundant. 2. Character designer. One face per gender? Seriously? The faces are exceedingly ugly. And no matter how much I fiddle with the settings, it is not possible (for me at least) to get something that looks human enough. 3. Randomized crewmembers. Good lord! Same issue as above. Either they are towering overweight giants, or skinny midgets, and not much in between. Maybe one in ten looks relatively normal, the rest are freaks of nature. 4. Age progression. It's a great and fun idea on paper. But in reality it is hugely annoying, especially because it is not particularly easy to get to a fountain of youth. At least make it optional? I know, many players do not concern themselves greatly with how their character looks, but it matters a lot to me. So something like these issues really sticks in my craw. I have returned to ATLAS on several occasions now, but I end up leaving again after a few weeks. This time my departure is caused primarily by the lack of balance in a lot of things. Ship building, farmhouses, warehouses etc. It doesn't seem like the ATLAS crew concerns themselves with the small tribes, or solo players. It certainly doesn't feel that way. I am a software developer myself, so I know about having to add new features and not just correcting bugs. For that matter, I know some bugs are nigh impossible to squash without have to pull a lot of other stuff. So, some bugs will never be fixed, and there are good reasons for that. But a lot of issues seem to be more of a balancing thing than a bug, so I would think maybe of the issue I have, should be fixable. Whether the developers agree or not, is of course another matter. In any event, I am out for this time. Maybe next season?
  23. If one is in my way I just blow it up. With that being said I really shouldn’t have to do that. Remembering this is a video game and player should have access to the farmhouses, warehouses, and trading aspects, I still for the life of me haven’t figured out why they haven’t just made a farmhouses of all types be buildable in your base and just collect all resources on the island it’s on. then everyone regardless of company size gets a farmhouse, warehouse, and market on a island and the perks of those structures. This would solve so many issues on its own that it’s almost a joke to say it. I get the idea that companies should be fighting over position on a island and the current mechanic works good just for that but where is the quality of gameplay for all players?
  24. Hi, I di have plenty of tower maybe 10 in the water and out of water and I lost half of my stuff so i decided to get my ship move away at the middle of the ocean and leave there to rotten. I not going to play this game any more, is a good game but to STUPID when you have to be like a slave of the game, you can't have 2 weeks of holiday all all you done go to S...., what is the point in waist all the time for nothing, this is for solo people and this game still have all the bug had 3 years ago they haven't fix anything just add more crap. GOOD LUCK TO ALL PEOPLE GOING TO WAIST TIME IN A DEAD END GAME WITH NO FUTURE IN BE A GOOD GAME SORRY ABOUT THET.
  25. They should wipe everyone's levels back to 1 and clear the map from bases, Why? Let me tell you.. - Get rid of "zone claiming" completely so that you could build anywhere. Now you can't land anywhere and fight to claim a zone if it's even being contested. There's absolutely no point in trying to even go contest, because you can't build anywhere, you can't get gear and even if you did go and try to claim an area, the zone owners will get an instant notification if someone is on their turf. This shouldn't be a thing to begin with. You would actually need to monitor the zone yourself to weed out intruders. You're making it way too easy for defenders. - Put an IP ban on connections from China until there's an actual server for them. They are massing the servers and causing them to crash. More importantly, they are spamming the dupe bug at the moment and making the game unplayable for a lot of people. - Nerf hypothermia damage. It's way too high at the moment and causes you to die within seconds. Heat doesn't do even nearly as much as damage as cold does. Also, you don't wanna stand near a bugged fireplace that "might" heal you. Either nerf the cold damage or greatly increase the heating power of a single fireplace. - Make water more accessible. There's not enough water sources in the game. At least make it so that you could fill your water bottle when you dig water from the ground. - Get rid of the excess ghost ships, which is currently going on in the servers. They get stuck on shores making it impossible to even build on the beaches. - Make water "tornadoes" actually spawn randomly ALL OVER SEA and not just in 1 spot at around I15 (there were 8 -10 tornadoes in one spot and I have never even seen one randomly