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  1. 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!
  2. ALL INFORMATION BELOW IS SPEAKING OF NPCS FROM A LEVEL 1.6 PIRATE CAMP AND A LOW QUALITY JOURNEYMAN MAP. TL;DR, The Lowest Level Stuff. Level 1.6 Pirate Camp As of 26/10/2020, npc pirates mounted on weapons are immune to all hand-weapon damage I can find. Pirate structures can't be damaged by anything inexpensive, and can't be damaged by anything in your hand (with the possible exception of grenades, which I haven't had the time to try). You can't even use picks or axes to break down walls. Frankly, this is bad enough in my opinion. You can be killed in seconds by basically any pirate, even when wearing good gear, if you're not confident with the combat in Ark sorry Atlas. However, the devs seemed to think that this was not bad enough, because it keeps going. Pirate camps are equidistant from each other on most islands, meaning that it's nearly impossible to settle anywhere that you will ever be safe if you go a hundred metres off to the left. Oh, and did I mention that level 1.x pirate bases can spawn pirates (just in my experience) up to level 78? (that's not the highest level I've seen btw, just the highest one I remember for certain) This all means that a troupe of people having just left a freeport, with no real possibility of having equipment blueprints or equipment past common level will land on a new island, be under constant threat, and be basically incapable of dealing with even the lowest level threat without essentially cheating. I did find one way that works. It's to go up in a mountain, with a rifle, a lot of ammunition, and, at ultra long range, start shooting the pirates. 5 shots per pirate is about reasonable, and they all run around when you shoot one, so you're going to be here for a long time. I assume that's the griefing you (devs) were worried about though. Oddly, that's the path we've been forced to go down. (I will address tames later) Journeyman Quality Soldiers of the Damned Likewise, as of 26/10/2020, Soldiers of the Damned do take damage from ranged weaponry, which is a far cry better than them being immune as they were some time ago. However, as of now, from a journeyman quality treasure map, they take so little damage and do so much damage that a man in plate armour is killed in a few hits, while we can shoot them dozens of times without any results whatsoever. In melee, because there are so many of them, that are not in any way tagged to the number of people in the area of the treasure map (at least so far as I can tell), and they are not significantly slower (if at all) than you are, a small group of people get overwhelmed, and die. Oh and if they don't swing at you for x amount of time they decide you must be griefing and they despawn, just in time to respawn when you try to get your equipment back from your body. Tames Okay. We got here. Yes!!!!! We can at any level defeat pirate camps, and soldiers of the damned. All we have to do, is use tames *happy noises*. And you know, I think that's totally fine. What isn't fine, is the fact that tames are not the only things in the game. In fact, there are many other forms of weaponry that have been implemented into the game, and, supposedly, these other forms are useful. One very important piece of game design that you (devs) seem to never have been taught is that nothing should be added into a game for the players to use that doesn't explicitly have a use. Essentially what I'm saying is this: I get you want people to use tames. Great! They will. Let us use the rest of the stuff you put into the game too. As of right now, it's incredibly difficult to use what you are given at the beginning of the game, to beat what you need to beat to get to the next stage of the game. And to the people who would say "well you said it yourself, it's possible, game design done"... I... just... go away. Possible is not the same as fun. If you give me a gun, I should be able to shoot things with it. If you don't want me to be able to, fine. Delete all the guns. They're clearly not meant to be part of the game. Why You (Devs) Did This I have read up on this as much as I can, so please correct me if I'm wrong about any of these things. In terms of Tames, I'm not going to say that this game is a copy paste of a game where tames were inherently more important, but... I'm also not going to lie. Pirate Bases were being effectively cheesed, and so were Soldiers of the Damned, and the way that both of these were being done was by staying at far away range with either a person or a ship (or sending in one person to kite) and then using time, or ships, to destroy all hints of resistance with no difficulty at all. Frankly, I understand why you thought that a fix needed to happen, and I agree. However, allow me to give a potential set of fixes. What Should Be done (give or take) I'm not trying to write your game for you. Please take these suggestions as genuine suggestions from someone who wants to love your game, but can't, and not as some stuck up prick trying to tell you what to do. Feel free to change numbers, dismiss ideas, etc., but please understand that these are suggestions that I have passed by many people, and that we all think would make the game better. 1. Here's the kicker. Outside of npc aggro or "chase" range or capabilities, you can't damage npcs. At all. I'm gonna try to clarify. NPCs in Atlas have a range where, if you shoot one of them, they will come after you, and at some point, after running far enough, they will return to base. It's possible I've misread this, and it's only based on time, in which case add it. Add a maximum radius around the npcs. Make it the same size as the range of the longest ranged npc, possibly excluding mounted weapons. So: If the longest ranged npc is an Archer of the Damned, then you can't hurt the Soldiers of the damned, unless the Archer can hit you. No matter what. They might not aggro until you get the first shot in, but once you do, they can hit you, if you can hit them. This is simplified even further because, done right, you can't just have 1 person kiting with no consequences to anyone else. If you can hurt the soldier, the soldier can at least try to come over to you and hit you. Make this obvious by having the reticle simply not register them as an enemy until you're in range. What does this fix? If worried about people hitting things from a ship, totally fair. Can the npc chase/shoot far enough to get onto a ship? If not, then people on a ship can't hurt npcs. Worried about people hiding in a mountain to shoot the pirate camp? Totally fair. Can the npc shoot high enough to hit the mountain? If not... see where I'm going? Perhaps artillery range has to be equalised, meaning that artillery can damage the base as long as the base can damage it (at least conceivably), and the range should probably stay the same even if all ranged units are picked off, but this should be a relatively simple fix that makes griefing and cheesing impossible, as well as making it very possible to play however you want. 2. Everything needs to be damaged by everything (Without violating the first rule). An enemy with armour can have resistance to arrows and bullets, but it should never be more than 50%. Frankly, 50% is, in this game, barely reasonable for a bow, and completely unreasonable for a gun. 3. Low level Pirate Bases have Low Level Pirates. Make a reasonable progression. If you want one boss pirate, then maybe make that one pirate level... I don't know, 10 levels above average? Every other pirate should be an equivalent level to the average level of random animals wandering around (10 or so), and then scaled for level of the pirate base. This would mean a level 1.6 pirate base would have most pirates of level 16 (Base level 10 * 1.6), a few above, and a few below. And not above as in level 78, above as in level 18, below as in level 14. The highest level pirate bases may need a buff after this, and that's okay. Maybe instead of it being a flat 10 * Level + ((level/10)*10). This would mean that a level 1.0 base would have level 10 pirates, a level 2 would have level 40 pirates, level 3 would have 60 etc. etc. I really don't care all that much how the scaling is done, I just care that it is done, and that the low level bases actually have consistently low levelled pirates. 4. Mounted Pirates have damage reduction from ranged weapons. Maybe 50%, maybe even more. Frankly, npcs on mounted weapons are the only reason I can ever see a damage reduction above 50%, so go wild. 80% damage reduction if you think there's any reason for it. I feel that fix #1 would fix most griefing with mounted weapons anyways though. 5. Npc Structures (namely pirate camps) should have high, high damage resistance, and maybe even immunity, to weapons like the bow, sword, and guns. They should have damage resistance (only resistance) to tools, and explosives. 6. Normalize Soldier of the Damned Spawn Numbers and Levels. Again, some kind of arithmetic with the levelling of SotD would be great. However, the biggest issue that is the easiest to fix is the number that spawn. Right now, as far as I can tell, it's a fixed number, or at least it's quite high. So, make it 1+ party number on common maps, 2+ on journeyman, etc. etc, along with the basic levelling that is being done. Make this number tagged to the same damage radius as in #1, meaning that if 1 player character is inside the radius of a common map, we get 2 soldiers. If another player gets into this radius, which they have to do in order to hurt the soldier, another soldier spawns, and does not despawn until all players exit the radius. And, because of how Soldiers of the Damned work right now, when all players exit the radius, all soldiers retreat into the ground. Obviously, there would need to be a counter to avoid having 1 player in the radius, 2 soldiers, 1 killed, another player joins, and two pop up, as that would be unfair (at least unless there was some kind of timer), and the number should perhaps not reset right away, but I'm sure that can be figured out by people smarter than me. 7. Soldiers of the Damned should not be able to respawn, or regain