someplace else, anywhere). - Fix the clusters of animals. Many animals just get stuck in 1 place and they can't roam freely. There was one 10 square feet of land in and island that had 20 giraffes in it. This is clearly not working as intended and you can see it clearly that it is not. - Fix the aggro range of certain animals so that you even get a feel of "avoiding" something. Creatures aggro you from so far that it's not even funny. - Fix the running speed of wolves & lions and get rid of their immobilizing attack, because it makes you not being able to fight against them. - Make players actually have to stock up on supplies when you travel on the sea and just not have people abuse the "spawn with full vitals" "feature". Make it feel like an achievement to reach a far island while surviving the elements! - Make wind turn more often. It's not fun to "sail" for 4 hours without the wind turning even 5 degrees. - Make a permanent fix for the servers, it's not funny when servers go down for many hours each and every day. Since the whole launch, the EU servers haven't stood up for 24 hours straight even once. - Buildings have way too much HP, they need to be adjusted. If you can't destroy a thatch wall/hut with an iron hatchet after hitting it for an hour straight, somethings wrong. Also add in the possibility to burn buildings somehow for damage over time. - Fix the "no damage" bug when shooting with arrows and things (maybe counts guns too, I haven't got that far yet). I have literally shot a fish 10 times and it didn't receive any damage from it. This counts in ALL animals, not just fish alone. - Fix animal run paths. Some animals run around you like wild goose and it's impossible to hit them. - Make swinging spear in water cost less stamina when hunting for fish. You can't even fight a manta without the fear of drowning because 2-3 swings deplete all your stamina and the manta might not even be dead that time yet. (Even if it was lvl 1-2) which then gets us to the next point.. - Fix animal levels and damage. They are way too inconsistent. A lvl 1, LEVEL ONE, rhino should be an easy target, but if you even make the simple mistake of attacking one, it will trample you to death. Their HP alone does not equal to their "level". - Alpha animals have still not left all freeports and starting areas. - Fix the spawns on lawless regions to actually randomly drop you on land and not in the freezing water. Swimming off the water takes at least a quarter of your hp by default, so it's not fun to start the game like that. - Make more eatable fish spawn in Freeport beaches. The waters are literally emptier than the pond at the park near my house. - Fix the FPS issues. I have a brand new Intel i9-9900k processor computer with a Nvidia GTX 1080ti and CL14 3200mhz fast memories. I have 30-40 fps on anywhere on the map. I'd be afraid of playing this game if I didn't have water cooling on my processor and a well aired/cooled computer case to keep the temperatures down when the game gets stuck in menu with 20 fps and high CPU usage every time I launch the game. - Fix animals getting stuck on walls and drowning on water. - Fix animals so that they roam back to their spawn areas and not getting stuck on rafts & player corpses. - Trees on tundra and trees on high desert spawning zones give a different amount of actual wood when hit. I think this is more of a bug than a feature. - Saving your character layout doesn't save your tattoos. I spent an enormous time (lol.. like 2 hours) making a dragon tattoo to my characters arm, just to find out I can't remake the same character model with the tattoos with the saved file. Now the saved files have vanished somewhere and I don't even know where. Now I'm dreadfully waiting for my character to die of old age when I haven't even been able to experience even half of the things this game has to offer because all of the before mentioned bugs and I couldn't even recreate him like he was with the layout saving not working. ................. So... these were just from the top of my head for now... there's a few reasons why this game should be reset to give everyone a fair chance to play the game and get their bases up in islands. The problematic situation arises when 90% of the players aren't able to play for many hours while that 10% who claims 80% of all the islands while others can't play and boost themselves in level to escape the rest from catching them. It's just not really fair. ....and yeah more importantly, devs, please respond to critical server situations more faster. It's been 5 hours, yes FIVE hours since the log in servers crashed and we still haven't heard a single reply from you on the issue. A simple "We are working on a fix" or "We are looking into it" would be more friendly to the community, than not say anything at all. Best regards -Nasi
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