health if there is active combat going on. Just... this is violently frustrating when you've whittled down the numbers through skill and then suddenly, poof, everyone has full health and the four you killed are right back up shooting you in the back. Afterword I may edit this if I remember other things that should be added, or to clarify things that are unclear. However, this is a genuine plea from a casual player who wants to introduce people to your game, and wants to play your game, but simply doesn't feel comfortable doing so because of how badly balanced it is. I understand that these changes would be a major change to the balance. However, lets face it. The high level players looking for a challenge are not going to journeyman treasure maps, or level 1.6 pirate bases. They're going to the Hydra, the Kraken. They're going to level 10 pirate bases (assuming those exist and I haven't blanked). The higher level balance of this game might be amazing. It really might! The issue is I don't know, because I've never been able to muster the caring, or capability, to get to those higher levels. Frankly, I'd love feedback. If you, Devs, feel that some of these requests are unreasonable, please tell me why. Maybe I can offer another option. If you, other players, feel that you have something to add, please do. All I'm asking for is a some changes that would allow people just getting into the game, to get into the game. Without these changes, taking down one pirate camp, on the lowest level island we could find, with our basic equipment, would take (at rough calculation) over 6 minutes. And not 6 minutes of adventure, or fun fights, 6 minutes of potshotting from a mountain side, and waiting 10 seconds in between for the pirates to calm down so we can shoot them again (that's ignoring the mounted pirates). And without these changes, a party of three people, at level 25-30, are literally incapable of taking down a journeyman treasure map without use of the only mechanic that you've allowed to work on it (tames). This does not make for a welcoming environment for new players! It's viscerally frustrating. What makes it worse is that Atlas has so much potential. It's the Pirate game I've always wanted, and never got. But right now, it's still not here. I have gotten three people (and counting) into playing this game. And so far, we've stuck with it, because we like playing together. So if we need to randomly tame 10 boars in order to get our first treasure map, even though none of us wants to have boars, or wants to go into the taming tree, we do so, and make it fun because we're friends. We like playing the game, because we like playing games together. I guess what I'm saying is, I'd love to be able to play your game, not because I like who I'm playing it with, but because I like playing the game.
  3. This is bs , since the update i haven't been able to get on , in b1 , just started playing again for the first time in 8 months and now I can't even get on
  4. I haven't really played since season one, and the lack of a core theme is one of the primary reasons I haven't come back. I remember one time looking in on the game's progress. I saw a crab jump hundreds of feet into the air with a rider on its back; I NOPE'd right out of there. "I'll check back in another six months." For myself, I hope you settle on a theme that puts realistic-seeming boats (not architectural monstrosities) at its core. Focus on the boat in the same way Star Trek focuses on the Enterprise. There's space and all it contains. There are planets and their inhabitants. Adventure found with both. But everything comes back to the ship. Any feature/mechanic that diminishes the focus or supremacy of the boat should raise a red flag. As for an element of fantasy, I can certainly envision ways it could work. Again... augmenting what matters most rather than becoming what matters most. Have any of you read Jim Butcher's Codex Alera series? The main character, of course, is blown to fantastical heights. But, rather than dominating the experience of the commoners, the fantasy element simply makes it a richer, more interesting experience. I'm not familiar with the proposed Tradewinds feature, so perhaps my concerns have already been addressed. But, in my gaming experience, allowing easy travel commonly leads to some very undesirable outcomes. Dominant factions can project their power over greater distances, and those who choose to harass others are more able to do it without repercussion because they aren't a known quantity to those they harass. I.e., they can easily travel far afield and harass people who don't know who they are or where they come from. Similarly, just as more than traders can take advantage of tradewinds, large companies can take advantage of mechanics intended for small companies unless they are, by design, prohibited or disincentivized from doing so. I wouldn't mind seeing Freeports extended into full-fledged NPC-controlled territory. Companies could lease designated plots of land with strict construction budgets (assets) in exchange for tribute and/or service (e.g. coastal defense). If you live there, you live by their rules (e.g., no piracy). In turn, the government provides some defensive advantages in terms of infrastructure (e.g., protected harbors with "parking spaces" assigned to leases) and automated coastal reconnaissance. Through short-term leases, this territory could provide refuge for those recently displaced as well as long-term leases and a livelihood for those too small or who simply don't care to constantly scrap over territory. These NPC-controlled territories can also be tools in the toolbox of the devs to affect happenings in the world they feel need to be addressed without resorting to a heavy-handed approach. The actions of the governments can be adapted to fit the circumstances. For example, NPC authorities could issue Letters of Marque against specific targets or impose tariffs on trades between residents and specific non-resident companies. Resources, services, and protected sea lanes within these territories are examples of features with the built-in large/small company bias I mention with the previous quotation. These territories would be the Santo Domingo, Havana, and Santiago of the Spanish Main contrasting with the players' efforts to build their various little Tortugas. The life and livelihoods in these territories aren't the same as elsewhere only with an NPC landlord. It's a different piece of the puzzle built to complement and balance the experiences of those who choose to fight for land of their own. I hope you'll take a moment to read my end-of-Season 1 post on creating beachhead mechanics. I elaborate on an idea with what you propose here at its core.
  5. Not sure why no one is talking about this other than like one guy a couple months ago.. but some of these islands just simply don't work. I have tried it on both a dedicated self hosted server and a nitrado server and when you load into a freeport island, the Island is just barren. There's no trees.. no rocks.. no anything, just flat land. There's not even a single creature. I found out because one of my friends died on the main freeport island (of 4 on the home tile) and spawned in at another so we rafted over to pick them up and went to 2 different islands before getting to theirs. The other 2 freeport islands were just empty space, lol. After we found my friend, we loaded into another tile and were on our way to an island. The island took a minute to load in, even as we got close and then suddenly all the tree's and animals and everything spawned before we got to it, but i thought it was going to be barren too. I loaded up nitrado and threw my same server on that one and the freeport islands are doing the same thing. I haven't changed anything other than the spawn number so why they are just completely blank is beyond me. But i saw another guy post about having the same issue. Anyone wanna maybe chime in on this? Are some islands just broken now? or is there a setting that is somehow wrong.. i mean surely if 2 people are having the same problem completely unrelated to each other it has to be other people too or at least someone has to know why.. any help would be appreciated. The two freeports that didn't spawn anything for me were Cay_H_WR_E and Mnt_J_WT_E Also it spawned me in the water away from the island when i spawned into the bad freeport island Mnt. Below is a picture of what it looks like across the island. I would've put a bigger picture but it wouldn't let me
  6. DannyUK

    NO CLUE

    Haven't been here for awhile into other games now but judging by the posts I guess they still haven't done anything, why am I not surprised. You are only hurting yourself if you have any faith in these devs, the game is finished. You either enjoy it as is or not at all and I choose not at all anymore, finished with it.
  7. Makes sense. I'm also ignoring all incoming phone calls if I haven't paid my bills
  8. I got kicked out nearly 3 hours ago now and haven't been able to join back either even tried reinstalling
  9. Very good description and I do agree with pretty much everything. Haven’t played some of the games on your good list so I reserve my decision on those. Wow was awesome. They would do well to add factions in atlas. some people don’t like the idea but my opinion is they are dumb. If would give the little guys a chance to survive and could easily make gold actually worth something like a currency instead of a gold sink like paying for shipyards smh.
  10. I know how you feel, I did 6 shipwrecks spread out and all were bugged but tonight I just did quite a few a few grids away and got quite lucky actually, had about 5 close together including a 17.0 so I can't complain to much. I've not put alot of time into the game lately, not as much as I used to so I haven't even tamed animals yet, that's why I have been doing shipwrecks so I can buy them. Only have a Schooner right now, looking to build a Brig then Gally or maybe buy one depending on prices. Haven't even tried the maps yet but it doesn't surprise me they screwed up yet again, they are very predicable and I would put money on bugs coming out of the farmhouses.
  11. You are right, I haven't considered PVP because I refuse to play it. It's far too much of a time commitment for me and the grieving is something I exclude from my life whenever possible. I didn't realize that a shipyard could be destroyed so easily, but I guess anyone could wander by with a ship full of cannons and destroy it. I remember when I first started playing Ark I didn't understand why my base was half destroyed each time I would log on. I hate the fact that you practically have to be on all the time to protect your builds so I simply stick with PVE.
  12. The low number of players isn't really the result of a claim system in the game. The claim system right now is working perfectly fine. Those that complain about the claim system are those that haven't given the new claim system a try. They've already labeled it as bad without testing the waters. The reason numbers are low and haven't increased as much as hoped since 1.5 is because of several things: The Devs history with ARK - this will be a big contributing factor as to why Atlas hasn't done as well as ARK The initial EA release with poor server performance - January clearly shows how many people were simply put off because of the poor first few days and therefore haven't given the game a real chance And to some degree the poor reviews on Steam - this may only be a small contributory factor, but the number of negative reviews in the first few days due to the poor server performance and those reviews remain from those that left in December have hurt the game even up to now, and that's all down to people playing once and leaving a smell on Steam. It's an unfair thing to do, but that's what happened and a lot of people do look at Steam reviews. Decisions by devs - Now this is of course some level of factor to be included. But although not all decisions by the devs have been greeted with happiness from the players, they have stepped back and reverted certain things that players were very unhappy with, i.e. old age debuff, overlapping of claims etc. It already is build anywhere. Yes there is one island owner, and many of the big island are still unclaimed due to cost. But for me it's worked perfectly, i'm on a medium sized island, I've had 2 owners, i've got the space to build, i'm not cramped in like lawless is, my neighbours aren't even in render range from my base unless I run a little distance. There is a lot of space for people to build anywhere, but the reason there is a lot of space is because of those stuck on lawless as they refuse to be a tenant, even though on PvE at least they don't pay tax. However, I must say there since lawless now has 10 day decay timer on structures, there has become little benefit for living on claimed land, but I have space to breathe and build. Not cramped up like lawless just because people refuse to test the waters. As for playershops, i've not experimented with that so don't have much to comment on those. However, you say they should not even be 1 gold a week cost, well sorry but I just laugh at that. You can go out on a sloop for a few minutes, find a floatsam and pickup lets say 8 gold. That would pay for a playershop for 8 weeks if it was 1 gold a week. And you would even refuse to accept that? That to me sounds like the type of player that lives on lawless because they refuse to live on a claimed land even though they don't pay taxes and there's more space to build. There are 3 types of players: Those that currently play Those that quit playing Those that have never played Now all of those are as important as each other. To say the Devs should stop listening to those that play the game is foolish because then that would just mean the devs would be listening to those that have no experience of the game, or those that quit for a multitude of reasons. The devs don't pick and chose who to listen to based on whether they play, quit playing or don't play. I'm really enjoying the game, I think the current claim system is much better than the original claim system. Would no claim system be better? No-one can answer that question without testing it, but to test it would require big changes, more wipes, more disruption which would also affect the performance of the game, so no, no-one can say that a no claim system would improve player numbers. To be honest with you, I don't think anyone, not even the Devs and players know what exactly will increase player count, because no-one can tell whether any change would actually improve player count, and a lot of that is because of the original reasons I stated.... the devs history with ARK turned people off even trying, the initial launch turned people and way and resulted in review bombs. It's nice that you are thinking that numbers can improve a lot more with the right decisions, but you can't lay claim to what the right decisions are, hardly any player or non-player can.
  13. Strange thing is I haven't seen a pve player saying they should abandon pvp or implement loadsa nerfs that would make pvp rubbish. Weird how so many pvp players are hostile towards pve. Even though imo the devs are actually more suited to pve, as they haven't made a decent pvp side to a game yet.
  14. Question for the developers: In the patch notes 406.7 it says that certain islands were removed from the build and others added. I checked the islands that you added to the build and found that they all had been in the ServerGridEditor at least since november '19 already. So I guess by 'added' you meant added to the official map, not to the game itself where they were already. Anyway: Having a private 4x4 grid with a custom-designed map I was rather unpleasantly surprised by your announcement that I should do a wipe and remove the islands that you took from the build. The reason this surprise is such a nuisance is that it has taken months to find out which islands to put on the grid to have all resources. You know perfectly well that you haven't given us any documentation on which resources are one which islands so that we can design our grids. We have to find that all out ourselves by trial and error. It is a lot of effort and takes a long time. I finally had a map that was working very well, had all the resources, all the powerstones, the cave and the central maw. And then you nonchalantly destroy it. I can't just take the islands out and add others: since we do not know which islands have the same resources as the ones you took out I would have to test again for a long time to find replacements. Ontop of that changing the islands means a wipe. You could have left the islands in the build after all. No one forces you to take them out. Leaving them in costs you nothing. If you want to change the official server map you can do that by just not placing the islands there anymore. But you don't have to take them out of the grid editor and game completely. And ruin our hard work with a stroke of your pencil. Or click of your button rather. I buy the game, I support the game, I tell my friends about it, I put lots and lots of work into it, building a map (without documentation), invest a lot of money in a rack server to run 16 grid servers, not to mention the electricity cost. And then you just click your button. Please understand that I haven't yet given up on the game. But you really are making it hard. So my question is: Can you please put those islands back in? You still don't have to put them on your official map if you don't want them there. Just put them back into the game as an option for us to use. Please.
  15. I don't care what you add i am ready to call it quits nothing works yet you add broken ships, but still no map now you add new dessert still game crashes. Fix before you add more what is wrong with you people you ask what we want most of the player you haven't run off tell you fix the game that's what we want
  16. Atlas is a game without a clear direction, it was presented as a pirate game built on the Ark engine where you and your crew could sail around and go on adventures, fighting at sea, and it had some land bases. What we got was a ground based game with a few ships, most combat took place fighting over islands with absurd mega-companies dominating everything. Literally locking people off the server because they brought so many people to the fight. Ship tended to be used as mobile spawning points and artillery platforms for specific bombardment of areas. You send in a crew that could grapple, fly, or climb to an area, and take out the defense crew in an area, then use ships to hit the walls to breach them with large cannons from long range. Mostly when people were offline and your company was online. A small group basically could do nothing because the Megas controlled most of the islands (Not all but most) and even controlled lawless islands. If you got too big, you got trampled upon because you became a threat. the "join us or die" mantra was repeated a lot. So they were like right, the pirate thing isn't really working, so lets lean into the "magic punk" aspect and add more mythical creatures, submarines and torpedoes, but still have people be at the mercy of the wind. They allowed you to get fantastically overpowered ships that could take on multiple normal ships with ease by literally one shotting normal ships even ones with a few upgrades. Because balance? Whats that? How about we just allow mega companies to control all the resources they need to be able to make OPed death machines that no one has a hope of challenging because "they worked for it" and changing the game isn't an option, we have to keep that in because the megas, will get mad when they cant use their blueprints to be able to destroy everyone and leave, since they drove everyone else away from the game, that would kill our game. Things they should change: Nerf blueprints to a 2% bonus per material used beyond 1. 2 material 2%, 3 material 4%, ECT. Hard cap company size and alliance sizes to a much lower number, total numbers of players in alliances instead such as 150 total players, that way many small groups can ally up, but it handicaps megas. I know that Mega's will still work around this, but make it harder for them and it will also cause more drama for them when they constantly have to sort out. I do not know how to sort out the material scaling, where when you are small and in the stone age, it takes forever to get anything done, but when you are a mega, it takes minutes to build ships. Maybe limit resource respawning on islands by a lot, 12 hours per tree and rock or something, so that they cant clear an entire island of resources, then do it again as soon as it respawns. This prevents megas from spawn clearing entire areas every 30 minutes or w/e the absurdly low time is. Also, limit the special materials to rare spawns and have generic versions be the default to limit blueprint usage. have "metal" and "rock" and a generic "alloy" for generic cannons and rifles. I still think they should add factions to allow people to have a "safe" haven that they can somewhat rely on to be more friendly, so they can build relationships with people around them instead of instantly distrusting literally everyone around them, to be able to build up. The New player experience is rather abruptly ended at level 8 with your next step being onto lawless islands where you get murdered instantly. You haven't even built your first hut yet and you are being murdered by guys with guns and you are still working with basic spears trying to figure out how to build things and where resources come from. I think factions would bridge that gap between freeport and OMG EVERYONE IS AN ENEMY. I just lost the ship I spent 3 hours figuring out how to build, and now I have nothing after being one shot by a rifle and do not know what happened. Uninstall. I am a long time player of ARK and other games similar to this, most people aren't on that level, and will quit because they do not understand what happened.
  17. Yes they are hard at time, especially if you play alone. They spin around in the pen, one of the worst to tame in my opinion because they knock you back. Some people say get it to agro on an animal or something, not sure how it works as I only ever tame by hand. I usually have the metal armour to tame the giraffe but still hard if it knocks you back, just have to put bed and box down and respawn next to it. As Pooter says people will sell them eventually, low levels you can get for a 100-300 gold but depends on the person, if you are lucky some nice people give them for free. I haven't played it long lately so haven't even build a ship yet nevermind animals lol.
  18. Ok, so apart from the usual spawning into the sea, (SP) .no resource bugs(again) and getting stuck, which all seem to happen everytime now. What does everyone actually think of the new update? For me I am not happy about the wipe again, and maybe another one coming for pve eventually( maybe not). But for now at least, pve seems almost like business as usual. Haven't played the pvp yet so can't comment on the claiming etc. And I haven't claimed any land yet in pve either. Is that still the same?
  19. I really want to like this game. In some ways I do. However, my main gripe is having to log on daily to feed my tames/ crew. I've created larders and troughs but when I fill them it seems that it will keep crew/ tames fed for 2 days max. My last ragequit was a result of logging at the end of day 2 and most of my crew had died from starvation. It's ridiculous to make players log on daily. Sorry Grapeshot, some of us have lives outside of gaming. The best I can think of is trying to use the cooking skill to preserve the food so it will last longer. However I haven't found any salt yet. If anyone has any suggestions I'd appreciate it.
  20. Yeah it can be. I use my whale hunting boat with a diving platform when I have to go get resources or explore. Either kills whales or go for sunken ships and flotsam's along the way. Then stop n hit islands for do that ya haven't been to yet. Look through the scope to see the blue "forcefield" looking domes on any do ya haven't discovered yet
  21. The focus should be on actual inactive players not players who can play when they can. Yet, the focus is almost entirely built on a active daily 3-day timer? They should want a game that brings in a variety of players not just a single type of player. If someone is logging in every 5 days because they can only play on the weekends then they will never get to experience any of the official servers. We can come up with a hundred reasons why the current system is bad but at the end of the day the focus should be on real 'inactive' players. These inactive players haven't logged in for weeks, they haven't built anything or interacted with any of their storage, smithy and ships etc. These players should be marked as inactive because they haven't logged in in the last 3-4 weeks. These are inactive players not the ones who still log in to play but now they can't because they must be actively logging in every 3 days.
  22. Sup peeps. Any long time players around might remember me... but yeah i haven't played since ssn 3. I just happen to check out the latest patch notes while waiting for Ark to load... i gotta say the game is completely different. Some of these changes seem really interesting. How is the game these days? Is there a playable single player mode? Is it still PvP or nothing? What big changes happened that made people go while, awesome. what changes were made that made people go nope done game is over.
  23. The cheat I used gave me 100 smithys, it was... Gfi smithy 100 0 0 as far as I know you can just use it for one smithy by changing the number but I haven't tried it yet.
  24. Yeah it is a dumpster fire. Always has been to be honest. They haven’t actually supported the game for a long time. Don’t do anything to hackers, auto resolved tickets, bugs galore. pitiful.
  25. The forums or Twitter or in game. Yeah these devs are complete losers lmao. discord? Yeah seems like something the inept company would do. Very pathetic. Hey, since you interact with them can you tell them the problems everyone else is having and that they suck at their jobs? these guys literally haven’t done one thing right and they didn’t bring anything good to this update. I mean we are talking worthless.
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